Total War: WARHAMMER III

Total War: WARHAMMER III

Cap changes sfo
33 Comments
FinaL 15 Feb @ 4:38pm 
hey, I saw you forgot the Khornate Chaos Warriors. They aren't added to the general Chaos Warrios Capacity.
FinaL 15 Feb @ 3:24pm 
great mod!
Videogamer40000 10 Feb @ 7:41pm 
Thinking about it. I believe Chaos Dwarfs could also get hero caps as well, if you were interested in doing that.
Videogamer40000 10 Feb @ 6:16pm 
No worries. Thanks for the responses.
Cerb  [author] 10 Feb @ 6:14pm 
Brain on autopilot atm didnt even compute the word 'hero' in your comment :D
Cerb  [author] 10 Feb @ 6:13pm 
Youre right, i didnt think about hero caps, ill add some in
Videogamer40000 10 Feb @ 6:09pm 
I see. I must be mistaken with their hero caps then. Thank you.
Cerb  [author] 10 Feb @ 6:03pm 
Warriors of chaos dont use caps, so they cant be affected by extra caps
Videogamer40000 10 Feb @ 6:02pm 
Have you considered giving extra hero capacity to the Warriors of Chaos Legendary Lords? I believe they are the only ones who don't have any capacity changes.

I understand there isn't really many hero options so it would just be divided between sorcerers and exalted heroes though.
I Have No Enemies Brother 27 Oct, 2024 @ 11:24pm 
@Cerb

Haha, alright I see. Thank you for sparing the player-base from the worse fate that could have been XD
Cerb  [author] 27 Oct, 2024 @ 11:13pm 
Normally theyre uncapped, so will be a lot better than vanilla sfo :D
I Have No Enemies Brother 27 Oct, 2024 @ 10:36pm 
@Cerb

Are huntsmen within the empire supposed to get +4 unit cap for every level 3 minor settlement? I find the AI fields them like crazy. Perhaps it is only my experience.
Cerb  [author] 22 Sep, 2024 @ 4:14pm 
not sure sorry, dont use army caps/mct myself, cant imagine this would change anything about army caps though
R3APER 22 Sep, 2024 @ 11:58am 
I think this mod doesn't work with mct, when mct is used with sfo, the unit cap config is done via mct, and with this mod added to the equation the army caps are enabled, even when they are not in the config.
Cerb  [author] 4 Aug, 2024 @ 3:21pm 
Disable army caps, keep factionwide caps on
I Have No Enemies Brother 3 Aug, 2024 @ 9:12pm 
@Cerb

When using this mod do we need to disable the unit caps option in SFO options menu in order for this mod to take over ?
Cerb  [author] 29 Jul, 2024 @ 10:04pm 
Updated the unit sizes sorry it took so long
Hyragon 16 Jul, 2024 @ 5:29pm 
thank you! o7
Cerb  [author] 16 Jul, 2024 @ 4:18pm 
This mod will likely never be compatible wtih the SFO options, if youre lookign to remove caps just remove this mod from your list for that game :) fixed the black knights issue though thanks
Hyragon 16 Jul, 2024 @ 8:22am 
Hello, I think this mod, or its sub-compatibility patches, with the recent fix to the SFO setting menu prevents uncapping units; was unable to recruit vampire count black knights, even though crypt fiends were uncapped, vargheists still had caps
Cerb  [author] 14 Jul, 2024 @ 2:47pm 
shouldnt be too much of a change
Vampire Kisses 14 Jul, 2024 @ 1:35pm 
I didn't know where to ask this, however is it possible to add other unit mods alongside all of your mods? I'm sure it would work, but would it function or change the values of those units or create imbalances?
Cerb  [author] 2 Jul, 2024 @ 12:03am 
Yeah if sfo makes a change to a units entity amount for a unit i change the caps of, i have to copy it
Insomninja 1 Jul, 2024 @ 11:18pm 
I didn't realize it had to update every time when SFO was updated. I checked my 100+ mods and finally found this to be the cause haha. Thank you for keeping this great mod up to date!
Cerb  [author] 1 Jul, 2024 @ 11:08pm 
Ill go through and do another check, it should use the same values as sfo if i keep it updated properly
Insomninja 1 Jul, 2024 @ 10:54pm 
Does this mod also touch unit stats? I found that it changes some unit stats in sfo like entitites of Blood Knights and Demigryph Knights, contact to range of Hag Witch, and Manticore Lords. I didn't check all units just the most recent update, not sure if there are other changes :winter2019neutralyul:
Cerb  [author] 17 Jun, 2024 @ 12:52am 
Updated, let me know if i missed anything
Cerb  [author] 14 Jun, 2024 @ 10:47pm 
Yep will be, just going through all my mods to update, thanks for the reminder :)
桜吹雪☄ 14 Jun, 2024 @ 6:32pm 
Will this mod be updated for Scorched Earth? Thanks
Cerb  [author] 12 Sep, 2023 @ 3:43pm 
All of the army based capps are just scripts, i.e. youd need to create scripts to mess with them, only regular caps (factionwide) are usable in rpfm :)
Noble Winter 10 Sep, 2023 @ 5:53am 
Gotcha thank you. Do you think you could make a submod that rebalances army caps for certain units in SFO 3? Mostly asking cause SFO 2 had the better system where units like longbeards big'uns and chaos warriors didn't just completely replace stuff like dwarf warriors orc boyz and marauders once you unlocked them as they were rare point cost instead of core units.

Understandable if you dont wanna bother im currently trying to find out if its even possible to do that with RPFM, but im like incredibly illiterate in Total War modding lol.
Cerb  [author] 10 Sep, 2023 @ 5:48am 
Factionwide only, it does however add capps for biguns, longbeards, silverin guard and a bunch of other t3 semi-elite infantry that shouldnt be unlimited even in factionwide caps (imo).
Noble Winter 10 Sep, 2023 @ 5:46am 
Are these caps for the factionwide limit aspect only, or do they work for army caps aswell? Just for an idea of what I mean, Longbeards and Orc Big'uns are currently a core unit which means you can recruit an unlimited amount of them once you have the building, but in SFO 2 they were rare point cost units that also were limited depending on how many mustering halls or fightin pits you had.