Total War: WARHAMMER

Total War: WARHAMMER

Elite Units Cap by The PM
37 Comments
Sirsprawlalot 29 Sep, 2020 @ 3:39am 
@Mr. Flibble Same here, which sucks cause the first game is my favorite ..
Mr. Flibble 28 Jun, 2019 @ 10:50am 
This is the only unit cap mod I can find on Warhammer 1 and it's not up to date. :(
Jim 18 Aug, 2017 @ 1:48am 
Update? :)
drew_west 1 Jun, 2017 @ 5:08am 
needs updating
Jairion 5 Feb, 2017 @ 9:57am 
The restrictions apply to the AI as well, right?
tesb 4 Oct, 2016 @ 6:29pm 
i was close to making such a mmod myself and was glad i found this one, saving me some work.
some comments:
chaos limits are way to low for some units, you can only have 1 type of building per horde and horde growth is slow, so you will mostly have 2-3 "elite" units. i suggest to increase the cap of most troops. my suggestion would be:
Chaos Spawn, Hell Cannon: 4
Chosen, Gorebeast Chariot, Armored Trolls: 3
Rest: 2

A similar critique holds true for the beastmen, although they have way higher horde growth, but i would advocate higher limits as well.

Another problem are the Lords general skills, which will be nerfed indirectly. is it possible that the skills increase the troop limit as well? e.g. a VC Lord with Flying Horros could add + 1 Vargheist slot at Flying Horros 2 and +1 Vargheist and +1 Terrorgheist (+2/+1 total) at Flying Horros 3.
The PM  [author] 2 Sep, 2016 @ 1:55am 
Updated for latest patch. Made Knights of the Blazing Sun have a campaign cap (non variable) of 2 for now.
The PM  [author] 28 Aug, 2016 @ 9:00am 
Well, this keeps all of the factions on similar footing. Only spawned in armies seem to bypass the restrictions, and as they attrit they fall back in line. I notice most factions use more conventional units and less of the rare units.

All of that being said, with so many units coming in the future DLCs, I'm not sure if I'm going to support this mod for much longer.

I wish CA had implemented army restrictions similar to Warhammer Table Top or that it was possible to do so as a mod.
Fuzzyballs01 ꦙ 27 Aug, 2016 @ 3:56am 
this seems weird
if you don't like using top tier units in every army, like me, you can just you know, not recruit them, like me
I've been giving the AI a fair(er) chance by mostly using middle tier units and a few elites
The PM  [author] 29 Jul, 2016 @ 2:41pm 
I don't see why it wouldn't. Again, it won't necessarily work if an army is spawned with a script but for the most part it should work fine. I guess I can't guarantee it, though. I'll probably get the dlc someday, just not might type of army for that price, they seem kind of uninspiring and boring (and I tend to prefer the "good" factions).
Mr. Flibble 29 Jul, 2016 @ 2:28pm 
Love the mod, just had a quick question as I see you already updated it for the new patch. Will it work on the beastmen if we bought the dlc and are playing as the beastmen ? Has anyone who bought it, gave it a try ? I was thinking about buying the dlc later on and wanted to know if when you play as them, this will still work for em. THanks
Justaerin 29 Jul, 2016 @ 2:07am 
Thank you for updating.
The PM  [author] 24 Jul, 2016 @ 3:49pm 
Created a video to explain a little bit on how to create compatibility patches.

https://www.youtube.com/watch?v=KOayZt6MOSM
The PM  [author] 18 Jul, 2016 @ 5:00pm 
Sadly, CA's code counts garrisons against the cap, which is a pain. The majority of my mod is compensating for it. I'll cover in my video how to adjust for this, though, so you can tweak it yourself. I'll try to get it done this week but might not get to it until this weekend. It's not too difficult, though.
pipsqueak 18 Jul, 2016 @ 4:36pm 
The PM, how does your mod deal with increased garrisons? I'm asking because I use a garrison mod for the Dwarves that gives the settlements several Longbeards. The result is that even owning several buildings to increase the number of Longbeards I cannot recruit one single Longbeard. I have had to increase your mod rom say, 1 to 2, to 6 or 8 just to be able to recruit 4 Longbeards. Can you advise how to ignore garrions numbers please?
The PM  [author] 18 Jul, 2016 @ 3:09pm 
I'll do a video this weekend that will describe how to do it.
C4NNED 14 Jul, 2016 @ 6:21am 
Where do i find a compatibility patch so I can make this work with Radious. I love this patch and makes the battles seem a bit more lore full to me. who ever saw 19 giants gang bang entire armies.
Nokad 5 Jul, 2016 @ 7:37pm 
Thank you very much for this mod. I always hated the uncapped elite units and tried to change it. I discovered the campaign_cap myself but due to the fact that the garrison units are also counting on this limit, I ended up with capping just a few units which wasn't very satisfying.

Your mod solved the problem so thanks again to you and to Brujah also for inspiring you.
The PM  [author] 2 Jul, 2016 @ 10:05am 
Actually, that's not true. It could have been avoided if CA would allow the cap to be set when the number goes above 0.
The PM  [author] 2 Jul, 2016 @ 10:04am 
Yeah, if you use pack file manager it's pretty easy. If my pack pm_units_cap comes after theirs, you just edit their main_units table to add the campaign cap of 1. If mine is before theirs, you'll have to edit my main_units for the correct number of men. This could have all been avoided if CA would have used -1 to mean infinity and 0 to mean start at 0. Ah well.
Justaerin 2 Jul, 2016 @ 7:58am 
That should work, but I've got another problem now as I've started using the larger units mod also which this is incompatible with. I'll have a crack at making them work, shouldn't be too hard.
The PM  [author] 2 Jul, 2016 @ 7:49am 
You can still potentially go over your limits with the Raise Dead feature, but this change should scale it back and bring it in line. Were Raise Dead armies still counting against your cap after they were raised?
The PM  [author] 2 Jul, 2016 @ 7:47am 
Edited mercenary tables to remove the Terrorgheist, Varghulf, and Black Coach.

Set merc limit cap of 1 for Hex Wraith, Cairns Wraiths, Grave Guard with Great Weapons, and Black Knights with Barding.

Set merc limit caps of 2 for Fell Bats, Vargheists, and Crypt Horrors.

Set merc limit caps of 3 for dire wolves.

Feedback in game for raised armies is appreciated. You should not be seeing armies raised with these specific units over their cap. I'm not a big VC player so it'll be a while before I can test personally.
The PM  [author] 2 Jul, 2016 @ 7:05am 
Good to know. I haven't played as VC yet so I'll keep an eye on it and see if there is anything in the database that I can tweak for that spell.
Justaerin 2 Jul, 2016 @ 5:30am 
Great mod, thanks for the work. I think the VC raise dead can circumvent the limits however?
Mr. Flibble 30 Jun, 2016 @ 10:14pm 
Oh nice! Can't wait to download this and give it a try. It always bugged me how you could just field an army full of Black Orcs, as long as you had the money. This rocks! DLing NOW!
The PM  [author] 28 Jun, 2016 @ 5:07pm 
Yes... seems to... sort of. If their army is spawned from a script with a unit make up it will allow the faction to go over the limit. But, they won't recruit more until they are back under. Still playing to test more.
TROCH22 28 Jun, 2016 @ 4:40pm 
this effects the AI also?
PeskyBees 27 Jun, 2016 @ 2:41pm 
PM, you legend <3

Thanks bro!
The PM  [author] 27 Jun, 2016 @ 1:15pm 
duck_bird, I do not. That will probably be more involved than what I am accomplishing here. Sorry.
KEN RAILINGS 27 Jun, 2016 @ 8:40am 
This is fantastic! I've been trying to manage something similar to this myself with no luck.

Do you have any idea if it's possible to instill a unit cap on a per-army basis?
PeskyBees 27 Jun, 2016 @ 1:54am 
Awesome mod. Can you make a custom battle version that introduces unit caps for the elite units as well?
Brujah 27 Jun, 2016 @ 1:08am 
Indeed, similar to Cataph it always annoyed me that you could field whole armies of Longbeards and I had intended to use the same process as in my guide to limit them in the same, or a similar, way to how you have here.

Given you've done all the races though, it does (or should at least) offer some sort of balance, rather than just making it harder as it would by only editing Dwarfs, so nice one!
I'll check it out when I get a chance and report back on the balance.
Cataph 26 Jun, 2016 @ 10:56pm 
Me likes this! I wanted to do this to a few units (Longbeards, I'm looking at you) but this is quite braver!
The PM  [author] 26 Jun, 2016 @ 8:01pm 
Removed Garrison relief for the Steam Tank, Giant, Terrorgheist, and Flame Cannon. This should make these units slightly more rare as one slot will be used up for the Garrison of the main tier 5 settlement. Potential issues are if you lose your main settlement, you will be allowed to recruit up to two again. Also, since two terrorgheists can be recruited prior to the garrison restriction. If you lose the cap, you should be able to keep your terrorgheist until it is killed in battle. Then you will be restricted to just one again.
The PM  [author] 26 Jun, 2016 @ 6:17pm 
I have a better idea for unit balance but the fact that I have to start with a cap of 1 is holding me back. If anyone knows how or has an idea how to permanently reduce the unit cap by 1 to offset the requirement, please let me know.