Total War: WARHAMMER III

Total War: WARHAMMER III

Unit Caps for All (Updated for 4.2) (Mod for Sale)
Submodding
Hey @Vacuity,
Looking to start trying to put together submods for some of the unit mods I use, just spending the evening getting my head around your calculations spreadsheet and having to redownload WH2TW so I can download and look inside some existing submods and see how they work - that is if the WH2 submods are even applicable to WH3!
First question:
When submodding, do you consider it best practice to leave caps for vanilla units alone and simply add a conservative cap for the mod unit, or do you prefer to rebalance recruitment buildings around the new unit.
EXAMPLE - The Prologue Armoured Kossars (Spears) mod adds a third variant of Armoured Kossars to the T2 Kislev barracks. In your mod, the T2 barracks provides +3 to each of the two AK variants. If I add the AK(Spear) unit with a +3 cap of its own, the weighted value of the building jumps from 15 to 22.5. I can keep the value at 15 if I drop the limits for all 3 units down to +2. But of course, this would make compatibility a nightmare with any other submod affecting the same recruitment building. So I imagine that you'd advise something like a +2 limit for the spear unit while leaving the base-mod limits unchanged?
Just trying to get a sense of your philosophy when it comes to submods and what you consider best-practice, might as well do this right!

As an aside, if you read this in the next 4 hours you could save me a lot of download time and data if you could file transfer me a submod or 3 for me to crack open and have a look at!

Thanks for the great mod!
Last edited by CuddlyGiraffe; 17 Nov, 2022 @ 3:24pm