Total War: WARHAMMER III

Total War: WARHAMMER III

Cost-based Army Caps UI & Bugfix Submod
51 Comments
wrought82 23 May @ 11:11pm 
Also; does this mod affect what units are recruited by AI
wrought82 22 May @ 1:44am 
is there any way to modify the upkeep penalty? it seems like its if > thershold upkeep x3, but i feel like if >threshold then upkeep x (cost/threshold) would be a lot better and more dynamic
ugh i looked but cant find; can you give me some hint at where the penalty is applied in the code? i can find supply lines and garrison - neither of which i think affects game ?? but cant figure out where costbased is applied...
trisim_o 18 May @ 2:15pm 
Playing as Gorbad, after the end turn it sometimes counts the Waagh army as an actual army that costs upkeep - same thing happens sometimes after deleting or merging a unit from my army to recruit new units. The game crashes right after as well, so far relaunching the game and trying the same thing again usually works.
art_loots 2 Apr @ 2:57pm 
Ah found the issue i was having.
if you have both mods enabled ( so main mod and this submod) main mod was the prime mod being loaded. so i didn't get the actual cost shown like in the 2 pictures.

hope this helps someone in the future
76561198302153172 28 Mar @ 6:40am 
Assumed this was antiquated bloat. Wrong. Liked
Maal 21 Mar @ 2:28pm 
Oh, I hadn't seen that this existed. I prefer the flexibility of the cost based cap to the Table Top one (I had even made a submob in Warhammer 2 with a tons of extra capped modded unit, as each unit had to by manually added to the script like TTC), but the lack of proper UI made it too much of a pain to manage.
Jolc3r  [author] 20 Mar @ 6:15pm 
It's possible
MightNight 20 Mar @ 5:50pm 
Oh snap I didn't know this was a standalone. In that case is it possible to make "Allowed Heroes for army" also affect the AI?
Notthebeegees  [author] 20 Mar @ 4:17pm 
I never claimed to be a skilled communicator
Walkabout 20 Mar @ 4:15pm 
@InfoManiac Ta mate. Yep the confusion was strong with me. I couldn't get past the "Submod" in the title. :)
InfoManiac 20 Mar @ 6:10am 
yea just noticed the tooltip thingy. i was thinking my hard set limit increase wasnt working until i realized it was only when recruiting units (it was adding the unit cost number to the potential increase in the total army cost info). Interesting but thankfully you let us know.

Might want to preface it in your description or somehting so other, lazier, people dont get confused.
InfoManiac 20 Mar @ 5:37am 
ZAAAMN
Notthebeegees  [author] 19 Mar @ 9:50pm 
@InfoManiac nothing, I actually fixed more things than I though I did and took the absence of those things to be a problem. Pending any further issues being discovered, the mod now works bug free.
(That said, I might try to make the tooltips more consistent in the future, right now pining a unit card can cause a tooltip miscalculation. Doesn't effect actual internal logic though.)
InfoManiac 19 Mar @ 9:16pm 
@walkabout read further down 5 comments lol. you dont need both.

I mainly wonder what the other breaking things is.
Walkabout 19 Mar @ 7:19pm 
@Jolc3r so i can delete Wolfy's one and just use this mod? The term submod is throwing me.
Jolc3r  [author] 19 Mar @ 3:09pm 
yippeee
Notthebeegees  [author] 18 Mar @ 7:19pm 
Scratch that, everything should be good now.
Notthebeegees  [author] 18 Mar @ 6:44pm 
Good news: I found what causes the softlock!
Bad news: Fixing it breaks other things for no discernible reason.
Guts 16 Mar @ 1:14pm 
You're a god bro
Turow ☦ 14 Mar @ 3:34pm 
Damn. This will get me to play the game after months of not doing a campaign. THIS is a game CHANGER.

God bless original modder and Jolc3r. :WH3_clasp:
Jolc3r  [author] 14 Mar @ 1:45pm 
This one works as standalone as an overall improvement. You can enable both if you want, this one will supercede it.

Works if you enable it mid campaign for any campaign (ROC, IE, IEE, Old World). Works on both AI and you, although the hero caps are not enforced for AI if you use it. See description on the other mod for details. Tooltips are fairly descriptive for the mod settings if you use MCT.
Turow ☦ 14 Mar @ 6:28am 
This mod... looks incredible. To have multiplayer armies in main campaign? This should have been implemented as an option since WH1.

I see there is another mod, which one should I get folks?

Does it work on an existing save game? Does it work on AI or only me?

Looks incredible :Gifting:
Malignant Peasant 18 Jan @ 6:32am 
Thanks for keeping this awesome mod up and running
Notthebeegees  [author] 18 Jan @ 1:23am 
And the event manager bug is fixed entirely by accident.
Notthebeegees  [author] 18 Jan @ 1:21am 
New update should dramatically improve performance.
Daverin2112 8 Jan @ 3:42pm 
Good choice. ;)
Walkabout 8 Jan @ 3:39pm 
awesome TY
Daverin2112 8 Jan @ 5:32am 
So is the only difference now between versions the UI additions? If so, feels hard to call it obsolete when said UI additions are so welcome!
Wolfy 7 Jan @ 11:47pm 
@JARAXXUS

It is not feasible to go lower than 7k because the AI is too dumb to properly manage that. It gets stuck into a constant recruitment loop (recruting units every single turn without moving) because it can not manage properly such a low budget.
Wolfy 7 Jan @ 11:46pm 
I finally updated the main mod. I hope it all works fine now.
JARAXXUS 4 Jan @ 9:41am 
Any way to bring the minimum army cap value down in MCT? It stops at 7k for the AI last i checked
Notthebeegees  [author] 31 Dec, 2024 @ 6:59pm 
@Francisco description updated. Old bug means the OG has it as well, though it may be more or less common.
Francisco 31 Dec, 2024 @ 6:09pm 
Can you clarify a doubt I have. What bug does this new version fix?

Im asking as the OG mod sadly is EOM. Thanks
EToS 28 Dec, 2024 @ 9:34am 
@Notthebeegees.
Thank you.
Rebooted the mod. Made 5 iterations with each lord:
Skarbrand 5 out of 5 successful.
Uzhul 4 out of 5 successful.
Arbaal 4 out of 5 successful.

The iterations differed in that it launched the throne of skulls either before or after completing the first quest, as well as the clicking speed.

At first approximation, it is safest to first close all tabs with completed/received tasks and only then complete the throne of skulls.

On vanilla, I tried quickly clicking these operations, everything was fine.
Notthebeegees  [author] 28 Dec, 2024 @ 1:25am 
@EToS re-download the mod and tell me if it's still happening. If it is, please give details about how you set it up for reproduction.
Jolc3r  [author] 27 Dec, 2024 @ 6:14pm 
I think its related to missions completing, like the old bug. Got a single repro when playing Archaon.
EToS 27 Dec, 2024 @ 6:02am 
Checked Skarbrand, same thing.
Checked on the map IE, without mods.
EToS 27 Dec, 2024 @ 5:58am 
Good day.
When playing as Arbaal, when activating the throne of skulls (any upgrade), the events tab becomes inactive and it is impossible to pass the turn.
Jolc3r  [author] 19 Dec, 2024 @ 5:58pm 
Ok I think I uploaded it. I have not added something to not upgrade when in line of sight. Will add that later.

Should use MCT for setting the options, otherwise it will use defaults. Default grace period is 20 and upgrade interval is every 5 turns (so it doesnt slow down the turns too much). Auto-level doesn't do anything, should probably remove that since there are other mods that do that already.

Let me know if there are any issues.
Notthebeegees  [author] 19 Dec, 2024 @ 1:29am 
If you send me a friend request I can add you as a contributor and you can upload it here I think.
Jolc3r  [author] 19 Dec, 2024 @ 12:41am 
It seems like the code for downgrading makes it so it downgrades units to a unit with lower cost within the same army, not any unit in the faction roster.

I got something working but ideally I would make it work so it upgrades to any unit. Its a bit more of a pain but it would end up in better control of how things upgrade and reduce situations where too many units end up upgrading into big SEMs or cavalry units.
Notthebeegees  [author] 18 Dec, 2024 @ 7:24pm 
@Jolc3r it looks like all the upgrade code was gutted, but you could probably use the existing code for downgrading units to upgrade them as-well. You might want to excluded ror's from the recruitment pool though.
Jolc3r  [author] 18 Dec, 2024 @ 3:13pm 
hmm ok. It looks last I looked at the script was during WH2 days, looks like wolfy did some refactoring of the code and made it more simple, it is not hard coded anymore. I'll take a looksie and see if I can get something crappy to work lol.

Thanks anyways!
Notthebeegees  [author] 18 Dec, 2024 @ 12:16pm 
Besides, the number of armies is limited by gold and skaven slaves are cheap, so theoretically it works out to skaven just having loads of shit armies, which is kind of funny. They seem to do alright in campaign anyway.
Notthebeegees  [author] 18 Dec, 2024 @ 12:14pm 
Nope, that's way beyond me. I literally never looked at lua scripting before making this.
Jolc3r  [author] 17 Dec, 2024 @ 11:34pm 
Ideally something where it happens outside LOS or something and just upgrades AI units like the downgrade thing. Not sure how much of a hassle that is, last I looked the mod had a big ass hard coded list of units and their costs.
Jolc3r  [author] 17 Dec, 2024 @ 11:31pm 
Did you ever get the experimental upgrade AI armies to work? Would love to see that working. For some reason Skaven armies in particular tend to fill their armies with shit skavenslaves and leave thousands of points under the cap.
Notthebeegees  [author] 17 Dec, 2024 @ 5:54pm 
Turns out if I swap ComponentLClickUp for PanelOpenedCampaign I can get rid of the lag that my UI stuff was causing. Point is, this should work better now.
Railgun 16 Dec, 2024 @ 4:32pm 
Thank you very much for this.
Vargs 14 Dec, 2024 @ 3:46am 
this action has my consent