Total War: WARHAMMER III

Total War: WARHAMMER III

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Tabletop Caps - Unique Lord & Faction Rules - Submod
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Tags: mod
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23 Apr, 2022 @ 3:08pm
24 Jan @ 11:37am
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Tabletop Caps - Unique Lord & Faction Rules - Submod

In 1 collection by Naeven
Naevens Tabletop Caps Collection
13 items
Description
Submod to Tabletop Caps that addes special rules to all standard Lords and some Factions.

See above collection for supported modded LLs and recomended mods.

Some special rules are applied to lords and/or factions, but they never stack. For example, Boris LL in Boris Faction doesn't get double discount on War Bear Riders. All lords in his Faction gets the discount, or if you recruit Boris by another faction, then only Boris gets the discount.

Since the question has come up several time. When there is a lesser and a greater thematic unit to choose from, I rather make the lesser unit core, than to make the greater unit cheaper. Basically, I want you to use both units, if the greater unit cost the same as the lesser unit, you would never build the lesser unit. I think that even without reduction, chances are you will build some the greater unit anyway, than add in some lesser units as core.'
Examples; Slayers & Giant Slayers, Kroxigors & Sacred Kroxigors.

Credit to Drunkflamingo for Tabletop Caps mod and providing easy documentation to make submods.

Translations;
CN: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2861030555
FR: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3190529954

Some units that are reduced can not be recruited after confederation, you can use mods to get around that such as;
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2853185162
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2853652213
If you know other good mods that does this please let me know in comments.
Popular Discussions View All (1)
16
18 Aug @ 3:38pm
PINNED: Suggesting new rules and mods with LLs.
Naeven
243 Comments
koncik 25 Sep @ 9:12am 
I love this mod with SFO, the idea is simple but genious. Some units could use an update - their cost is 0, but most of them works perfectly.
nobubblegums 20 Sep @ 5:18am 
@Dux Thanks for the answer and the mod! Maybe I'll do that someday
dewpiece 19 Sep @ 9:35am 
Is this compatible with SFO?
Dux  [author] 11 Sep @ 9:19am 
@nobubblegums:
It's all done in RPFM, but it's not terribly difficult to add new rules. This mod only seeks to add rules for named characters, though.
nobubblegums 10 Sep @ 12:12pm 
I wish there was a version for common lords.
@Dux How do you add new rules, all by hand in RPFM or do you have an automated setup like a python script? Oh well I doubt it'd help much, just even documenting all common lords and their specialities would be a challenge
Spinnock Durav, Hustbearer 8 Sep @ 2:20pm 
Are there special rules for the Tomb King dynasty lords?
Cheese 3 Sep @ 1:15pm 
Hey does this or does a version of this work with warhammer sfo caps?
Dux  [author] 20 Aug @ 11:08am 
@Hotshot53:
Honestly, I think you make a good argument. That's something I'll discuss with Naeven about possibly changing in a future version.
Hotshot53 19 Aug @ 8:16pm 
Alright, I disagree with the logic regarding the Reiksguard but its your mod. I was also wondering, is it possible to attach Lord's Army unit cap effects to Heros? If so I would think Theodore Bruckner seems to be suitable for one for Demigrpyh Knights but based on your response to @dog I'm guessing its not possible.
Dux  [author] 19 Aug @ 7:57am 
@Dog:
There is no real way to introduce limits on hero mounts, unfortunately. This idea has been discussed for years with DrunkFlamingo, original maker of the main TTC mod, but the hero interfaces are very old in TW games and do not tie directly into available scripting tools. It's essentially impossible to intercept hero embedding through script, which makes it effectively impossible to limit.