Total War: WARHAMMER II

Total War: WARHAMMER II

Unit Caps for All [Updated for patch 1.12.1]
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Update: 23 Jan, 2020 @ 10:37am

Update: [Wood Elves] Rebalance: Reduced caps from several special buildings, added caps to regular outposts, increased caps for several buildings at the main settlements. Honestly, this is mostly guesswork, and has only been played through the first thirty turns or so. I suspect that (human and AI) players may find themselves limited by cashflow rather than caps, but I need to play a campaign to know where the sweet spots lie. If you're playing a Wood Elf campaign, I desperately need feedback.
[Dwarfs] Bugfix for Workshop 3 giving the wrong caps. Credit to LockTheReliquary for the report.

Update: 23 Jan, 2020 @ 7:23am

Update: [Vampire Counts] Rebalance. Increased caps for pretty much everything except fell bats, the cap for which was reduced slightly. Unfortunately, due to the current utterly passive behaviour of Vampire Count factions in the game, there's not a whole lot I can do to test this in a full campaign without playing through myself, which would add a lot of time. As a result, it's had mechanical testing to a point, but nothing beyond the early game.
[AI] Tweaks to Skaven army recruitment.
[Skaven] Removed caps for unshielded Clanrat units. This is experimental and may be reverted after further testing. The UI has not been updated to match as yet.

Update: 21 Jan, 2020 @ 11:37am

Update: [AI] Tweaks to try to improve Skaven building choices.
[Rogue armies] Tweaks to underlying cap system.
[Dwarf] Increased cap for miners w/blasting charges which makes early game armies and armies belonging to factions with few settlements a bit more interesting.
[Lizardmen] Tweaks to Tik-tak-to's caps for flying units.
[Skaven] Tweaks to Plagues building caps.
[Norsca] Technically a full rebalance, but actually mostly minor tweaks as Norsca was one of the last factions to be balanced prior to the mod's initial release. Changed cap system for outpost military buildings. They now give the same caps as military buildings in regular Norsca settlements, you just don't get local recruitment for all the relevant units. This (hopefully) solves the problem of certain units (particularly chariots) becoming increasingly scarce as a Norsca campaign progresses.
[AI] New feature: Army compositions! Army composition rules focused on this mod's design, and also on what should be interesting to fight against, and an attempt to strengthen factions which are weaker on the campaign map. Currently only for Skaven factions. Keeps Skaven factions more relevant on the cmapaign map for longer. This mod now has conflicts with army composition mods.

Update: 19 Jan, 2020 @ 1:25pm

Update: Fixes to various savage orc unit caps.
Dwarf rebalance. Increased access to tier 3/4 infantry and low-tier artillery. Reduced access to higher tier machines and artillery, as well as low-tier infantry. Assorted further tweaks.
Greenskin rebalance. Completely reworked infantry caps, this includes giving Skarsnik much better access to Orc units after acquiring K8P, and massively nerfing some infantry recruitment buildings among other things. Increased access to trolls, giants, artillery. Assorted further tweaks.

Update: 19 Jan, 2020 @ 7:30am

Update: Bugfix for Dwarf Hall of Oaths giving incorrect unit caps. Credit to LockTheReliquary for the report. Full Dwarf rebalance coming reasonably soon.

Update: 19 Jan, 2020 @ 7:10am

Update: Bretonnia rebalance. Better access to siege weapons and some high-tier units. Lesser access to low-tier infantry. The Ai armies look much, much better with this.
Beastmen rebalance. Better access to some high-tier units, particularly cygors and giants (which are pretty useless for a Beastmen army anyway, but...), and lowered the caps for tier 1 & 2 chaff.
Chaos rebalance. Lowered cap for chosen, simplified caps from Chaos Forge building, raised caps for several mid to high-tier units, notably hellcannons, trolls, and, ohh, giants again.
The Bretonnian rebalance has had quite a bit of automated testing, but due to the AI being utterly unable to keep horde factions alive, the Beastman and Chaos rebalances are quite poorly tested. These desperately need feedback from players. If you're looking for a reason to pick a particular campaign, I really want player feedback on these two factions.

Update: 16 Jan, 2020 @ 7:51am

And another small update for Empire Barracks balancing after messing around with some custom battles. Hooooooooopefully, Empire players will respond favourably to these tweaks. I still suspect that the real answer for many players is that you really need to build more Barracks.

Update: 16 Jan, 2020 @ 7:08am

Update: Further small tweaks to balance. Re-added cap to Dwarf slayers (it was removed in early testing). This seems to have no particular effect on AI Dwarf factions in my tests, but does limit player options somewhat, forcing those interesting decisions. The cap is not too painful in any case. At least in my opinion. I'm sure there's a dwarf player out there wailing, gnashing their beard, and writing my name in the Book of Grudges as I type.

The actual big feature is: Rogue armies now deal with unit cap functionality properly.

Update: 15 Jan, 2020 @ 4:01pm

Update: reverted changes to Skaven beasts building and Reiksfort that were not properly reverted before release.
Also included is partial work improving Rogue army behaviour with the caps. This will take a lot of work, so the rebalancing cycle is on hold until I finish the initial work, but it does give time for me to more fully test and tweak the changes made thus far, particularly with Lizardmen, Skaven and the Vampire Coast, all of which were pushed out with fairly minimal testing.

Update: 15 Jan, 2020 @ 7:20am

Rebalance for Vampire Coast. Not that many changes, though some fairly important ones like buffing the artillery buildings, and the Necrofex building.
Also went over all the strings to try and make sure the format is consistent.
Also also made tweaks to High Elves, Empire, Dark Elves, and Skaven to try and keep everything on roughly the same power curve.