Total War: WARHAMMER II

Total War: WARHAMMER II

MoBB - Dynamic Unit Limits (Caps) - All Factions
ZeroFaith  [developer] 2 Feb, 2018 @ 10:02am
Bugs, Balance and the likes.
Report any bugs.
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Showing 1-15 of 18 comments
Ritterbruder 4 Feb, 2018 @ 7:23am 
Cannot seem to find resource requirements in the manuals for Black Guard of Naggarond unit
ZeroFaith  [developer] 4 Feb, 2018 @ 8:39am 
Its Dyes, but I'll reduce the manual with only the units with requirements.
Ritterbruder 4 Feb, 2018 @ 9:12am 
channelling (at least with with dark elves) seems to spread vampiric corruption. Is this intended?
ZeroFaith  [developer] 5 Feb, 2018 @ 12:00am 
I've checked it out, does not seem to be true. Are you using any other mods? Or maybe you got an event. Could you paste me a screenshot?
Ais 14 Feb, 2018 @ 1:47am 
So, found a 'bug' the Squig Cages builing gives 2 to soopa-squig! which are not something that can be recruited so just really extra text, i believe they are a rogue army thing/wurrzag quest thing.

Additionally, Skarsniks faction is bugged and cannot get more goblin caps because his unique musta fields aren't updated.

Edit: I think the upkeep on the TK stuff is largely unneeded, their economy is relatively poor as is and even with other factions having caps on their elite units it invariably causes their economies to end up being better since they have less upkeep on top tier units, so at least from what i can tell its a double strike against TK.

Also, whats the general feeling you have for army stack limiting? Still dabbling with the mod but in your experience does the AI tend to spread around with smaller but more numerous stacks or do they tend to stick to fuller but fewer stacks?


Last edited by Ais; 14 Feb, 2018 @ 2:23am
ZeroFaith  [developer] 14 Feb, 2018 @ 1:52am 
@Aisriyth thanks for the feedback, i also found a missing bugmans rangers cap so I'll fix those in the next update.
Ais 14 Feb, 2018 @ 1:35pm 
Out of a balance curiosity what is the intention behind the Tomb King upkeep changes? It seems that the upkeep is completely negated by time you start getting upkeep units so at least to me it seems like it doesn't actually impact the flow or progress of Tomb Kings what so ever.

My first impression was it was to keep them from outpacing other races but with the unit caps in place and the upkeep reduction ultimately it ends up just being unnecessary changes.

Any plans to utilize the upkeep on stances to emulate a supply chain system?

Also, is there any specific scenario's you need more feedback on? I have been pining for caps like this on all races and would definitly like to help out to make it the best it can be!
Last edited by Ais; 14 Feb, 2018 @ 1:39pm
ZeroFaith  [developer] 14 Feb, 2018 @ 9:29pm 
Yeah I'm currently givng them a full fleged economy - a little lower than the basic races but they won't have a multple armies penalty - for now. But I kind of want to rework the mod internalty so i can make it more compatable with other mods. As for the stances this was my intent for them the upkeep penalty is different in the different stances - what do you propose.

As for the feedback I'm interested to know how is the mid/late game developing for the AI factions. Are any factions becoming monster empires?
Last edited by ZeroFaith; 14 Feb, 2018 @ 9:30pm
ZeroFaith  [developer] 15 Feb, 2018 @ 6:38am 
@Aisriyth So I reworked the DB tabels, fixed skarsnik, fixed wurzag cause he was also bugged. On the TK ekonomics I think I nailed it from the first time. I loaded up a friends very late game save with lots of armies and units ect and the income was 1400 exactly which is pretty on point for what I wanted. I'll run some final checks and tests and will probabbly update tommorow morning.

Its not a major economic rework. Added reqruitmet costs and normal upkeep costs for all units. Added more income from their normal income buildings. No multiple armies penalty to upkeep and no character upkeep. + the upkeep reduction from their main settlement building remains, but lowered.

As for the other races they do pay upkeep but every character can lower it by 15%. Also there are some special characters which lower it even more. So the main thing that made TK very special was the unit limiting, but with free units and limits for all factions i think TK would become monsters even with lower income so i decided to even the playing field.
Last edited by ZeroFaith; 15 Feb, 2018 @ 6:43am
Iustus Lannister 18 Dec, 2018 @ 2:27am 
While this mod is extremely good and satisfying to use for the player, I found that it doesn't really work if some AI adjustments aren't made. Unlike the player, who knows that he can increase his number of good units by building additional military buildings, AI doesn't bother with it and for the whole campaign uses mostly T1 units, since it can't recruit good stuff. AI should prioritize building additional military buildings in every region it owns, just like the player. It isn't like it will hurt the AI - bonuses on very hard/legendary make AI rich beyond belief anyway, so economy buildings aren't that important for AI. But if AI will build a lot of military buildings, it will be able to compete with the player in terms of army quality.
It's so sad playing 50+ turns, and having in your army stuff like hammerers, cannons and longbeards, only to find that AI army consists of 1 black orc, 1 big uns and the rest are orc boys and goblin archers.
So I would suggest tuning the AI in a way that it prioritzes military buildings, or just somehow making it so AI unit cap isn't as restrictive as the player's.
Thanks for your work, I hope you'll find my feedback to be helpful!
ZeroFaith  [developer] 18 Dec, 2018 @ 4:56am 
Hi and thanks for your feedback. The idea behind this mod for me personally is for use in pvp campaigns so that both players don't spam units from one province only.

As for the AI, I will explore the possibilities, but in the meantime you can use Celtik's AI - mod which improves the AI on a lot of aspects and one of them being unit configurations.
Keks 24 Jul, 2020 @ 5:38am 
Playing as Malus. Monster Holds build on black ark does not provide additional capacity for feral manticores like the same building in cities.
ZeroFaith  [developer] 24 Jul, 2020 @ 8:51am 
Thanks man. I'll Check it out. Write me up if you find anything else.
Keks 30 Jul, 2020 @ 5:01am 
Playing as Nakai. Main building (tier 3) in his horde let's you recruit Sacred Kroxigor but it does not add unit capacity for them.
ZeroFaith  [developer] 5 Aug, 2020 @ 11:16pm 
Thanks! Will fix it. Update will come this Saturday.
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