Total War: WARHAMMER III

Total War: WARHAMMER III

Flexible Unit Caps
64 Comments
Antagonistes 28 Apr @ 2:46am 
Yeah I meant unit caps, thanks!
TWilliam  [author] 28 Apr @ 2:43am 
@Antagonistes : all spawned armies with free upkeep are not affected by supply lines and unit caps
Antagonistes 28 Apr @ 2:12am 
How does that work for armies spawned through abilities? like Blood Hosts, Disciple Armies, Grudge Armies, WAAAGH!, ...etc.
TWilliam  [author] 25 Apr @ 7:36am 
@Shaft Ten : 75 or even 50%. You can set this value for player and quick check it taking a look at ror units
Shaft Ten 25 Apr @ 1:24am 
Which parameter would be good if i want the AI to have something like this: max. 2 ultimate Giants, 4 ultimate shooters, 2 ultimate monster riders, 4 ultimate horse riders etc.
TWilliam  [author] 23 Apr @ 8:56pm 
@Shaft Ten : yes, and that's why AI has 125% unit cap size by default (it can be changed in MCT)
Shaft Ten 23 Apr @ 9:15am 
Wait... The players are able to recruit the units more than caps, with the costs of higher upkeep, but the AI are only possible to recruit the units while they have caps. If they try to recruit more than caps, the units will be replaced when new turn starts. Is this the way how this mod works? Or am i observing something wrong?
TWilliam  [author] 20 Apr @ 6:34am 
@Shaft Ten : yes, and if ai without settlements will caprture the first one, all units above unit caps will be replaced
Shaft Ten 20 Apr @ 3:52am 
Which means the end game crisis armies of factions with any existing city or state, the disaster armies are effected by the flexible caps? That would be nice. Since i can't defeat disaster armies if i play with other cap mods, because the weaken of the single army. Except i play hero only armies, since all other cap mods doesn't restrict heroes or agents.
TWilliam  [author] 19 Apr @ 10:39pm 
@Shaft Ten : it only changes AI armies which are located in their own region. So if army was spawned for faction without regions - script will ignore it
Shaft Ten 19 Apr @ 11:34am 
Question. Are the disaster generated armies effected by the second feature?
Lurivar 12 Mar @ 12:29pm 
Thanks, sounds good !
TWilliam  [author] 10 Mar @ 10:11am 
@Lurivar : I adjusted the recruitment cost penalty. It was too harsh. I also replaced the recruitment cost bonus with battle healing cap if supply reserves are above 0
Lurivar 8 Mar @ 9:24am 
If I may give a suggestioin, it'd be nice to be able to set the recruitment cost penalty in MCT when you're above your supply reserve. I find it to be a bit steep in comparison to the upkeep penalty.

Otherwise very great mod, probably my favorite way of doing unit caps !
TWilliam  [author] 8 Oct, 2024 @ 11:35pm 
@Notthebeegees : I designed this mod before the dlc came out. It supposes that you will use the mix of cossars(spears) and armored cossars as your frontline and normar cossars as archers in early game. Streltsi are considered as missile infantry instead of hybrid to make them more useful.
I increaced the unit cap for hybrid infantry from 8 to 10 in today's update so Kislev without dlc should feels better
Notthebeegees 8 Oct, 2024 @ 10:20pm 
Cheers for the great mod. I think kislev should get an exception to the 8 hybrid units limit, given that unless you have the dlc that's really the only infantry you have access to for the early game.
TWilliam  [author] 11 Aug, 2024 @ 7:56am 
@Drakenhof : Mod Configuration Tool
Drakenhof 11 Aug, 2024 @ 7:37am 
@(works for player, can be enabled for ai in MCT)@
What is MCT?
GIBBYDAMAN 16 Jul, 2024 @ 4:09am 
oh wow thank you! so much! @TWilliam
TWilliam  [author] 16 Jul, 2024 @ 1:04am 
@GIBBYDAMAN : fixed. thanks for step-by-step instruction how to recreate this bug
GIBBYDAMAN 15 Jul, 2024 @ 5:20pm 
for some reason if you enable Hooveric Overhaul and SWO-RD - Unit Category Icons
and use the new recruitment panels like the knightly order recruitment and then add a hero with swords icon to the army will cause the heroes supply caps to duplicate and shift all the other supply caps in the army until the hero with the sword icon leaves the army.

I spent way too long figuring this out but now i have no idea how to fix this as i don't see anything about this in documentation here some imgur [imgur.com] images of what im rambling about looks like please give me some need guidance on where id go about fixing this
TWilliam  [author] 3 Jun, 2024 @ 11:59am 
@thefightintitan : 1. you can disable unit caps in MCT. 3. It works with any units from mods. However lord support requires a changes in the scripts
thefightintitan 3 Jun, 2024 @ 9:07am 
@TWilliam I loved your Supply Line Rework from WH2 and would like to try this mod without the unit caps since I'm pretty happy with tabletop caps.

1. Any chance we could get a version with no caps?
2. Or would it be straightforward for me to use RPFM and delete caps script?
3. Does this work with custom factions?
4. Thanks for all your mods/modding work!
Nicolas 16 Apr, 2024 @ 11:28am 
Great mod, thanks for your effort)
TWilliam  [author] 18 Mar, 2024 @ 9:56pm 
@Not_My_Spiderman : they could have a conflict for AI unit caps (I haven't tested it) because SFO also has the script that peplaces AI units. You can disable unit caps for AI in my mod and everything else will work fine
I Have No Enemies Brother 18 Mar, 2024 @ 9:49am 
@TWilliam

My last two questions. Is this only incompatible with SFO if we activate SFO's unit caps? If we turn off that feature and just keep SFO without its specific unit cap feature will that then make this mod and SFO compatible? If not ... do you know what I would need to manipulate or remove to at least keep the function of this mod enforcing the caps? Thank you again for any clarification.
TWilliam  [author] 17 Mar, 2024 @ 8:52pm 
@Not_My_Spiderman : Player can exceed a unit caps but it will increase army upkeep. For ai every unit over cap will be replaced by weaker units. So I decided tha AI should have slighty bigger unit caps than player - for example, 8 archers instead of 6. If you will set this option to 100% in mid campaign those 2 archers will be replaced by weakest melee infantry
I Have No Enemies Brother 17 Mar, 2024 @ 12:05pm 
@TWilliam

What does "Unit caps for AI" values represent? The default value is 125%. If one were to increase or decrease it with the other values what would happen ? Thank you for future response.
TWilliam  [author] 24 Feb, 2024 @ 8:53am 
@cybvep : and Drycha, Nurgle, Warriors of Chaos, Ror etc ... Done
cybvep 24 Feb, 2024 @ 2:24am 
Cool :). BTW if possible I think that it would be good for the military reserves to affect raise dead unit cost for the Vampire factions in the same way it affects recruitment cost.
TWilliam  [author] 15 Feb, 2024 @ 9:35pm 
@cybvep : fixed
cybvep 15 Feb, 2024 @ 9:51am 
Hi. Any reason why Mannfred doesn't afrect Grave Guard cost/cap? Also, one of the skill descriptions for Chorf mage lord type says that it affects caps of centaurs/monster, but it doesn't seem to do anything.
TWilliam  [author] 29 Jan, 2024 @ 8:10am 
@Nothing. : armies with elite units will be VERY expensive, but technically possible
HungryBat 29 Jan, 2024 @ 6:48am 
does this, or is there a way this mod matches the custom battle caps system? forcing players to make armies with many diverse lower tier units
HungryBat 29 Jan, 2024 @ 6:46am 
damn this has a lot of depth to it
I like what I'm seeing a lot!
drahz94 24 Jan, 2024 @ 3:56pm 
Ah I see that makes sense, cheers!
TWilliam  [author] 15 Jan, 2024 @ 9:07pm 
@drahz94 : not sure if it is possible. Script commands for hero actions (attach to army is an action) are very limited
drahz94 15 Jan, 2024 @ 5:48pm 
Hey again TWilliam, ah so you can limit heroes with the supply mechanic.

Is there a way to limit heroes as a hard cap, separate from a supply mechanic?

Thanks!
TWilliam  [author] 4 Nov, 2023 @ 9:40pm 
@JP : You can see this on supply counter tooltip (look at second screenshot)
JP 4 Nov, 2023 @ 8:16am 
Is it possible to make us be able to see which lords have which unit cap costs reduced?
TWilliam  [author] 4 Nov, 2023 @ 1:48am 
drahz94 : I separated hero cap from unit cap in MCT, so you can disable only one of it
drahz94 2 Nov, 2023 @ 11:47pm 
Amazing! Can I please request a submod that only has hero caps for armies?
TWilliam  [author] 12 Oct, 2023 @ 10:03am 
@drahz94 : yes, heroes also have the cap : 4 per army on default settings
drahz94 12 Oct, 2023 @ 8:27am 
Nice! Interesting that theres a hero upkeep that is factored in.

Does it mean it may be plausible for a mod to implement a hero cap for armies? Its one of the limitations of other unit cap mods, such as Tabletop Caps.
TWilliam  [author] 12 Sep, 2023 @ 10:42pm 
@JP : it is just wrong group name for them, they should be in same group. What about "Missile runners" or "Runners with missile weapon"?
JP 12 Sep, 2023 @ 2:01pm 
@TWiliam, Skaven gutter runners and night runners (regular non slingers) are considered slingers and take up slinger unit cap slots.
TWilliam  [author] 10 Sep, 2023 @ 9:55pm 
@cybvep : 2 slots? I didn't even know that this is possible. It is absolutely unintended feature. Buuut.. it is cool for future. Anyway, fixed for Hypogryph Knights.

2. For Royal Pegasus this is intended. If they was counted as Grail units 1. there wouldn't have been any sence to recruit them instead of Hypogryph Knights. 2. Questing Knights was the only unit in their group
cybvep 10 Sep, 2023 @ 11:12am 
1. Is it intentional that Hypogryph Knights take 2 Grail Vow Units slots? Seems strange, especially considering the fact that they have their own category.
2. Royal Pegasus take Questing Vow slots instead of Grail ones. Again, seem rather strange.
cybvep 5 Sep, 2023 @ 6:22am 
There is also a typo in "Yeomen" word (IIRC it'a Yoemen or sth like that). Literally unplayable!
Sun//Eater 5 Sep, 2023 @ 6:18am 
Very small typo: At the Recruit Lord screen, at the bottom "decrease" is spelled "decreace".