Total War: WARHAMMER II

Total War: WARHAMMER II

Table Top Caps - Silent and Furious Edition
1,153 Comments
Velovar 14 Jun, 2024 @ 11:43pm 
so is there a way to see which units in my army are special or rare???
Irondrake 8 Mar, 2024 @ 2:28am 
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Villas 13 Feb, 2024 @ 10:18am 
@nobubblegums The WH3 version already has that, it's just that modders won't update thing for WH2 anymore at this point. So I doubt there will be special rules for lords here.
nobubblegums 13 Feb, 2024 @ 6:39am 
Not that anyone cares at this point, but here's what I think. I hate doomstacks so naturally I loved the idea behind the mod, at first I liked its implementation too, other cap mods felt too bloated and unnecessarily complex in comparison. Still, the simplicity of the mod is also its biggest weakness, it needs (needed) a whole lot more special rules for lords, traits and skills. Being able to recruit only 1 necroflex with count noctilus is as boring as only having 19 necro doomstacks because of the meta. Like it'd be perfect if Noctilus reduced Necro point cost to 1, same goes for other LL-unit pairs, but its too late for that.
Villas 25 Mar, 2023 @ 5:23pm 
One question OP... How do we know if the AI is following the rules? Today I saw 5 ratlinguns and 4 warpfire throwers in Queek's faction. That's a ridiculous composition that is hard to fight against, giving how busted ranged is in WH2.
Squaul 22 Aug, 2022 @ 10:06am 
TBH making variant of thismod with different numbers wouldn't hurt anyone tho
Villas 11 Jul, 2022 @ 11:06am 
@ToElisium It's for gameplay's sake.

I know they are Archaon's backbone infantry, but in WH2 the chosen are simply too strong to be a core unit.
Fear2288 31 Mar, 2022 @ 2:38am 
How does this effect hero use in armies? The AI has always loved making armies with their lord and 3 - 4 additional heroes and that gets hectic when they’re all level 20+ regardless if the rest of the army is low/mid tier units.
Wolfways 14 Feb, 2022 @ 4:49pm 
@Groggy It wouldn't negate the mod, in fact it would make it more like the TT rules which are based on points costs. You would still have to choose between units because of the cost (Note: I'm also using Cost-Based Army Caps alongside this mod.)
I feel that a point system is too restrictive as while some units might be more useful than others that doesn't mean they are worth more than two or even three other units.
As a Skaven player I honestly have never used the 3 point units (and IIRC there is a 4 point unit) because that means adding even more clanrat/slaves units to the army, which is a big nerf for Skaven. On TT you could win with an all clanrat build due solely to overwhelming numbers, but in WH2 you will lose every time due to the 20 unit cap.
ToElisium 25 Jan, 2022 @ 8:29pm 
How come archaon doesnt have any special rules for chosen or chaos knights? They are his core units as per lord trait design, but he can bring 5 of both of them at most :(
☸𝕵𝖔☸ 24 Jan, 2022 @ 8:07am 
Yeah I hope we can get this for WH3!
ruecker-schleiden 21 Jan, 2022 @ 6:36pm 
I hope that too. Really love how it works out. No more spamming top units, you have to balance your armies and, more importantly, so does the AI.
Works perfectly and makes sense in a way.
Shaabhekh 21 Jan, 2022 @ 6:28pm 
Hoping this will make a transfer to WH3, have quite enjoyed using it as my primary mod for WH2.
Shoggunik 21 Jan, 2022 @ 11:29am 
I did use to use this mod but now I tried to turn it on but it doesn't seem to work in any way. Any known information about it?
ruecker-schleiden 20 Jan, 2022 @ 9:23am 
any chance this mod will eventually make it into warhammer 3?
Shaabhekh 3 Jan, 2022 @ 11:43pm 
A 1 Point system would end up negating the mod though, as you'd be able to then have 10 special units and 5 rare instead of currently having to choose between a dragon or 2 bolt throwers for example.
Albrekdt 25 Dec, 2021 @ 2:02pm 
(I mean the Diamond shaped ones when you are recruting)
Albrekdt 25 Dec, 2021 @ 2:00pm 
Why can't I see the "Core", "Special", etc. symbols on the unit cards In SFO? I know this mod is integrated but as soon as I launch SFO the little symbols are gone.
yiradati 23 Dec, 2021 @ 7:32am 
Love this mod! I really like armies with emphasis on the lowly soldier with a few elite units and this mod allows me to do this.


One UI request: can we somewhere see how many special/rare points a unit consumes after it has been purchased? E.g. in the army.
Say I want to make room for a new special/rare unit but it's hard to tell which unit I should kick. Right now, I can only see the cost when I recruit and if I am in another province where the unit I contemplate kicking is not recruitable, that's not an option.


Also, bug report maybe: I can't see the unit card of a unit that I am not allowed to recruit. Makes decisions of who to kick/recruit tough.
JonnycXD 21 Dec, 2021 @ 2:14pm 
This is my favorite mod but can't agree more with the two below me, a 1 point version would be amazing. I hate when I have 9/4 points it feels annoyingly restrictive. Thanks for all your hard work!
JovialKnight 9 Dec, 2021 @ 4:30pm 
I agree with Wolfways. The points system can be too restrictive.
Love this mod though!.Thanks!
Wolfways 30 Nov, 2021 @ 2:04pm 
I love this mod and have used it for a long time but recently I've been looking for alternatives because of the one thing I hate about it...the 1-3 points system. I see no need for it when you already pay extra for the "better" units, and I think some of them make no sense, like rat ogres being 2 points and wolf rats only 1. As much as I love rat ogres they are trash in game and I find wolf rats to be far more usefiul.
I wish there was a version where every unit is 1 point.
CainCrossX 24 Nov, 2021 @ 3:47pm 
Can I get a list of each race and its units costs? I would like to plan my army in advance but I have no way to do so because I can't see which category a unit is in without having the building unlocked
Lain 30 Oct, 2021 @ 6:37am 
Zoats is also bugged and dont count towards their cap
Lain 29 Oct, 2021 @ 6:25am 
Shouldn't chameleon stalkers be special or core, not rare? they aren't actually that good :P
Morty Jhones 29 Oct, 2021 @ 2:52am 
This is a nice mod, unfortunatly it causes Ork fractions to spam BIG 'UN's.
a unit witch the ork's are only ever allowed to have one of each type in an army.

would recommend if this was fixed.
Beans 27 Oct, 2021 @ 6:05am 
Anyone played with this mod in a coop campaign? do the scripts work?
sephiroxical19981202 26 Oct, 2021 @ 8:46am 
Why are dwarf rangers rare units in this mod? I feel like they are the worst rare units in CTT. They are worse DOT than quarellers and worse frontline than Dwarf warriors, yet they come much later and take up a rare slot?
overtaker40 23 Oct, 2021 @ 2:34am 
I love this mod, but was wondering if you could add an option that would allow you to use rare points for special units? I often don't use all of my rare points and being able to get an extra would be nice.
johnny 3 Oct, 2021 @ 6:20pm 
Recommended for the Vortex?
Spino 22 Sep, 2021 @ 6:51am 
@I|III||I|||II|IIII| You could use a mod that increases the number of AI armies by dramatically lowering the cost to raise & maintain them or a mod that increases your own costs. I prefer the former and use Ra'Zac's More AI Armies .
I|III||I|||II|IIII| 21 Sep, 2021 @ 12:28pm 
I had some fun with this mod for the first few armies, but then I realized it makes the AI worse and the campaign easier. I played HE and noticed it's not doing much for this faction. Dragon, sister, phoenix spam have been removed, but the AI armies are also much easier to deal with now. Lother seaguards carry the player much further into the campaign now. Do you have a suggested unit size scale to use this mod with or any mods that pair well with it to boost the AI? I used ultra unit size and no other mods. Took it to turn 84 and called it quits because the AI armies were far too easy to deal with.
DrunkFlamingo  [author] 16 Sep, 2021 @ 11:02am 
@Aquagnome it has been considered before, you would start with the function on the line 489 of script\_lib\mod\recruiter_character.lua

This function is used in all of the necessary places already, but currently just returns the default capacity values.
DrunkFlamingo  [author] 16 Sep, 2021 @ 10:37am 
There is a cost list posted in discussions, I'm not certain how updated is. In any case, Grave Guard are one special point
Rock & Stoner 15 Sep, 2021 @ 6:53pm 
Is there a document or spreadsheet that outlines the cost of each unit? On Turn 15 I faced a VC with 10 Grave Guard and that seems a little strong
Aquagnome 15 Sep, 2021 @ 12:27pm 
Hello Drunk Flamingo, love your mod. I would like to make a version of this where caps depend on lord level, so that a level 1 lord will only get a few special and no rare points, and a level 40 lord can field something close to a doomstack.

The idea would be to increment the allowed special and rare points every 5 levels.

I have looked through the scripts but am a bit of a noob, so I wanted to ask: has this been considered before? Is there some reason it couldn't be done? And if it can be, could you give me a few pointers to get started?
Tidaav 10 Sep, 2021 @ 12:14am 
Thanks for the answer ! Mistake was from us, we tested your mod on the beta cavalry patch.. Ofc it wasnt gonna work, it's our bad ! Cheers for ur work man !
DrunkFlamingo  [author] 9 Sep, 2021 @ 3:53pm 
it should work fine in coop.
Tidaav 9 Sep, 2021 @ 1:54pm 
Hey! Does this mod support coop campaign ?
DrunkFlamingo  [author] 8 Sep, 2021 @ 2:17pm 
I will look into the ogres issue when I have time.
Lampros 23 Aug, 2021 @ 4:17pm 
Drawintron,

Yeah, I know the bug you are talking about. But in this case, the Ogre issue stays when I re-start the game.
Drawintron 23 Aug, 2021 @ 4:12pm 
@Lampros I have not experienced the ogre glitch. But I have had after choosing to not recruit or disbanding units that the caps get stuck. Reloading a save fixes it. So maybe that glitch is happening when the ogres leave
Lampros 23 Aug, 2021 @ 9:15am 
Hi, I am experiencing a bug where Ogre mercenaries abandon you even if you are not bankrupt, and I am trying to figure out which mod might be responsible. Anyone experience the same? I am tentatively wondering if this is it, because my caps counter says that my Ogres are still with me (and occupy their respective caps) even when they abandon me.
Rib Roast 7 Aug, 2021 @ 10:03pm 
can we make wolf rats a green tier unit? It makes them very unviable since in the early game, rat ogres and the weapons teams use the same type of point, and in the late game you have the money to just run better blue units anyway, with the exception of maybe having 1 or 2.

I feel like stormvermin and some of the weapons teams are by far more valuable than one unit of wolf rats, and they arent even that cheap compared to things like warpfire throwers.
DrunkFlamingo  [author] 5 Aug, 2021 @ 12:30pm 
@Amko The Terrible that was what I meant by discount.

We are considering other character specific stuff as well, so we'll probably add a bunch of that stuff together.
DrunkFlamingo  [author] 5 Aug, 2021 @ 12:28pm 
@kryhun4433 sorry, thought I responded to you yesterday.

No, you don't need to add units there. The AI gets its groups and weights from the same place the player does, so just making them core is enough.

The units in that subculture_defaults list are used to replace illegal units when the AI is recruiting. If they recruit 2 treemen for example, the script will take away one and give the AI a default unit instead so that they don't get stuck in a loop trying to recruit illegal units forever.

Diaz Ex Machina 5 Aug, 2021 @ 12:28pm 
Thank you very much for your answer! :D
DrunkFlamingo  [author] 5 Aug, 2021 @ 12:26pm 
SFO includes this mod.

Using both won't break anything either though, it just isn't necessary.

Diaz Ex Machina 5 Aug, 2021 @ 10:26am 
Hello Drunk Flamingo, I have a question: does this mod automatically integrates with SFO or do I need a different submod? You say here:
Overhauls such as CTT (for which this mod was designed) and SFO overwrite the costs and groups of the vanilla units to better suit the balance of those overhauls.
I don't really understand whether there's an integration with SFO or not.
Thanks for your time and answer, and keep up the good work!
Amko The Terrible 4 Aug, 2021 @ 1:59pm 
Maybe just reducing them from 2 Special points to 1? The Minobus must roll on.