Total War: WARHAMMER II

Total War: WARHAMMER II

Unit Caps for All [Updated for patch 1.12.1]
797 Comments
SPARTAN CORP 25 Oct, 2023 @ 12:34pm 
Thank you for answer.
I tried using the Larger Unit Sizes mod along with your compatibility mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2394068948
However, the unit size was forced to double. But the Larger Unit Sizes mod is 1.5x.
I think I have to use the double unit size mod to use your compatibility mod.
I'm sorry and It may be a rude request for a first time,
but will it be difficult to patch the Larger Unit Sizes mod compatibility?
Vacuity  [author] 25 Oct, 2023 @ 3:28am 
There's a compatibility patch for a double unit size mod in the collection of patches.
SPARTAN CORP 24 Oct, 2023 @ 12:08pm 
Thank you for this very good mod.
I'm using this mod.(Larger Unit Sizes)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1160529933
Unit count does not increase when used with your mod.
(For example, in the case of dwarves, the number should be 100 to 160, but this does not apply.)
I want to use the two mods together, but are they not compatible?
If so, I would like to know if there is a solution.
Darth ZarZax 22 Jul, 2023 @ 7:19am 
Ofc, i understand and i'm very grateful to you and the other modders for all your work! I think this is the best time for someone to jump in TWW2 as all the great and minor mods are complete.
Vacuity  [author] 22 Jul, 2023 @ 7:12am 
The OVN mod for game 2 was absolutely huge between all the units and all the factions, which means it's a huge amount of work to design and support, and I don't use the mod , which means I'd be doing a really huge amount of design work and support for a small handful of people.
Small unit mods are no big deal: design and support work is pretty easy. Bigger stuff like Expanded Roster mods and faction overhauls are a lot more work, and I found in game 2 that I spent so much time making and supporting submods I never used that I never had the time, energy or motivation to play the game myself.
Darth ZarZax 22 Jul, 2023 @ 7:06am 
Thanks for the answer and all the mods you have made! I'll use your mod either way just wanted to check if i missed anything like a submod for the added ovn units.
Vacuity  [author] 22 Jul, 2023 @ 7:01am 
Compatible in the sense that they don't conflict, yes, as far as I know: OVN doesn't make changes to vanilla units as I recall. The new units will not have caps, however.
Darth ZarZax 22 Jul, 2023 @ 2:46am 
Is Unit Caps for All compatible with OVN lost factions? i searched for submods or discussions about it but couldn't find anything
Smaug 19 Oct, 2022 @ 6:38am 
Awesome!
Vacuity  [author] 30 Sep, 2022 @ 8:11am 
We're live with the game 3 version: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2869469047
Try it, find the problems, report the problems, and I'll take care of them.
Beans 29 Sep, 2022 @ 8:34am 
awesome news, I love the building based version of unit caps the best out of all the different unit cap systems!
Ser_James 25 Sep, 2022 @ 7:54pm 
I look forward to the release.
9sm128 24 Sep, 2022 @ 6:38am 
Vacuity cant wait! Thank you for your time and effort!
furoba 24 Sep, 2022 @ 1:40am 
Thank you so much for your hard work :steamthumbsup: looking forward to play with your mod and as previously I will make the translation to French.
SaveThePandas 23 Sep, 2022 @ 6:59am 
You are god, man. Thank you so much for your work
Vacuity  [author] 23 Sep, 2022 @ 6:01am 
As of right now, the game 3 mod is complete and functional. I'm planning to spend the next few days looking for problems and also adding some new bells and whistles which were not possible with game 2 (no more corsair caps for everyone!). The plan is, assuming nothing goes wrong, to release next weekend. Just everyone hold onto your horses for a few more days while I try and find the worst mistakes.
드기 21 Sep, 2022 @ 3:32pm 
Thank you. Wait for your mod on Warhammer 3. :steamthumbsup:cheer up
T_E_R_P_I_M 13 Sep, 2022 @ 10:11am 
Thank you guys. This mod is the greatest fair-balance option for the game. Looking forward to porting for tww3
o4 11 Sep, 2022 @ 10:42am 
@vacuity
-ty, request sent.
-this is what i have in mind for nurgle - https://imgur.com/a/75Uqyly . and their cycles can allow for some ebb/flow unit caps as well, so the first 10 turns have been fun so far
-this mod from DF should work towards the outpost issue - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2854625588
-np, can look through building_effects_junction_tables to test for crashes, but best to work off your .pack file. Presuming it's already corrected for several new columns in main_units and a new one in building_effects_junction_tables?
Vacuity  [author] 10 Sep, 2022 @ 10:54pm 
@o4
If you're genuinely wanting to help, and already know how to do all the technical stuff, then add me as a friend, and we can talk about how you can seriously help. In terms of porting stuff from the game 2 mod, mostly what's left is working through the building_effects_junction_tables to work out which of the 1300+ entries cause crashes when loading. I've tracked down a bunch, but there's probably a lot more.
Vacuity  [author] 10 Sep, 2022 @ 7:01pm 
The tables from the game 2 mod are already done, obviously excepting the ones for submods. It's testing if they're working and making all the new stuff that hasn't been done
o4 10 Sep, 2022 @ 9:28am 
Cheers, started porting it over but thought best to ask first. Thanks!
Vacuity  [author] 10 Sep, 2022 @ 9:20am 
@o4
Sure, how can you help? If you could help work out which effects are required, and then help set them up that'd be great. There's only, umm, probably about 600+ needing made.
o4 10 Sep, 2022 @ 9:02am 
Need any help porting this over to WH3? Would just remove Outposts for now and the higher-level Nurgle building evolutions can allow for more or better quality troops (so there would be times during the cycle that you would be capped on a limit)
<=|AJAJP|=>_Juan 10 Sep, 2022 @ 8:21am 
Thank you
Vacuity  [author] 10 Sep, 2022 @ 8:06am 
You can add it mid-campaign, yes, and it will work correctly.
<=|AJAJP|=>_Juan 10 Sep, 2022 @ 7:38am 
Does it work mid-campaign?
greapa 2 Sep, 2022 @ 5:38am 
I need TWIII unit cap for all. this mode is awesome
9sm128 24 Aug, 2022 @ 9:03pm 
I wish I discovered this mod in 2020! Now that I am playing TWIII I can't wait for you to bring it there! Keep up the awesome work!
Vacuity  [author] 14 Aug, 2022 @ 10:06pm 
That doesn't work as Nurgle units are recruitable by factions that don't use Nurgle's building mechanics
SaveThePandas 14 Aug, 2022 @ 9:58am 
Maybe nurgle doesn’t need caps since he’s got a whole specific mechanic concerning units. Same goes for chaos warriors
Vacuity  [author] 14 Aug, 2022 @ 2:09am 
I'm waiting to see how CA implements outposts in Tomb King cities. Outposts and Nurgle are a massive design challenge.
SaveThePandas 14 Aug, 2022 @ 1:06am 
Any plans for WH3?:)
Garde 8 Aug, 2022 @ 7:07am 
Thank you, it works fine now. Great mod and great job!
Vacuity  [author] 8 Aug, 2022 @ 1:12am 
Update: [UI] Rakarth's bonus caps were still listed under his faction effects. Changed to the lord's effects like everyone else.
[Greenskins] Fixed missing Unit Cap effect for Grimgor (I'm sure this was working correctly at one point...).
[Bretonnia] Fixed missing Unit Cap effect for The Fay Enchantress (I'm sure this was also working correctly at one point...).
Thanks to Garde for the bug reports. If you spot any other problems, let me know.
germinal.rosell 11 May, 2022 @ 1:16pm 
Hello sir. Any news on the version of this mod for TWW 3? Your mod makes a great impact on the game for the better. Thank you for the fun times you gave us in TWW 2 campaigns.
Vacuity  [author] 9 May, 2022 @ 3:41am 
I'm not putting limits on the Lizardman rites, in this case the Rite of Primeval Glory, and it does help balance out how underpowered Lizardmen are on the strategic level.
Fear2288 8 May, 2022 @ 7:31pm 
I just had Itza recruit 4 feral carnos, 4 feral stegadons, and 5 feral bastidons in one turn with one city…I feel like this shouldn’t be possible when using this mod…
Vacuity  [author] 7 Apr, 2022 @ 12:19am 
So, some design work has been completed, but I got distracted playing the game, initially, and then got further distracted playing other games.
I'll try and get a chunk of design work done this weekend, and it'll take a bit more time to implement everything in the game files, and finally some very basic testing, (re)writing documentation, and trying to get some instructive screenshots.
So, two weekends minimum?
Balthasar Gelt 6 Apr, 2022 @ 8:07am 
May I ask if there's any news on the game 3 version?
Vacuity  [author] 19 Feb, 2022 @ 6:20am 
Currently, gradually, working through the basic design stuff for the game 3 races. Unfortunately, until RPFM gets updated to work with the new tables, I'm limited in what I can look at in the game's innards, but that does give me time to play a bit.

Opinions are welcome as to which units are over/underpowered for their recruitment tier.
Vacuity  [author] 8 Jan, 2022 @ 9:31am 
@Arnmazing
From the description:
Incompatibilities:
This mod is definitely incompatible with overhauls like SFO and Radious, and probably doesn't play well with other unit cap mods. It may be incompatible with other stuff too: let me know if you find more.

@kca1010
Yes, of course. There have been quite a few people asking for such a mod, so I'm sure there's a fair few people who'd be happy you made it.
ArtyCroissant 8 Jan, 2022 @ 6:24am 
Is there any way to apply this caps player only?
Arnmazing 7 Jan, 2022 @ 1:20pm 
is this compatible with SFO?
Picasso Sparks 1 Jan, 2022 @ 11:29pm 
So far this is my favorite version of this approach. Gives restrictions to dooomstacks but still leaves room to experiment.
Neil 26 Oct, 2021 @ 9:58am 
"but it was pointed out to me that Grom really boosts pump wagons much more than trolls, and I have no counter-argument, so here we are."

I can respect such decision making, kudos.

Also I just played a campaign WITHOUT this mod and regretted it. I knew it made the AI build more fun stacks, and 2ndly made me choose more carefully. The third benefit really surprised me though - how much more of a factor buildings were, really adds a layer of decision making to an otherwise very boring element of the game.

Great mod.
Vacuity  [author] 25 Oct, 2021 @ 7:43am 
Update: [Dark Elves] Increased Bloodwrack Shrine cap from Sorcerous White Tower landmark.

[Greenskins] Switched Grom's bonus caps from trolls to pump wagons. I personally prefer trolls, but it was pointed out to me that Grom really boosts pump wagons much more than trolls, and I have no counter-argument, so here we are.

[Technical] Added support for Kislev Reborn submod.
Dr. Sinclair 12 Oct, 2021 @ 3:43am 
This was prolly already mentioned somewhere but some form of lord caps would be amazing
Neil 10 Oct, 2021 @ 3:32am 
okies ty!
Vacuity  [author] 10 Oct, 2021 @ 12:37am 
@Neil, you can't recruit anything you don't have the cap for, so you'll need to build the buildings *somewhere*, though you can raise the dead in your lord's local province as usual. It makes the raise dead mechanic rather less of a cheat.

@Vaxar Kun
The next step was supposed to be tweaking AI army composition, but that got stopped in its tracks by the autorun mod I used for testing no longer giving full functionality and letting me see army compositions anywhere on the map. Testing army composition tweaks by *playing* is so slow and inefficient as to be nearly worthless. I think the AI building construction AI is reasonably robust at this point, though definitely not perfect either.