Total War: WARHAMMER III

Total War: WARHAMMER III

Garrison Training - Rank 9 max
140 kommentarer
Damjdu 1. juli kl. 4:03 
A great mod make perfect sense and I have a question deos is affect garrison heros in anyway?
Hemaka 4. maj kl. 2:40 
@planewalker just change it yourself to 3 turns in the script using rpfm and use your own version of the mod.
Planewalker 2. maj kl. 12:39 
Would it be possible to add an MCT setting or maybe a level 3 version? (or pr15 turns)
-i feel like normal training would only let them rank up a little, unless besieged.

Nice mod in any case, kudos.
N! 30. apr. kl. 6:09 
great mod.. makes perfect sense since garrisons have time to train
Astra Militarum 29. apr. kl. 9:22 
Nice Mod, thank you !
michal2808 29. mar. kl. 13:29 
Is it possible to make it work only for the player's unit?
DudeChris33 2. mar. kl. 1:20 
agreed would love a level 3 version
Dragontamer247 29. jan. kl. 17:02 
@[PuB] Axlegolas
Edit:
I have evolved from plebian and figured out how to change the values correctly! I still thank you for this amazing mod! :)
Dragontamer247 29. jan. kl. 15:47 
@[PuB] Axlegolas Love this mod and I am a plebian at modding so I wanted to ask. Is there a way to configure this mod? I am trying to piece together how the Warhammer modding scene works but really I wanted to try out how much pacing the ai loses if you set this mod to give 9 ranks in a single turn is there a way to do it? I appreciate your time. :)
A mossy rock 17. jan. kl. 11:17 
Normally I don't like using mods that change game balance but the idea behind this one seems like it could improve the strategic side of things not screw with it. I love that you gave it a 10 turn timer so it shouldn't mess with early game much at all but late game should make things interesting. It will make long term enemy and player owned territory more resilient but also make big enemy empires much harder to take as time goes on...

Anyway thanks, gonna have fun trying this out
haxo 12. jan. kl. 20:09 
ty appreciate it
[PuB] Axlegolas  [ophavsmand] 12. jan. kl. 18:16 
@haxo applies to ALL garrisoned units ;)
Dragon32 11. jan. kl. 1:53 
@haxo
PuB] Axlegolas  [author] 18 Aug, 2023 @ 5:37pm 
@Lord Grain des Rice for AI and player
vashhenko.igor90 10. jan. kl. 23:32 
great mod
haxo 10. jan. kl. 23:02 
is this just for player owned garrisons or does it apply to NPC garrisons as well?
Rex53 10. jan. kl. 13:20 
Good mod :WH3_clasp:
Ben 10. jan. kl. 8:40 
Aaaaaaaand subbed.
[PuB] Axlegolas  [ophavsmand] 7. jan. kl. 13:51 
@Karl Franz thanks mate
Karl Franz 7. jan. kl. 8:52 
Not sure If i already commented but this is an amazing mod. I often wished in all previous Total War games for something like this. It made no sense that my capital of say 100+ turns had a basic garrison with no experience.
[PuB] Axlegolas  [ophavsmand] 6. jan. kl. 16:56 
sry for beeing away that long. I will summarize you questions and requests in a FAQ the next days.

As promised, before I left, I will make a MCT version as soon as possible.

Meanwhile I made a rank 6 max version for those who don't want to edit files (don't use both):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3402319590
MonkeyyNinja 3. jan. kl. 19:50 
To everyone saying it's overpowered, I agree and thanks to the author's well-formatted script it is exceedingly simple to edit both the level cap and the turn interval. Just use RPFM and tweak the script; it's the only thing in this mod's pack file.
sigmars_disciple 26. dec. 2024 kl. 14:36 
@cybergroover, are you also implying that you're using this mod right now?
I'd like to know if this is good to use in 6.0 campaigns or if it requires an update. It's not clear, could be either <3 Thanks
cybergroover 17. dec. 2024 kl. 5:35 
@Noodliest: authors seems says you can edit the script file to do that. Does that work (haven't tried editing it myself)
Tofu 30. nov. 2024 kl. 13:27 
update?
Noodliest 23. nov. 2024 kl. 12:37 
Is there a toned down version of this mod? Garrisons are now a bit OP. Before they were too weak. Now they are bit too strong. An inbetween would be nice.
Ordavion 24. okt. 2024 kl. 9:49 
This, combined with a mod that buffs the values of veterancy is the dream combo. It makes unseating established empires a really unique experience compared to freshly conquered lands.
Dirigible 29. sep. 2024 kl. 19:40 
Sounds like a really great lightweight buff to garrisons :)
Switching Doom 21. sep. 2024 kl. 16:40 
compatible with SFO?
Bhelliom 13. sep. 2024 kl. 14:21 
Hey, love the idea of this mod! An elegant solution to an annoying problem that is hard to even define. Garrisons are weak, yes, but do I want them all to be insanely big and require 3 high tier stacks to AR in the midgame if I am feeling lazy or conquering a lot? Nope. Do I want the AI to be basically unable to take my settlements without running AI Tasks & Strategy mod? Nope. But I do want some change, and this feels like it fits the bill.

Anyway not just here to glaze, wanted to ask if you have any updates about coming MCT support? Because for all my nice words, I haven´t used this a lot. Would be so nice to be able to alter it in MCT to find the perfect sweet spot.

PS. Is it hardcoded that you cannot see ranks of garrison units before engaging in battle?
tpulls28 18. aug. 2024 kl. 15:20 
This is such a small but impactful mod, great idea and great work!! Dramatically improves the ramp-up feeling of venturing deeply and dangerously into the heart of an enemy's territory, especially if you use any mods to improve veterancy bonuses as well.

And in case anyone else was wondering about what happens to experience levels after a settlement/garrison changes ownership, new garrisons start at rank 0 and gain the +1 rank at the same turn number as all the others (i.e. if you capture a settlement on turn 9, your "new" garrison will get a rank next turn if you're using the default 10 turn timer). Thanks to @Blackwolf for asking this question so clearly a few comment pages in, and to the author for answering!
Sir Nicholas 28. juli 2024 kl. 15:32 
Great mod! Was trying a custom garrison one, but doesn't allow me to have allied troops so im trying this now!
DudeChris33 16. juli 2024 kl. 22:08 
MCT support when?
Dragon32 2. juli 2024 kl. 5:08 
@Benjideaula
Scroll down
Benjideaula 2. juli 2024 kl. 1:40 
update?
=[NK]= Col. Jack O'Neil 29. juni 2024 kl. 2:53 
Thanks for checking Wolf :)
Scarecrow the Spud King 22. juni 2024 kl. 3:01 
Thx Wolf
Leaf 15. maj 2024 kl. 5:13 
MCT support coming soon?
Wolf 12. maj 2024 kl. 8:16 
Also, since you guys don't seem to know how stuff works, I downloaded the mod and looked at the script. No, it does not need an update.
Wolf 12. maj 2024 kl. 7:55 
How about you people test it out instead of just asking for an update repeatedly. Or how about you learn how to update it?
-1+f+f+j+j+c+a+-1{i think}+g+g+D 7. maj 2024 kl. 7:50 
update please
Lampros 5. maj 2024 kl. 19:52 
Does this even need to be updated?
cheesyseal4321 5. maj 2024 kl. 18:16 
Can you please update. At least respond
预言家 3. maj 2024 kl. 1:07 
please update
Tombet 2. maj 2024 kl. 21:33 
works with 5.0?
Yeazzal 17. apr. 2024 kl. 14:37 
This is a great idea, thanks!!!
Rounoush 18. mar. 2024 kl. 20:19 
So I had a glitch where, while laying siege to Fort Jakova, the garrison army sallied forth then lost to my army and the next turn the units that had died were magically respawned back into the settlement at full health. I assume it is this mod that did it because it is the only one that I have that deals with garrisons. Has anybody else experienced this?
marcin.g 2. mar. 2024 kl. 23:30 
with me everything works fine (I play as Kislev - without DLC)
N! 27. feb. 2024 kl. 7:04 
works with 4.2?
MichaelGFI 13. feb. 2024 kl. 8:19 
@[PuB] Axlegolas's I've included your excellent mod in a video about how to improve the overall siege battle experience: https://www.youtube.com/watch?v=VRk_RlZ0pXw

Thank you so much for your work!