Total War: WARHAMMER II

Total War: WARHAMMER II

Unit Caps for All - Cataph's Kraka Drak patch
22 Comments
Vacuity  [author] 23 Jul, 2021 @ 3:34am 
Done.
137438 22 Jul, 2021 @ 8:26am 
I see, thanks

By the way, juggernaut cap mod has a bug, building is wh_main_dwf_workshop_4 now, which should be wh_main_dwf_workshop_3
Vacuity  [author] 22 Jul, 2021 @ 5:13am 
The average weight of a given building tier is certainly debatable, and may well be changed in the future, but that's most likely going to vary by race/faction if I do make changes. Factions with fantastic economies can afford to build more recruitment buildings, and so should get a lower value per building. Factions with poor or terrible economies can rarely afford to build recruitment buildings, so those buildings might reasonably be worth more. From the playthroughs I've done, I don't think the values are too terrible as they stand however, and making a blanket +50% increase to the T3 buildings seems much too much.

You can find the values for the building caps in building_effects_junction_tables if you want to make adjustments in your own copy of the file.
Vacuity  [author] 22 Jul, 2021 @ 5:13am 
Once again you're comparing one unit against a building's worth of units. This comparison is meaningless.
If you want more of a particular unit, build more of that unit's buildings. There's no way you can build a dragon peak and a worship building in every one of your provinces: you have to choose what to build with your limited slots, and within the limits of your economy. Build more worship buildings, and you'll get more Phoenix Guard.
137438 22 Jul, 2021 @ 2:15am 
one phoenix guard per province, while there are more dragons is a little strange

and 50 I means averaged weight, current average tier 3 return is around 35, 50 might be better

Anyway, those are just my feeling, if I want to increase phoenix guard cap myself what do I need to edit?
Vacuity  [author] 21 Jul, 2021 @ 11:09pm 
Your first point is already done on a case-by-case basis.

Your second point: 50x higher caps for T3 and below units compared to T5 units? No. Just no.
137438 21 Jul, 2021 @ 7:32pm 
I understand, I just feel weight should also considering cost instead of just tier, like some powerful units have high cap because their tier is low while other weaker but lower tier unit cap is low

CA won't considering tier too much when assigning units, for example, last patch CA just move down Khaine worship building one tier

And by averagely, top tier 3 building will build just 1 to 2 times more than top tier4/5 building, may be increase return to about 50 will be better
Vacuity  [author] 21 Jul, 2021 @ 12:15pm 
In general, I think you should take a bit of time to look over the balance calculations I'm using before offering further feedback, as none of the suggestions you make follow the design principles I'm using. You can see the calculations here: https://docs.google.com/spreadsheets/d/1ncI3IKbivUUVXOoqcIobdWF4uFlCH44wEcYyx8w_Ec4/edit?usp=sharing
Vacuity  [author] 21 Jul, 2021 @ 12:15pm 
Specific to your point of quality dwarf infantry, Hammerers and Ironbreakers come from a large settlement-only building, which offers nothing else except access to a hero. Two T4 units, one hero, and very limited access (one per province at an absolute maximum). Longbeards come from a T3 building, so it can be built absolutely anywhere, which they also share with: Miners with blasting charges; Dwarf Warriors; Dwarf Warriors with Great Weapons; Quarrellers, and Quarrellers with Great Weapons. And even then, you still get two Longbeards, and two Longbeards with Great Weapons from that for a total of four. While I do appreciate that you're trying to offer feedback, I feel like you're making balancing suggestions without making any effort to understand how the balancing works.
137438 21 Jul, 2021 @ 10:36am 
actually, I think every faction top tier infantry cap should increase to like 2 to 4 each province
except Dwarf which get +4 Hammerer and Ironbreakers, even more than Long Beards
137438 21 Jul, 2021 @ 8:51am 
I feel the cap on tier 4 infantry is too restrict, especially considering Drak lack other type units
Vacuity  [author] 17 Jul, 2021 @ 11:04am 
Update: Fixed an error introduced while fixing a previous error
Vacuity  [author] 17 Jul, 2021 @ 10:35am 
Update: updated to the latest version of Cataph's Kraka Drak. Fixed some errors, fixed some missing strings, added new base caps feature and new lord-specific bonus caps feature.
Basically, it should work much better now.
Vacuity  [author] 5 Dec, 2020 @ 7:14am 
Update: Updated for latest version of Cataph's Kraka Drak. I also fiddled with some UI stuff, but have reverted these changes for now. I intend to come back and have another look at this in the future when I'm not trying to rebalance the Wood Elves wholesale.
Vacuity  [author] 13 Nov, 2020 @ 7:41am 
Update: New version of Cataph's Kraka Drak supported. Thanks to 137438 for letting me know of the update.

If there are any problems, let me know! :cleancake:
Vacuity  [author] 11 Nov, 2020 @ 7:28am 
Noted, but you're going to have to wait until I next have a chunk of time away from work.
137438 11 Nov, 2020 @ 12:35am 
And please update this one, thanks
Vacuity  [author] 22 May, 2020 @ 6:48am 
Updated for new patch. No actual changes made.
Vacuity  [author] 23 Feb, 2020 @ 8:17am 
Update: [Technical] Extensive behind the scenes changes.
[Fixes] Minor tweaks.

There are lots of changes behind the curtain, so there may be new errors.
Vacuity  [author] 11 Feb, 2020 @ 9:08pm 
Update: [Technical] Lots of stuff behind the curtains to make my life easier in the future, and also to make it easier for people to make sense of my mod if in the future I decide to no longer support it. This technical stuff requires a lot of fiddling, and so will likely be ongoing for a while. Expect this message to reappear for some future updates.
Vacuity  [author] 8 Jan, 2020 @ 12:00am 
Lol! Good catch!
pit_fiend 7 Jan, 2020 @ 11:31pm 
i guess you need kraka drak mod, not southern realms?