Total War: WARHAMMER III

Total War: WARHAMMER III

Unit Caps for All (Updated for 4.2) (Mod for Sale)
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Update: 1 Jul, 2023 @ 8:00am

[Kislev] Balance pass using new balance data derived from unit costs.

[Norsca] Fixed Marauders (Great Weapons) not being capped as intended. Balance pass using new balance data derived from unit costs.

Update: 30 Jun, 2023 @ 7:22am

[Greenskins] Balance pass using new balance data derived from multiplayer unit costs.

[High Elves] Balance pass using new balance data derived from multiplayer unit costs.

[Khorne] Balance pass using new balance data derived from multiplayer unit costs. Fixed an incorrect string talking about dual-wielding marauders which actually gave you dual-wielding minotaurs. Your gran probably wouldn't spot the difference anyway, but a fix is a fix.

Update: 28 Jun, 2023 @ 2:53am

[Daniel] Finished balance pass.

[Dwarfs] Balance pass using new balance data derived from multiplayer unit costs.

[Dark Elves] Balance pass using new balance data derived from multiplayer unit costs.

[Empire] Balance pass using new balance data derived from multiplayer unit costs.

Update: 27 Jun, 2023 @ 6:11am

[Daniel] Finished the Slaanesh building rebalance. Tzeentch should come tomorrow.

Update: 27 Jun, 2023 @ 3:17am

[Bretonnia] Balance pass using new balance data derived from multiplayer unit costs.

[Vampirates] Balance pass using new balance data derived from multiplayer unit costs. Fixed Sartosa-specific unit caps displaying for all Vampirate factions.

[Cathay] Balance pass using new balance data derived from multiplayer unit costs.

[Daniel] Balance pass using new balance data derived from multiplayer unit costs for Khorne and Nurgle buildings. Slaanesh barracks also done, the rest will come soon.

[Warriors of Chaos] Balance pass using new balance data derived from multiplayer unit costs.

[Technical] Some backend rearrangement of db entries. Shouldn't affect anything the user sees.

Update: 25 Jun, 2023 @ 4:01am

[Vampirates] Fixed Aranessa's Ogres not showing up appropriately in the port building. Credit to @I7OHb for the report.

[Lizardmen] BIG UPDATE. I've run a balance pass with two new factors on the regular (i.e. not Nakai) factions. Firstly, balancing values for units are now derived from their multiplayer values. Secondly, Lizardmen buildings now give non-integer caps. That means that the Great Beasts building, which previously gave an entire army's-worth of dinosaurs now only gives about half an army's-worth.

Update: 23 Jun, 2023 @ 4:25am

[Technical] Added system for outpost allied recruitment caps.

Please note that this involved the addition of a few thousand database entries, the mod's pack file has grown by over 50% since the last release, and will absolutely, undoubtedly include bugs, oversights, misassigned caps, and all the other fun and games that are par for the course in a one-person project. I'll do my best to fix problems, but please do your best to describe them very clearly so that I can track them down and fix them with a minimum of detective work.

Update: 28 May, 2023 @ 6:56am

[Chaos Dwarf] Changed placeholder caps for Hellcannons to 1 per main chain building. No permanent solution available as yet.

[Norsca] Removed erroneous caps placed on basic Marauders (Credit to I7OHb for the report).

Credit to arthur0606 for reporting all the following:
[Daniel] Added missing Fury caps to main chain buildings.
Added missing Dual Weapon Khorne Marauder caps to Khornate main chain buildings.
Fixed bugged caps for some instances of Flesh Hounds of Khorne, Forsaken of Khorne, and Blood Shrine.

[Chaos] Fixed bugged troll and spawn caps from the Monstrous Lair building.

Update: 26 May, 2023 @ 6:00am

Updated for Patch 3.1.

Update: 24 May, 2023 @ 3:52am

[Daniel] Fixed missing Khornate caps. Credit to arthur0606 for the report.