Total War: WARHAMMER III

Total War: WARHAMMER III

New Unit Caps for All
241 Comments
Regulator 27 Jun @ 1:06am 
Great work. So it was actuall worth not abandoning my campaign to wait this tolerable period of time. Many thanks!
Ashray 26 Jun @ 3:02pm 
Working now, thanks for the fix!
Revelation 26 Jun @ 10:04am 
Thanks for your work Furoba! Awesome stuff.
Wolfsgrimm 26 Jun @ 8:54am 
I can confirm, that the mod is now working again. Thank you very much for the swift reaction.
ruvirus 26 Jun @ 6:09am 
All works, thx
furoba  [author] 26 Jun @ 1:33am 
I’ve just uploaded the updated version to the Workshop. Hopefully, this one should no longer cause any crashes.
furoba  [author] 25 Jun @ 5:53pm 
I don't understand, I just tried to load the mod on my computer and it works fine. There must be an issue with the Steam workshop who did not upload the latest version of the mod properly. I will try to push for an other update in a few hours. Thanks for your patience
ruvirus 25 Jun @ 4:32pm 
Still crashing too
Ashray 25 Jun @ 4:00pm 
Still crashing for me. I tried unsubbing and resubbing. Also tried manually deleting the file and redownloading.
furoba  [author] 25 Jun @ 3:11pm 
Sorry, this should be fixed now. Please try unsubscribing and then subscribing to the mod again in order to force Steam to download the latest version. Let me know if it doesn't work. Thanks!
ruvirus 25 Jun @ 12:28pm 
yeah, not work too
Indiana Mogens 25 Jun @ 12:25pm 
Getting the same crash as previous commenters. Happens with only this mod enabled, so not a mod conflict.
Wolfsgrimm 25 Jun @ 12:14pm 
For some more back ground information, the crash report reads:

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.
Wolfsgrimm 25 Jun @ 11:49am 
Since today, I have the same issue. Yesterday, everything was still working just fine, also with the hotfix. Very strange.
Regulator 25 Jun @ 10:55am 
Confirmed
Revelation 25 Jun @ 9:35am 
yep, its broken.
OHM 25 Jun @ 8:14am 
CTD bud:

"wh_dlc04_lord_trait_vmp_vladvoncarsteincrease_vcap_vcounts_wh_dlc02_vmp_cap_blood_knights_0"
Narmond 25 Jun @ 7:41am 
It doesn't work after the update. Crashes.
furoba  [author] 18 Jun @ 6:49am 
I’ll be updating the mod for the 6.2 patch in a few days to include the new Vampire Counts unit. In the meantime, the mod should still work as expected.

@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.
ruvirus 16 Jun @ 2:26pm 
@furoba
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?
furoba  [author] 2 Jun @ 5:37am 
@sarumanthecursed: That’s a good point—thanks for bringing it up! I’ll fix it in the next update.
sarumanthecursed 31 May @ 6:13pm 
Shouldn’t dark riders and dark riders (repeater crossbows) share caps?

They are of same tier and are essentially variations
Asphyxion 18 May @ 12:32pm 
Isn't 1 Lothern Seaguard per level 3 barracks a bit steep? It's still a tier 2 unit. I think you might hit the high elven mid tier a bit too hard. I have an easier time stacking Dragons and Dragon Princes than I have Lothern Seaguard.
Revelation 9 May @ 7:28am 
awesome, got an update.
desgreenough 9 May @ 4:27am 
best mod in workshop
furoba  [author] 8 May @ 5:28pm 
The mod has been updated to fix the issues with Kislev.

@ 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.
sarumanthecursed 5 May @ 4:59am 
Tomb king caps feel slightly op in comparison to the stricter caps of this mod on other factions (which i love)

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
furoba  [author] 5 May @ 12:02am 
@MJD: thanks for the report, I will have a look at these issues
MJD 1 May @ 11:38am 
Great mod. A couple of things appear to be wonky with Kislev. Ice Guard building as Katarin only increases the cap for the glaives version, not the swords. Also the Bear building (animal den or whatever it's called) gives +3 snow leopards at first level, then goes down to +1 at next level, then back up to +4 for the top level.
furoba  [author] 9 Apr @ 2:05am 
@Appraiser @Kevin Mulvaney: Thanks so much for the kind words! I’m glad to hear you’re enjoying the mod.

@aa云淡风轻aa: Huge thanks for sharing the translation! I've added the link to the mod description.
aa云淡风轻aa 7 Apr @ 7:47pm 
Chinese translation for this mod
中文翻译id:3459743196
good mod for this game ,thank for your hard work
Kevin Mulvaney 5 Apr @ 5:14am 
The best unit cap mod out there. Forces both player and AI to use diverse armies, with no doom-stacking.
Appraiser 4 Apr @ 11:07pm 
Your continued maintenance for the mod is very much appreciated, friend.
furoba  [author] 4 Apr @ 5:24pm 
The mod has been updated for the latest patch, and the issue with Nakai's buildings has been resolved.
furoba  [author] 30 Mar @ 4:21pm 
@Yoshi: The mod is still functional; it just needs updated unit caps for the new units introduced in the patch. I'll be adding those soon.
Yoshi 30 Mar @ 10:23am 
does this need update?
furoba  [author] 24 Mar @ 7:03pm 
@SootyTX: thanks for the feedback, I will have a look at Nakai's buildings when I update the mod for the 6.1 patch
SootyTX 23 Mar @ 10:27am 
Would it be possible to take a look at Nakai's caps? I'm currently doing a "Nakai goes West" campaign, aiming to link up with all the other lizardman factions, but it was effectively impossible without also using the warband mod to allow some bypassing. I love the unit caps for restricting both player and AI doomstacks, but as this mod currently stands I can only recruit 8 saurus units, total, with Nakai maxed out because there are almost no unit capacity additions anywhere. Other lords' buildings do not add to unit cap except, weirdly, for Dread Saurians in the Itzl chain.
furoba  [author] 16 Mar @ 5:24am 
@SerZaltor: This is both intentional and due to a lack of alternatives. It's intentional because excluding Blood Hosts and similar armies (such as Waaagh!) from the unit cap system would create a significant advantage for those factions, leading to imbalance. However, there's also no other choice—I wasn't able to find a way to exclude them during my tests. The only exception I managed to implement was for Cathay's caravans, which was crucial since players have no direct control over them, making it fair that they don't count toward unit caps.

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.
SerZaltor 15 Mar @ 6:36pm 
Heyo, thanks for the mod, it works perfectly aside one thing I noticed. Spawned armies, like Blood Hosts will count toward your unit caps. I dunno if it is by design nor if it's even possible to exempt them from counting toward the caps, but it was a bit silly with SkullTaker as I was making lots of blood hosts and as a result couldn't really upgrade my main army as the more elite units already existed in the blood hosts.
furoba  [author] 11 Mar @ 1:24am 
@arashii77: I don't plan to make this mod compatible with SFO for now as I'm already busy enough with improving the mod's features.

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.
arashii77 8 Mar @ 1:33pm 
Hi my friend good mod it is possible to being comptabile with sfo ?
furoba  [author] 7 Mar @ 2:44am 
@Appraiser: Thanks for the feedback!

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.
furoba  [author] 7 Mar @ 2:28am 
@luki: no indeed, the game will work but all units added by TEB mod won't be capped.
Appraiser 7 Mar @ 12:12am 
So I've wondered; did you ever toy around with unit caps for ALL units, including base ones such as archers and spearmen for the Empire? As it stands, I'm fine with the current iteration, but what's bothering me slightly is that since the A.I doesn't care too much about money they will just spam entire armies with uncapped units which kind of takes away from the early game when you're fighting smaller factions.

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.
luich 6 Mar @ 10:15pm 
TEB ain't having support right?
furoba  [author] 17 Feb @ 3:45am 
No worries! ;)
sarumanthecursed 16 Feb @ 5:00pm 
My bad, it is VCO causing the issue.


Apologies
furoba  [author] 16 Feb @ 3:35pm 
I haven’t played Morathi’s faction in a while, but as far as I remember, she can only recruit Daemonettes—not any other Slaanesh units. Any additional Slaanesh units must be from a mod, and if you want to add caps for them, you’ll need a submod.
sarumanthecursed 16 Feb @ 2:41pm 
i feel like daemonets pf slaneesh, fiends and keepers of secrets need unit caps for morathi's faction