Total War: WARHAMMER III

Total War: WARHAMMER III

Fully Custom Garrison - 6.x Update
BlackJackGear  [developer] 19 May, 2024 @ 6:57am
Bugs
This is for reporting bugs you will find
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Showing 1-15 of 27 comments
Hello, first off, this is an amazing mod and really cool to play with. I am currently testing it out in game with various mods (seems to work so far), and wanted to let you know something I found. Its not so much a bug as it is just a little weird, but when taking the garrison out of the settlement, it gives you a free lord. Which is fine, however, you can't put that lord or any lord back into the settlement, which means every time you take the garrison out of the settlement you get a free lord with the same name as all the previous ones. Also, after taking the lord out a mage spawns in his stead.
BlackJackGear  [developer] 19 May, 2024 @ 4:47pm 
Hi and thanks for trying out the mod.
Regarding the new lords that pop up every time, there isn't much I can do, since every army needs a lord. I usually just disband them and use "Execute (useless) Lords & Heroes" to get rid of them from the list.
The mage you see is probably the default hero every garrison gets, it should be there all the time even if you put no units in.
The fact that the hero in the garrison and all the new lords have the same name is kinda a vanilla thing with how garrisons work.
When I figure out how to use a random name this problem should be mostly resolved.
Along with a noticeable increase in load time when first launching a campaign as someone else already mentioned in the comments, I'd like to report a very strange bug.
I've done some troubleshooting, turning all my mods off and turning them back on in batches to find the culprit, and it only occurred when I enabled this one and the compatibility patch.
For some reason, I start my campaigns with vision over the major Lizardmen settlement of Zlatlan in the Southern Jungles province of the Southlands, the place sandwiched by Wurrzag and Teclis.
I've tested this on three different factions now and they all get vision there. Hope this helps!
BlackJackGear  [developer] 2 Apr @ 1:05pm 
That is super weird, I will see if I can replicate it
Without doing anything after launching your campaign, you can open the diplomacy tab and should be able to see that you're in contact with that minor Lizardmen faction and the factions surrounding them. If you also zoom out on your mini-map, you can probably see that the region is highlighted. Could be a mod conflict or something tied to this mod, I didn't try it with ONLY this and the patch thing. Probably should have, all things considered. I tested this as Throt, Malekith and the Sisters of Twilight.
I did go back and tried with only the two mods just now. Still happens. Not a conflict with my other mods after all, which is nice to know.
BlackJackGear  [developer] 2 Apr @ 11:25pm 
I think I know why that happens, another case of workarounds coming back to bite you.
I will include a fix in the next update, thanks for reporting
n8dev 14 Apr @ 2:01am 
Recruiting black rose knights and mortars caused them to show up at all my major settlement garrisons.
BlackJackGear  [developer] 14 Apr @ 8:04am 
@n8dev do you have more info? I have never seen that issue.
n8dev 14 Apr @ 11:03pm 
Originally posted by BlackJackGear:
@n8dev do you have more info? I have never seen that issue.
I was playing Elspeth. I captured Altdorf from Franz and used 'recruit directly to garrison' for mortars and black rose knights. The mortar and black rose knights then spawned in each of my province capitals.

My mod settings were stock except to add upkeep to garrisoned units.
Tomosaurus 17 Apr @ 12:53am 
I apologize for another bug report (?). I tried testing the upgrade garrison for both the player and AI. I started a game with default values except for the scaling to be per 1 turn for both base build strength and base build point. After however many turns, no unit gets upgraded for both player and AI. I then tried again a new game with default values. After starting a game and waiting for turn 3 to allow the garrison to generate to cap, I increased the base build points and base strength to maximum values. After waiting for however many turns, still no unit gets upgraded. I tried disbanding some units, and the new units generated are now all tier V. So I can confirm the MCT options do work except for the "upgrade garrison".
BlackJackGear  [developer] 17 Apr @ 6:29am 
Thanks for the report.
Thank you for the update. I can confirm that the upgrade garrison is working now for both player and AI.
Last edited by Tomosaurus; 17 Apr @ 7:41pm
JoHein 19 Apr @ 6:46am 
So I did some testing and the breaking of the Deeps feature seems to coincide with landmarks slots in some way. Really seems to be an edge case though. When I had the landmark buildings finished I was able to demolish and rebuild the Deeps building - that opened up the Deeps as usual.

Another possible bug: When I recruited a unit into the garrison in a (major) settlement, this unit got copied to some other (minor) settlements (even in another province). Cannot give you any specifics here.

Great mod idea and implentation, keep it up! Cheers!
BlackJackGear  [developer] 19 Apr @ 7:34am 
Thank you for taking the time to do more tests!
I have a speculative fix incoming for the units being recruited in regions they shouldn't.
For the disappearing foreign slots, I made a change to the script, but I don't think that was the issue. Sadly I have not been able to replicate that one yet.
The fixes will come with the next update.
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