Total War: WARHAMMER III

Total War: WARHAMMER III

Garrison Sally for all
72 Comments
Eichrarl 1 Sep @ 12:31pm 
true
Benjamin Ashmane 13 Jul @ 9:55am 
Honestly, any Private account's Comment should be auto-ignored. Keep up the good work. :lunar2019coolpig:
SkavenQueen 11 Jun @ 10:24am 
@IfThenOrElse Don't worry about KCmaister, it's a troll. he's been doing this on all trending mods. Just report him. :gorlak:
IfThenOrElse  [author] 7 Jun @ 6:11am 
:0 not sure whats occurred for you KCmaister, but I think the issue is somewhere else. Feel free to look at the pack file of this mod. it literally adds an effect to buildings only. There is no script, no db, no secret file or anything that touches ror's for any faction.

The fact I don't have hundreds of users reporting the same thing, reinforces that this mod is not at fault. I hope you find the source of your problem.

RE SFO: if it still allows for this building to be recruited, then it will work with this mod. One thing I cant account for however, is if SFO does garrison sallying in some form already. In that case, this mod may be additive to that and make the feature OP.
kcmaister95 5 Jun @ 6:33am 
dont sub. this author ruins peoples games for fun. all my savegames are broken because he locked vc rors v2. report him.
Bizkit 24 Apr @ 12:42pm 
did you find out if it works with SFO ?
TheDboys 13 Apr @ 5:10am 
Does anyone who uses sfo know if it removes the discovery building? I would love to use this mod together with that overhaul.
IfThenOrElse  [author] 11 Apr @ 12:20pm 
Hey King, it would - but this mod does not give the buildings to Kislev. Atamans in general should still be the best for garrison sallying
King of Clubs 9 Apr @ 2:35pm 
does this mod range effect stack with the Atamans vanilla one ?
Guts 7 Apr @ 4:35pm 
I love this implementation. It feels immersive to set up certain settlements as strongholds on your border, without letting every settlement be able to pick off enemies.
TheOldElf 7 Apr @ 2:35pm 
High elves don't get discovery buildings (in SFO /sad knife ears noise)
Snaky_Cake 7 Apr @ 3:22am 
this REALLY needs to be apart of the vanilla game
BloodW0lf 5 Apr @ 6:22am 
Love how you have done this, makes it feel rarer and I like that
Regnier575 5 Apr @ 5:16am 
Thank you for this! Hopefully CA adds it in eventually but this is great
IfThenOrElse  [author] 5 Apr @ 4:00am 
thanks for that, I remember seeing some randomness there in the database. I'll update their version to the T3 range.
CheesyRamen 4 Apr @ 10:45am 
Chorf towers only have access to 1 building with a range of +1000 which is significantly less than what other factions can get on their major settlements. Could you bring them in line with other factions by either buffing that building's range or giving the main building some range at tiers 4 and 5?
IfThenOrElse  [author] 4 Apr @ 1:23am 
Trepen: Yeah this should work with garrisons that have been modded the standard way. If a mod tries to do some smart things with scripts to spawn garrison armies etc - then I expect some things to go awry.
TannTabo 3 Apr @ 3:35pm 
@ibew6131 This lets you use your garrison like an actual army but only in a certain distance outside of the settlement.
Warboss_Gargas_SkuartaTesi 3 Apr @ 3:35pm 
@ibew6131 he means attacking an enemy army in the region even if they are not besieging the city
ibew6131 3 Apr @ 8:16am 
cant you do that alredy by clicking the city then the army sieging you?
sarumanthecursed 3 Apr @ 6:10am 
What Trepen0004 said, how would this work with overhauls like SFO?
Trepen0004 2 Apr @ 3:43pm 
Does this work with garrisons that have been modded?
Enk 2 Apr @ 12:45pm 
This is great but would be even better? BUFF ATAMAN in some form. That way they are unique and still strong. At the moment this is too good. So make it a lesser form or make atamans better only slightly. but still better than nothing.

Rergardless, +1 from me my good sir.
Maal 2 Apr @ 11:22am 
Hello!

Obviously, this only affect the vanilla buildings, so any custom faction not reusing these vanilla buildings won't have these effect. I checked the vast majority of the faction mods and here are those I found which do not get the sally:

Araby
Fimir
Albion
Nagash
Gnoblar

I've made (not uploaded yet) a mod with dummy building/chain, in case people weren't using all of the missing mods, and it add sally to araby and the others just fine without crashing because you do not have Fimir enabled for example.

Want me to send it to you over discord to merge it into your mod, or you prefer I upload it separately?
Guknar 2 Apr @ 11:15am 
does this mod work with radious or sfo?
RV_770 2 Apr @ 5:18am 
Excellent Mod :steamhappy:

It's perfect :steamthumbsup: in it's current form.

PS. I hope Mod creator is spared by Ultra Elite Balance aficionados that Roam comments section to police any fun addition to the game and don't rest until it's nerfred to the point it's useless..

Woe onto you..

Go play/bother someone else..
SoulCoughin 1 Apr @ 9:21pm 
@IfThenOrElse I showcased your mod on a post on Facebook Total War Warhammer. I gave you full recognition. So you might see a big spike in subs.
[PuB] Axlegolas 1 Apr @ 4:33pm 
Is the AI using this also?
God of Warhammer 1 Apr @ 4:27pm 
How did you changed the color of your movement range
TdizzleGod 1 Apr @ 3:26pm 
Thanks for the information i also never asked can the Ai use this mod i actually havent gotten the opportunity to see if the Ai can u se this
Gordon Freakman 1 Apr @ 9:56am 
Would it be possible to make a mod that gives this buff to the default settlement building? I'm sure plenty of people would enjoy being able to do it for any siege battle, especially when playing factions like the Ogres or Chaos Dwarfs that are limited in their construction slots, or if you're playing Realm of Chaos and don't want to prevent rifts from spawning.
IfThenOrElse  [author] 1 Apr @ 4:47am 
Eternal: nope the range is all regions regardless of ownership, just like the Kislev variation. This is hard coded and not something I can change.

Tdizzle: should be compatible with any campaign that has access to this building. And should be save compatible.

Lazy man: it is possible to do that, but I won't be doing it. Having it available at all times trivialises the mechanic in my opinion, and so I don't want to mod that.
Lazyman 31 Mar @ 11:19pm 
Will you make a version that is doesn't require the building if that's possible?
Championxs 31 Mar @ 9:50pm 
Number 1 request of the playerbase after 6.2
CHIEF-TITANICUS 31 Mar @ 9:41pm 
You beautiful beautiful man
Oh_Man[TFE] 31 Mar @ 5:11pm 
This mod is gonna pop off!
Dr. Hazard 31 Mar @ 4:59pm 
Absolute mad man. Took CA long enough to implement this feature.
Serious Lee 31 Mar @ 9:12am 
I was waiting for this mod. I knew it was inevitable that it would happen :D
TdizzleGod 31 Mar @ 6:50am 
is this compatible with immortal empires expanded and is it saveggame compatible
´EE`∞EternaL 31 Mar @ 5:07am 
Great work! Is there a way to enable the movement only for owned regions? I feel like garrisons shouldnt invade other regions (like the Altdorf screen example).
Some Cool Name 31 Mar @ 3:19am 
Hey mate, you think this could work with SFO? Or would you be willing to make a version capable of working with it.
not-not skaven 31 Mar @ 12:05am 
Thats a great idea! Never built these things
Krinitz 30 Mar @ 4:53pm 
Love the idea you had to implement this in a way that makes sense and has a cost to it - great job!
Stale Memes 30 Mar @ 2:17pm 
Very much agreed with the previous poster...And thanks for the quick reply!
Luckie 30 Mar @ 1:45pm 
this is sick and exactly how mechanics like this should work, all factions can use it, but the og faction gets a bonus or can use it for free. Hopefully CA get their heads out of their asses and does this, Nice work!
IfThenOrElse  [author] 30 Mar @ 12:50pm 
Not stupid at all. MP has all sorts of risks. This should be fine however, I'm not doing anything crazy different to the actual implementation.
Stale Memes 30 Mar @ 8:40am 
Probably a stupid question, but does this work in multiplayer?
Lazyman 30 Mar @ 8:03am 
Oh shit, here we go
Havean 29 Mar @ 4:24pm 
Oh hell yes! This should be offical.
MightNight 29 Mar @ 1:56pm 
@IfThenOrElse You are right - that makes sense. Final question: do you plan on making it compatible with other faction mods such as OvN?