Total War: WARHAMMER III

Total War: WARHAMMER III

Tabletop Caps scale with lord's level
48 Comments
boiled04 17 Jan @ 12:43am 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3408966257

I made updated version with compatibility to several mods(such as Mixu's LL)
HungryBat  [author] 12 May, 2024 @ 5:50pm 
this mod is kinda dead
I'll post it in the descr
if you want to update this mod or make an updated version, feel free to do so
NT STORE | Total war warhammer 12 May, 2024 @ 5:14pm 
doesn't work T-T i can't see skill button
please update
专业路痴 11 May, 2024 @ 4:22am 
更新?
Jean-Karime 19 Apr, 2024 @ 7:11am 
update ?
2479096910 1 Mar, 2024 @ 6:14pm 
@Nothing.
Request an update,Thank you.
I Have No Enemies Brother 9 May, 2023 @ 11:15pm 
@Nothing.

Can confirm that no settings in the MCT. Besides that just so my noob mind can understand ... this basically is a skill so that you can have more blue gem and purple gem troops as you increase the skill described right ? This for AI too ? Thank you for this mod.
Ranger Tau 22 Mar, 2023 @ 7:43am 
Why surprised? It's a great idea! Something that should be part of the parent mod, imo.

Thanks for the heads up, I have no idea what that is or how to do it but I guess I'm off to learn xD
HungryBat  [author] 22 Mar, 2023 @ 7:25am 
@Ranger Tau
I'm supprised this mod still has activity, however this mod never really had settings, if you like you can go into RPFM and adjust the values to something you like
Ranger Tau 22 Mar, 2023 @ 7:20am 
Heyo! It seems like the new MCT update hid/removed the option to change the settings. Love the mod, would it be possible to update this to work with the newer MCT?
chris.osborne92 31 Jan, 2023 @ 11:38am 
legend, thanks man!
HungryBat  [author] 18 Jan, 2023 @ 1:07pm 
mod has been updated with daemon princes and the white lion
HungryBat  [author] 18 Jan, 2023 @ 12:58pm 
@chris.osborne92
I simply havent added them yet oops
chris.osborne92 18 Jan, 2023 @ 12:52pm 
hey man, just finished a WoC playthrough and it looks like undivided daemon princes and all devoted lords do not get the skill option. I've taken a look but not sure why. Do these lords get a separate entry for each faction/race?
BloodW0lf 12 Jan, 2023 @ 6:14pm 
love this, any chance you could make a version that is half this? I dont like base but I feel liek this is just a bit too much but thats just me. great mod thank you!
Blaze 9 Jan, 2023 @ 4:57am 
Ay don't knock it, I'm sure it's not terribly matching tabletop rules or anything but I've never played that. Having a scaling cap just makes sense, when taken by itself :P

I've definitely messed with the scaling thogh- imo the default points are kinda excessive, so I changed it to be capped at ~20 special and 8 rare, plus a more nonlinear growth to make the later levels feel more impactful (and lower levels fly by too fast anyway), but the core idea is absolutely very much :steamthumbsup: :steamthumbsup:
HungryBat  [author] 9 Jan, 2023 @ 4:07am 
@Blaze
Yeah Ill update the mod with the changes, im rather supprised the mod is still alive
Blaze 9 Jan, 2023 @ 3:14am 
Missing an entry in db/character_skill_nodes_tables for Alastar the White Lion, a wh2 LL for the high elves.
wh2_main_skill_node_set_hef_prince_alastar

Stuff like this is easy enough to fix on my end, but figured I'd post just in case you're in the mood to maintain at some point (no worries, seriously lol)
Blaze 26 Dec, 2022 @ 3:41pm 
In db/character_skill_nodes_tables there were two or three entries that matched "wizard" (jade, bright, and maybe a third?) that correspond to empire heroes. There's also a ksl_captain and teb_captain that match to some generic "captain" skills, but couldn't figure out if they belonged to heroes or lords.
HungryBat  [author] 26 Dec, 2022 @ 3:26pm 
@Blaze, point me to them and I'll remove them and update the mod, but yeah I did mess around a bit with the settings, so it was mostly on my end don't worry about the AI
if you see anything odd that you want changed, just put it through and I'll change it
this mod wasn't meant to last this long lol
Blaze 26 Dec, 2022 @ 3:20pm 
> AI can't handle any form of unit caps

Haven't seen that feedback on the main tabletop page; did you find it really that bad?

Wrt heroes, after spending an hour on it (new to rpfm) I think the only heroes included might've been a few empire wizards and possibly teb/ksl captains? Not 100% sure because I was having some trouble following the keys, but it's not many heroes as I thought at first.
Blaze 26 Dec, 2022 @ 1:42pm 
Hm, seems straightforward enough to remove the entries in the table corresponding to heroes. Will have to find where a reference table is to easily tell from the name tho, don't know all factions well enough to recognize offhand.
HungryBat  [author] 26 Dec, 2022 @ 1:40pm 
@Blaze yeah this is more of a discontinued tryout project, I personally wouldn't use this mod as the AI can't handle any form of unit caps
and the AI will always grab these skill point, not sure how that effects the army on heroes
Blaze 26 Dec, 2022 @ 1:37pm 
Why do heroes have the army cap skill too? Jade wizard, others. I guess maybe the player could do something where a hero is the skill-monkey instead of the lord, but probably hurts AI more because they might grab the skill pointlessly, no?
EToS 17 Nov, 2022 @ 8:51am 
Thank you so much. Everything worked out, this mod just conflicted with the skill dump mod and therefore was not displayed in skills
HungryBat  [author] 13 Nov, 2022 @ 7:44am 
mod works, might need to put the mod to load before the parent mod, but it seems to work fine on my end
you do need to end the turn for the change in cap to take effect
EToS 12 Nov, 2022 @ 11:45pm 
@Nothing, no problem.
Mod is not work
HungryBat  [author] 9 Nov, 2022 @ 4:56am 
@EToS @Deeyourelf
Sorry for keeping you waiting, does the mod crash or not work?
Deeyourelf 4 Nov, 2022 @ 2:02am 
I like it a lot!!
HungryBat  [author] 3 Nov, 2022 @ 11:55pm 
Never realised someone actually enjoyed this mod
HungryBat  [author] 3 Nov, 2022 @ 11:38pm 
@EtS oki
EToS 3 Nov, 2022 @ 11:27pm 
Please update this awesome mod.
HungryBat  [author] 23 Sep, 2022 @ 1:33am 
@Deeyourelf, jul cuz i have no idea how to do that
This was more an experimental project that went a little sour
Deeyourelf 23 Sep, 2022 @ 1:09am 
There is no tab for this mod in the mod configuration tool
桐谷和人 18 Sep, 2022 @ 8:01am 
Can it be compatible with MIXU
Kerberos2000 29 Aug, 2022 @ 1:09pm 
@nothing thanks a lot for your explanation.

On the contrary, I would rather want to decrease the amount of points you could obtain by upgrading.

A greate mod by the way :)
HungryBat  [author] 27 Aug, 2022 @ 5:14am 
so the settings bar is the mod manager that the parent mod advises https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2815354316

you can use this to set all starting values to 0
the reason for only having 6 levelups, is that you can't really spend more than that, 20 rare point is quite a lot, I could expand it if someone needs it, if you really want 30 rare points I could make the scaling go up to level 40 (it maxes out at level 30 right now)

and yeah they do cost skill points, that's a core game restriction that I can't solve, I wanted it to automatically levelup for free per lord's level, but I'm limited by the game's code so this is as close as I can get it modded
Kerberos2000 27 Aug, 2022 @ 5:07am 
@nothing would you please explain the mod a little bit more for me. Like:

- Does one have to put in a skill point every five levels in the "Increased army cap skill"?
- Are there only six upgrades?
- How does the AI prioritize leveling this skill?
- You mentioned a "settings bar" in the descriptions, where is this settings bar?
Kaio615 25 Aug, 2022 @ 12:09pm 
@Nothing. hi improvements are good too, its just it was such a fun way to keep core builds but just have different ideas.
HungryBat  [author] 25 Aug, 2022 @ 10:51am 
thats rather amusing, I mean I could, but I've got a few mods planned before hand: outpost expansion for chaos warriors and wood elves animal recruitment building, I could do it, if he really isn't coming back I could, but again its not done in 5 min, I'll keep it to a rather simple schedule though, so that will mean all tier buildings will be standardised, so for example tier 1 buildings provide 8 of their recruitable unit at max level, dropping by 1 tier, meaning you can have max 3 of the top tier units at max building tier

this is probably extremely confusing to read, but the other guy had a no limit on flagelants because he choose to balance it per unit, I'm probably going to standardise everything according to their tier in the building browser
Kaio615 25 Aug, 2022 @ 10:42am 
Yea, Iron you mean, the mod has lots of followers but the guy hasnt been active for a while and SFO use that exact mod in their faction wide option.
HungryBat  [author] 25 Aug, 2022 @ 10:01am 
I could do something like that, it will be a ton of work though, there was a guy who did that in wh2, but I didnt notice it changed much, players often dumped all their elite units in one army and called it a day
And that doesnt feel like a creative addition to me personally, especially considering it means i have to add caps for every unit to every building
Kaio615 25 Aug, 2022 @ 9:49am 
@Nothing. can you do a unit cap mod similar to Unit rarity caps like a faction wide thing? like in SFO TOMB king style?
HungryBat  [author] 23 Aug, 2022 @ 12:48pm 
updated for new dlc and wh3 IE
Kalderon 21 Aug, 2022 @ 9:47am 
Don't feel pushed, it was just a suggestion. :)

Br Kalderon
HungryBat  [author] 21 Aug, 2022 @ 7:20am 
ah yes, I just need to figure out how to get that working, I'm not much of a scripter
Kalderon 21 Aug, 2022 @ 6:45am 
Awesome idea. Suggestion: make the type of progression configurable in MCT. I've changed the progression in the mod directly via RPFM (reduced the number of points per skill level), but I think it would be nice for people not familiar with RPFM to change the progression values to something they like better as well.

Br Kalderon
Deeyourelf 19 Aug, 2022 @ 12:20am 
Ohhh really great idea, thank you!