Total War: WARHAMMER II

Total War: WARHAMMER II

Unit Caps for All [Updated for patch 1.12.1]
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Update: 26 Feb, 2020 @ 2:53am

[Technical] Further backend tidying. Added support for Mixu's Legendary Lords 1 & 2.

Update: 24 Feb, 2020 @ 8:15am

[Technical] Further backend tidying. Added support for Lost2Insanity's We'z Speshul - River Trolls mod
[Skaven] Minor increase for Plagueclaw Catapult cap.
[High Elf] Fixed some missing strings.
[Vampire Coast] Tweaks and fixes to Mortar caps. Added caps for Sartosan units.

Update: 23 Feb, 2020 @ 8:11am

[Technical] Extensive behind the scenes changes. Removed several functionally identical systems.
[Fixes] Minor tweaks.

There are lots of changes behind the curtain, so there may be new errors.

Update: 18 Feb, 2020 @ 8:11pm

[Technical] Further backend tidying. Added support for Expanded Roster - Goblins and Expanded Roster - Orcs.
[Greenskins] Fixed mixups with the Military building line and the Orc Camp building line. Seriously. I made so many mistakes with these buildings when I originally made the mod, and I thought I'd got it all sorted out, but nooooooooooo. Stupid, bleedin', ridiculous, unnecessarily redundant design... Some other minor tweaks.

Update: 17 Feb, 2020 @ 12:03am

[Technical] Further backend tidying. Added support for Expanded Roster - Dark Elves.
[Dark Elves] Tweaks to balance. Particularly, reworked +caps to corsairs from ports. Fixed a couple of mistakes in strings.

Update: 12 Feb, 2020 @ 10:56pm

Update: [Technical] Further backend tidying. Added support for Expanded Roster - Beastmen.
[Beastmen] Some tweaks to balancing. Slightly lower chaff caps.

Update: 11 Feb, 2020 @ 9:05pm

Update: [Technical] Lots of stuff behind the curtains to make my life easier in the future, and also to make it easier for people to make sense of my mod if in the future I decide to no longer support it. This technical stuff requires a lot of fiddling, and so will likely be ongoing for a while. Expect this message to reappear for some future updates.
[Lizardmen] Fixed some mistakes in the caps for the Terradon building chain

Update: 6 Feb, 2020 @ 8:55am

[Skaven] Increased weapons teams caps from warpstone tractor beam special building slightly, reduced cap of warp grinders from tier 4 weapoins team building slightly. Rebalanced Hellpit Abominations as tier 6 equivalents, and rebalanced the relevant buildings appropriately (note that this process involves balancing the *buildings* and so in some cases reducing the caps for rat ogres is a side-effect).

Update: 31 Jan, 2020 @ 3:44am

Update: [Skaven] Removed backend support for unshielded clanrats as I've decided to leave them uncapped in the long run.
[Vampire Coast] Reduced cap for Necrofex Colossi. This is experimental as I've essentially reclassified them as "tier 6" units, and reduced the cap to match that value. If players have suggestions for other units to reclassify as tier 6, please make suggestions and explain why.
[Balance] I've increased the relative value of tier 5 units in my tables (as well as adding a tier 6 category), so there will be upcoming changes to caps for buildings offering access to top-tier units. Basically, the relative value of a tier 5 unit has been increased from 15 points to 18 points. It's not a huge difference, but it will affect the end balance points of some buildings enough to warrant a change.

Update: 28 Jan, 2020 @ 1:50am

Update: [High Elves] Greatly buffed Alarielle's World Root Entrance caps to tree-based units because they're strongly thematic, and she has no means of increasing the caps (at least at present).
[New] More special buildings added. Thanks to LockTheReliquary for being my eyes and ears inside the game. I do feel vaguely jealous that LockTheReliquary appears to be playing the game and I'm not... but the mod will be all the better for it in the end, so I shall grin and bear it!