Total War: WARHAMMER III

Total War: WARHAMMER III

Dynamic Garrisons with Full Settlement Strength
94 Comments
SuitingGhost  [author] 13 Jul @ 10:12pm 
Hi Ryo. Thanks for some nice suggestions there. I was not familiar with MCT config modding but I looked into it. I think alternatively, I could make another version (say a lite version as you suggested) of this mod and publish it, so people can pick and choose what to enable. In either case though, it'd be harder to maintain consistency across different versions, but more importantly, getting such a new version out may involve extensively modification. Considering this mod has thousands of rows already, I'm not sure if that's on my to-do list. But I always encourage people to use this mod as a template to tailor to their own expectation
Ryo 13 Jul @ 3:10pm 
Excellent garrison mod! I have an idea for satisfying wide-ranging player taste in balance. MCT config could be added to pick between 3 settings - Growth, Lite, Strong.

Growth: Lower level buildings having one less unit or a swap to weaker fodder units than current, depending on building cost/commonality, some level 1s even going to 0. Higher tiers kept strong, perhaps even buffed slightly, maybe with gradual xp/rank ups too. Has the vanilla scrappy "fast expand" feel of early game, but graduates the player into a challenging endgame with mature borders.

Lite: Lower unit quantity and quality at all tiers. High tier cities still have a full diverse army, but less elite. For players who want the mod's dynamic flavor feel, but still want weaker siege defense for steamrolling or back-and-forth blitz churn.

Strong: Preserve unit quantity and quality at all tiers. Possibly buff/refine in certain cases. For richly packed and defended settlements at all stages of the game.
SuitingGhost  [author] 21 Jun @ 8:20pm 
Happy to help! Enjoy!
Rez 21 Jun @ 8:17pm 
Had to run a turn to get it to update the units in the garrison but it worked like a charm! Thank you so much!
SuitingGhost  [author] 21 Jun @ 8:05pm 
Sent. Let me know if it doesn't work for you
SuitingGhost  [author] 21 Jun @ 8:00pm 
Oh my bad. I didn't realize only authors could download past versions. If you like, you can let me know which date you'd like the mod from and leave your email address here (you can delete the comment later of course). I'll send it to you in email
Rez 21 Jun @ 7:54pm 
Forgive me, pretty new to mods and things for this. But when i go into change notes it just shows me the option to start a discussion based on the change. I cant seem to find anything to download
SuitingGhost  [author] 21 Jun @ 7:42pm 
Hi Rez. You can go to the "Change Notes" and download from whichever date you want
Rez 21 Jun @ 6:25pm 
Any chance anyone has the files saved from 6.1.5? I've had to rollback because of other compatibility issues but now this doesnt work :(
SuitingGhost  [author] 17 Jun @ 1:33pm 
Updated to v6.2. Enjoy it everyone!
SuitingGhost  [author] 17 Jun @ 12:52pm 
The compression in this v6.2 achieved by deleting a lot of entries unused by the vanilla game. But you may see some missing units from this mod as a result. Luckily those missing rows don't seem to cause a crash. I'll put out a new version later
SuitingGhost  [author] 3 Feb @ 12:36pm 
I haven't used the original mod in a while, so don't completely take my words. If you are really interested in the difference. You can enable one mod at a time, load a save, pass the turn and see which your like better. Whichever mod you choose at last, I hope enjoy the game more
SuitingGhost  [author] 3 Feb @ 12:31pm 
The original mod most of the times adds a double amount of units that this mod adds. So my design is supposed to make the overall garrisons stronger than the original in the early game but weaker than it in the late game
Target Practice 3 Feb @ 11:26am 
Alright, thanks for the info. It does sound like this version might make garrisons overly strong though.
SuitingGhost  [author] 3 Feb @ 11:17am 
Hi Target Practice. Point 1, 3, 4, 5 are the main differences. To elaborate for you, the original mod reduces the vanilla garrisons but put a lots of units into other buildings. This mod keeps the vanilla garrison strength and adds a moderate amount of units into others. The original does not add units to the majority of landmarks (which was a missed opportunity imo), but this mod adds units to all landmarks. Finally, all hero recruitment buildings provide corresponding heroes in garrison while the original only adds one hero to the main building chain. I hope this will help
Target Practice 3 Feb @ 10:39am 
It's not clear to me how this differs from the original mod.
SuitingGhost  [author] 13 Dec, 2024 @ 8:35am 
Hi all. All three races have received substantial recruitment building rework in v6.0, so I updated the mod accordingly. Have fun!
Ozvelpoon 12 Dec, 2024 @ 8:32pm 
Can confirm that the mod is fixed. Did require an unsubscribe and resubscribe to force the update however.
SuitingGhost  [author] 12 Dec, 2024 @ 4:18pm 
Hi WalrusMan. I believe the mod is not cause, as you may have discovered. To simply verify that, you can launch the game with only this mod and see if a crash still happens. I personally don't have a problem with launching right now. But in any case, shortly I'll upload a new version that I have been working on. Stay tuned
WalrusMan 12 Dec, 2024 @ 3:57pm 
im getting this with every mod, not just yours, so nevermind this. Must be something on my end
WalrusMan 12 Dec, 2024 @ 3:52pm 
For reference, it says its a database error. The report is wh3_dlc26_qb_grn_gorbad_forest_bane in table missions_tables and the pack file db.pack
WalrusMan 12 Dec, 2024 @ 3:44pm 
I just tried launching the game and it crashed saying this mod was responsible. To be fair I have a fair number of other mods installed that maybe conflicted or something, but this is the mod that the report said caused it.
SuitingGhost  [author] 12 Dec, 2024 @ 10:45am 
Hi Ozvelpoonrelok. The crash should have been fixed with the latest version of the mod. Can you try again
Ozvelpoon 12 Dec, 2024 @ 10:05am 
Game crash on startup with the new Omens of Chaos dlc
sweetnerevar 3 Dec, 2024 @ 6:02am 
Many thanks for looking into this. Aye, after more testing, it seems that VC AI is not dramatically weakened on the campaign map as a result of this, which was my main concern. I understand that this is more of a real issue for Iron's mod where there is no vanilla garrison.
SuitingGhost  [author] 2 Dec, 2024 @ 11:59pm 
Hi sweetnerevar. I can confirm there is a conflict with landmarks of legend that somehow disables all the additional units added to vcounts by this mod (other races seem to work as intended though). My method did not resolve the conflict. But fortunately, the vanilla vcounts garrisons are still there, meaning despite the conflict, the impact is quite small with both mods on
sweetnerevar 29 Nov, 2024 @ 10:29am 
Hi, yes, in fact I have several: landmarks of legend, landmarks of eternity and immortal lndmarks. All of them below this mod in the loading order. Wouldn't expect them to alter the base buildings but guess you never know.
SuitingGhost  [author] 28 Nov, 2024 @ 10:43pm 
Hi sweetnerevar. All vampire counts should provide garrisons to the vanilla game. However I remember I've seen comments under the original mod reporting the same issue. Do you have a certain landmark mod as it could create a mysterious conflict? If so, what is the name if the mod? I tried looking into it once but could not figure out the resolution. Now I have a new idea and am willing to try again
sweetnerevar 28 Nov, 2024 @ 4:17am 
Thank you for the great mod. Just wanted to check if anybody else had issues with extra garrison units for the vampire counts: in my latest campaign I've noticed that very few buildings (and none of the military buildings in particaular) actually added any additional troops to the garrison. Is this intended? FYI I don't think I have any mod conflicts as none of my mods target effects of settlement buildings (other than strategic resources) or the garrisons.
Hear me roar! 1 Nov, 2024 @ 7:42am 
OK ,thanks
SuitingGhost  [author] 1 Nov, 2024 @ 7:35am 
Hi Hear me roar. This is a simply structured mod and is very unlikely to break between patches. So far it has not caused any problem for me when the game gets updated
Hear me roar! 31 Oct, 2024 @ 7:59pm 
update please for 5.3 thanks
BombRoss 30 Oct, 2024 @ 1:52pm 
Great mod, can recommend it to anyone, had no issues. Heads up though, if you use other garrison mods (they can work together, your load order will determine what overwrites what), you might end up with insanely strong garrisons, so keep that in mind when mixing mods.
SuitingGhost  [author] 14 Sep, 2024 @ 3:48pm 
Hi Mythrantar. Unfortunately no plan at the moment. I've been focusing on improving vanilla experience
Mythrantar 12 Sep, 2024 @ 6:27am 
Thanks for this mod! Any chance to add support for Cataph's TEB?
NeoKorp 1 Sep, 2024 @ 11:50pm 
For both player and AI?
SuitingGhost  [author] 9 Aug, 2024 @ 9:06pm 
Hi Snotwasabi. I am so happy that I spread joy!
Snotwasabi 7 Aug, 2024 @ 4:30pm 
been using this mod a long time and i love it, thank you
SuitingGhost  [author] 1 Aug, 2024 @ 4:40pm 
Hi daffysaturn2. I remember someone mentioned it, but I can't confirm it since I don't use that mod
daffysaturn2 27 Jul, 2024 @ 6:29pm 
Hey I have a question. Is this compatible with the landmarks mods?
SuitingGhost  [author] 14 Jul, 2024 @ 10:22am 
Hi WarFighter. That has to be a mod conflict. Try a dichotomic approach if you want to dissect the problem
WarFighter 14 Jul, 2024 @ 8:49am 
idk but with this mod the enemy dont have armies at all
SuitingGhost  [author] 14 Jul, 2024 @ 1:07am 
You are very welcome. Glad you like it!
I Have No Enemies Brother 14 Jul, 2024 @ 1:05am 
@SuitingGhost

Understood. Thank you for detailed clarification. Truly a solid mod all around. Thank you very much for this!
SuitingGhost  [author] 14 Jul, 2024 @ 1:01am 
Hi Not_My_Spiderman. This mod has been very different from the original mod nowadays, as you can tell from the more than 100 updates, large or small. In general, the differences are: 1) Iron's mod features a significantly smaller settlement building garrisons but receive large other building garrisons. As Iron described, the original mod will have a relatively smaller garrison size in lower tier settlements than vanilla. My mod does not alter the settlement building garrisons, so in any settlement, every building you have adds extra units on the top of vanilla garrisons (hence "larger" garrisons). In tier 4 or 5 major settlements however, both mods should max out the 20 unit cap. 2) This mod adds garrisons to all landmarks, which the original mod mostly overlooks (no criticism here though, Iron reasonably did not work on them, considering how time-consuming this task was to me). 3) All buildings that can recruit a hero have that hero in the garrison
I Have No Enemies Brother 13 Jul, 2024 @ 11:39pm 
@SuitingGhost

A major difference between this mod and Iron's version is we get "larger" garrisons with this mod correct?

Thank you for creating this version btw :)
sigmars_disciple 13 Jun, 2024 @ 8:59pm 
Now, there might be a way to get what you want working, if you'd try "Tier V for all" by @RagknaroK instead of the "THE tier V minor settlement mod" you chose. (How practical to keep its name secret or anything else that would help...) Come on man, have a little respect for other people's work, yeah? <3 Try tier 4 via RagnaroKs 'Tier 4 all' (IMHO leages better as T5 as the complete point of conquering capitals vanishes), "connect" it with Building Slots Extended + submods the (Tier 4 / Tier 5 for Minors Compatiblity one will make it work with Rag's. I use it with Garrisons 3.0 by Zorbaz, Custom Resources and a Population System. Maybe the mod you use is bad or you should try to understand the topic better. Then try adding this as a garrison mod. If you get a weird result, I recommend copying a popular collections' setup for the building/slot part<3 You're welcome
sigmars_disciple 13 Jun, 2024 @ 8:56pm 
@Dunadd Technically you're being "a bit" rude, if you don't mind me saying that. Every mod here on the workshop is made for vanilla settlements, vanilla garrisons, vanilla building slots, vanilla units - except the maybe 2% who aren't. This mod isn't "incompatible" with the mysterious mod you're using - you're using a totally non-standard setup which requires you to use fitting mods alongside it. To come here and "report back" as if you found this interesting problem that mod author should know about isn't cool, brother

As I'm already in the mindreading flow, I'd assume that's why the author might not be too keen to answer
moolmn 13 Jun, 2024 @ 7:31pm 
julian.walzl93, from the second last paragraph in the description:
This mod is save compatible, but takes one turn to see the changes whether you toggle it on or off before you start the game.
julian.walzl93 13 Jun, 2024 @ 1:14am 
savegame compatible?