Total War: WARHAMMER III

Total War: WARHAMMER III

Cost-based Army Caps [EoM]
401 Comments
Notthebeegees 18 Mar @ 7:56pm 
New submod update should fix the end turn grey bug. If it doesn't, bug me there and leave wolfy alone.
InfoManiac 16 Mar @ 11:53pm 
yea that bug where the end turn goes grey happens mor ethan just "when you complete the military alliance" quest. on nurgle it happens immediately if you delete the first quest. or when you get to the "create a plague". on completion the bug happens. Its not worth the annoying task of disabling reenabling whateevr. lol
jclarkent 15 Mar @ 10:11pm 
Hi! Love the idea for this mod, first time trying it. Having a problem playing as Throt, VH/N, when I hover over the unit cost breakdown (the question mark on the army card), I get values for the units, but no overall army value/limit, and there are several values listed next to colons with no other text. Only other mods I'm running are the bug fix one, Legendary Lore, dynamic weather, and better camera. Any ideas? Am I missing something?
Turow ☦ 14 Mar @ 9:54am 
What if we paid for your labour
Wolfy  [author] 4 Mar @ 1:57am 
> I don't care you do modding or you do not modding anymore. UPDATE IT CUNT

And that is how you get a ban from all my mods. Enjoy <3
Shirudo 2 Mar @ 9:53pm 
@Emiya That attitude is probably not going to change any minds.
Wolfy  [author] 2 Mar @ 8:59am 
I am not modding anymore
MightNight 1 Mar @ 6:21am 
@Wolfy is it possible to make "Allowed Heroes for army" also affect the AI?
Wolfy  [author] 11 Feb @ 12:54pm 
> Well hopefully he’ll fix it one day
lol
Fibrewarrior 11 Feb @ 6:36am 
Well hopefully he’ll fix it one day. Thank you for the mod and the support
Wolfy  [author] 6 Feb @ 10:15am 
At least I can tell you the VCO's modder is aware
Fibrewarrior 4 Feb @ 1:08pm 
despite the update, this mod still prevent dilemma events with victory conditions overhaul
InfoManiac 2 Feb @ 5:00am 
still works lmao
Shirudo 30 Jan @ 8:37pm 
I love this mod, it has been a vital part of my mod orders for years now. Recently, when I have this mod enabled, I get a weird bug where the quest: “For the Alliance” breaks upon completion. The game runs fine until I complete the quest (which is to form a military alliance with another faction). Upon forming said alliance, the quest completes, I close all the dialogues and I am locked out of interacting with the game in most ways. If I mouse over terrain with a unit selected, the cursor is “Xed” out and part of the tool tip reads: “Movement Unavailable – dismiss events and advice before issuing orders.” I tried to resolve this issue by abandoning the quest, but the result is the same. At this point, I could think of nothing else but playing many quick campaigns with an ever shrinking list of mods. While it was a huge pain, in the end I have confirmed that with this mod enabled and nothing else, I still get the issue.
InfoManiac 25 Jan @ 8:14am 
yes it does.
sebben21 24 Jan @ 3:45am 
dosnt work
vargasguerrero113 23 Jan @ 4:10pm 
is this mod compatible with tabletop caps??
Arkamit 19 Jan @ 7:28am 
Is there any way to make this work in multiplayer H2H? Desync every turn.
InfoManiac 18 Jan @ 2:39am 
i just like knowing what the ai is doing. Especially considering im running lots of ovn and stuff like that. If it breaks the mod then it's okay. Im just a little ocd when it comes to knowing what the ai is doing and all that.
Notthebeegees 18 Jan @ 1:50am 
@MightNight Cost limits work for AI, they get bonuses by default. Hero caps are only for player.
@InfoManic Setting all those tooltips for AI introduced some instability. Why do you want to know their breakdown? If it really matters I could add it to my submod as an option.
MightNight 15 Jan @ 5:54pm 
Is this still working? For some reason the caps are enforced on the player, but the AI appears to be ignoring them...I am seeing full stacks with more than two heroes attached to them even after I click "enable for AI"
InfoManiac 11 Jan @ 12:50pm 
would be helpful to be able to see ai army total cost too lol. i dont wanna have to count their breakdown
Wolfy  [author] 7 Jan @ 11:45pm 
Yo, two things. First, I am alive. Second, this mod has been updated so the bug is now fixed. Yay!
Francisco 29 Dec, 2024 @ 9:12am 
I just wanted to say thanks a lot for this mod. It has made the game so much more enjoyable.
PenderBloodfart 25 Dec, 2024 @ 6:45am 
This causes desync in coop campaign every turn :(
Wolfy  [author] 16 Dec, 2024 @ 10:07pm 
I will integrate this fix to the mod at some point. Probably in January. Thank you for the fix and the respect meanwhile.
Walkabout 16 Dec, 2024 @ 1:52pm 
@Notthebeegees - Gold thanx
Walkabout 10 Dec, 2024 @ 10:02pm 
Hey Wolfy, this is a great mod and one that I consider essential.

Just a heads up (for you and others who may have the same issue) that the "solvable bug" also happens with Tamurkahn when creating the first plague.

Your fix to turn off this mod, create plague, then turn it back on (in the description) worked but is there a better solution? Did you get to incorporate Notthebeegees fix?
PenderBloodfart 10 Dec, 2024 @ 3:02am 
I don't know how the mod is coded but will it automatically work with the new DLC or will it require an update?
PenderBloodfart 10 Dec, 2024 @ 3:01am 
@zombie yeah just set it in the mod configuration menu while playing
Zombie 5 Dec, 2024 @ 9:13pm 
I know this is not maintained so IDK if this will be replied to. I am interested in this mod but do not like the constant increasing army cost cap with lord levels. Is there a way to just keep it at the multiplayer cap?
Notthebeegees 26 Nov, 2024 @ 1:03am 
I literally just jammed 'if not character:faction():is_human() then return; end' into the tooltip functions. I also added some extra UI stuff to make it more usable if you're interested.
Wolfy  [author] 26 Nov, 2024 @ 12:54am 
If you want to share the fix, I may update the mod with it
Notthebeegees 26 Nov, 2024 @ 12:48am 
Can't say I understand the scripting well enough to inherit the mod though. Maybe some day.
Notthebeegees 26 Nov, 2024 @ 12:44am 
I've been playing with a modified version of this that disables the tool tips on AI armies and haven't had any bugs across multiple playthroughs.
PenderBloodfart 13 Nov, 2024 @ 5:19am 
I wish i knew about this mod years ago, i would have enjoyed the game a lot more, instead of building doomstack and getting bored in 50 turns. Sadly i'm still burnt out of the game, hopefully next dlc who knows
Jolc3r 10 Nov, 2024 @ 11:37pm 
The bugs that exist cause softlocks. Several missions across the board will cause all actions to be locked (end turn, movement, etc.). Some of the missions are accomplished just by playing the game, including in the middle of another faction end turn.

Only fix is to not use the mod, which is real annoying when it happens outside your turn and you didnt realize you completed a mission.
Lunsen402 10 Nov, 2024 @ 1:52pm 
I´d like to know to acctually. I have noticed a lack of AI armies (as in they build far fewer then the size of thei territory would suggest) but i doubt it is this mod. But came to the page to check if anyone else had reported something similar. Have not seen anything such though. But am now curious what bugs make the mod unusable, since it is working fully fine for me.:winter2019happyyul:

Also thanks for a great mod Wolfy, I hope things turn out great for you and really appreciate the mods you´ve put out.
Wolfy  [author] 9 Nov, 2024 @ 10:03pm 
> Tragic that it doesn't really function anymore due to bugs.

Explain further
Vargs 9 Nov, 2024 @ 12:54am 
This was the single best mod on the workshop and no other unit cap mods come close, especially since this is the only one that worked with modded units and is the only one balanced directly around the way that CA balances units themselves (multiplayer cost). Tragic that it doesn't really function anymore due to bugs. TWW3 is significantly lesser for its absence.
Tag_Ur_It--> 20 Oct, 2024 @ 11:26pm 
Also when you say you're not sure about the supply lines do you mean if it works at all, or if it turns off normal upkeep? I really would prefer to not pay double upkeep lol
Tag_Ur_It--> 20 Oct, 2024 @ 10:57pm 
Also do you plan to continue developing the mod? No pressure or anything it's just this is a must have for me and I hope CA doesn't fuck with it or something
Tag_Ur_It--> 20 Oct, 2024 @ 10:56pm 
Thank you for the answer
Wolfy  [author] 14 Oct, 2024 @ 3:20am 
Not sure about Supply Lines, long time no use. AI upgrade, on the other hand, has never existed. There are AI limits, and those are enforced and functional, but whatever AI does with that budget is AI's business. If an army is above limit, it will be downgraded. Upgrade is more of a "personal decision" for the AI.
Jolc3r 13 Oct, 2024 @ 8:28pm 
AI upgrade does not work, it was never implemented fully. Not even on the original mod I think.
Tag_Ur_It--> 13 Oct, 2024 @ 8:20pm 
Also does the AI upgrade mechanic work? Not trying to be a dick just was to be sure as you said you did not port ALL of the functionality
Tag_Ur_It--> 12 Oct, 2024 @ 6:07pm 
Does this automatically disable normal upkeep if I enable the supply lines option? I ask cause it says to download the submod
OHM 11 Oct, 2024 @ 3:52am 
Was a fan of the original, thankful you ported over especially being dynamic with added unit mods.
Dingus 3 Oct, 2024 @ 6:20pm 
Also breaks a Maggot Host mission.