Total War: WARHAMMER II

Total War: WARHAMMER II

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Cost-Based Army Caps - SFO
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Tags: mod, Campaign
File Size
Posted
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1.242 MB
7 Feb, 2020 @ 8:44pm
27 Nov, 2021 @ 4:21pm
24 Change Notes ( view )

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Cost-Based Army Caps - SFO

Description
This mod is a patched version of Jadawin's Cost-Based Army Caps for SFO units and values.

F.A.Q
How does it work / What does it do?
It makes armies soft capped like Custom Battles, using their Custom Battles cost. Forcing both Players and AIs to use cheap fodder if they want elites units. It is not a hard cap, you can go over the limit, but if an army is above the cap, it will be penalized next turn. Lords/Heroes also become more expensive based on their mount choice.

The army cap is:
17,000 base, 22,000 for AIs.
For every 5 lord levels, its army gain an extra 500 capacity.
2 hero per army.
This is all tweakable with the Mod Configuration Tool Reborn.

-Wasn't there a cap related to buildings?
Yes, but it was annoying to manage so I've removed it.

-Do I need all of these required mods?
You do not need any, however:
You probably need 'SFO: Grimhammer II', else you'll have wrong values.
If you want to change the caps and settings, you need 'Mod Configuration Tool: Reborn'.
'SFO Supply Line Removal' if you do not want doubled supply line penalty if you've enabled it.

-What's that about Supply Lines?
With the Mod Configuration Tool, you can enable Cost-Based Supply Lines.
Under this system, armies are counted for the Supply Line based on the how close they are to their cap, rounded to the higher 25%, instead of being a flat increase per army. The first "full army" do not count toward the cap. If you have an army at 20k/20k cap, another one at 5k/20k and another one at 10k/20k of their caps, then you will have 25%+50%=75% of 1 level of the SFO supply line penalty. This system is new and I need feedback on this, do tell if the penalty should be higher to make up for being easier on partial army.
Do use the SFO Supply Line Removal submod to remove the regular supply line or else you'll have both.

-What about SFO's two caps options?
This system can be used with any of the options, so use any you want but they might be redundant. So why use it if SFO already cap units? I use a lot of units mods and most of those aren't capped. This mod cap will cap them even if the mods aren't supported and it offer a different approach to SFO special/rare point army cap.

-Can it be added mid-game?
Yes but not removed.

-What does this mod change compared to the original?
It changes the cost to SFO's, changes the values of the army penalty from 200% extra upkeep to 100% + 25% attrition.

-Will you add add support for mod X?
If it is properly patched for SFO and updated, perhaps. But note that the mod will still work without this, just the "post recruitment prediction" and the cost on the unit card won't show for these units. Mods that I use are patched, you can send me the file required to patch it following the instructions found in the discussion post of this mod.
Here's a list of supported unit mods. Lords/Heroes are compatible by default and are not included and regular unsupported unit will still be capped.

-This unit cost too much/little points for balance.
I do not balance, I only update the names/tooltips. Ask the unit's author or whoever patched it for SFO.

-This unit cost in its name is wrong / is not shown during recruitment.
At the time of writing this, there is over 3000 units patched by this mod. Mistakes happen but I cannot possibly track every single one of the patched mods to see if they changed one unit's cost. Tell me which unit from what mod now cost how much and I'll fix those, else I'll fix them when I notice it. The cap system will still work properly even if the units' name/recruitment prediction have the wrong cost.

-Lords / Heroes do not have cost on their cards.
No they don't, and most likely won't. Their custom name mess with it. You can see their cost in the army's tooltip.
Popular Discussions View All (1)
0
15 Jul, 2020 @ 4:47pm
How to send me data to integrate new units
Maal
127 Comments
Haerzog 16 Oct, 2022 @ 2:12pm 
Starting values need to be updated to take into account how Lady Isabella works. The starting two vamp heroes naturally belong in her army, so default hero limits need to be increased to reflect that.
Kairos 24 Apr, 2022 @ 3:03pm 
Love this mod! Tweaked the values to be 12,500 for both player and AI since I prefer to play with smaller armies.
Mustard Jelly 17 Jan, 2022 @ 8:34pm 
can you make the lower limit of AI's base cap? it's currently 15000. I wanted to make it even to Jadawin's Original value of nowadays, 12000. btw, Jadawin made some update in the original mod that make level up increase step smaller as the level goes higher. I would be happy to see it integrated, too.
Scipion 4 Jan, 2022 @ 11:19am 
Hey Maal, are you using the latest script from Jadawin ? I've noticed there are more config option is mod.
Thy ubeer 13 Dec, 2021 @ 3:36am 
@Maal Thank you, I already did that. After remove the localization files, everything works fine.
I can see total costs on tips, that is enough for me.:steamhappy:
Lain 13 Dec, 2021 @ 1:40am 
The way unit cost is shown is a good compromise imho, most of us need that information to make decisions on the fly when building armies.
Maal  [author] 12 Dec, 2021 @ 8:31pm 
@Thy ubeer
I merely adapted the mod for SFO with some small changes, the real author is Jadawin, you can find the mod in the first line of the description.

I wish I didn't have to see the cost in the unit's name too. But I don't know if it's possible to limit it to tooltip since I am no programmer and he would have done it already IMO. You can open the mod in RPFM and delete most of the localization if you want the cost gone, but you will have to guess the costs.
Thy ubeer 11 Dec, 2021 @ 7:57am 
Very impressive mod, nice work. But could you remove the units name modify which shows points they cost. Because it is incompatible with translation mods. I think if costs can be shown by the button's tip, there's no need to be shown by names. If you can do that, i will be very appreciated.
Maal  [author] 12 Oct, 2021 @ 12:35am 
I'll have to take a look once I get back into things.
Dean Winchester 11 Oct, 2021 @ 8:59pm 
There are some useful new dynamic cap options in the vanilla mod. Please incorporate them into this submod if you can.