Total War: WARHAMMER III

Total War: WARHAMMER III

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Proactive Garrison Attack: All-Faction All-Region
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941.658 KB
1.4. klo 14.46
17.6. klo 11.53
3 muutosilmoitusta ( näytä )

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Proactive Garrison Attack: All-Faction All-Region

Kuvaus
This mod allows garrisons from all factions and all regions to actively attack nearby enemies.

Click on any of your garrisoned towns to reveal a purple range. You can then launch a proactive attack against any enemy troops within that purple area.

AI will not use this feature. Compatible with all mods. Compatible with saved games.

Frequently Asked Questions
Why can't the AI use a similar feature?
The AI cannot make use of the active garrison sally-out mechanic, and only CA can update the game to enable this in the future. My personal guess is that the reason CA has restricted this is because, if allowed, the AI might treat every garrison as a full army when making decisions during end turns, which would significantly slow down turn processing speed.

Does this mod make Kislev's Atamans meaningless?
My mod stacks additively with the effects of Atamans. For example, if an Ataman provides 1000 garrison sally-out range and my mod provides 1500, then the city governed by that Ataman will have a total sally-out range of 2500.

What's the difference between this mod and "Garrison Sally for All"?
Both mods build upon the Kislev Ataman's sally-out mechanic, but we use different approaches. My mod’s effect does not rely on any buildings, factions, or regions, and is active from the start of the game. As a result, this mod also has better compatibility. Of course, you can also enable both mods at the same time—doing so will result in their sally-out ranges stacking additively.

My other interesting mod:
More High Angle Fire
More Random Legendary Heroes

This mod will be continuously updated, made purely out of passion. All I ask is for your support—please leave a like! Thank you all!
105 kommenttia
MetaMasterpiece 7.9. klo 19.29 
I've never understood why CA didn't add this feature. Garrisons are military units too—they should be subject to redeployment. Nice work, you've changed my gaming experience.
Lion king 20.7. klo 16.21 
God mod!!
cybergroover 17.7. klo 1.25 
@mcsuppe base game settlements can reinforce (this mod doesn't change that range) but this mod allows them to themselves to be the main force (not reinforcing force) attacking an enemy and this range is about 3* as large as the reinforcing range
mcsuppe 15.7. klo 7.50 
Huh, I thought this was already a feature in the base game. Did I genuinely hallucinate a game feature from the dev videos/trailers??
Idlari 12.7. klo 8.23 
Thanks for this mod! I think this has changed gameplay for me more than any other mod, and now almost every town has walls built.
cybergroover 11.7. klo 14.21 
Cool, thanks for the info. How hard would it be to set up, in the MCT, adjustable: sally out range, and (I know your mod doesn't touch this) garrison reinforcement range? That would be awesome if possible! For me the sally range feels a bit too big and the reinforcement range too small and I feel like it could be 2/3 or 3/4 of sally range?
ArthasL1  [tekijä] 11.7. klo 10.48 
@cybergroover
Yes, it works in forts, bastions, and gates as well. I don’t usually play with SFO, but in theory, changes like that are applied globally, so it should also affect the distance at which garrisons can join as reinforcements.
cybergroover 11.7. klo 1.20 
And I see that SFO increases the reinforcement range (sorry I didn't check that before). So would SFO increase the range at which garrisons can join as reinforcements (when using SFO and this mod)?
cybergroover 11.7. klo 1.15 
Thanks. I mean does this work in forts/bastions/gates?
ArthasL1  [tekijä] 10.7. klo 10.40 
@cybergroover
If you mean Ogre camps, then no, since Ogre camps are technically armies, not settlements.