Total War: WARHAMMER

Total War: WARHAMMER

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Elite Units Cap by The PM
   
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Tags: mod, Campaign
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26 Jun, 2016 @ 3:06pm
2 Sep, 2016 @ 1:51am
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Elite Units Cap by The PM

Description
Tired of the special "elite" units becoming the mainstay of every army? Want to make the hard choices on what your army compositions are going to be to face the growing enemy threats? This mod might be for you.

I set out to make a mod that limits the amount of elite units you can create based on what buildings you have built. I have determined units either by tech level or cost (or uniqueness) and put a variable cap on them. In most cases you'll start out with access to just two or three of the tech 3+, 4, and 5 units (sadly, I could not do a unit cap of just 1 to begin with).

Capturing additional settlements and building them up will increase your capability by one or two depending on the unit. My goal is to have just enough or not quite enough of these elites to fill your armies. The elite garrison units remain as well, potentially making sieges a more planned approach.
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This mod owes everything to some internet hero out there named Brujah and his excellent guide https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=700149699

Not very difficult but time consuming. Feel free to steal this work at any time if it helps you with any mod you might be making.
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Compatibility:
This video explains how to create your own compatibility patches (that you could potentially share with others).

https://www.youtube.com/watch?v=KOayZt6MOSM

Sadly, this mod does have to edit the main_units table which will make it incompatible with other mods that have had to adjust it (usually upkeep or unit size mods). Making it compatible is easy to do with another mod, you just have to make sure the campaign_cap gets updated (to the number 1) for the units I have adjusted. All of the other tables are custom so they will fit right in with just about anything. This mod is made with only the base, vanilla units in mind. Updates for other unit mods may or may not happen.

Works with the Proper Combat Mod straight out of the box and Molay's Magic mod.

NOT RADIOUS WITHOUT SOME SORT OF COMPATIBILITY PATCH

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Balance: I am, admittedly, an Empire focused player. A big part of this was driven by the mere 8 steam tanks left in the empire. I wanted them and the other big units to feel unique. I tried to balance the unit ratios for all of the factions based on a points ratio that included general upkeep and tech level. I started out with higher build numbers and realized I wasn't really getting the effect I wanted, so they are scaled back to almost minimum. This is why I consider this a beta run. I have not played with any other faction and have no idea how well this will work for Chaos, it at all. I'd love feedback from players that enjoy those other factions (I do not). Also, I use other mods like Molay's magic, so it's hard for me to tell vanilla balance completely. I do not use any other combat mods at this time, though (okay, that's a lie, half of the time I use Proper Combat).

All units start with at least one, so you can add 1 to the inital numbers you can create based on the buildings (i.e. You will be able to build two luminarks initially, and additional settlements teched up to level 5 will only yield 1) The steam tank, flame cannon, terrorgheist, and giant will have one of their slots eaten up by the garrisons of the tier 5 settlements (an effort to make them feel more rare).

Empire: Luminark, Steam Tank, Helblaster, Helstorm, demigryph, demigryph Halberds, great cannon, Reiksguard, Greatswords, Outrider Grenadiers.

Dwarves: Flame Cannon, Gyrobomber, Gyrocopter Anti Inf, Irondrakes Torpedo, Gyrocopter (2), Organ Gun, Irondrakes, Hammerers, Ironbreakers, Slayers, longbeards greatweapons, Longbeards (2)

Greenskins: Giant (2), Arachnarok (2), Doom Diver (2), Boar Big Uns, Boar Chariot, Black Orcs (3), Night Goblin Fanatics (3), Night Goblin Fanatic arrows (3)

Vamps: Black Coach (2), Blood Knights, Hexwraiths, Cairn Wraiths, Crypt Horrors (3), Terrorgheist, Varghulf, Black Knights, Grave Guard Great Weapons (2), Vargheists (3)

Chaos: Shaggoth, Chaos Knights, Chaos Giant, Dragon ogre, Chosen all types, Chaos Spawn, Helcannon, Gorebeast Chariot, Armored Trolls, Chaos Chariot

Brit: Grail Knights (2), Pegasus Knights (3)

Beastmen: Razorgor Chariot, Bestigor, Centigors (Throwing Axes and Great Weapons), Chaos Spawn, Minotaurs, Cygor, Giant. I do not own the Beastmen DLC, but the restrictions I used I believe will put them in line with the other factions.

To apply these restrictions to custom battles, check out the addon: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=712177679

Popular Discussions View All (1)
0
26 Jun, 2016 @ 3:58pm
PINNED: POST BALANCE CONCERNS HERE
The PM
37 Comments
Sirsprawlalot 29 Sep, 2020 @ 3:39am 
@Mr. Flibble Same here, which sucks cause the first game is my favorite ..
Mr. Flibble 28 Jun, 2019 @ 10:50am 
This is the only unit cap mod I can find on Warhammer 1 and it's not up to date. :(
Jim 18 Aug, 2017 @ 1:48am 
Update? :)
drew_west 1 Jun, 2017 @ 5:08am 
needs updating
Jairion 5 Feb, 2017 @ 9:57am 
The restrictions apply to the AI as well, right?
tesb 4 Oct, 2016 @ 6:29pm 
i was close to making such a mmod myself and was glad i found this one, saving me some work.
some comments:
chaos limits are way to low for some units, you can only have 1 type of building per horde and horde growth is slow, so you will mostly have 2-3 "elite" units. i suggest to increase the cap of most troops. my suggestion would be:
Chaos Spawn, Hell Cannon: 4
Chosen, Gorebeast Chariot, Armored Trolls: 3
Rest: 2

A similar critique holds true for the beastmen, although they have way higher horde growth, but i would advocate higher limits as well.

Another problem are the Lords general skills, which will be nerfed indirectly. is it possible that the skills increase the troop limit as well? e.g. a VC Lord with Flying Horros could add + 1 Vargheist slot at Flying Horros 2 and +1 Vargheist and +1 Terrorgheist (+2/+1 total) at Flying Horros 3.
The PM  [author] 2 Sep, 2016 @ 1:55am 
Updated for latest patch. Made Knights of the Blazing Sun have a campaign cap (non variable) of 2 for now.
The PM  [author] 28 Aug, 2016 @ 9:00am 
Well, this keeps all of the factions on similar footing. Only spawned in armies seem to bypass the restrictions, and as they attrit they fall back in line. I notice most factions use more conventional units and less of the rare units.

All of that being said, with so many units coming in the future DLCs, I'm not sure if I'm going to support this mod for much longer.

I wish CA had implemented army restrictions similar to Warhammer Table Top or that it was possible to do so as a mod.
Fuzzyballs01 ꦙ 27 Aug, 2016 @ 3:56am 
this seems weird
if you don't like using top tier units in every army, like me, you can just you know, not recruit them, like me
I've been giving the AI a fair(er) chance by mostly using middle tier units and a few elites
The PM  [author] 29 Jul, 2016 @ 2:41pm 
I don't see why it wouldn't. Again, it won't necessarily work if an army is spawned with a script but for the most part it should work fine. I guess I can't guarantee it, though. I'll probably get the dlc someday, just not might type of army for that price, they seem kind of uninspiring and boring (and I tend to prefer the "good" factions).