Total War: WARHAMMER III

Total War: WARHAMMER III

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Army limit mechanics (ALM)
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1.022 MB
23 Aug, 2023 @ 2:37am
30 Aug, 2023 @ 12:19am
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Army limit mechanics (ALM)

In 1 collection by Vlad74ru
Army limit mechanics (ALM)
4 items
Description
Army limit mechanics (ALM)
The mechanics implemented in the mod allows you to set a limit on the units recruited depending on the number and level of military buildings built by the faction in the campaign.
All limits are enforced for the AI just like for humans.

Units limit by building level
This is the key definition on which the mechanics implemented in this mod are based.

I will explain with an example:
Consider three detachments of the army of the Empire:
  • Swordsmen
  • Halberdiers
  • Greatswords
All this units has type "melee infantry".
Default "Unit limit by building level" for this type equals 2.
All this units recruited in Empire military barracks, which has three levels.
Thus, depending on the level of the building, you can recruit the following number of units:

Building level
Swordsmen
Halberdiers
Greatswords
Training field
2
Rally field
4
2
Barracks
6
4
2

When you build a level 3 barracks, you will be able to hire 6 squads of swordsmen, 4 squads of halberdiers and 2 squads of two-handed swords.
Do you need more? Build another barracks.
However, AI is in exactly the same position.
Now the power of the faction's armed forces depends not only on income, but also on the number and level of buildings built by the faction. The AI has a lot of money, but the limitations set by the ALM mechanics will not allow the AI to create powerful armies that the player simply does not have money for. The AI will have to hire units only within the specified limit. Of course, artificial intelligence will still create huge armies numerically superior to your armed forces, but their composition will be much more modest.

Units limit settings by type
By default, the limit is set for a certain types of units:
  • Melee Infantry
  • Missile Infantry
  • Monstrous Infantry
  • Melee Cavalry
  • Missile Cavalry
  • Monstrous Cavalry
  • War Beast
  • War Machine
  • Chariot
  • Monster
The value can be set in the range from 1 to 4.
To change these settings, use Vandy's Mod Configuration Tool (see slide 1 for this mod).
This is a rough setup. Each player has his own opinion about the correct balance in the game and the proposed settings will not be enough for him. With different players adhere to diametrically opposite points of view and base settings tools don't not please everyone.
But yet I found a way out of this difficult situation.
Built-in editor has been added to the game with which the player can independently set the limit for any unit of any race (see slide 3 for this mod).

Unlimited units
Each race in the campaign has several base units with no recruitment limited. For example, for the Empire, these are spearmen and archers (see slide 2 for this mod).
As I said, AI has a lot of money, and he likes to hire large armies.
But now, when the recruitment limit is exhausted, he will be able to hire only basic unlimited units. Each race must have several unlimited units, otherwise the AI will not be able to recruit new units after the limit is exhausted.
Which units should have an unlimited set for each race in the game?
I think every player has their own opinion on this and many will disagree with the basic settings of this mod.
And now the good news. You can flexibly customize the list of unlimited units for any race in the game. For this using the built-in editor (see slide 4 for this mod).

Compatibility
This mod only includes scripts for the ALM game mechanics. For the mod to work properly, you will need one of three submod (depending on the mode of your company):

Submod for vanilla campaign
Submod for SFO
Submod for Radious

Imagine that this mod is a "program" that needs a "database" to work properly. So, the mods listed above are the databases necessary for the ALM mechanics to work.
This mod should be compatible with all other mods. However, custom units added by other mods will be considered unlimited units, unless the mod author specifically adds their units to the ALM system.
Each submod includes support for the most popular units mods for TWW3 (more than 150 mods).
You can see the full list of supported mods here[coolman.ru]
Players using SFO or Radious will say that this list contains only vanilla mods. Don't worry, if you use a submod for any of the mods listed in the list, everything will work correctly.
In the future, I plan to constantly supplement this list by adding support for other mods.

Units upgrade mechanics
ALM supports the mechanics of upgrade units (see slide 6 for this mod).
But again, each player has their own opinion on how to properly configure the upgrade rules.
Therefore, I added a built-in unit upgrade editor to the mod so that each player could customize the upgrade rules according to their views and preferences (see slide 5 for this mod).
But not everything is so simple. Using the editor, you will find that you can configure the update rules not for all units.
There is a list of regiments for which you will not be able to configure an upgrade:
  • Renown units
  • Units from custom mods whose support has not been added to the ALM system
  • Units that don't have buildings to recruit (as example - Elector Count's Regiments for Empire)
  • Units that have their own mechanics defined for limiting the recruitment of new units (as example - Chaos Dwarfs Warriors)

To upgrade unit1 to unit2 in campaign mode, two conditions must be met:
  1. In the province where the army is located buildings for recruitment the unit2 should be built
  2. The recruitment limit for unit2 has not been exceeded in your armies

Notes on using ALM mechanics
I want to share some thoughts that came to my mind during the development and debugging of this mod, tell you about the options for using ALM in the campaign.

If you categorically do not accept any restrictions in the game for "yourself", you can disable the use of mechanics ALM for the player, leaving only for AI. Next, you can demilitarize the armed forces of hostile races in the company by setting up restrictions on the set of units as you see fit. At the same time, you can set easy restrictions for the races of allies, giving them a chance to hold out at least until the middle of the campaign. By strengthening some and weakening others, you can observe how this will generally affect the course of the campaign.

If you absolutely do not like some races, you can engage in total genocide by simply disabling for them unlimited units and resetting the set for all other units to the minimum values - they will not last long.

Of course this is a joke, but you can evaluate the possibilities that this mod provides with a creative approach.

FAQ

Is this compatible with SFO?
If you have a question, then before you ask it in the comments, read the annotation to the mod.

Does this mod support multiplayer mode?
No.

Do you want to create a new campaign for this mod?
No, mod is compatible with saved game.


Credits
Spetial thanks camrad Crisord for the screensavers for all my mod.
Popular Discussions View All (2)
13
12 Sep, 2024 @ 6:32pm
PINNED: ALM technical support.
Vlad74ru
5
15 Dec, 2023 @ 4:21pm
PINNED: Support mods for ALM
Vlad74ru
50 Comments
Obi-Wan 18 Jan @ 2:42pm 
@Vlad74ru Here is an example of an issue with the greenskins:
https://youtu.be/3vifU-IpMsw
I have only 3 mods installed: ALM, ALM for Vanilla, Mod Configuration Tool
Obi-Wan 18 Jan @ 1:54pm 
The mod does not seem to work properly for greenskins. Many new units don't have any limits, whether I mark them unlimited or limited.
ALEXNTFOX 13 Dec, 2024 @ 5:22pm 
@Vlad74ru можно обновить мод? На 5.3 не работает от слова совсем, на текущий момент вызывает жуткие фризы при выборе армий, и наборе юнитов, значения никак не меняются, не применяются и не сохраняются. Пробовал на SFO, Radios и ванильку, результат одинаковый.
as 26 Sep, 2024 @ 5:59am 
Да как то печально что с Immortal Empires Expanded не работает(( Так то механика ТОП и даже большинство модов поддерживает популярных.
Mumm-Ra 29 Aug, 2024 @ 2:53pm 
dope
Quickwitted 21 Jul, 2024 @ 3:28am 
для Immortal Empires Expanded сабмоода не будет?
с сабмодом ванилы в IEE он не работает
Sagittarius A 15 Jul, 2024 @ 6:50am 
Понял, спасибо за ответ :)
Может можешь кого-то посоветовать?
Vlad74ru  [author] 15 Jul, 2024 @ 2:43am 
@Sagittarius A
Привет. Я не делаю моды на заказ.
Sagittarius A 15 Jul, 2024 @ 1:18am 
Привет! Не могу написать как-либо лично, поэтому вынужден спросить в комментарии. Подскажи, возможно ли заказать разработку интересующего меня функционала в качестве мода?
I Have No Enemies Brother 7 Jul, 2024 @ 4:47pm 
@Vlad74ru

When you upgrade a unit using this system does it adhere to the unit cap or does it exceed it?