Total War: WARHAMMER III

Total War: WARHAMMER III

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Tabletop Caps: Reborn
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Tags: mod
File Size
Posted
Updated
463.726 KB
18 Dec, 2024 @ 5:16pm
26 Mar @ 1:41pm
4 Change Notes ( view )

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Tabletop Caps: Reborn

Description
Tabletop Caps: Reborn
This mod here is a reborn version of Tabletop Caps, the excellent mod from DrunkFlamingo. As DF has stepped away from modding, he's asked me to help maintain Tabletop Caps. You can look at the original mod here.

The mod will remain mostly to-form - it's unlikely I'll be making huge sweeping changes - but I may change design where it suits my preferences and try to slowly adapt the code to forms I'm more comfortable with using. My plan is to ensure functionality and improve quality of life before any gameplay-changing decisions, and any of those will be modifiable using MCT.

All existing TTC submods are "forward-compatible" to this version, and that will remain true unless I make breaking changes.

Features
This mod adds army-level Unit Caps for all factions, inspired by the Warhammer Fantasy Battles Tabletop rules for army composition.

All units from the base game are assigned one of three categories: core, special, or rare. An army can have unlimited core units, while special or rare units are capped by the number of special or rare points available to each army. These delineations provide gameplay-driven restrictions on army design, which are applied to human and computer players in a campaign.

When the recruitment panel is open, you will be able to see the costs of each unit displayed on the unit cards, both for the unit options available to recruit and for the units already in your army, and the total and remaining special and rare points for that army.

The goal for the mod is that you will have to make some hard choices about which elite units you want to bring, and that both you and the AI will field no ‘doomstacks’, instead bringing balanced forces. The ultimate goal is that a much higher share of your battles will be interesting fights between two armies with reasonable compositions.

Balance
Core, special and rare distinctions are decided based on tabletop precedent and game balance. In cases where certain units diverge substantially from tabletop, they are balanced according to how they function in game, and are subject to change after heavy argument.

If you'd like to change the cost of various units, you can use this WH3 mod which adds an in-game editor to tweak TTC values for each unit.

You can find a full list of the current unit costs for tabletop caps on this website[ttc-costs.surge.sh] which was created by the illustrious bapplebo on the Modding Den.

All limits are enforced for the AI just like for humans - including Slaaneshi Devotee armies, Khorne army summons, rogue armies, and challenge armies. There are a few things in-game which ignore the caps values - such as quest battles.

You may use MCT to change a few settings - such as changing the amount of points available to an army, or to disable it for the AI.

Bugs / Requests / Suggestions
If you've got a bug to report, a feature request to make, a balance tweak, or some other suggestion, please use the forms on this mod's GitHub Issues.[github.com] It's very hard to keep track of reports through Steam comments.

Compatibility
This mod should be compatible with all other mods. However, custom units added by other mods will be considered core (unlimited) units, unless the mod author specifically adds their units to the Tabletop Caps system. If you come across a unit mod that you’d like to work better with this mod, let me know and I’ll see if I can help the author set that up.

This mod should be compatible with multiplayer games in consecutive turns mode. Simultaneous turns mode should be fine too, in theory, but I haven’t tested it and it is very new, so consider yourself a beta tester if you’re taking this into a simultaneous turns MP game.

Mod Configuration
This mod has settings available in Groovy's Mod Configuration Tool.

Thanks to
DrunkFlamingo, for being an incredible pillar in the Total War modding community and all the hard work he's done in gaining and spreading wisdom.
Cataph, both for help with balance and for creating the new mod image.
Bapp, for creating the webapp mentioned above, where you can view unit costs.
The gaggle of Modding Den for bouncing ideas off of and helping with design and feedback.
Purpa the Catt, ooka chonk chonk, oh oh oh!

Links
Github Repo[github.com]
The Modding Den Community Discord[discord.gg]
Bapp's Tabletop Caps Costs Site[ttc-costs.surge.sh]

Popular Discussions View All (2)
3
22 Jul @ 4:12am
What causes the "faction" lua error?
Xeonzs
0
1
9 Apr @ 6:13am
Quick qeuestion to how Tomb King units are categorized
Sardeed
214 Comments
InfoManiac 4 hours ago 
ogres ignoring caps.
Olodyn 26 Sep @ 3:58am 
The mod really needs an update for the new units and for the launcher to stop being sluggish when trying to load things. Pretty please?
ArmChairAttila 25 Sep @ 3:54pm 
Hey guys, I really like this mod and have been using it for a long time. I am having a issue with TTC and the Mod Configuration Tool (MCT). If I active just TTC the caps work in game. If I activate TTC and MCT together, TTC does not work. MCT in game menu will not allow me to activate the mod at all. Any solutions?
Ref 24 Sep @ 11:05pm 
Great mod. Just as a side note it looks like the new blessed lizardmen units have not been configured yet.
4ce 24 Sep @ 7:27am 
This is not working on the base game v6.3 ? It shows incompatible in the launcher and has no effects in game
Miot 18 Sep @ 6:18am 
I feel like this mod’s settings are a bit too strict. Honestly, for most regular players, just stopping the top-tier troops from clumping together would already be enough.
LikeABith 16 Sep @ 4:38pm 
I think this mod has incompatibilyt with mods that add mercenary units like Fishmen and Kuresh mods. I keep getting this right before it CTD

[out] <169.7s> Rhox Fishmen: Giving unit to wh2_dlc09_tmb_lybaras due to settlement: settlement:wh3_main_combi_region_lybaras
[out] <169.7s> kou_ace_km: Turn 22 - Turn start: wh2_dlc09_tmb_lybaras
[interventions] <169.7s>
[interventions] <169.7s> %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
[interventions] <169.7s> intervention_manager:event_triggered() called, output_stamp is [102] and event is FactionTurnStart
[interventions] <169.7s> current advice level is 0
[interventions] <169.7s> number of interventions we have listening for this event: 1
[interventions] <169.7s> querying intervention in_end_turn_camera
[interventions] <169.7s> intervention check does not pass
[interventions] <169.7s> none of these are eligible
[interventions] <169.7s> %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Vodord 4 Sep @ 7:07am 
im playing as the tomb kings ,shouldn't tomb scorpions be 1 tier down ? who would pick a tomb scorpion over a casket of soul ?
WRXKiller-GM 1 Sep @ 12:01pm 
So here's a question for anyone who could answer it do you increase your capacities over time through like research or buildings or is it just a flat value and if it is a flat value then any sub mods that add that into the game?
litjoestar 10 Aug @ 6:40pm 
Is this mod going to be updated?