Total War: WARHAMMER III

Total War: WARHAMMER III

Strategic Garrisons
26 Comments
Greymalkin  [author] 13 Dec, 2024 @ 1:46am 
@Ebokianknight They don't receive that particular benefit from the building.
Ebokianknight 12 Dec, 2024 @ 11:11pm 
This makes me wonder if garrisons bonuses to siege battles, like how many defensive points to start with and how fast they build should be providence wide instead of region. That way they effectively stack with each other.

What do you do for factions without global recruitment?
Greymalkin  [author] 11 Dec, 2024 @ 1:17pm 
Due to the way movement range penalties from different sources stack with each other, it was possible for an army to be unable to move at all in certain provinces. I've changed the penalty from 50 to 30 (undamaged building) and 25 to 15 (damaged).
Greymalkin  [author] 9 Dec, 2024 @ 12:42pm 
Chaos Dwarves' Minor defence effects changed from outpost hut to outpost watchtower.
Greymalkin  [author] 7 Dec, 2024 @ 7:23pm 
@WinterAurora Thank you for the heads up. I'll fix it as soon as possible.
WinterAurora 7 Dec, 2024 @ 7:19pm 
Hi, for Chaos dwarves, the effects are part of the outpost and factory garrison buildings. Factory having global recruitment bonus, and outpost having local recruitment bonus. However the outpost tier 3 garrison does not have the local recruitment bonus.
Greymalkin  [author] 25 Nov, 2024 @ 12:57pm 
@Solmyr The entire province, since you can only have one Major T3 building on it. It's a problem you need to solve somehow. Send an agent to damage the building, send your Lord with the fastest movement range, find another angle of attack... I just had to send Teclis by sea to attack the main city in a province because the army trying to attack one of its minor settlements was having a lot of trouble advancing towards it. That's the kind of challenge this mod is trying to provide. It's realistic and immersive, but it's not for everyone.
Solmyr 25 Nov, 2024 @ 12:38pm 
Are fortifications supposed to reduce enemy movement in the entire province (as opposed to just the region they are in)? Some provinces on the map are VERY large, and a single fortification covering their entire area seems overpowered.
Greymalkin  [author] 24 Nov, 2024 @ 12:49am 
Update: All tiers now include the effects of the previous ones.
Greymalkin  [author] 24 Nov, 2024 @ 12:48am 
@Trains6824 That would be outside of the scope of this mod, which is just trying to provide an incentive to build defense buildings.
Trains6824 24 Nov, 2024 @ 12:22am 
@Nolorfin hhmmmm, would it be possible for you to add the recruitment reduction time - 1 through -3 for the main settlement wall building? :) just thinking in case we are not able to build the small walls in minor settlements we could at least get the bonus recruitment reduction time their.
Greymalkin  [author] 24 Nov, 2024 @ 12:16am 
@Trains6824 That's a good point.
Trains6824 24 Nov, 2024 @ 12:15am 
and then the T3 building has both the T1 +T2 effects + the 50% movment for T3 building? :)
Trains6824 24 Nov, 2024 @ 12:14am 
@Nolorfin seems to be working okay. gonna load the game without the mod to compare the building. but might i make a suggestion? add the recruitment duration -1 =to the 2ed tier building.? so you get a duration reduction + capacity instead of just one or the other. :)
Greymalkin  [author] 24 Nov, 2024 @ 12:03am 
@Trains6824 It should be compatible with everything. Give it a try and let us know. This mod can't hurt your save.
Trains6824 24 Nov, 2024 @ 12:00am 
@Nolorfin Compatibility with Radious Mods?
Greymalkin  [author] 23 Nov, 2024 @ 1:04am 
@Not_My_Spiderman It should be compatible, unless SFO is datacoring the same table I'm modifying.
I Have No Enemies Brother 23 Nov, 2024 @ 12:21am 
@Nolorfin

Not compatible with SFO I assume? Great mod for vanilla if so. Really cool concept :)
MichaelGFI 20 Nov, 2024 @ 12:40pm 
@Nolorfin Makes sense, thanks. I'm always looking for ways to slow down the campaign realistically and escape the steamroll of vanilla.
Greymalkin  [author] 20 Nov, 2024 @ 10:53am 
@MichaelGFI It's not that the AI doesn't build walls on major settlements, but that, without exploits or cheese, it takes a long time for walls to get to level 5, for the AI and yourself. If you encounter an AI faction late in the game that has crushed all its enemies and never lost its starting settlements, it will definitely have fully developed walls on some on them.
MichaelGFI 20 Nov, 2024 @ 7:18am 
Looking forward to trying this. But the comment about AI not building these is concerning. Would you say this makes the game easier because it's giving the player an advantage?
Greymalkin  [author] 19 Nov, 2024 @ 3:11am 
@西雪晴 It's a very good mod, and very well made.
暗黑无敌暴龙王 19 Nov, 2024 @ 2:49am 
@Nolorfin Okay, I didn't realize my idea had already been done
Greymalkin  [author] 18 Nov, 2024 @ 11:32pm 
@西雪晴 That's exactly what Hertz Playable Garrisons does. I posted a link to the mod at the end of the description.
Greymalkin  [author] 18 Nov, 2024 @ 2:36pm 
I hope you like it!
ilya-rysenkov 18 Nov, 2024 @ 1:30pm 
Interesting idea, will try!