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The following mods cause a crash to the Databse: New_Unit_Caps.pack
The first invalide database record is
wh_pro02_lord_trait_cmp_isabella_von_carsteinincrease_vcap_ccounts_
wh_dlc02_vmp_cav_blood_knights_0 in table
effect_bundles_to_effects_junctions_tables
and pack files New_Unit_Cap.pack
The application will terminate now.
"wh_dlc04_lord_trait_vmp_vladvoncarsteincrease_vcap_vcounts_wh_dlc02_vmp_cap_blood_knights_0"
@revirus: That’s a great idea, and I wish you the best with your mod project! Unfortunately, I can’t offer much help, as I don’t have the necessary knowledge and I’m already quite busy maintaining and improving this mod. If you have any questions specifically about unit caps, feel free to start a thread in the discussion section—I’ll do my best to help. I also highly recommend joining the “Da Modding Den” Discord community, where you’ll find much more support and guidance.
Hey folks! Got an idea for a Warhammer III mod, super similar to your awesome work! Want to build a resource flow system for a deeper, more engaging economy using universal resources: Iron, Lumber, Gemstones, Marble, Salt, Wine, Exotic Animals, Furs, Livestock, Obsidian.
Core Idea: Buildings produce resource flow, doubling per level (e.g., Iron Mine: +10 Iron/turn at Level 1, +20 at Level 2, +40 at Level 3). Units (e.g., Swordsmen: 1 Iron/turn) and buildings (e.g., Barracks: 2 Iron/turn) consume flow. Shortages cause unit damage (10%/turn) or building deactivation.
Trade: Each deal adds +10 resource flow.
How can I reach you?
They are of same tier and are essentially variations
@ sarumanthecursed: You make some good points. I haven’t played Tomb Kings in a while, so I’m not sure how they compare to the newer factions. From what I remember, they weren’t that strong, even with their generous unit caps. Hopefully, CA will change their capping system in a future update to match the one used for Chaos Dwarfs—that would make it much easier to mod their caps, and I might consider it then. But right now, it takes too much time to change their caps, so it’s outside the scope of this mod.
Specifically the following units:
Nehekaran warriors
Skeleton cavalry
Nehekaran Riders
Sepulchral Stalkers
Can easily get up to double digits with those cape, due to each tier granting even more caps
I fine myself easily fielding 30 nehekaran warriors
@aa云淡风轻aa: Huge thanks for sharing the translation! I've added the link to the mod description.
中文翻译id:3459743196
good mod for this game ,thank for your hard work
Even if I did find a way to exclude Blood Hosts and Waaagh! armies, I believe keeping them within the unit cap system is the better choice for balance. That said, if I find a solution then a submod could potentially offer an alternative approach.
In theory, this mod *should* work with SFO if you don't activate SFO's built-in faction wide caps. However, I didn't test myself.
Even if it does work, please note any new unit added by SFO won't be capped. You could however create a submod to add caps for the new units introduced by SFO. I’ve written a tutorial on how to create submods, you can find it in the Discussions section.
Tier 0 units have never been capped, but Tier 1 units were capped in a previous version of the mod. I removed the Tier 1 caps after realizing that, due to how the mod calculates unit caps (adding caps for all available units each time a building level is upgraded), players ended up with an excessively high number of available Tier 1 caps that became useless in the late game, while higher-tier units were too restricted.
I believe the current version is more balanced overall, though I understand your concern that having no caps for Tier 1 units may impact the early game too much. Right now, I don’t see a better solution, but this could change in the future if I update the mod to introduce additional caps through lord skills or technologies. However, that won’t happen anytime soon, as I’m still unsure how to implement it without significantly affecting the mod's balance.
Perhaps this would do more harm than good, seeing how it would make it more difficult to raise a defensive force when you are at war on multiple fronts, (which is often) but I was just curious if adding caps for the base units is something that has been attempted.
Cheers.
Apologies