Total War: WARHAMMER III

Total War: WARHAMMER III

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New Unit Caps for All
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28 maj, 2024 @ 9:40
26 sep @ 20:38
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New Unit Caps for All

Beskrivning
SHORT VERSION
This mod introduces Tomb Kings–style unit caps (but no army caps) to all factions that don’t already have units caps or limited recruitment system. In practice, this means the number of units you can recruit depends on how many military buildings you’ve constructed. Units that already have caps in the base game are unaffected.

The mod applies to both the player and the AI, can be safely added or removed mid-campaign, and works in multiplayer campaigns. However, it isn’t compatible with major overhauls like SFO/Grimhammer. Units added by other mods will either need a compatibility submod or they won’t be capped.

LONG VERSION
This mod is a spiritual successor to the original "Unit Caps for All" created by Vacuity. A huge thanks to him! He did an incredible job, and his mod significantly enhanced our gameplay experience. After development on his mod ceased, we decided to take it up and release our own version.

What does this mod do?
This mod introduces unit caps for all factions in the game. While each faction has a few basic units that can be recruited freely, the recruitment capacity for all other units is now limited by the military buildings you’ve constructed.

The mod affects both AI and players. However, for those who prefer the mod to impact only the player, there is a submod available that allows for this adjustment.

This mod does NOT apply to Beastmen, Chaos Dwarfs, Tomb Kings, Nurgle, and Warriors of Chaos, as they already have unit caps and/or unique recruitment systems.

It does NOT impact units that already have a cap in the base game, like the Dread Saurian or Tor Yvresse's special units.

Also, this mod does NOT affect Alliance recruitments from Outposts.

Why use this mod?
In short, it promotes army diversity, reduces unit doomstacks, and increases the game’s challenge.

This mod is designed to make the game more challenging, without giving any extra cheats to the AI. It achieves this by severely limiting the availability of elite units, encouraging players to rely more on lower-tier units. Additionally, it introduces a strategic element to expansion, as you'll need to carefully plan the construction of military buildings to recruit more units, rather than focusing solely on increasing revenue.

How do the caps work?
The unit caps apply on a per-unit basis, not by class, meaning you will need to incorporate "lesser" units to complete your stacks

Several units with weapon variants will share the same caps. For instance, when playing as the Dwarfs, constructing Barracks will provide additional unit caps that you can allocate to recruit either Longbeards with shields or Longbeards with great weapons.

These shared caps only apply to units recruitable from the same building at the same level. There are no shared caps for units with different weapons that require a different building level to be recruited.

For those who prefer not to have shared caps, there's an alternative version of the mod where all units now have their own specific caps for each weapon variant.

Ogre camp armies are included in the unit caps. To compensate for this, Ogre Camp buildings grant additional unit caps compared to those of other factions.

Optionally, you can use this submod, which adds a few unit caps for the player. It’s primarily designed to assist with early-game expansion and is particularly useful for players who don’t own the DLC for the faction they’re playing. This helps mitigate the feeling of being overly restricted by the available caps due to the absence of DLC units.

Compatibility:
This mod is NOT compatible with:

- Overhauls such as SFO/Grimhammer or Radious
- Mods that modify unit recruitment
- Mods that add new units and/or new buildings, unless using a dedicated submod. The game will work but the mod will not apply to these units/buildings

This mod is compatible with:

- Tabletop Unit Caps
- AI mods
- Mods that change unit's size or stats
- Everything else, I guess

This mod can be added or removed in the middle of a campaign.

This mod can be used in multiplayer campaigns.

Submods:
Additional caps
No Caps for AI
Sigmar's Heirs

Please note submods made for the original Unit Caps for All are NOT compatible with this mod.

Translations:
Chinese translation
French translation
Russian translation

Can you make a submod for [...] ?
Most likely no. Please understand that we already have a long list of tasks to improve the main mod, so we do not take submod requests.
However, feel free to make any submod you want! It is not that difficult. See the tutorial in the discussions section below, then if you have any questions, feel free to reach out, and we will do our best to help.

How are unit caps calculated?
They are based on the unit's tier/cost and the building level/cost. We use the same calculation method for ALL units and try to avoid as much as possible any manual adjustment.
Populära diskussioner Visa alla (4)
25
1 sep @ 4:23
Bug reports
furoba
17
9 jun @ 5:53
Balance suggestions
furoba
6
25 mar @ 2:46
How to make submods
furoba
277 kommentarer
furoba  [skapare] 19 okt @ 5:36 
@Cutiegorgon Thanks for the kind words and for the report! The mod includes a script meant to exclude Cathay’s caravans from the unit cap system, so their units shouldn’t count toward the cap. In my testing, this works correctly for the caravan’s starting units. However, based on your description, it seems units added later through events are still affected. I’ve received similar reports before and tried adjusting the script, but it looks like that didn’t resolve it. I’ll give it another try in the next update.
furoba  [skapare] 19 okt @ 5:28 
@WizardOfAtlantis The goal of the mod is to encourage players to step out of their comfort zone, experiment with new tactics by diversifying their armies, and add an extra layer of depth to building management. I’m really glad to hear you’re enjoying it!
Cutiegorgon 19 okt @ 4:21 
Been playing the same cathay campaign - now some caps are normal while some are still occupied by the caravans?? I have no idea how it works, perhaps as long as caravan is on the map it influences your caps
Cutiegorgon 18 okt @ 11:12 
This mode made me try many different army compositions! On the sidenote there's an (intended?) issue with caravans. Cathay's caravan units occupy shared caps which makes the game a bit harder especially in the early-mid game
WizardOfAtlantis 13 okt @ 7:09 
Just started playing today, and what a fantastic mod! This really pushes you to diversify your forces and think out of your usual box. Love it! Suddenly I'm revamping my usual building choices and rethinking everything! Thanks!
furoba  [skapare] 10 okt @ 22:14 
@SpeccyGuy Thanks for the suggestion! I’ve created a discussion with a link to download a spreadsheet that lists each unit’s capacity, the corresponding building caps, and includes legendary lords. It’s essentially the same dataset used in the mod. I’ll keep it updated with future releases.

Regarding OvN Lost World or Immortal Landmarks: the game will still function normally, and you’ll be able to recruit units added by those landmarks. However, they won’t provide additional unit caps unless someone makes a submod for that.

As for Thorek Ironbrow: good catch, his current unit caps aren’t very lore-friendly. I’ll look into adjusting them in the next update, planned for after the DLC release.
SpeccyGuy 10 okt @ 0:00 
I'm curious too, why does Thorek Ironbrow increase capacity for Organ and Flame Cannons? Isn't his whole theme supposed to be tradition i.e Grudge Throwers and Bolt Throwers?
SpeccyGuy 9 okt @ 21:32 
Is this compatible with OvN Lost World or Immortal Landmarks?

Both add more unique lore friendly landmarks and i can only assume if those landmarks add unit recruitment then it didn't work?

If so, how would this mod then not work? Those new landmarks would just dodge the unit recruitment cap or would it be something more game breaking?
SpeccyGuy 9 okt @ 21:02 
This is awesome, is there a document or spreadsheet anywhere which has each units respective capacity and their buildings unit capacity increase to view outside of the game?

Also potentially for the Legendary Lords too.

🙏🏻
ᚲ ᚨ ᛚ ᛞ ᚱ 2 okt @ 9:26 
@furoba Thank you for quick response