Total War: WARHAMMER II

Total War: WARHAMMER II

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SFO: Grimhammer II: No Garrisons SUBMOD
   
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Značky: mod, Campaign
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23. srp. 2018 v 11.58
25. led. 2022 v 3.33
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SFO: Grimhammer II: No Garrisons SUBMOD

V 1 kolekci od uživatele Venris
SFO: GRIMHAMMER II OFFICIAL COLLECTION
26 položek
Popis
This is submod for SFO: Grimhammer II. It changes how garrisons work. So removes all units but ale removes all penalties with new lords and add bonuses to garrisoned ones.





Notice: DO NOT REPORT BUG OR BALANCE ISSUES, UNLESS YOU HAVE TESTED SFO: GRIMHAMMER II WITH NO OTHER MODS ENABLED!

SUBMOD REQUIRE MAIN MOD TO WORK PROPERLY

100% SAVE COMPATIBLE



Changes:

- Additional upkeep per new lord removed.
- All garrisons removed.
- Tomb Kings army capacity increased by 2.
- Bretonnia low level peasantry penalties removed.
- Upkeep reduction for garrisoned lords increased to -50% from -10%.
- Province tax bonus for garrisoned Tomb Kings lords increased to +20% from +5%.



[discord.gg]
Počet komentářů: 33
Homuya 28. zář. 2021 v 15.39 
Is this still working?
TémpuS)(FátumA 1. čvn. 2021 v 13.10 
That's a good one. Waiting for an update!
Father Maxwell 28. bře. 2021 v 10.52 
does this still work?
vixisdead 2. říj. 2020 v 18.21 
Instead of the +2 Army Cap, I think it'd be better to instead add a +1 to tier 3 settlements, because as it stands this mod just neuters the Tomb Kings. Settra does not garrison, Settra conquers. :lunar2019madpig:
Vulpes_Inculta 13. dub. 2020 v 18.28 
From my experience it's quite the contrary. The AI is trying to protect it's settlements but it doesn't seem to manage that well without garrisons. I mean, I just took a walled province capital that was protected by a single goblin warboss, and that was recruited only when my army closed in.
MagicTurtleV 21. bře. 2020 v 19.01 
@ƔALERIUS

From my experience playing the game on higher difficulties the Ai is always garrisoned
ste cheese 26. pro. 2019 v 11.07 
Has anyone been able to find a version of this for vanilla?
Valerius 20. čvn. 2019 v 13.45 
First things first - thanks for the update.

@AI behaviour...
As we're running a long-term session in MP and TW:WH2 is a bitch, when it comes to MP compatibility and mods, I cannot test it myself atm, so is anybody capable of answering the following?

- Does AI (neutral/hostile/friendly empires) adapt* to that new way of defending cities or will it react as if nothing changed?

(This intel is wether written within the description, nor the FAQ.)
PetroOmg 20. čvn. 2019 v 12.18 
Thank you very much! I know what I'm doing this weekend.
Venris  [autor] 20. čvn. 2019 v 9.35 
Updated.