Total War: WARHAMMER III

Total War: WARHAMMER III

Tabletop Caps: Reborn
192 Comments
Fehr 10 Jul @ 9:40pm 
plz add blood knight (sword)
Slaanesh 9 Jul @ 4:59am 
Use Embedded editor for Tabletop Caps, no need to edit anything when using that mod just set the preferred restriction ingame.
Firegeddon 5 Jul @ 3:50am 
late game is boring without this mod. hope it gets updated
Arzon 30 Jun @ 6:45am 
Are the limits also enforced for AI armies using waagh? (like 10 units + 10 units from waagh max)?
Also how the garrison works?
Gomi 28 Jun @ 2:26am 
If U can't wait, try this as temporary. Modify groovy_ttc.pack file using rpfm_ui.

path: script/ttc/ttc_vanila_units.lua

Add units
1) CATHAY
1-1) Add under line 27
{"wh3_main_cth_inf_grenadiers", "core"},

1-2) Update line 1276
Update subculture_defaults ["wh3_main_sc_cth_cathay"] like:

["wh3_main_sc_cth_cathay"] = {"wh3_main_cth_inf_jade_warrior_crossbowmen_0", "wh3_main_cth_inf_jade_warrior_crossbowmen_1", "wh3_main_cth_inf_jade_warriors_0", "wh3_main_cth_inf_jade_warriors_1", "wh3_main_cth_inf_iron_hail_gunners_0", "wh3_main_cth_inf_grenadiers"},


2) ORGES - Add under line 115
{"wh3_main_ogr_inf_gnoblars_flingers", "core"},


3) VAMPIRE COUNTS - Add under line 451
{"wh3_main_vmp_inf_grave_guard_2", "special", 1},
{"wh3_main_vmp_blood_knights_sword_shield", "rare", 2},
Groove Wizard  [author] 27 Jun @ 8:03pm 
Dang wait a little bit gang
Amokhunter 27 Jun @ 2:47pm 
And if you can't or won't update anymore, would you be willing to hand it over to a successor?
litjoestar 25 Jun @ 10:02am 
Please update this amazing mod. I cannot play warhammer 3 without it.
Vin 18 Jun @ 1:21pm 
Thx for this great mod. Do you know if an update of the tho new units is possible ?
LazerKjell 4 Jun @ 4:55pm 
ow yea is there a sub mod or something for this mod to make 4 limit instead of 3 points i feel like som are still so strong for only 3 points
LazerKjell 4 Jun @ 4:53pm 
okie i just did a nurgle campaign it looks like it breaks when you recruit units than close and open mainu again its breaks a lot of times when playing nurgle
Dawn&Twlight 28 May @ 5:25pm 
Never mind, it was an error on my part. I never unsubscribed from the old mod.
Dawn&Twlight 26 May @ 12:16pm 
The most recent DLC (Omens of Destruction) units don't have caps? Is this a tech issue or has the mod not been updated yet?
Groove Wizard  [author] 24 May @ 12:17pm 
Set the MCT settings before you create a new campaign
no brains 23 May @ 6:46am 
This but with caps for core units?
N7Konstantine 23 May @ 5:29am 
Wondering if the infernal fireglaives being considered a core unit is intended compared to the infernal ironsworn who are considered a special unit
Sir Mouse of Leipa 19 May @ 8:46pm 
I might have the same issue as 1 here. When i start a new game with the mod on, it will show as disabled in MCT menu, and i cannot turn it on cuz the checkbox is greyed out for me, though the other one about Ai is still okay. And I found a temporary workaround. First start a game without the mod, then save, quit, then load the save with the mod on, and then the mod will work for the player too.
nugget 19 May @ 1:09pm 
As warriors of chaos I am able to upgrade units and go over the cap. Maybe design oversight with them?
Groove Wizard  [author] 18 May @ 12:43pm 
1 - huh?

nugget - The consequences are that you can't, at least that's the design intent.

LazerKjell - Thanks, will take a look.

Gecko Esti - Since the frontend battles use a completely different setup than campaign, it's unlikely I'll ever develop a battle-caps system
1 16 May @ 11:00pm 
It‘s locked.Why?
nugget 16 May @ 1:44pm 
What are the consequences of going over the special and rare limits?
LazerKjell 9 May @ 2:54pm 
i am playing magot lord it keeps breaking
LazerKjell 9 May @ 1:19pm 
bug when playing nurgle limit doesnt work when summon units
Gecko Esti 19 Apr @ 8:43am 
Hi, is there a way to have this work on skirmish vs AI ? I only see it work in campaigns.
shenhouex 19 Apr @ 3:58am 
@OpalGotMyHeart use MCT(Mod Configuration Tool)with SFO
you can close top caps
Buckey 18 Apr @ 2:47pm 
Hey @Opal, table top caps is integrated into SFO. So if you use SFO, it uses this mod. It gives you a message about this when you start the campaign.
Dragon32 14 Apr @ 4:34pm 
@OpalGotMyHear
Check there's not a copy of the mod in Data
OpalGotMyHeart 14 Apr @ 4:26pm 
So this mod seemingly altered my files in a permanent manner and now when using some overhauls such as sfo it will always treat it as if this mod is on, even after uninstalling the mod or disabling it in the mod loader. Is there any chance you know where in the files I can go to fix this issue? I did already attempt checking file integrity and that did not do anything either to solve the issue.
RALII 8 Apr @ 7:58pm 
Oh awesome, thanks so much! I might have to work on that then.
Groove Wizard  [author] 8 Apr @ 6:18pm 
That would just be Nanu setting up caps on his side, or someone making a submod
RALII 8 Apr @ 3:21pm 
Love this mod! Is there any way you would be able to work with Nanu on getting this to be set up for his Sartosa Pirate Overhaul mod?
shenhouex 31 Mar @ 8:23am 
@阳光FINE 游戏过程中ttc效果会失效,不知道什么原因
The TTC effect may become ineffective during the game, for some unknown reason
阳光FINE 31 Mar @ 12:49am 
Excuse me, has anyone experienced module failure during gameplay
Sciarra di Tilea 27 Mar @ 12:07am 
Update please, it continue ctd. Thanks
Groove Wizard  [author] 26 Mar @ 1:42pm 
@Mechavelli - Correct

@illenvillen23 - Should work regardless of campaign, though things like new campaign-specific lords or factions will need to be enabled via submods
Groove Wizard  [author] 26 Mar @ 1:39pm 
Thanks for the heads-up. I only need the one or two reports, drowning me in "please updates" doesn't help and makes it hard to view other comments
Flying dUCK 25 Mar @ 3:15pm 
Hello, sir. I have a super headache after 6.1 update. I need your help. Please update for me before my head is crashed.
ILidril 25 Mar @ 2:19pm 
"Hello, if it can help, someone has found a solution to fix the mods that are making the game crash at launch with patch 6.1. A message from Freiya in the Workshop Discussion session.
Norziack 25 Mar @ 12:43pm 
Excellent mod, however not working after 6.1 release.
Mechavelli 24 Mar @ 7:54am 
Should I unsub from the og mod if I'm getting this one then? And you said all the submods that worked with the original mod work with this one, right? So I don't need to do anything except unsub from the og mod?
阳光FINE 23 Mar @ 8:40pm 
May I ask what caused the MOD to fail in the ninth round? Has anyone else encountered this situation before
illenvillen23 23 Mar @ 5:14pm 
Does this work with IEE?
Oh_Man[TFE] 22 Mar @ 7:47am 
thank u groove wizard for ur efforts. if i notice any more script breaks i will send logs, #godmodder
Krakenous 22 Mar @ 7:38am 
Remind me, by design, are all ROR units meant to be green core units? Or are they meant to be relative to their power by default?
Groove Wizard  [author] 22 Mar @ 5:58am 
Thanks for the error reports, gang.

I have fixed the most prominent ones that have reared their heads. I have to go through the rest of the code and clean up many more, but I hope that improves y'all's playtime.
Brother John 21 Mar @ 8:54am 
So in short does this give more balanced and natural randomized armies for battles?
Oh_Man[TFE] 18 Mar @ 3:37am 
SCRIPT ERROR, timestamp <1625.9s>
ERROR - SCRIPT HAS FAILED - event callback was called after receiving event [CampaignTimeTrigger] but the script failed with this error message:
[string "script\_lib\mod\tabletopcaps.lua"]:2828: attempt to index local 'category_list' (a boolean value)
xpldrox 16 Mar @ 7:18am 
This mod should be in the base game and gameplay should be balanced by it. Keep up
Sciarra di Tilea 14 Mar @ 1:04am 
Maybe, in this way, i could avoid a 3 skaven armies full of machines, guns, heavy cannons, and orbital black death -_-