Total War: WARHAMMER III

Total War: WARHAMMER III

Unit Caps - Cerbs Version (More Mid Tier)
89 Comments
Cerb  [author] 20 May @ 5:26am 
cheers
Cerb  [author] 6 May @ 3:59pm 
Fixed, ty for feedback :)
Cerb  [author] 6 May @ 3:42pm 
Cheers will fix
modmodmod 6 May @ 1:30pm 
The caps of 'shadow_walker' and 'shadow_warrior' seem to have been swapped.
'shadow_walker' provides more caps even though it is a higher-level unit.
modmodmod 6 May @ 12:47pm 
It seems like the white lion values ​​of "wh2_dlc10_hef_hunters_3" and "wh2_main_hef_hunters_2" have been swapped.
Cerb  [author] 3 May @ 6:37pm 
and also tier/power of unit
Cerb  [author] 3 May @ 2:50pm 
bit of both tbh
Pyrrhus 3 May @ 11:48am 
Sweet, thanks for responding so fast. The only other thing I'm curious about is how did you decide how much additional caps lords get? Some like Wulfhart get 16 extra units, some get 2 or 3. Is it based on cost or vibes?
Cerb  [author] 2 May @ 10:20pm 
Fixed, i had mislabelled the wrong gunnery mob, thanks for letting me know.
Pyrrhus 2 May @ 10:00pm 
Zombie Pirate Handguns are capped without any way to increase it
Cerb  [author] 27 Apr @ 5:57pm 
Updated, should be fixed
Cerb  [author] 21 Apr @ 3:14pm 
Nice, thanks mate, anything else you notice ill get it fixed up asap, just out for the next two days sorry
Rangelx97 20 Apr @ 12:06pm 
Also noticed something similar on the gryrocopter building
tier 4 gives +4 gyrocopters
tier 5 gives +2 gyrocopters
Cerb  [author] 19 Apr @ 2:51pm 
ty will fix
Rangelx97 19 Apr @ 12:06pm 
Hi, i noticed something weird on the descriptions in the Empire
"Foundry" tier 3 artillery building adds +6 war wagons
but
"engineer workshop" tier 4 adds only +4 and has no mention of the cap for the Marienburg landship
I haven't tested if this is only on the description or if it affects the caps
Cerb  [author] 9 Feb @ 3:12pm 
Sorry for the long wait, should be updated now for khorne units, didnt add caps to khornegors or regular bloodletters as i dont generally give caps to t1/2 units, but rest should be there.
SageHashirama 7 Feb @ 2:48am 
GREAT MAN.can't wait for SFO with caps
Cerb  [author] 22 Jan @ 3:49pm 
Sorry ill get around to these soon, on a modding spree for SFO atm.
devastator 19 Jan @ 7:42am 
For Khorne Factions Soulgrinders and Chosen are showing 0/0 and the corresponding buildings do not increase that cap number.
137438 19 Jan @ 4:06am 
Thanks :), also I can't recruit Land Ship
Cerb  [author] 13 Jan @ 5:46pm 
Thats a hard one tbh. Ill look into it but might not be possible.
137438 13 Jan @ 12:44pm 
Thanks for the update, is it possible that make blood hosts not use up the cap?
Cerb  [author] 11 Jan @ 8:46pm 
Thanks
devastator 11 Jan @ 8:30pm 
In addition Khorngors, bloodletters, exalted bloodletters, and forsaken also do not have unit caps and probably should
devastator 11 Jan @ 8:28pm 
For me the Khornate Totem/Tribute buildings are not increasing caps for Chosen Khorne units (current cap says 0/0 despite having the buildings constructed). In addition skullreapers and wrathmongers do not have caps.
Cerb  [author] 11 Jan @ 3:41pm 
what do you mean by 'however some new units and khorne buildings still use the old ones' by the way?
Cerb  [author] 11 Jan @ 3:40pm 
Thanks for the pick up, should be fixed.
137438 10 Jan @ 8:51pm 
Khorne's Bloodbeast is capped at 0/0
137438 10 Jan @ 8:51pm 
I really like this mod, however some new units and khorne buildings still use the old ones, also I can not recruit Khorne's Bloodbeast. I don't know why
round pp 9 Jan @ 4:57pm 
Can anyone please create a submod for sigmar heir?
Cerb  [author] 16 Dec, 2024 @ 12:38pm 
Np, thanks for letting me know
Kaio615 16 Dec, 2024 @ 4:18am 
hey mate, the Khorne Chosen still use the old building to increase Caps, could you fix that?
Cerb  [author] 9 Dec, 2024 @ 6:21pm 
Should be fixed, let me know
Cerb  [author] 9 Dec, 2024 @ 6:17pm 
Cheers ill take a look and fix it up
JP 9 Dec, 2024 @ 6:16pm 
As Changeling, I cannot recruit pink horrors of Tzeench (says 0/0)
Cerb  [author] 27 Oct, 2024 @ 4:50pm 
Should be fixed now, sorry about that, not sure what happened
The Distant Marker 9 Oct, 2024 @ 4:35am 
@Cerb Are you sure it's fixed? I was playing today, and noticed that Ranger Barracks still doesn't have any unit-caps. https://imgur.com/a/mbezUsW
Cerb  [author] 29 Jul, 2024 @ 9:56pm 
Should be fixed
Cerb  [author] 26 Jul, 2024 @ 9:43pm 
Yeah sorry, been a bit busy last few days, its on my list
The Distant Marker 26 Jul, 2024 @ 8:50pm 
Another bug report. The highest tier of the Dwarf rangers building "Ranger Barracks" doesn't give any unit capacity.
Cerb  [author] 21 Jul, 2024 @ 2:25pm 
I just use default, however generally speaking when i play i play with the caps for AI turned off, so it only affects the player.
I Have No Enemies Brother 21 Jul, 2024 @ 11:25am 
@Cerb

Do you use any specific AI recruitment mod like incata's or helljumper's or do you just use THIS mod with vanilla recruitment system only? Curious cause I have been experimenting with everything from table top caps and this mod and other recruitment mods and trying to get insight on what others use.
The Distant Marker 20 Jul, 2024 @ 10:26pm 
Thanks for the quick fix!

I noticed another issue in the "Rangers" chain, where the basic building, "Ranger Outpost" provides capacity, but the upgraded version, "Ranger Barracks", doesn't.
Cerb  [author] 20 Jul, 2024 @ 2:17am 
Fixed
Cerb  [author] 20 Jul, 2024 @ 2:04am 
Thanks for letting me know, ill check it out :)
The Distant Marker 19 Jul, 2024 @ 3:35pm 
I think there is an issue with the highest tier of the Dwarf rune-forge ("Runelord's hall"). It's the only rune-forge building without any bonus to unit capacities, which doesn't seem correct. It's the highest tier, so I would expect it to have the most bonuses to unit capacities.
Wayna 24 Jun, 2024 @ 10:16am 
No problem thanks anyway for watching ^^
Cerb  [author] 23 Jun, 2024 @ 2:22pm 
Ahhh kk, so they entirely rework the buildings, sorry mate that'd be a ton of work to make up.
Wayna 23 Jun, 2024 @ 8:40am 
The Sigmar's Heirs mod uses buildings by province (Wissenland, Reikland, ...) and in fact there is no unit limit on these buildings with your mod