Total War: WARHAMMER III

Total War: WARHAMMER III

Unit Rarity (unit caps) - Core, Special, Rare
160 Comments
Thancred Lux 18 Jul @ 6:24am 
i should either use this or tableto caps reborn right?
Aethelwulf 18 Jun @ 2:09pm 
Update Pls! Love this mod
Iron  [author] 15 Jun @ 1:08pm 
@Aterius Great list, thanks. I think I have taken care of all these missing links now.
Aterius 11 Jun @ 12:15am 
@Iron, thanks a lot for your work.
I have been doing some tests with every race (except OK) and I have found the following:

-Dark Elves

Black dragons take caps for black guard buildings(normal and landmark, although independently since BG keeps their own cap) and Dragon hatchery provides 0 cap

-High Elves

Temple of Asuryan gives 0 caps to Phoenix but sanctuary correctly gives 2 cap

-Khorne

Domain of Slaughter gives 0 caps to Slaughterbrute

-Slaanesh

Chosen of Slaanesh (Hellscourges) has no caps and its unlimited to recruit ( normal CoS has no problems)
Pyrrhus 10 May @ 1:03pm 
Tier 5 Bokha palace in Kislev only gives cap for Ice Guard when T3 and T4 also give Tzar Guard
code18 4 May @ 2:54pm 
@Iron caps not working for Arachnarok Spider (Flinger)
Iron  [author] 20 Apr @ 8:58pm 
It will not place any restrictions on custom units
Pfleger Von Yggdrasill 20 Apr @ 7:44pm 
Is it compatible with units from mods?
Iron  [author] 20 Apr @ 5:56pm 
@Aterius thanks! I finally had a moment to fix this.
Aterius 6 Apr @ 7:22pm 
Excellent mod . Please, although the corresponding building indicates that it increases the cap, goblin bolt throwa keeps at zero, tested with every GS faction
Iron  [author] 31 Mar @ 5:51pm 
Update will be later this week. :(
Kaio615 26 Mar @ 8:07am 
fix man
Todd 6 Mar @ 11:35am 
Thank you for your work
Iron  [author] 6 Mar @ 10:51am 
@Todd, Thanks for pointing out that she should not have those caps. Give it a try now.
Todd 5 Mar @ 5:44am 
Please, I'm still waiting for a response from you regarding the issue.
Todd 2 Mar @ 12:20pm 
Drycha doesn't have hawks, spiders and bats, which must be caused by the lack of a caps on them. Please fix it.
Iron  [author] 14 Feb @ 1:55pm 
@Dionysian, @code Thanks, these should be fixed now
code18 10 Feb @ 7:11am 
@Iron Mournguls do not have caps
code18 10 Feb @ 6:44am 
@Iron Guard halberds with halberds do not have caps
Dionysian Flag Waving 28 Dec, 2024 @ 3:47pm 
One of the Grave Guard variants (I want to say halberds?) is not capped/does not share cap with the other two Grave Guard.
Iron  [author] 20 Dec, 2024 @ 9:39am 
@Not I think it should already be compatible with mods that alter unit stats. It does not use the tables that hold stat values.
I Have No Enemies Brother 18 Dec, 2024 @ 11:40pm 
@Iron

The UNIT CAPS for ALL mod's spiritual successor had structured their mod in such a way that it would be compatible with mods that alter unit stats. Would you ever restructure this mod to be able to have compatibility with these mods as well but retain the direction of balance your mod follows? Below is the link to the mod I am referring to. Thank you for future up-front answer, and thank you for sharing this version of the mod regardless.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3256359795
Iron  [author] 15 Dec, 2024 @ 2:48am 
@Shatilov. You should see Capacity upgrades on the main settlement chain for squig herds and pump wagons. Let me know if you do not. For example, Gorbad Ironclaw, who starts with two lvl 1 settlements, should have a limit of 4 squig herds on the 1st turn.
Yoshi 14 Dec, 2024 @ 2:41pm 
I assume this does not work with any unit mods right?
Shatilov 14 Dec, 2024 @ 2:02pm 
also the

Snotling pump wagons
Shatilov 14 Dec, 2024 @ 1:55pm 
thank you, for the update.
you forgot the squig herd that can be built from the main settlement building.

only one starting unit that can be built nothing else.
Iron  [author] 14 Dec, 2024 @ 10:02am 
Updated for 6.0. Comment with any bugs!
Yoshi 13 Dec, 2024 @ 3:31pm 
New units and some changes to greenskin buildings make this mod need an update.
Kaio615 13 Dec, 2024 @ 11:31am 
black orcs great weapons show 0 despite the building being built.
Yoshi 12 Dec, 2024 @ 2:12pm 
Seems like its very similar but unit caps for all does have a much lower unit cap so I think I prefer your balancing here :) thanks!
Iron  [author] 12 Dec, 2024 @ 9:18am 
@Yoshi I have tried to address this in the description under "Differences...". Let me know if you need further details.
Iron  [author] 12 Dec, 2024 @ 9:16am 
@AG I think this is sufficiently limited by the base 4-per-army limit combined with the Influence cost. Are there certain scenarios with weird army compositions appearing?
Yoshi 12 Dec, 2024 @ 9:02am 
Is there a difference between this and unit caps for all?
Yoshi 12 Dec, 2024 @ 9:01am 
@sarumanthecursed isnt that affected that less elite troops have died in the area so its self balancing that way?
AG 24 Nov, 2024 @ 3:33am 
Can you also limit special and rare units from another allied race?
sarumanthecursed 3 Nov, 2024 @ 2:20pm 
Disagree, It’s more unbalanced to be able to get five blood knights Without having any building
code18 3 Nov, 2024 @ 1:06pm 
Don't do this, it's too unbalanced.
sarumanthecursed 3 Nov, 2024 @ 10:06am 
Can you add unit caps to the summoned units , such units recruited from raise dead mechanic
modmodmod 3 Nov, 2024 @ 12:30am 
thanks!
Dizzy Ioeuy 31 Oct, 2024 @ 5:35pm 
thank you for the update! :papal_tiara:
Dairak Logrus 24 Oct, 2024 @ 11:24am 
thx bro
Iron  [author] 24 Oct, 2024 @ 9:59am 
@Dairak that will decide which mod overwrites the other, and this mod should not overwrite anything in an AI mod
Dairak Logrus 23 Oct, 2024 @ 11:22am 
should i put your mod lower or higher?
Iron  [author] 23 Oct, 2024 @ 10:12am 
@Dairak it will work fine with AI mods.
Dairak Logrus 23 Oct, 2024 @ 9:24am 
@ Iron work with hecleas ai mods? and need up or down place ai mods
Dairak Logrus 20 Oct, 2024 @ 8:14am 
work with hecleas ai mods?
Jaeger 28 Sep, 2024 @ 9:14pm 
Thanks Iron.
Iron  [author] 28 Sep, 2024 @ 1:32pm 
@Todd @Jaeger Thanks, should be fixed now
Jaeger 26 Sep, 2024 @ 9:57am 
Confirming, Drycha's malevolent dryads can't be recruited - has zero capacity.
Thank you for the mod.
Todd 14 Sep, 2024 @ 9:28am 
Drycha doesn't have the ability to hire dryads. Please fix it