Total War: WARHAMMER III

Total War: WARHAMMER III

Greater Garrisons
451 Comments
_Zevon  [author] 18 Jul @ 6:42pm 
Chaos gets additional units as well.
Gul Dukat 17 Jul @ 8:55pm 
Does this not work for chaos?
_Zevon  [author] 17 Jul @ 9:01am 
No, I didn't remove the allied units. What might be happening is they are getting bounced out if you have more than 20 units in the garrison.
Fusty 17 Jul @ 7:56am 
I’ve noticed that units added to the garrison through an allied outpost don’t appear anymore. Is this a feature of the mod? It makes sense from a balance perspective since the base garrison is already strengthened, but I did enjoy having the extra units provided by allies.
_Zevon  [author] 13 Jul @ 7:33am 
It depends on the vanilla AI settings. There are some mods that make it more or less likely.
Blissblessed 13 Jul @ 1:02am 
Do AI sally?
_Zevon  [author] 10 Jul @ 12:25pm 
So, adding spells that are attached to buildings, makes some sense. You see that with the chaos dwarves.

Hypothetically, you could make that spell a summoning spell, and then make those summoned units be non degrading. I think those summoned units might have to be custom though. That would make the mod a unit mod as well, which would require sub mods and patches for other balance mods.

It's been a while since I looked into that.
biocyborg1337 10 Jul @ 7:58am 
Would it possible to break the limit of 20 units to a city garrison? I know technically you cant go over 20 units in an army, but maybe a workaround would be possible by making summoned units at the start of the battle that dont degrade, or a second invisible army that is glued to the city to reinforce it with the extra units.
teenyoung2 23 Jun @ 9:26pm 
@Shadow agreed, vampire count and vampire pirates got no units to the garrison of all settlement, hope fix
Shadow Spion 21 Jun @ 12:26pm 
I am also doing a vampire count game right now and the minor settlement walls do not seem to provide the sally out ability, is it supposed to be for major settlements only?
Shadow Spion 21 Jun @ 6:54am 
Its definitely way more challenging to play as an evil faction, but playing as an order faction can be a bit boring as most nearby threats get wiped out pretty quickly. Generally full chaos factions seem to do well, but orcs and vamps seem to die of pretty quick, maybe buff their garrisons with less chaff and more mid tiers? Of the order factions dwarves seem to benefit the most and seem to not die at all to their threats. However, I do love this mod and having actually useful garrisons is awesome.
_Zevon  [author] 21 Jun @ 5:42am 
I won't be back until July though!
_Zevon  [author] 21 Jun @ 5:41am 
@Shadow. Yes, that would be a side effect. I can try and tweak things a bit to make chaos a little stronger.

Personally, I like the challenge as a chaos dwarves and dark elves player.
Shadow Spion 20 Jun @ 7:33pm 
Does anyone else find that this mod makes order factions do way to well? I really like this mod, but it makes playing an order faction too easy as there are not nearly as many disorder factions that expand very far.
Shingsora 20 Jun @ 7:08am 
i thinks this mod make ovn lost faction settlement dissapear
Kevin 18 May @ 9:56pm 
The mod is great, it makes defensive buildings really useful even in minor cities and if like me you don't like the game I take the city back from you then the enemy takes it back every turn etc. with this mod no more worries like that but the first campaign battles are sometimes almost impossible I only activate it from turn 5 for my part !
KoffenStoffen 17 May @ 8:41am 
I really like the idea of having larger garrisons but does this work with "No Real Time Building Reborn" mod? I do not however like the building mechanich during the battle, rather sort that out before the fighting begins.
_Zevon  [author] 16 May @ 6:44am 
@Sinh. Gotcha okay!
sinh 14 May @ 10:52am 
@_Zevon oh no, I do use this mod as well. Just trying out a different garrison mod and i mixed up the names lol
_Zevon  [author] 14 May @ 9:47am 
@Sinh! Ah! Well I hope you try just this mod out and maybe that'll be less punishing! Here each building you build only gives one extra unit. And the walls add a few more then vanilla.
sinh 14 May @ 2:47am 
@_Zevon I am dumb. Forget what I said. I thought this was a different mod.
sinh 14 May @ 2:36am 
@_Zevon Honestly just across the board. I wouldn't say I'm having issues with it. The XP gain is absolutely insane when you have to deal with 20 unit garrisons+whatever army is sitting in there on turn 10, but I was wondering maybe having an option toggle where most of this mods garrison power comes in effect once you build walls in the major settlement for the province. And until then, the game uses default garrisons? That way early game is feeling more balanced while also having the option to turn your garrisons into doomstacks later on if there's a need for it, but you need to invest a building slot for it.
_Zevon  [author] 13 May @ 2:42pm 
@Sinh. Which buildings and factions specifically are you having this issue with on turn ten?
_Zevon  [author] 13 May @ 2:41pm 
@Grimm. I'm not sure what buidlings Radious changed on Nurgle. You may need to make a Radious/Nurgle compatibility patch.
Grimm 13 May @ 11:13am 
Hey, cool Mod but doesnt work for Nurgle. I play with radious and it works with other factions, e.g. Empire but not Nurgle.
The NarkKnight 12 May @ 11:02am 
Thank you so much!
sinh 12 May @ 1:42am 
This mod is amazing. Helps make sure the player has a chance to defend their settlements against AI. But this feels like a bit too much when playing tbh. Going up against basically turn 50-60 armies with your turn 10 armies is a bit silly and yes, you can tweak the mod to make sure AI is weaker but then what's the point if my garrisons are super strong, but AI's are too weak. Maybe have have the mod come in effect when you build a defensive building? That way to get access super strong garrisons, you need to invest a building as well as money into it. Would especially help when fighting the AI.

As I said, turn 60 power level garrisons, with an enemy 20 stack sitting in there, and you only have a turn 10 army is bit overboard. I think building a defensive building and it's upgrades, allows you to have the full function of this mod would be a nice compromise, maybe have it in the options menu.
SpooNNNeedle 30 Apr @ 6:16pm 
this makes the Kislev start so difficult lol. not a complaint, just a heads up for anybody looking to play that faction! I've had to wait until turns 10-13 to conquer what is supposed to be the Ice Court's starting province..
Augustus II 16 Apr @ 12:00pm 
For what its worth I agree with Tombet. That said you amazing work and I am over the moon for your DEI style mercs, population and supply mod. That has potential to be the greatest of the WH mods. Cheers mate
Tombet 12 Apr @ 1:25am 
please make the sally out feature a separate mod...so this mod is not a option for me anoymore. I want only good Garrisons.
_Zevon  [author] 6 Apr @ 8:19am 
That functionality is locked behind the walls building now. You have to choose to invest in this ability. Also, if you wish to remove it from the mod there is a single entry you can delete that will remove it.

Open the zrz_garrison.pack file in RPFM, and search for the zevon_sally and moloch_forts_garrisons_bastions entries under building_effects_junction. Delete both of these but keep zevon_garrison and it will return to how it was before.
Komaru/Akaros 6 Apr @ 4:10am 
I love the mod, it is a little more balanced than another garrison mod, on the other hand, I find that adding the functionality of being able to get the garrison out of its colony (Kislev mechanics to recall) really too much a has no place in the mod, after it is not my opinion
NINA rojozangre 5 Apr @ 7:51pm 
17
S.S.O. | Artegor 5 Apr @ 5:04am 
Adds units from the first turn, and with full health. Best garrison mod in the workshop at the moment, if you ask me :)
_Zevon  [author] 4 Apr @ 5:03pm 
Okay! It's finally ready for release! The Community Factions Submod for Greater Garrisons is in public beta! Finally, you can enjoy stronger garrisons from community favorites such as TEB, KRAKA DRAK, ALBION, ARABY, and NAGASH!!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3458102729
Arny 3 Apr @ 3:49pm 
Aps, ok, no problem.
still balance with walls and scout towers! thx!
_Zevon  [author] 3 Apr @ 1:52pm 
@Arny. Yeaah. That's because they also add those same buildings to the lords, so it shows up on the lords UI that they get a garrison unit. At least that's how it was last time I looked. I compensated by making their walls and scout buildings beefier. But yeah, I'm not happy with it really.
johnny05cz 3 Apr @ 11:54am 
@Zevon Hey man, thx for changing it to walls, great work. (though i still think it should be nerfed a bit :D )
Arny 3 Apr @ 11:37am 
There are a trouble with vampire coast garrisons?
Il think that military buildings dont give me troops as others factions, right?
Valeroth 3 Apr @ 10:03am 
Thanks for your answers, this is a great mod , keep up the good work :)
_Zevon  [author] 3 Apr @ 9:49am 
@Valeroth. Yes, AI can use this. Alright, green sounds like a good color!

Garrison Sally has been moved from the main city building, to the walls buildings!

The walls will keep your city safe long enough for your troops to march out and fight with a bigger army.
Valeroth 3 Apr @ 3:34am 
garrison sally just stopped working
Valeroth 2 Apr @ 12:30pm 
can ai use this ?
Valeroth 2 Apr @ 12:15pm 
@_Zevon maybe usual green would be fine ?
glospey 2 Apr @ 11:40am 
@Bennet, there is a mod that increases army capacity beyond 20 but I don't know if it increases garrison capacity. There's also a mod that reduces the upkeep cost of garrisoned armies so you COULD run both (plus this mod) to simulate a larger garrison if you felt so inclined.
_Zevon  [author] 2 Apr @ 11:25am 
@Bennet. Yes. Sadly 20 is the max unless you garrison an army inside the city in addition to the province.
_Zevon  [author] 2 Apr @ 11:25am 
@Johnny.

I could see it being the walls. You could feel like the walls will keep the city safe with a minimal garrison and then head out with your army.

This feature is in a freshly baked stage, so there is room for adjustment.
johnny05cz 2 Apr @ 11:14am 
i just saw another mod that just adds garrison sally to the discovery building making the range better with every upgrade, which i think is also a neat option .
johnny05cz 2 Apr @ 11:07am 
well i kinda like that its unique to Kislev and atamans, but i guess it could work in the mod , but in my opinion, and i don't mean no offence, it feels too op right now. The range is just too big stretching from one settlement to another and you basically get it for free just by upgrading the main settlement building. So maybe halving the range and making it, so you only get it from the tier 3 defence building ( the max. tier walls in small settlements) could work, and it would be a nice bonus and motivation to actually build the max. lvl. defence. cos i often just build the first one :)
bennet 2 Apr @ 10:41am 
Is 20 the maximum number of units? If yes is there a mod that increases the maximum ?