Total War: WARHAMMER III

Total War: WARHAMMER III

Sensical Garrisons - All Factions
46 Comments
RagnaroK  [author] 29 Jun @ 5:41am 
its the minor settlements overruling it, as those indeed is a copy of their major settlement counter part.

I could perhaps make custom garrisons that overrides those from my minor tier mod, but not entirely sure as I would prefer if they were not relying on each other. I will look into when I can.
nicebagdad 28 Jun @ 2:37pm 
hey so I have been using your mod a couple days and I really like it! I was just wondering something, I am also using your tier 4 minor settlements mod, and playing chaos dwarves, the tier 4 garrison is crazy compared to the tier 3. It makes the building of the defensive structures completely pointless as the outpost/factory suddenly gets an equivalent garrison to a chaos dwarf province capital.

this feels unintentional.
RagnaroK  [author] 24 Jun @ 12:21pm 
After further investigation, there was some attention needed with ovn in the tables. Fixed and working now.
RagnaroK  [author] 24 Jun @ 12:09pm 
@i am pro at total war - never used sfo, but it probably have customed units and tons of tweaks. This mod is based on vanilla units and tweaks no stats.

@Krakenous - I upped the priority of units/heroes etc way above vanilla value in most cases according to their tier. The mod itself should place itself above those mods you mention, but don't know if they changed their stuff in my long abscense. :ratcoon:

Should you have a specific example I can reproduce, feel free to shoot it in my direction. :steamthumbsup:

@Pfleger Von Yggdrasill, works on my end, but could be a compatability issue with another mod. Let me know if you figure out which.
Pfleger Von Yggdrasill 3 Apr @ 10:54am 
The mod is cracked. I'm not sure when, maybe because of the update ovn team had today, or long before
Krakenous 24 Feb @ 12:39pm 
Hey Rag...issue. Seems to be with all garrison mods. Priorities! The issue being weaker units are OVERLAPPING stronger units, dunno if it's because of landmarks or modded landmarks that add units but many settlements that add special units (vanilla and modded) seem to get booted out, I think it's the priority thing? Maybe you can check and take a look?

I know we have "build your own garrison" mod and even a "recruit units to garrisons" mod but hell...I really wish we had a "select the units you want to form a garrison with, from the buildings that are currently BUILT in that settlement" etc.
i am pro at total war 8 Feb @ 11:36am 
does this work with sfo?
KarlFooknTanner 26 Jan @ 1:27am 
Thank you
RagnaroK  [author] 25 Jan @ 8:19pm 
Alrighty, it is now properly fixed. :parts::_wrench_:
KarlFooknTanner 25 Jan @ 5:12pm 
@RagnaroK

I tested it with the Empire (Franz - Sigmar's Heirs) and with Cataph's Southern Realms so far.
RagnaroK  [author] 25 Jan @ 5:06pm 
That is not intended unless you run a tier 4 mod, but that did not happen during my testing, so I wonder why it shows up for you.

Which faction were you testing as?
KarlFooknTanner 25 Jan @ 5:01pm 
Forgive me if I missed something in the description but it's late and Im tired. This mod seems to have caused vanilla minor settlements to turn into four tier minor settlements even though it does not state so in the mod description. Unless support integrated means that it applies the changes of those mods here as well?

I tested a lot and it all points to this mod as after I disable it minor settlements return to tier 3 (which I prefer). Is this change intended or a bug or unforeseen ?
RagnaroK  [author] 16 Jan @ 10:31pm 
:steamthis:Update:steamthis:

:sealdeal: Integrated garrison support for OvN - Dread Legion and Albion.

:sealdeal: Fixed the visual issue in minor settlements.
RagnaroK  [author] 16 Jan @ 8:38am 
Thanks for feedback still, its always valuable. :WH3_clasp:
Tethkerchoen 16 Jan @ 8:35am 
ok, thank you
RagnaroK  [author] 16 Jan @ 8:28am 
Yes it happens because I implemented tier 4/5 support, which is annoying I am working on a fix for this and I think I have it ready for a soon to be update adding support for Albion and Dread Legion today or tomorrow.
Tethkerchoen 16 Jan @ 7:54am 
hello, i am experiencing a bug with your mod. i have completed play testing with only this mod and discovered that it is causing superfluous buildings with no effect to be added to the settlement building chain in minor regions. it changes by faction, but to make an example, throgg has a chaos dwarf building "gun turrets" as his minor settlement level 4. is this a known issue ?
RagnaroK  [author] 10 Jan @ 1:22am 
Yeah that fella took over for me thankfully, as it seems to work for people. I even tried his and the custom units from mill mod still don't show for me, but it seems to work for others. :steamthumbsup:
Blitz 9 Jan @ 6:19pm 
It indeed looks to be working alongside your garrison mod for all the other factions. I guess I should have done more digging into the workshop before bugging you about it. I do appreciate you responding and being open to working on something though.

Keep being awesome Ragnarok and thanks again for all you do for this game
Blitz 9 Jan @ 6:10pm 
Hey Ragnarok, I may have found a mod that does what I was asking from you and seems they link to your tier 5 settlement mod already, going to test it out and see. Figured I would let you know right away to save you the hassle, will report back if it indeed works though.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3362322875&searchtext=TW+Millennium%3A+Modern+Warfare
Blitz 9 Jan @ 11:47am 
Well, that is all one man can ask for. If it doesn't want to cooperate, don't stress yourself out for my sake, I do appreciate you at least looking into it again (when you have time, no rush at all).

Thanks again Ragnarok
RagnaroK  [author] 9 Jan @ 11:39am 
Cheers mate, glad to hear you enjoy them. :lunar2019piginablanket:

It could be doable in theory, but can't promise anything as units simply would not show for me in the mil mod and I have no clue why. Tried pretty much anything and eventually abandoned my tier 4(5 settlement variant of it, as the units would never stick or appear and the same might happen in this case. But I will do some testing and see if it can be done. :steamthumbsup:
Blitz 9 Jan @ 10:47am 
Hey Ragnarok, just want to say thank you for your awesome work on your mods, between you and Chopchop you guys make the game way more enjoyable.

Just curious since you said custom factions should be quicker, any chance to get TW Millennium: Modern Warfare added? Your tier 5 settlement works for it, just garrisons get nothing for tier 4 or 5, so would be very much appreciated. Of course if you have other plans first, no worries, figured I would at least ask.

Thanks again and keep up the awesome work
RagnaroK  [author] 9 Jan @ 2:54am 
:steamthis:Update:steamthis:

:sealdeal: Integrated support for OvN - Araby, meaning garrisons, heroes etc. will be applied to them if you use that mod and it still works if you do not use it.

:sealdeal: Adjusted the garrisons of Khorne, Ogres and Greenskins after the DLC update.

:sealdeal: Adjusted Empire captains/wizards to appear in the correct order with spells and mounts.


Removing dependancies from custom mods came with a slew of problems, which I finally managed to solve after more than a week of testing etc. Only downside from the Araby mod, is that the female lord won't get garrisons units from her greenline, which is to prefer over many other issues her faction would provide and to keep the dependancy. This issue should not persist for most other modded factions. :ranald:

More custom factions will be added at a quicker pase, now that I figured out how to do it.
Serj Targarien 30 Dec, 2024 @ 10:34pm 
Fantastic, thanks for the info, looking forward to it.
RagnaroK  [author] 30 Dec, 2024 @ 3:40pm 
None yet, but will be working on adding them sometime after New Years.

Once in, I will say in comments and under the list of supported mods.
Serj Targarien 30 Dec, 2024 @ 3:26pm 
What modded factions are included in this mod at the moment?
RagnaroK  [author] 30 Dec, 2024 @ 3:06pm 
:steamthis:Flash Update:steamthis:

:sealdeal: Integrated support for previous minor tier 4 & 5 settlements, which renders those mods no longer necessary.

More to come soon!:parts::_wrench_:
RagnaroK  [author] 28 Dec, 2024 @ 5:51am 
Ogre changes from the DLC messed it up, should be working now. Will do a proper update on it later today or very soon.
Scarecrow 28 Dec, 2024 @ 5:13am 
Getting a crash on load:
"The following mods cause a crash to the Database: !!!!!SensicalGarrisons.pack

The first invalid database record is 1995520865 in table building_level_armed_citizenry_junctions_tables and pack file !!!!!SensicalGarrisons.pack.

The application will terminate now."
RagnaroK  [author] 19 Dec, 2024 @ 9:31am 
Each unit has a value, highest value ones gets picked untill garrison reaches 20 units. :Dignity:

The units my mod add, has been give really high numbers for lords/heroes going down a bit depending on monster unit/tier, then mechs, cav, inf etc. to ensure garrisons always maintain the most valuable units. :Resource:

The stuff I need fix are missing ror in garrison names, the order of which the heroes/lords in garrisons get their mounts, as the CA order of 1-4 is not actually proper. Mages on a Pegasus is to prefer as the final form, but it is numbered 1, so I need to swap all those around.

Some garrisons like certain landmarks also have double amount of garrison units added, that needs to be fixed, but not a lot and won't brake game.
Disciple Toki 19 Dec, 2024 @ 9:08am 
If so, I will continue to use as it does not seem to cause any serious issue atm. I was wondering how it might play with something like Greater Garrisons? Both mods ad units but yours adds Heroes and I am fine with having full stacks and more in Garrisons. I am not quite sure how WH3 engine puts untis into buildings, ie does it merge them or use the rule of one. Thanks for getting back to me. :)
RagnaroK  [author] 19 Dec, 2024 @ 8:40am 
If garrison training is the one by Axlegolas, they work fine :)

It should work, but I am working on updating the rest of my mods including this one, which needs some swap around and a few minor fixes here and there. :_wrench_:
Disciple Toki 19 Dec, 2024 @ 8:37am 
Hey Rag, hope you are doing awesome kin, I was thinking maybe this does not need and update considering it has not been. Can you confirm? I was also wondering how this will play with Garrison Training? Thanks again wonderful one. :steamhappy:
RagnaroK  [author] 12 Dec, 2024 @ 10:05pm 
I will update it today, just did not have time yesterday, as 6.0 broke many of my mods.
HolyRedEye 12 Dec, 2024 @ 6:21pm 
It needs an update now unless its already included in one of your other mods.
RagnaroK  [author] 16 Nov, 2024 @ 4:18pm 
Looking at it like that, I think you are spot on.

I never managed to play WH1 but with the deathclaw example it makes sense. Will have to do some switch-a-roo once I get some ore time.

Appreaciate the feedback. :WH3_clasp:
Poindexter1985 16 Nov, 2024 @ 4:10pm 
The same observation is true across all Empire battle wizards, by the way. Not just the Bright Wizard.

I actually wonder if they just numbered them in the order that they were created internally - which would just mean that the barded warhorse was a later addition.

I've noticed the same thing with the Imperial legendary lords (at least the ones that have been around since WH1).

For Franz:
_0 is the basic dismounted version.
_1 is on Deathclaw
_2 is on a Pegasus
_3 is a warhorse
_4 is a barded warhorse

The _1 version of Gelt is on Quicksilver, and the _1 version of Volkmar has his War Altar wagon.

So at least for the Empire, it kind of seems like they made the "capstone" version first, then added the others as an afterthought. Deathclaw would *have* to be the first mount option that would be conceived of for Franz, because how could it not be?

So I don't think they were ever meant to represent rank, just "this is the third mount we've made for this guy."
RagnaroK  [author] 16 Nov, 2024 @ 2:23pm 
Good find and I agree, pegasus is by far the best option.

It is very odd how CA 'ranked' the different stuff, I guess they wen't with stats over functionality. This is just one set I have to look into, Chaos factions is even worse. :retreatordie:
Poindexter1985 16 Nov, 2024 @ 2:20pm 
Just sharing something I noticed looking at the pack file to get an understanding of how this mod works (and that I haven't dug into further or tested in game).

I think, in some cases, the progression of hero upgrades is flawed due to the non-intuitive naming scheme used by CA. As an example, your building_level_armed_citizenry_junctions has this:

wh2_main_special_empire_fort_emp_1 wh_main_emp_cha_wizard_fire_1
wh2_main_special_empire_fort_emp_2 wh_main_emp_cha_wizard_fire_2
wh2_main_special_empire_fort_emp_3 wh_main_emp_cha_wizard_fire_2
wh2_main_special_empire_fort_emp_4 wh_main_emp_cha_wizard_fire_3
wh2_main_special_empire_fort_emp_5 wh_main_emp_cha_wizard_fire_3

However, these are the tiers of Imperial fire wizard:

0: no mount
1: warhorse
2: pegasus
3: barded warhorse

I think most people would agree that the Pegasus is the strongest option, and the barded warhorse is a downgrade.

I thought this could be something you might want to look into.
opuntia 14 Oct, 2024 @ 1:52pm 
interesting.
The battle for Vanhaldenslosse Ruins which is usually a cake walk for Vlad. Was a bit more difficult but not ridiculous at all. Vlad won taking mediumish casualties instead of the usual low.
Looks pretty cool so far.
Thanks
:steamthumbsup::steamthumbsup:
opuntia 14 Oct, 2024 @ 1:22pm 
Hmmm
I just started a campaign as Vlad and Castle Dtakenoff has 1 Wight King Leader, 2 Wight King generic and a Vampire (Death) in it's garrison. Also, Vanhaldenslosse Ruins has 1 necromancer leader, 1 necromancer generic, 3 Wight Kings and one Vampire (Shadows). That on the surface of it seems like a lot of fire power at the beginning of turn 1.
Is this intended?
I am going to continue to play and see how it goes.
:steamthumbsup:
RagnaroK  [author] 13 Oct, 2024 @ 6:00am 
Yes, just bad wording on my part, it is outposts as a ally, def ally or vassal indeed. :steamthumbsup:
Nebilim 13 Oct, 2024 @ 4:49am 
Thank you for your mod. How do you make embassies? Isn't it the outposts?
RagnaroK  [author] 8 Oct, 2024 @ 11:17am 
I added the skills manually to the different tiers of, lets say Empire Captains here, as I used the different variants that exist as per on foot, horse, barded horse etc.

So it is not using Empire Captains in the normal sense, but rather these 'behind the scenes' stages/tiers of the actual hero.

This means custom skills won't show in garrisons, but still apply to the actual unit, when you recruit and use them. Atleast that is my guess. :WH3_boris:
Drip-kun 8 Oct, 2024 @ 8:51am 
Would this be compatible with mods that change hero skills like Mounts and Equipment for Empire Captains? If you don't know I'll test when I get home from work and post the results.