Total War: WARHAMMER III

Total War: WARHAMMER III

Tabletop Caps: Reborn
205 opmerkingen
litjoestar 10 aug om 18:40 
Is this mod going to be updated?
Vidmeister 7 aug om 15:12 
@Xep there is already a mod for that: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2798804755

it adds custom rules to factions and lords for these caps. I can recommend it!
ZedsDeadBabe 3 aug om 9:58 
How does this work with Chorfs who already have unit caps
SassyAsses 2 aug om 11:28 
@Prinny Demigryph knights are considered a Special unit in tabletop
Prinny 28 jul om 20:38 
Good mod, some of the unit costs are a bit weird though, Demigryph knights for example are classed as Special while both lore wise & Gameplay wise it makes more sense for them to be Rare since they only come from the Reiklands forest & have to be tamed on a case by case basis. There might be others but this is just a brief example. Other then that this mod should of been in the base game.
niardra 22 jul om 2:17 
Great mod. Small request: would it be possible to add an option that allows spend rare points on special units? Reason being some Lords have traits that reduce the cost of units from rare to special, but then that makes the special slots very saturated.
Pako0 21 jul om 7:10 
I used mct to only force cap on player but not ai, it does not seem to work unfortunately
Plástico Bolha 18 jul om 11:24 
Is there a way to alter the amount of points the AI gets and the player gets?
Dragon32 18 jul om 7:42 
@Thancred Lux
They both do the same thing so probably not.
Amokhunter 18 jul om 6:40 
So... how's it coming? Just asking, as the next bigger patch (arseladders & sieges) is on the horizon and here are zilch news, except "patience" and it's been a good 3 weeks since then...
Thancred Lux 18 jul om 6:26 
Xep 15 jul om 16:27 
Hello. Thanks for the good mod. There is a proposal to make the restriction more unique for some lords with specialization on specific units. For example, for Archaon 13, the Eternally Chosen One, the Chosen ones will be limited to 1 blue crystal, not 2. (I am writing with the help of a translator)
Fehr 10 jul om 21:40 
plz add blood knight (sword)
Slaanesh 9 jul om 4:59 
Use Embedded editor for Tabletop Caps, no need to edit anything when using that mod just set the preferred restriction ingame.
Firegeddon 5 jul om 3:50 
late game is boring without this mod. hope it gets updated
Arzon 30 jun om 6:45 
Are the limits also enforced for AI armies using waagh? (like 10 units + 10 units from waagh max)?
Also how the garrison works?
Gomi 28 jun om 2:26 
If U can't wait, try this as temporary. Modify groovy_ttc.pack file using rpfm_ui.

path: script/ttc/ttc_vanila_units.lua

Add units
1) CATHAY
1-1) Add under line 27
{"wh3_main_cth_inf_grenadiers", "core"},

1-2) Update line 1276
Update subculture_defaults ["wh3_main_sc_cth_cathay"] like:

["wh3_main_sc_cth_cathay"] = {"wh3_main_cth_inf_jade_warrior_crossbowmen_0", "wh3_main_cth_inf_jade_warrior_crossbowmen_1", "wh3_main_cth_inf_jade_warriors_0", "wh3_main_cth_inf_jade_warriors_1", "wh3_main_cth_inf_iron_hail_gunners_0", "wh3_main_cth_inf_grenadiers"},


2) ORGES - Add under line 115
{"wh3_main_ogr_inf_gnoblars_flingers", "core"},


3) VAMPIRE COUNTS - Add under line 451
{"wh3_main_vmp_inf_grave_guard_2", "special", 1},
{"wh3_main_vmp_blood_knights_sword_shield", "rare", 2},
Groove Wizard  [auteur] 27 jun om 20:03 
Dang wait a little bit gang
Amokhunter 27 jun om 14:47 
And if you can't or won't update anymore, would you be willing to hand it over to a successor?
litjoestar 25 jun om 10:02 
Please update this amazing mod. I cannot play warhammer 3 without it.
Vin 18 jun om 13:21 
Thx for this great mod. Do you know if an update of the tho new units is possible ?
LazerKjell 4 jun om 16:55 
ow yea is there a sub mod or something for this mod to make 4 limit instead of 3 points i feel like som are still so strong for only 3 points
LazerKjell 4 jun om 16:53 
okie i just did a nurgle campaign it looks like it breaks when you recruit units than close and open mainu again its breaks a lot of times when playing nurgle
Dawn&Twlight 28 mei om 17:25 
Never mind, it was an error on my part. I never unsubscribed from the old mod.
Dawn&Twlight 26 mei om 12:16 
The most recent DLC (Omens of Destruction) units don't have caps? Is this a tech issue or has the mod not been updated yet?
Groove Wizard  [auteur] 24 mei om 12:17 
Set the MCT settings before you create a new campaign
0 iq 23 mei om 6:46 
This but with caps for core units?
N7Konstantine 23 mei om 5:29 
Wondering if the infernal fireglaives being considered a core unit is intended compared to the infernal ironsworn who are considered a special unit
Sir Mouse of Leipa 19 mei om 20:46 
I might have the same issue as 1 here. When i start a new game with the mod on, it will show as disabled in MCT menu, and i cannot turn it on cuz the checkbox is greyed out for me, though the other one about Ai is still okay. And I found a temporary workaround. First start a game without the mod, then save, quit, then load the save with the mod on, and then the mod will work for the player too.
nugget 19 mei om 13:09 
As warriors of chaos I am able to upgrade units and go over the cap. Maybe design oversight with them?
Groove Wizard  [auteur] 18 mei om 12:43 
1 - huh?

nugget - The consequences are that you can't, at least that's the design intent.

LazerKjell - Thanks, will take a look.

Gecko Esti - Since the frontend battles use a completely different setup than campaign, it's unlikely I'll ever develop a battle-caps system
1 16 mei om 23:00 
It‘s locked.Why?
nugget 16 mei om 13:44 
What are the consequences of going over the special and rare limits?
LazerKjell 9 mei om 14:54 
i am playing magot lord it keeps breaking
LazerKjell 9 mei om 13:19 
bug when playing nurgle limit doesnt work when summon units
Gecko Esti 19 apr om 8:43 
Hi, is there a way to have this work on skirmish vs AI ? I only see it work in campaigns.
shenhouex 19 apr om 3:58 
@OpalGotMyHeart use MCT(Mod Configuration Tool)with SFO
you can close top caps
Buckey 18 apr om 14:47 
Hey @Opal, table top caps is integrated into SFO. So if you use SFO, it uses this mod. It gives you a message about this when you start the campaign.
Dragon32 14 apr om 16:34 
@OpalGotMyHear
Check there's not a copy of the mod in Data
OpalGotMyHeart 14 apr om 16:26 
So this mod seemingly altered my files in a permanent manner and now when using some overhauls such as sfo it will always treat it as if this mod is on, even after uninstalling the mod or disabling it in the mod loader. Is there any chance you know where in the files I can go to fix this issue? I did already attempt checking file integrity and that did not do anything either to solve the issue.
RALII 8 apr om 19:58 
Oh awesome, thanks so much! I might have to work on that then.
Groove Wizard  [auteur] 8 apr om 18:18 
That would just be Nanu setting up caps on his side, or someone making a submod
RALII 8 apr om 15:21 
Love this mod! Is there any way you would be able to work with Nanu on getting this to be set up for his Sartosa Pirate Overhaul mod?
shenhouex 31 mrt om 8:23 
@阳光FINE 游戏过程中ttc效果会失效,不知道什么原因
The TTC effect may become ineffective during the game, for some unknown reason
阳光FINE 31 mrt om 0:49 
Excuse me, has anyone experienced module failure during gameplay
Sciarra di Tilea 27 mrt om 0:07 
Update please, it continue ctd. Thanks
Groove Wizard  [auteur] 26 mrt om 13:42 
@Mechavelli - Correct

@illenvillen23 - Should work regardless of campaign, though things like new campaign-specific lords or factions will need to be enabled via submods
Groove Wizard  [auteur] 26 mrt om 13:39 
Thanks for the heads-up. I only need the one or two reports, drowning me in "please updates" doesn't help and makes it hard to view other comments