Total War: WARHAMMER III

Total War: WARHAMMER III

New Unit Caps for All
277 Comments
furoba  [author] 19 Oct @ 5:36am 
@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  [author] 19 Oct @ 5:28am 
@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 Oct @ 4:21am 
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 Oct @ 11:12am 
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 Oct @ 7:09am 
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  [author] 10 Oct @ 10:14pm 
@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 Oct @ 12:00am 
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 Oct @ 9:32pm 
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 Oct @ 9:02pm 
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 Oct @ 9:26am 
@furoba Thank you for quick response
furoba  [author] 2 Oct @ 2:02am 
@ᚲ ᚨ ᛚ ᛞ ᚱ Yes, this is intended. You’ll need to construct the corresponding military buildings to access high-tier units, whether through standard recruitment or special mechanics like Raise Dead.
ᚲ ᚨ ᛚ ᛞ ᚱ 1 Oct @ 4:39pm 
Hi
Apologies if this has already been covered and I'm just illegally blind, but does this mod somehow affect the Vampire Counts mechanics - Raise Dead?
Because in regions with battle sites (5k+ casualties), it still only lets me raise units for which I've already built military buildings. In short, no Blood Dragons on Turn 10.
furoba  [author] 26 Sep @ 8:47pm 
@SerZaltor Thanks for the notice! The issue has been resolved, and the final building in the Cult of Sotek chain now correctly provides unit caps.
SerZaltor 24 Sep @ 9:25am 
Feral cold ones* I meant, not Horned ones
SerZaltor 24 Sep @ 9:18am 
Heyo, I'd like to note that the final building of the cult of Sotek chain line seems to only give +2 to Dread Saurian capacity without all the previous capacity increases for Salamenders and Razordons. I haven't yet built it, so I dunno if it's just a tooltip error or actually missing. I am playing as Tehenhauin and with your separate cap version of the mod.

As I was intrigued, I also tried with that mod and both of them seem to have the issue. That also made me noticed the cold one building does not grant recruit cap to Horned ones (the feral riderless beasts) despite granting recruitment access to them.
Severus 11 Sep @ 10:08am 
@furoba, yeah my bad, it seems I was using a mod that changes unit recruitment locations, sorry about that.
furoba  [author] 9 Sep @ 10:34pm 
@Aristocratic Astorian: Thanks so much for the kind words!

@Severus: I’m not sure I understand your point. For Tzeentch factions, Tzaangors and Centigors are recruited through their military buildings, and those same buildings also provide extra caps for them. Cultist buildings don’t give recruitment options or caps for these units.
Severus 8 Sep @ 9:05am 
cultist chain for tzeench doesnt increase caps for gor units
Aristocratic Astorian 8 Sep @ 2:15am 
Just what I was looking for, THANK YOU!
furoba  [author] 7 Sep @ 5:55am 
@Shatilov: I don't seem to have this issue, which faction are you playing? Are you using SFO?
Shatilov 7 Sep @ 2:49am 
the lizrrdmen race have the Bastiladon caps available in the skink building chain, is this intentional ?
SwordMaster 5 Sep @ 1:22am 
does anyone have submods for phoenix legion and dragon legion?
furoba  [author] 3 Sep @ 12:57am 
In short:

- Each building tier now adds caps for units of its own tier, plus one or two tiers below.
- For example, a Tier 5 building will give extra caps for Tier 5, 4, and 3 units, but not for Tier 1 or 2 units (with some exceptions).
- Tier 5 buildings will still grant caps for their Tier 1 units (these caps aren’t removed), but they will no longer add extra caps for those Tier 1 units.

We believe this makes the cap system more logical and should improve the overall experience.

Since this is a big update, there may still be a few bugs. If you spot any, please let us know so we can fix them quickly.
furoba  [author] 3 Sep @ 12:57am 
The mod has been updated for the 6.3 patch.

Important note: This update reintroduces many unit caps for Tier 1 units. These were originally part of the mod but had been removed earlier due to balance issues.

The problem was that each military building has a shared cap pool across all units it unlocks. With Tier 4 and 5 buildings, this meant they were also adding caps for Tier 1 units - despite those units being useless at that stage. To fix this, we tested different calculation methods and settled on a new system.
furoba  [author] 24 Aug @ 5:37pm 
@Camaloux: Awesome! Thank you very much for your time and effort!
Camaloux 24 Aug @ 3:35am 
furoba  [author] 21 Aug @ 5:32am 
@Krinitz: Thanks a lot for the kind words! I’ll keep updating the mod for future patches, and I also plan to adjust some of the caps in the next few weeks.

@Camaloux: Really appreciate your work and the detailed explanation of your process! You’re right—you need to delete the tables you don’t need and only keep the necessary ones for the submod. I also recommend removing any rows from the original mod that aren’t required; otherwise, your submod might overwrite future edits to the main mod’s caps. Ideally, you should only keep the rows specific to the buildings/units your submod focuses on, so updates to the main mod won’t be affected.

Feel free to publish it and share the link—we’ll be happy to add it to the mod’s description!
Camaloux 21 Aug @ 2:48am 
Nevermind, I found how to make it work as a submod only! (I just had to delete the three tables I did not change from your mod). I'll publish with your permission.
Camaloux 20 Aug @ 3:47pm 
Hello, I tried making a submod/compatch for Sigmar's Heirs, following your guide. At first, I was unable to get it to work: my tables seemed to completely replace yours; they did not add to them.

What I finally did is I copied your rows entirely and added my new caps and everything below. It works fine that way but your original mod is not needed for my "submod" to function.

I would like to have it published on the workshop. Do you mind if I post it as is and credit you? Or I can send it to you and you post it and credit me (or you can look at what I did, maybe there is a way to make it a true submod?)

Anyway, thank you for the idea, your work and your guide thanks to which I was able to make my first mod in less than two days ^^
Krinitz 15 Aug @ 7:16pm 
Just a fantastic mod and thank you for keeping it up and running!
furoba  [author] 13 Aug @ 7:43am 
@Gosudar : thanks for your time and efforts! I will add this to the mod's description
Gosudar 10 Aug @ 8:42am 
Hi, I made a translation of this mod into Russian as a submod. Here is a link to it
furoba  [author] 9 Aug @ 4:59am 
@Nnorm: no need for an update, the mod should be fully compatible with the Beta
Nnorm 7 Aug @ 10:01am 
Can you update for latest beta hotfix?
furoba  [author] 29 Jul @ 9:26pm 
@niardra: The mod also applies to the AI—unless you're using the submod that disables caps for AI factions. In your case, the most likely explanation is that the AI originally had enough military buildings to support recruiting 9 Silver Helms, but later lost some of its settlements and military infrastructure, which reduced its maximum unit cap.
niardra 29 Jul @ 6:12pm 
I'm using this alongside tabletop caps. Not sure if this is working for the AI: I confederated a faction that should only be allowed to have 2 units of Silver Helms. Yet somehow they had 9.
Regulator 27 Jun @ 1:06am 
Great work. So it was actuall worth not abandoning my campaign to wait this tolerable period of time. Many thanks!
Ashray 26 Jun @ 3:02pm 
Working now, thanks for the fix!
Revelation 26 Jun @ 10:04am 
Thanks for your work Furoba! Awesome stuff.
Wolfsgrimm 26 Jun @ 8:54am 
I can confirm, that the mod is now working again. Thank you very much for the swift reaction.
ruvirus 26 Jun @ 6:09am 
All works, thx
furoba  [author] 26 Jun @ 1:33am 
I’ve just uploaded the updated version to the Workshop. Hopefully, this one should no longer cause any crashes.
furoba  [author] 25 Jun @ 5:53pm 
I don't understand, I just tried to load the mod on my computer and it works fine. There must be an issue with the Steam workshop who did not upload the latest version of the mod properly. I will try to push for an other update in a few hours. Thanks for your patience
ruvirus 25 Jun @ 4:32pm 
Still crashing too
Ashray 25 Jun @ 4:00pm 
Still crashing for me. I tried unsubbing and resubbing. Also tried manually deleting the file and redownloading.
furoba  [author] 25 Jun @ 3:11pm 
Sorry, this should be fixed now. Please try unsubscribing and then subscribing to the mod again in order to force Steam to download the latest version. Let me know if it doesn't work. Thanks!
ruvirus 25 Jun @ 12:28pm 
yeah, not work too
Indiana Mogens 25 Jun @ 12:25pm 
Getting the same crash as previous commenters. Happens with only this mod enabled, so not a mod conflict.
Wolfsgrimm 25 Jun @ 12:14pm 
For some more back ground information, the crash report reads:

The following mods cause a crash to the Databse: New_Unit_Caps.pack
The first invalide database record is
wh_pro02_lord_trait_cmp_isabella_von_carsteinincrease_vcap_ccounts_
wh_dlc02_vmp_cav_blood_knights_0 in table
effect_bundles_to_effects_junctions_tables
and pack files New_Unit_Cap.pack

The application will terminate now.
Wolfsgrimm 25 Jun @ 11:49am 
Since today, I have the same issue. Yesterday, everything was still working just fine, also with the hotfix. Very strange.