Total War: WARHAMMER III

Total War: WARHAMMER III

Cost-based Army Caps UI & Bugfix Submod
66 Comments
Tag_Ur_It--> 28 Aug @ 11:08am 
Fair enough
Notthebeegees  [author] 28 Aug @ 1:13am 
I never actual touched the original hero code, no clue. Everything I did was in the lua.
Tag_Ur_It--> 28 Aug @ 12:22am 
I swear it did beforehand but now I see more than 2 heroes on some armies. Could it be that removing the penalty made the ai not care? Just in case I added it back to 100 on the table.
Tag_Ur_It--> 28 Aug @ 12:08am 
Does the hero limit affect the AI too?
Tag_Ur_It--> 26 Aug @ 8:49am 
No we understand that, the problem is most lords get passive xp gains so whenever they gain a new level and a new mount you start the turn in too much cost and you lose that money. In their case it's permanent but I found out it was climate adjustment causing MY issue. But I figured out how to remove the cost penalty so thank you.
Notthebeegees  [author] 25 Aug @ 11:27pm 
Oh wait a minute, ya'll are talking about pushing the cost back below the limit by removing mounts and maybe chars? You gotta refresh the calc by recruiting or disbanding a unit to remove the debuff.
Tag_Ur_It--> 25 Aug @ 8:20pm 
Thank you for your time. Without this mod I honestly wouldn't even play this game. Doomstacks make the game so boring and unfun
Tag_Ur_It--> 25 Aug @ 7:54pm 
Well then, guess i'm going to learn something new this week.
Notthebeegees  [author] 25 Aug @ 7:33pm 
If you download rpfm and edit the script file then yeah.
Tag_Ur_It--> 25 Aug @ 7:16pm 
Damn, well I just did a test where I started a turn with more than the maximum and the penalty was not permanent. I think it has to do with the auto enabling of mounts cause in both of my campaigns so far that's the only time I went over it. is there a way to turn off the upkeep penalty and just keep the movement one to test it out.
Notthebeegees  [author] 25 Aug @ 6:30pm 
My gpu died so I can't play the game anymore, sorry.
Tag_Ur_It--> 25 Aug @ 5:58pm 
I have the same issue as @Kaijin which would be fine but like lords level up and auto equip new mounts that then fuck up upkeep. My upkeep says 6,000 but i'm actually getting 2,500
Notthebeegees  [author] 24 Aug @ 1:54pm 
Unfuckupable
Tag_Ur_It--> 13 Aug @ 11:51pm 
Is this standalone? Or do I need the original mod? I'm using both right now and no issues but someone said it's standalone and I don't wanna fuck up anything
Kaijin 12 Aug @ 5:20pm 
Having a current issue where sometimes going into the negative surplus inflicts the x3 upkeep penalty; which is fine, working as normal.

The issue is when the surplus is fixed (positive again), the upkeep *stays* at x3. That Lord forever has x3 upkeep no matter what I do.
wrought82 23 May @ 11:11pm 
Also; does this mod affect what units are recruited by AI
wrought82 22 May @ 1:44am 
is there any way to modify the upkeep penalty? it seems like its if > thershold upkeep x3, but i feel like if >threshold then upkeep x (cost/threshold) would be a lot better and more dynamic
ugh i looked but cant find; can you give me some hint at where the penalty is applied in the code? i can find supply lines and garrison - neither of which i think affects game ?? but cant figure out where costbased is applied...
trisim_o 18 May @ 2:15pm 
Playing as Gorbad, after the end turn it sometimes counts the Waagh army as an actual army that costs upkeep - same thing happens sometimes after deleting or merging a unit from my army to recruit new units. The game crashes right after as well, so far relaunching the game and trying the same thing again usually works.
art_loots 2 Apr @ 2:57pm 
Ah found the issue i was having.
if you have both mods enabled ( so main mod and this submod) main mod was the prime mod being loaded. so i didn't get the actual cost shown like in the 2 pictures.

hope this helps someone in the future
76561198302153172 28 Mar @ 6:40am 
Assumed this was antiquated bloat. Wrong. Liked
Maal 21 Mar @ 2:28pm 
Oh, I hadn't seen that this existed. I prefer the flexibility of the cost based cap to the Table Top one (I had even made a submob in Warhammer 2 with a tons of extra capped modded unit, as each unit had to by manually added to the script like TTC), but the lack of proper UI made it too much of a pain to manage.
Jolc3r  [author] 20 Mar @ 6:15pm 
It's possible
MightNight 20 Mar @ 5:50pm 
Oh snap I didn't know this was a standalone. In that case is it possible to make "Allowed Heroes for army" also affect the AI?
Notthebeegees  [author] 20 Mar @ 4:17pm 
I never claimed to be a skilled communicator
Walkabout 20 Mar @ 4:15pm 
@InfoManiac Ta mate. Yep the confusion was strong with me. I couldn't get past the "Submod" in the title. :)
InfoManiac 20 Mar @ 6:10am 
yea just noticed the tooltip thingy. i was thinking my hard set limit increase wasnt working until i realized it was only when recruiting units (it was adding the unit cost number to the potential increase in the total army cost info). Interesting but thankfully you let us know.

Might want to preface it in your description or somehting so other, lazier, people dont get confused.
InfoManiac 20 Mar @ 5:37am 
ZAAAMN
Notthebeegees  [author] 19 Mar @ 9:50pm 
@InfoManiac nothing, I actually fixed more things than I though I did and took the absence of those things to be a problem. Pending any further issues being discovered, the mod now works bug free.
(That said, I might try to make the tooltips more consistent in the future, right now pining a unit card can cause a tooltip miscalculation. Doesn't effect actual internal logic though.)
InfoManiac 19 Mar @ 9:16pm 
@walkabout read further down 5 comments lol. you dont need both.

I mainly wonder what the other breaking things is.
Walkabout 19 Mar @ 7:19pm 
@Jolc3r so i can delete Wolfy's one and just use this mod? The term submod is throwing me.
Jolc3r  [author] 19 Mar @ 3:09pm 
yippeee
Notthebeegees  [author] 18 Mar @ 7:19pm 
Scratch that, everything should be good now.
Notthebeegees  [author] 18 Mar @ 6:44pm 
Good news: I found what causes the softlock!
Bad news: Fixing it breaks other things for no discernible reason.
Guts 16 Mar @ 1:14pm 
You're a god bro
Turow ☦ 14 Mar @ 3:34pm 
Damn. This will get me to play the game after months of not doing a campaign. THIS is a game CHANGER.

God bless original modder and Jolc3r. :WH3_clasp:
Jolc3r  [author] 14 Mar @ 1:45pm 
This one works as standalone as an overall improvement. You can enable both if you want, this one will supercede it.

Works if you enable it mid campaign for any campaign (ROC, IE, IEE, Old World). Works on both AI and you, although the hero caps are not enforced for AI if you use it. See description on the other mod for details. Tooltips are fairly descriptive for the mod settings if you use MCT.
Turow ☦ 14 Mar @ 6:28am 
This mod... looks incredible. To have multiplayer armies in main campaign? This should have been implemented as an option since WH1.

I see there is another mod, which one should I get folks?

Does it work on an existing save game? Does it work on AI or only me?

Looks incredible :Gifting:
Malignant Peasant 18 Jan @ 6:32am 
Thanks for keeping this awesome mod up and running
Notthebeegees  [author] 18 Jan @ 1:23am 
And the event manager bug is fixed entirely by accident.
Notthebeegees  [author] 18 Jan @ 1:21am 
New update should dramatically improve performance.
Daverin2112 8 Jan @ 3:42pm 
Good choice. ;)
Walkabout 8 Jan @ 3:39pm 
awesome TY
Daverin2112 8 Jan @ 5:32am 
So is the only difference now between versions the UI additions? If so, feels hard to call it obsolete when said UI additions are so welcome!
Wolfy 7 Jan @ 11:47pm 
@JARAXXUS

It is not feasible to go lower than 7k because the AI is too dumb to properly manage that. It gets stuck into a constant recruitment loop (recruting units every single turn without moving) because it can not manage properly such a low budget.
Wolfy 7 Jan @ 11:46pm 
I finally updated the main mod. I hope it all works fine now.
JARAXXUS 4 Jan @ 9:41am 
Any way to bring the minimum army cap value down in MCT? It stops at 7k for the AI last i checked
Notthebeegees  [author] 31 Dec, 2024 @ 6:59pm 
@Francisco description updated. Old bug means the OG has it as well, though it may be more or less common.
Francisco 31 Dec, 2024 @ 6:09pm 
Can you clarify a doubt I have. What bug does this new version fix?

Im asking as the OG mod sadly is EOM. Thanks
EToS 28 Dec, 2024 @ 9:34am 
@Notthebeegees.
Thank you.
Rebooted the mod. Made 5 iterations with each lord:
Skarbrand 5 out of 5 successful.
Uzhul 4 out of 5 successful.
Arbaal 4 out of 5 successful.

The iterations differed in that it launched the throne of skulls either before or after completing the first quest, as well as the clicking speed.

At first approximation, it is safest to first close all tabs with completed/received tasks and only then complete the throne of skulls.

On vanilla, I tried quickly clicking these operations, everything was fine.
Notthebeegees  [author] 28 Dec, 2024 @ 1:25am 
@EToS re-download the mod and tell me if it's still happening. If it is, please give details about how you set it up for reproduction.