Total War: WARHAMMER III

Total War: WARHAMMER III

Tailored Garrisons
56 Comments
PIXY_UNICORN  [author] 15 Jul @ 10:17am 
@Omnplayer I am pleased to hear that it is only a minor incompatibility :)
Omnplayer 14 Jul @ 4:31pm 
It looks like it has a small incompatibility. The new garrison buildings don't have the suppression effect
PIXY_UNICORN  [author] 12 Jul @ 11:52am 
@Omnplayer No idea. Give it a go and see :)
Omnplayer 11 Jul @ 8:45pm 
Do you know if this is compatible with Mortals, Mercs and Management?
PIXY_UNICORN  [author] 10 Jul @ 12:44am 
@lacrossepl9 unfortunately not without substantial effort I am afraid.
This mod works by making a unique defence building for each playable faction in the game.
So based on that mod, it's "effect" would need to be added to each of the new defence buildings - as a submod.
But feel free to make a submod for yourself if you have capacity :)
lacrossepl9 9 Jul @ 11:55am 
Anyway to make this mod compatible with Tier 3 Walls Returned Mod?
Phunal 9 May @ 1:02pm 
I see okay no worries. Thanks for answering. Great mod.
PIXY_UNICORN  [author] 9 May @ 3:46am 
@phunal apologies there is not a version without the additional units.
But if you are curious, if the 20 unit garrison cap is reached, the higher tier units will replace the lower tier ones.
Phunal 9 May @ 2:19am 
Hi, awesome mod. Just a quick questions if there could be a version without the additional units from buildings. I really love the concept of every faction having its own version of garrison but building millitary and infrastructure buildings gets some maybe unwanted units.
Guts 28 Mar @ 2:38am 
We are posting :steamhappy: Thanks!
PIXY_UNICORN  [author] 28 Mar @ 2:31am 
@Guts thank you for the heads up!
I checked the packfile and I accidentally left a second version of 1 of the hero ability tables.
It should be fixed now, but let me know :)
Guts 27 Mar @ 10:07pm 
I'm experiencing a launch crash when trying to start with this mod alone
PIXY_UNICORN  [author] 27 Mar @ 9:44am 
Apologies, I don't think it is save compatible. But I hope that you enjoy it on your next playthrough :)
raynay 27 Mar @ 5:54am 
ah, sounds perfect, thx f info&work, cant wait to start a new campaign and test this out (or is it savegame compatible?)
PIXY_UNICORN  [author] 27 Mar @ 12:33am 
@raynay Garrison prioritises are dictated by "armed_citizenry_units_to_unit_groups_junctions_tables".
The higher the unit's priority score (recruitment cost in vanilla) means they will appear in garrisons over those with lower score.
In this mod, skavenslaves have a score of 125. So will be replaced by everything except peasant mob and zombies.
If skavenslaves are still showing up, that means that the garrison is not yet at it's 20 unit capacity.
raynay 26 Mar @ 7:37pm 
hi, looks like an interesting mod, is there a way to modify when having an outpost and it would go over the limitsize to choose which units id like to use (eg cant stand getting skavenslaves from ally instead of some useful units i would have there by default)
Enae 17 Mar @ 9:47am 
No, load order won't help here. You need to overwrite tables and their values manually, it's not so hard for settlements and minor walls - this mod covers them. But all big settlements walls are renamed here so i don't know how to do this without hours of manual redacting values, i just left them without supplies as in vanilla.
thefightintitan 17 Mar @ 9:06am 
I'd really like to use both mods. Is it as simple as making sure the load order has No Real Time Buildings overwrite yours, or is there a script?

Alternately, could I just edit the table to remove the supply gain entries listed in this mod?
PIXY_UNICORN  [author] 16 Mar @ 9:20am 
I see. My mod does give the 'additional supply points per turn when under siege' effect to all faction-specific garrisons. Like in Vanilla.

But, like you point out, unfortunately that mod increases the starting supplies a significant amount to make that mod function. So my mod has to favour the vanilla design, using the incremental increase when sieged system.
And a submod would be a bit too much work for something that I would not use.
But I am glad to hear that you managed to make it work on your end :)
Enae 16 Mar @ 8:05am 
Yes, I played two campaigns with these two mods, and it seems your mod conflicts in building_effect_junction_tables and that's why large walls don't give starting supplies. Although it's probably hard to change without rewriting everything for that mod, I've already rewritten the tables for myself anyway... :tobdog:
PIXY_UNICORN  [author] 16 Mar @ 4:01am 
@Enae I don't see why that "no realtime building" would not be compatible. have you checked that it is compatible?
It is personal opinion but I think these garrisons are a good strength and size. The main building is important to add a large size of lower tier units to the settlements. The units added from the buildings and garrisons are aimed to "replace" the lower tier units from the main building. So I can't really alter this as it is an important part of the mod's structure and balance across all races.
Enae 13 Mar @ 4:24pm 
Could you make this compatible with "no realtime building"?
Also I think those garrisons are too strong. I mean, all buildings already give units, so shouldn't the main building give less? Just my opinion, great work anyway
PIXY_UNICORN  [author] 13 Mar @ 12:27am 
@Enae I am happy you found it :) Enjoy!
Enae 12 Mar @ 4:40pm 
Finally, a really good garrisons mod, i found you! :selphinehappy:
PIXY_UNICORN  [author] 21 Feb @ 4:16am 
@Antero it is mainly for the sake of diversity and size. And I suppose as the city naturally develops, it would require a greater garrison. In game this means that each city you fight will be different and will have differing units depending on the buildings :)
Antero 20 Feb @ 3:12pm 
I like this mod but for the fact that infrastructure buildings add garrison units, which does not make sense. A weavery adds spearmen?
Switching Doom 13 Feb @ 6:41am 
okay thanks for answering! :crusader_helmet:
PIXY_UNICORN  [author] 13 Feb @ 6:36am 
I am unsure as I do not use those overhauls.
If they modify garrisons at all, then they will not be. Sadly.
Switching Doom 13 Feb @ 5:08am 
Compatible with SFO and Radious?
PIXY_UNICORN  [author] 4 Feb @ 12:47pm 
No worries Makki, glad to hear you enjoy it
Makki 4 Feb @ 10:00am 
I do indeed, I've always been a fan of certain subcultures in all the factions and I've always wanted a mod like this. Thank you for taking the time to make this!
PIXY_UNICORN  [author] 4 Feb @ 7:32am 
All that being said, I do appreciate your suggestion, and do know that I am not 100% satisfied with the state of skaven garrisons either. Regardless, I hope that you enjoy the mod :)
PIXY_UNICORN  [author] 4 Feb @ 7:29am 
However, Skaven also contain much more distinct subcultures (clans) compared to pretty much every other faction. As such they have multiple themed units per subculture. Which is great! But also means that Skryre and Moulder have a lot of high tier units that won't be overwritten. Whereas the others don't. So there as a bit of overlap with units otherwise Mors, Pestilens, Eshin, Rictus and generic factions would end up having larger garrisons of 'excess units' that would just get overwritten e.g. 7 stormvermin. And I think garrisons without limited subculture overlap would not be as useful and could potentially even affect power balance.
PIXY_UNICORN  [author] 4 Feb @ 7:23am 
I did consider removing them when I was refining skaven's garrisons.
However the issue with skaven is that a lot of their units are trash. This practically means that their settlements and garrison units from other buildings provide more units than other factions. So if the garrison units are not expensive enough, they will just be overwritten by the units from those other buildings. - Meaning I have to favour higher tier units.
Makki 4 Feb @ 6:34am 
Could I suggest removing the Poisoned Wind Globadiers from Lord Skrolk's garrison since they're a Clan Skryre unit?
PIXY_UNICORN  [author] 30 Jan @ 2:29pm 
Good question!
Personally, I have not experienced any issues like that. Maybe it is because settlements are overall more defended, that the ai is more comfortable moving armies away from their own settlements (due to not having to rely on garrison buildings entirely for defence).
But for pure transparency, this is only my experience, maybe try it out and see what you think :)
Antagonistes 30 Jan @ 2:51am 
One of my main complaint with Garrison mods are that they tend to increase AI passivity even further as the AI is too cowardly to attack well-defended settlements and, as a result, make them stack up even more armies before attacking.

How does this mod deal with that behaviour?
PIXY_UNICORN  [author] 27 Jan @ 9:21am 
@Disciple Toki Thank you for the nice comment!
What do you mean that nurgle factions are just using standard marauders? Are you reporting an issue or making a suggestion?
Disciple Toki 27 Jan @ 6:24am 
This is awesome, thank you for the diversity, I wondered if Grandfather could get some love, it seems like the Nurgle factions are just using standard marauders.
PIXY_UNICORN  [author] 19 Jan @ 6:59am 
Thank you!
crendurrr 19 Jan @ 3:52am 
Really awesome mod
Ciaphas Cain 9 Jan @ 12:37pm 
Nice!!
Echo 9 Jan @ 8:03am 
You could make the incompatible parts (landmark changes) a sub-mod, and have it be dependent on the main mod. This way you'd allow compatibility with other mods like Landmarks of Legend.
PIXY_UNICORN  [author] 6 Jan @ 12:51pm 
@Papashoulz thank you for the bug report and for checking your own files :)

That make sense that Landmarks of Legend would be incompatible. As it adds units and heroes to vanilla landmarks and to do that it has to add units and heroes to the required packfiles. And as I have to do this in this mod, both mods enabled would mean there would be multiple versions of the same unit in the datapack.
Unfortunately I do not think there is anything I could do to remedy this on my end. As both mods exist independently. So if I removed the 'duplicate' heroes from this mod, the heroes would no longer show without using landmarks of legend too.
Papashoulz 6 Jan @ 11:17am 
It's seem to be Landmarks of Legend
Papashoulz 6 Jan @ 10:45am 
Sorry PIXY_UNICORN, you definitely have right about incompatibility, too much mods (hundred) but work fine when i change your garrison mod for this one for exemple :
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3174469245

if i find about the incompatibility i will post

Thank you.
PIXY_UNICORN  [author] 5 Jan @ 2:20pm 
@papashoulz Hmmm I am unable to recreate this.
I just used Mixu's to start as both factions and then only have 1 black orc big boss and 1 waystalker hero.
Do you have any other mods that could be causing incompatibilities?
Papashoulz 5 Jan @ 2:01pm 
The 3 heroes are from the original faction :
3 blacks orcs for black pit added by main settlement
3 hybrids elfs heroes for Laurelorn added by main settlement
PIXY_UNICORN  [author] 5 Jan @ 1:52pm 
So I thought it would be better to go for 1 or 2 flavoursome units that escalate in strength through buildings progressions instead. But you can still increase the number of units with lower quality infrastructure units instead (See goblins or skavenslaves). It also provides more variety as you would face different units depending on settlement level, rather than just MORE units.

I hope that makes sense :)
PIXY_UNICORN  [author] 5 Jan @ 1:52pm 
@papashoulz are the 3 heroes when occupied by Beastmen? And are they the same hero?

I did consider having escalating garrions. However, some chains have 1 building and others have 5 buildings (e,g, bretonnia stables) so that would be 5 extra units from 1 building. And half of those units may not be considered priority in major settlements anyway, due to elite units from other building slots taking priority.
This led to minor settlements being too powerful and having no significant effect on major settlement garrisons. Plus some buildings would bring way stronger garrisons than others, regardless of tiers. So I felt it threw the balance off a bit too much as well.