Total War: WARHAMMER III

Total War: WARHAMMER III

Unit Caps for All (Updated for 4.2) (Mod for Sale)
Vacuity  [developer] 30 Sep, 2022 @ 8:09am
Bug Reports
If you find a bug, let me know. Ideally, give me as much as possible to see/replicate it in-game: saved games are gold, screenshots are silver, detailed descriptions are bronze, but still much better than five-word reports.
Bugs always have top priority for fixes as they're the most likely cause for your campaign to come to a grinding halt.
Also report typos here. They have a low priority, but I'd like to get them fixed too.
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Showing 1-15 of 47 comments
Sovereign246 30 Sep, 2022 @ 9:36am 
Took a quick look through the 86 and everything looked good. However Katarin's entry for the unit cap she grants is blank. Assuming she grants cap for Iceguard?

EDIT: Kislevs tier 1 stable grants 6 dervishes but the text says it should grant 3.
Last edited by Sovereign246; 30 Sep, 2022 @ 2:02pm
Vacuity  [developer] 30 Sep, 2022 @ 5:50pm 
There's a typo in the localisation files for Katarin's bonus cap. That's fixed in the dev version now. Thanks for the report. For the dervishes, I cannot find any problem. Are you sure you understand how unit caps work? Are you accounting for the base cap?
Sovereign246 30 Sep, 2022 @ 6:02pm 
Ah ok my bad. Did not realise there was base caps. Is that a new thing? Dont remember base caps being a thing in 2's version.
Last edited by Sovereign246; 30 Sep, 2022 @ 6:03pm
Vacuity  [developer] 30 Sep, 2022 @ 6:22pm 
Oh, good! I'll stop looking for a non-existent bug then! Base caps got introduced, let's see... I can't find an exact date from when it got ported from the never-released maxi-version of UCfA, but the feature was definitely in the release build by July 2021 because I was writing about it in the past tense at that point.
Tears of Destiny 1 Oct, 2022 @ 4:14pm 
I might have found a bug for Bretonnia: When playing Bordeleaux, the description says he gets +3 Knights of the Realm cap which makes sense given his Lord's Army bonuses to KotR. However, in-game he seems to be getting bonus to his cap of Knights Errant instead. Once I built a Royal Stables, it said I should have 3cap Knights Errant and 2cap Knights of the Realm from the building description, +1 Knight errant for being a town, so I expected to have 4KE and 5KotR total caps for my single province, yet my current unit cap is oddly 5KE and 2KotR, or perhaps I'm not understanding how the mod works?
Last edited by Tears of Destiny; 1 Oct, 2022 @ 6:18pm
Vacuity  [developer] 1 Oct, 2022 @ 6:48pm 
Look at that.

An honest-to-Gork bug. Fixed! I'm just adding a handful of new landmark-specific caps, and it'll be released in short order. Hold on a few minutes for me.
Aussiemon 7 Oct, 2022 @ 3:26pm 
Rusted PackFile Manager has 33 errors and 1245 warnings.

Almost all of the warnings are because "context_requirement" is a key field. Is that for performance reasons?

Some of the errors are missing references to correct like "###_rat" -> "###_skaven" and "###_lizards" -> "###_lizardmen". The others are mostly just duplicate keys.
Last edited by Aussiemon; 8 Oct, 2022 @ 10:56am
Grottism 30 Oct, 2022 @ 10:15pm 
First off, great mod, thanks for your work. I had a problem recently from a mod conflict.
Most of the units caps(as Bretonnia) are missing after using the 'True Elites' mod which alters unit sizes, and is a movie pack file, I think the units without caps were the ones it altered. But after disabling that mod the unit caps are still missing. Any way you could help me identify if this was the problem, or what other types of mods could be affecting this? If it's the case I could try making a submod to to make your mod and True Elites compatible.
Vacuity  [developer] 1 Nov, 2022 @ 6:35am 
Originally posted by Aussiemon:
Rusted PackFile Manager has 33 errors and 1245 warnings.
I am unable to replicate any of this.

Originally posted by Grottism:
... Most of the units caps(as Bretonnia) are missing after using the 'True Elites' mod ...
This does not belong in the Bug Reports thread, and would be better discussed in the Submod Requests thread where it belongs. If the units are still missing caps with the other mod disabled, then that mod's not the cause of the problem. Something else is overwriting the vanilla entries in main_units_tables. Look for something editing those entries. Any mod editing vanilla units will cause conflicts if it's editing the main_units_tables entries for the units.
Aussiemon 1 Nov, 2022 @ 12:57pm 
Originally posted by Vacuity:
Originally posted by Aussiemon:
Rusted PackFile Manager has 33 errors and 1245 warnings.
I am unable to replicate any of this.

Originally posted by Grottism:
... Most of the units caps(as Bretonnia) are missing after using the 'True Elites' mod ...
This does not belong in the Bug Reports thread, and would be better discussed in the Submod Requests thread where it belongs. If the units are still missing caps with the other mod disabled, then that mod's not the cause of the problem. Something else is overwriting the vanilla entries in main_units_tables. Look for something editing those entries. Any mod editing vanilla units will cause conflicts if it's editing the main_units_tables entries for the units.

Here's what I see in RPFM, if it helps: https://i.imgur.com/M4tn3vH.jpg
Vacuity  [developer] 2 Nov, 2022 @ 6:34am 
The only error I have is saying that the dependency cache is outdated, and that has no apparent effect on the mod or the game.
Aussiemon 2 Nov, 2022 @ 9:56am 
Weird... I'm using version 3.0.16. Or maybe you have some disabled filters? https://i.imgur.com/HSHRj5O.png
emikorn 6 Nov, 2022 @ 2:38am 
Originally posted by Aussiemon:
Originally posted by Vacuity:
I am unable to replicate any of this.


This does not belong in the Bug Reports thread, and would be better discussed in the Submod Requests thread where it belongs. If the units are still missing caps with the other mod disabled, then that mod's not the cause of the problem. Something else is overwriting the vanilla entries in main_units_tables. Look for something editing those entries. Any mod editing vanilla units will cause conflicts if it's editing the main_units_tables entries for the units.

Here's what I see in RPFM, if it helps: https://i.imgur.com/M4tn3vH.jpg


The same for me. Even with the "fake" update. Nothing.
Vacuity  [developer] 6 Nov, 2022 @ 3:07am 
Originally posted by Aussiemon:
Weird... I'm using version 3.0.16. Or maybe you have some disabled filters? https://i.imgur.com/HSHRj5O.png
Nope: I have the "all" option selected, and that's all I get.

Originally posted by emikorn:
The same for me. Even with the "fake" update. Nothing.
Wait? You're seeing errors in RPFM as well?

Edit: In all honesty, I'm a bit stumped here: the file works on my end. Bumping the file through a fake update should be enough to get people with the most recent version of the file via the Workshop even if the Workshop's being screwy and leaving some people on the last version: both versions are the same except for the date modified attribute. People say they're not using conflicting mods, which I have to assume is true, but there's just no reason for the mod's changes to not catch otherwise.
Last edited by Vacuity; 6 Nov, 2022 @ 3:10am
Foxx 7 Jan, 2023 @ 1:12am 
Playing Daniel in RoC, constructing the building for Khorne Spawn & Exalted Bloodletters doesn't allow for recruitment of those units (I have enough glory). Both unit cards say 0/0.
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