Total War: WARHAMMER II

Total War: WARHAMMER II

MoBB - Dynamic Unit Limits (Caps) - All Factions
112 Comments
yxy8069 25 Feb, 2022 @ 8:23pm 
@ZeroFaith, hi, i know it's been a long time but i can't find your other mods link any more like the item crafting. did you remove those mods?
FABIEN VID 6 Sep, 2021 @ 7:11am 
Perfect :steamthumbsup:
It's Clown Time! 15 Mar, 2021 @ 5:14pm 
Any ETA yet on when or if this mod will be updated? Thanks
ZeroFaith  [author] 16 Dec, 2020 @ 11:09pm 
@eduardokopik - sorry i've been delaying this update. End of the year is a really busy time for me. You have to add as far as i remember 2 entries for each unit in the translations table. I can't open it atm, but thats as far as i remember.
Edward K 14 Dec, 2020 @ 10:11pm 
Hey I really like your mod, so I tried to use my limited modding stills to update it for myself while waiting for the official update, but the UI kinda breaks.
I see you have a zero.loc table with the effect description tags and localized strings, but I don't quite understand how that translates into the buildings UI.
(or if that even is what I'm supposed to look at)
Could you give me a hint as to how you made it work oh modder-lord?
Mr.T 4 Dec, 2020 @ 9:32am 
nice to hear - I'm looking forward to it and good luck
ZeroFaith  [author] 4 Dec, 2020 @ 4:47am 
@Excitum - yep working on it. Too many changes tho and it this time the update process is slow.
Mr.T 4 Dec, 2020 @ 4:13am 
i do not want to be intrusive. But your mod is essential for me and so i only want to know if you plan to update it for the new dlc in the future
Sir Draskar 28 Nov, 2020 @ 3:03pm 
Player Itza on Vortex Campaing...works perferctly well!
ZeroFaith  [author] 22 Aug, 2020 @ 7:28am 
You can very easily customize it manually. Just open the mod with RPFM and edit the building_effects table and save it with a different name. :) DM me if you want more instructions.
ZeroFaith  [author] 22 Aug, 2020 @ 5:10am 
@TWW2Ranks - You should simply use the "Table Top Caps" mod combined with this one. They do work together. Its the closest think i could think that fits your idea. Unfortunately the stuff you need requires scripting and i don't have the time to maintain it.
ZeroFaith  [author] 21 Aug, 2020 @ 7:56am 
@Kornstalx - Glad you like it. I exclusively play PvP campaigns and the Spam stacking got insane at one point.
Kornstalx 20 Aug, 2020 @ 11:59pm 
Yep! Just wasn't sure if it was intent. As Franz I was a bit surprised at turn 15 when I couldn't recruit those Greatswords. Good work btw, I haven't found a scripted mod that can handle this doomstack problem without breaking or going wonky at some point during the game.

Tables are the way, it just makes patches/mods ridiculous to update for.
ZeroFaith  [author] 20 Aug, 2020 @ 10:55pm 
@Kornstalx - well their initial unit cap is = 0 in the mod. So you need to research the tech in order to add +1 to the unit cap pool. The graying out is just a cosmetic automation from the game itself.

I was contemplating giving all of the state troops an initial cap of 1 but the problem is that they have different strength factors so it would have brought imbalance.

My way of thought is - these are special troops more or less ROR's if you will and they should be limited but not extremely.

For example they gave Eltharion some unique state troops but those have building caps and are not hard capped (if you build enough buildings - you should have more units).

For the empire they are hard capped but they also have a cooldown - but you get so many different types. When you research all of the techs you will basically have enough for 2 armies.

Does that make any logic?
Kornstalx 20 Aug, 2020 @ 8:08pm 
Yep, that fixed it! But now I have a design question about it: Seems you can't even recruit the first State Troop until you research the appropriate tech. For instance, starting fresh as Franz, your Greatswords don't even appear in the State Troop recruitment window until you research the first red-text tech for them.

Is that intentional?
ZeroFaith  [author] 20 Aug, 2020 @ 7:52pm 
@Kornstalx - should be fixed now. I've missed this set of units during the last update so they were set to unlimited. Problem is that the main units table needs to be done by hand for each major patch for all units each time. So yeah, thanks for catching this!
ZeroFaith  [author] 20 Aug, 2020 @ 6:59pm 
@Kornstalx - Hmmm - Thanks man I'll test this out again.
Kornstalx 20 Aug, 2020 @ 10:22am 
Hmm, not sure what's up but I still don't have x/x on State Troops.

Tested by starting as Gelt, researching non-red-text techs (farming, etc) until 10 turns, recruited first State Troop Spearman. No x/x on unit before recruitment, grayed out for timer afterwards.

Waited 10 turns, was able to immediately recruit another, still no x/x.

Researched first Infantry tech that has red text for State Troop Spearmen. Nothing appeared on their recruitment card. Waited 10 more turns, was able to recruit a 3rd State Troop Spearman.

Either I'm misunderstanding or it's not working for State Troops.
ZeroFaith  [author] 20 Aug, 2020 @ 2:42am 
@Kornstalx - I don't know why some of the newer unit limits display in red text, but they should all work fine i've tested this several times. As for the state troops - you research the tech. and it gives you the cap. Then you wait for the unit cooldown(or if you have it already you just recruit it- you will have the cap after researching the tech). Wastest way to test this is to start with Balthazar.
Kornstalx 20 Aug, 2020 @ 2:37am 
How exactly does the State Troops part of this mod work? I'm not seeing x/x notifications on the State Troop recruitment screen as Empire, and the technologies that display +1 State Troop type are all in red text?
ZeroFaith  [author] 1 Jul, 2020 @ 3:47am 
@Just4Fun - Thanks for your question. I haven't touched the AI - the mod aims to have a minimal effect on vanilla other than the unitc-caps. The AI has the default building priorities. So if its not building nice units - that means this is Vanilla behaviour - not caused by the mod. That being said - there is a "priority" column for the buildings which the AI takes into consideration - so theoretically if you lower the priority of all other buildings - the result would be more recruitment buildings. It is an interesting idea but it would require an insane amount of time sink in order for it to be tested properly. I will look in to it down the line, but i can't make any promises.
ZeroFaith  [author] 31 May, 2020 @ 8:40am 
@Just4Fun - Hey man thanks for your feedback! To answer your questions starting with

Q2:
Yes i will re-work all building chains for all races that give only one unit ( or are just one building) - to give more incentive to be built!

Q1
As for question 1 - I've given unlimited tier 1 units to all races - the T1 archer spam isn't that big of a deal if you play against another player - further more its to give the AI a bit of a boost in auto-resolve and unit compositions. That apples double for minor settlement factions which rarely build the appropriate buildings. As you can see with the latest patches CA has started shifting the T1 units to the main settlement chain for all races in order for the AI to have the ability to recruit better compositions.
ZeroFaith  [author] 11 Apr, 2020 @ 12:47am 
@Vulcanizor - Sorry man. I've stopped working on that mod some years ago. It was just too hard to update. I may come back to it for WH3 :P
Vulcanizor 4 Apr, 2020 @ 1:29pm 
Hey, what happened to your item crafting/buying mod?
I loved to be able to buy banners, especially with the Rebanners mod.
ZeroFaith  [author] 6 Jan, 2020 @ 12:12am 
@Coeur de Lion - I'm planning to add additional caps to technologies so everyone including the ai will get more caps. But the rules apply for everyone the same player and AI alike. Because they are effect based. To change that would require scripting which will make the mod prone to breaks.
Godefroy de Outremere 30 Dec, 2019 @ 12:47am 
Hey i would love to see unit cap increased for the AI, as smalle factions tend to smap only basic spearmen casue of the caps. Would be more challenging and fun to play against more varied armies. Something for you to consider. Keep up the good work.
ZeroFaith  [author] 20 Dec, 2019 @ 12:47am 
@Fernando - you should check the workshop. I think there was another mod something in the lines of "Table Top Caps", which was structured differently and the caps were based on armies not buildings. That mod is not mine tho. As for this one - adding options for the caps is in the plan but will not happen soon maybe in the next few months. First thing is to add caps to technologies and general's skills. :)
Fernando 19 Dec, 2019 @ 11:18pm 
It would be nice with some options to change some of the caps. It would be nice if it was possible to remove all caps for units below tier 4 for example.
ZeroFaith  [author] 17 Dec, 2019 @ 8:18pm 
@Lord Torquemado - Hi man - I've stopped supporting it a year ago - sorry. It takes too much time to maintain :)
Lord Torquemado 17 Dec, 2019 @ 4:36pm 
Hi dude, one question, could you upload the item crafting mod?
Godefroy de Outremere 16 Dec, 2019 @ 11:08am 
It works, sorry my bad i was checking it in eye of the vortex ;)
ZeroFaith  [author] 15 Dec, 2019 @ 1:36am 
@Coeur de Lion - Its already in-game, and gives 2 knights Errant on lvl.1 and 3 -> on lvl.3.
Please write me up if it is not the case for you. Thanks for the support.
Godefroy de Outremere 14 Dec, 2019 @ 1:11pm 
Great stuff, i would like to point out that Repanse stars with Specila dock that alow her to recruit Knights Errant, wpuld be good to give this building some increased cap on knights Errant as you can now recruit just one. Keep up the good work.
Rzezbiarzbdg 12 Dec, 2019 @ 1:48pm 
It would be perfect because i plan to have head to head campaign with mz friend tommorow. keep u doing so great work. greetings
ZeroFaith  [author] 12 Dec, 2019 @ 10:20am 
@Rzezbiarzbdg - Already started on the update, if all goes well it will be up tommorow or Saturday at the latest! :)
Rzezbiarzbdg 12 Dec, 2019 @ 9:51am 
Hey, how long it takes for Your mod to be up do date with the newest patch?
You mod is must have :)
Anticitizen 28 Nov, 2019 @ 11:25am 
Thanks!
ZeroFaith  [author] 26 Nov, 2019 @ 9:25pm 
@Anticitizen - fixed. It was the Sisters of slaughter which were moved from another building to the barracks.
ZeroFaith  [author] 26 Nov, 2019 @ 6:53pm 
@Anticitizen - Thanks, I'll check it out.
Anticitizen 26 Nov, 2019 @ 6:33pm 
Good mod, but I've noticed there's no way to increase the cap on Witch Elves in the Dark Elf roster. No matter what I can only have the one group.
Argo 22 Nov, 2019 @ 6:22pm 
Thank u so much.
kym821209 19 Sep, 2019 @ 3:36am 
I want it !! Thanks
ZeroFaith  [author] 17 Sep, 2019 @ 11:19pm 
@Your Mommy @TravellerL - No not in the near future. I gave it away to another dude to maintain.
Taste of Capitalism 17 Sep, 2019 @ 9:44pm 
are you planing to renew shop mod? cause i see it is deleted
TravellerL 15 Sep, 2019 @ 4:37am 
Please Update Shops All Factions,Thanks:steambored:
ZeroFaith  [author] 12 Sep, 2019 @ 11:45am 
UPDATE RELEASED!!!
ZeroFaith  [author] 5 Jun, 2019 @ 7:11am 
@yeroclibre - you need an engeneering building lvl. 2 and 3
ZeroFaith  [author] 4 Jun, 2019 @ 1:59am 
@yeroclibre - I'll check it out - thanks!
yeroclibre 4 Jun, 2019 @ 1:06am 
Hello. I have a problem with skaven doom flayer cap. No matters how many buildings i build, i can only recruit one doom flayers unit...
Ω 17 May, 2019 @ 8:57am 
This mod adds so much strategy to vanilla. Thank you for this.