Total War: WARHAMMER

Total War: WARHAMMER

Dynamic Garrisons
37 Comments
Iron  [author] 30 Nov, 2017 @ 7:45pm 
Dynamic Garrison 2 has been completed (until Norsa release at least). All characters have abilities now and I will see if this is now possible in Warhammer 1 as well. Link to the mod WH 2 and Mortal Empires is below:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1217232901
Iron  [author] 31 Oct, 2017 @ 3:06pm 
Will do, eventually. No ETA at the moment though, sorry. I do plan on altering the default garrisons though to account for the 20 unit cap. In my few experiements, the units from the original garrison would override the additional ones from other buildings, but I am not sure what the determining factor is. Even with altered default garrisons, a player will be able to go over the 20 unit cap if they choose, so I would be interested in understanding what determines which units are left out of the battle.
flupo42 30 Oct, 2017 @ 7:12am 
Would really like this mod in Mortal Empires of Warhammer 2 - bigger campaign there means it's even more vital to have variety of garrisons to fight. I've heard some factions though already top out at full stack with high level defensive buildings and people complaining that when there is over 20 units, the game just deletes the strongest.
Iron  [author] 9 Sep, 2017 @ 7:55am 
It is looking like there will be options for adding heros to garrisons in Warhammer 2 and there will also be substantial changes to the number of building slots available. I do not plan to add anything new to this mod until we see all the changes at the end of the month, but please feel free to post any lore-friendly ideas or changes you would like to see.
Apex 9 Sep, 2017 @ 3:57am 
good stuff, keep up the good work
WaRZa 28 Aug, 2017 @ 1:51am 
It's work for me thx for this mod
Iron  [author] 27 Aug, 2017 @ 3:35pm 
I never intended to place Lords in the garrisons. I had read this would cause problems. They have been removed for now, and I will add a Hero to lead those garrisons later.
Goedendag 27 Aug, 2017 @ 4:53am 
So i just beat a Norsca city with 2 armies, one full one with 13/20 guys in it. After capturing the settlement the goblin carded marauder cheiftan somehow ended up in my partial force. I have 2 lords in that army now. Hes also costing me upkeep lol.
WaRZa 26 Aug, 2017 @ 8:00am 
The garrison of cities stays the same in all quote them and all the factions of the game(set,play). For example in the description l wrote well 3 fighters 3 lancers and 2 crossbowmen there but when I click on ben quotes her(it) to see the garrison there has only 3 lancers and 3 fighters like as vanilla. Try to test only your mod the same problem...
Iron  [author] 25 Aug, 2017 @ 6:22pm 
Ew gross, goblins. I'll have to check that out.
Goedendag 25 Aug, 2017 @ 2:53pm 
Just got Norsca going a few days ago and I'm getting a Goblin Archer card both in garrison and battle for my Marauder Chieftain. Im playing as Wintertooth. Fantastic mod tho I'm having a lot of fun with it. I'm not running any other mods that affect units/unit cards or garrisons.
Iron  [author] 25 Aug, 2017 @ 6:05am 
More details please. Does this occur in every settlement for you? Have you tried running only this mod to detect conflicts? You cannot exceed 20 units in a garrison, so you will not see extra soldiers in a developed Altdorf and such.
WaRZa 24 Aug, 2017 @ 1:53pm 
The garrison displays well in the description of the capital but in battle the mod does not work. I have the same number of soldiers as in the game vanilla.
WaRZa 24 Aug, 2017 @ 1:50pm 
Dont work for me pls help ;(
Iron  [author] 22 Aug, 2017 @ 4:10pm 
I should make a list that I can paste into the description, but as of now I just have some spreadsheets that I used for balancing unit value versus building investment and such.
ICrazySkills 21 Aug, 2017 @ 12:32pm 
Do you have a full list of what you have changed/added?
good fighter 16 Aug, 2017 @ 1:29pm 
Thanks. I always thought it was silly that a barracks wouldnt offer anything to garrison
Yme 15 Aug, 2017 @ 2:39pm 
Hi, just wanted to thank you for your mod and encourage you to develop it further. There are only a few garrison mods in the Workshop and it's a mechanic that isn't particularly well implemented in vanilla. The split along the lines of military / commerce buildings makes perfect sense and would allow for interesting campaign play where underway races could go behind fortified regions and sack vulnerable settlements.
Iron  [author] 13 Aug, 2017 @ 9:27pm 
Updated for Nosca. Starting to work on creating heros with abilities for garrisons (wizards with spells) but if I cannot figure that out I will replace them with something else suitable.
Ser Artemiel 12 Aug, 2017 @ 10:10pm 
Thank you very much! :)
Iron  [author] 12 Aug, 2017 @ 8:04pm 
Yes, I will update this soon.
Ser Artemiel 12 Aug, 2017 @ 5:58pm 
Sorry, but are you going to update this mod for norska patch?
Rhedd 10 Aug, 2017 @ 6:11pm 
So for some reason this doesn't show as outdated after the Norsca update. Surely it won't still work without an update, will it?
Iron  [author] 26 Jul, 2017 @ 5:58pm 
I have not tested many scenarios, but I would imagine it is.
Mechavelli 24 Jul, 2017 @ 3:34pm 
Is this save game compatible?
Iron  [author] 20 Jul, 2017 @ 3:19pm 
I'll try to find out how to fix that.
Blaze 20 Jul, 2017 @ 7:09am 
Hi this is a good mod however the magic users you get don't seem to have their spells, I've defended both a woodelf settlement with a spellsinger and an imperial settlement with a wizard and neither one had a spell to cast, I've also never seen the ai controlled magic users use their spells. Otherwise really good mod.
xXAlduin99 23 Jun, 2017 @ 5:54am 
yay nice, thanks for fixing ;3 . btw. this mod is the best garrison mod so far. it makes it more interesting. i hope you will do this for warhammer 2 too :D
Iron  [author] 22 Jun, 2017 @ 7:51pm 
Found it and fixed it. Thanks for your help. Please let me know if you spot anything else strange.
xXAlduin99 22 Jun, 2017 @ 6:28am 
i play as bordeleaux, and i have this bug in aquitaine. here is a screenshot: https://steamuserimages-a.akamaihd.net/ugc/861725976164450076/EEB4C727150E42928AB5AAD95B35B9BB835A6EB5/
Iron  [author] 21 Jun, 2017 @ 5:55pm 
xXAlduin99, I am not able to see this bug. Launching a campaign in Brettonia, none of the settlements have a Paladin in the garrison until tier 3. Is there a specific settlement this is occuring in?
Iron  [author] 21 Jun, 2017 @ 5:37pm 
That is definitely a bug. I will look into it. I appreciate the info.
xXAlduin99 21 Jun, 2017 @ 8:31am 
i discovered a bug. minor bretonnian settlement tier 2 have two paladins, and i don't think this right. tier 3 have one paladin.
Ser Artemiel 8 Jun, 2017 @ 3:27am 
Hello. This mod is amazing and really good, but I was wondering if you could make a submod for this + tier 4 settlement mod?
CapitaineYolo 2 May, 2017 @ 3:29am 
Yeah I just noticed it as a minor inconsistency, nothing more ^^ Ill give you more feedback once I actually played with it a bit. Im hoping this mod will give me an incentive not to build walls in every minor settlement.
Iron  [author] 1 May, 2017 @ 5:03pm 
Hey, CapitaineYolo. I could understand a desire for this, but I have a few reasons that I did not want to. Most settlements should already have a melee commander from the settlement garrison so I did not want to include more of those, and I did not want a large amount of characters in the garrisons in general. I mostly only stuck with the very most obvious of choices, where I could not come up with much of anything else that made sense to be guarding that structure.

I actually did include wizards for Wizard Towers, but not for the Altdorf Conclave simply because the Altdorf garrison is already quite large and you can only have twenty units show up in a battle from the garrison as far as I know (and the standard units have a higher worth according to their multiplayer cost, so this would be a downgrade for the garrison). Maybe I should add it anyway, for consistency.

Thanks for the feedback!
CapitaineYolo 1 May, 2017 @ 1:03pm 
Hey great Mod ^^ I like the wider gap between economic- and military-centric settlements garrisons it creates. I wonder why not all agent chains provide their respective agent as garrison though. You gave the Shrine of Sigmar a garrisoned Warrior Priest, why not Empire Captains for Barracks, and Wizards for the Wizard Conclave aswell?