Total War: WARHAMMER II

Total War: WARHAMMER II

Unit Caps for All [Updated for patch 1.12.1]
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Update: 14 Jan, 2020 @ 2:36am

Update: Provisional rebalance of Lizardmen. Pushed early because I found a bug in the Emerald Pools special building at Itza not giving +cap to temple guard properly. Mostly this involved buffing the lower-level buildings (i.e. your return for a tier 3 building) and nerfing the tier 5 buildings, which means less dinosaur spam (the Rite of Primeval Glory is still a great way to get more dinos however!)

Update: 13 Jan, 2020 @ 5:06am

Update:
Experimental Skaven rebalance and more importantly improved AI behaviour for building more military infrastructure.
This stuff has not been fully tested, but I'm very happy with the results I'm seeing and wanted to get more feedback. Please let me know what you find!

Update: 12 Jan, 2020 @ 1:00am

Increased unit caps for Empire state troops from the tier 2 and 3 barracks after numerous requests.
There are also some changes to the Skaven caps, but those are incomplete and untested as the rebalance is barely started. If you see factions with dozens of hellpit abominations you may as well let me know in any case.

Update: 9 Jan, 2020 @ 4:16am

Release: Rebalance for Dark Elf Black Arks. Mostly reducing the caps (particularly for better units) because Dark Elves are not a horde faction, do not face the same problems that horde factions do, and can make full use of excess unit caps, which horde factions cannot do.
I've got some RL stuff I have to deal with between now and Sunday, so I probably won't be doing as much work on this in the next few days as I have in the last few. Still, if you find bugs, let me know and I'll try to get fixes out ASAP. It's almost a week since initial release and I'm very happy with the positive response this mod has been given thus far. Thank you for the feedback and suggestions helping me to make this mod better.

Update: 8 Jan, 2020 @ 5:06pm

Small balancing update:
Introduced a cap for regular Quarrellers to address Quarreller spam. This makes Dwarfs the only faction other than Chaos to have no access to an uncapped missile unit. Feedback is welcome.
Also toned down the Medusa cap which had been left at a higher experimental number from testing. Feedback on whether this is now about right, or should be returned to the older lower numbers is also welcome.

Update: 8 Jan, 2020 @ 8:36am

Rebalance release for Dark Elves (not including Black Arks). Also a small fix for the riders building. Notably, the Exiles, Pleasure Cult, Sorcery and Riders buildings are buffed, the Barracks, Beasts and Cold Ones buildings are nerfed somewhat. Let me know what you think, and be patient for the Black Ark rebalance: it's coming next! Normally I'd wait until the faction rebalance was done, but I'd like the fix for the Riders building out asap.

Update: 7 Jan, 2020 @ 4:35pm

Bugfix for Treekin +cap mistakenly adding to Deepwood Scouts (Swiftshiver Shards) instead. Thanks to BioSnark for the bug report.
Also, some balance tweaks (not a full pass) for VCounts and Bretonnia in preparation for the patch for Mixu's Mousillon. The compatibility patch is up and running, and is being tested, but the bugfix takes priority.

Update: 5 Jan, 2020 @ 4:30pm

Added missing Hellblaster Volley Gun to Empire Forges 3. Thanks to Reedyboyrampage for the report.

Update: 5 Jan, 2020 @ 7:24am

*Cough*
I might have accidentally uploaded the wrong version with incomplete changes in the update a couple of minutes ago.
*Cough*

Update: 5 Jan, 2020 @ 7:18am

Balance Pass on the Empire, again, mostly revising numbers down, though several of the special buildings were buffed substantially. The Empire poses a particular challenge for balancing because almost all of its units come from just three buildings: the barracks, the stables and the forges. By necessity this mean that building one of these buildings adds only a small amount to each cap, but for a large number of units. This also makes balancing feel a bit like trying to balance an elephant on a brick wall.