Total War: WARHAMMER III

Total War: WARHAMMER III

Flexible Unit Caps
TWilliam  [developer] 1 Sep, 2023 @ 9:55am
Flexible unit caps
1. There is many unit groups for each race. Similar units (like high elf dragons) belong to same unit group.

2. All unit grops have unit cap. It depends on units quality and range between 4 and 10. Heroes also have their cap per army - 4 by default.

3. If lord has reduced supply cost for units in group, he also increases unit cap for this group by 30% per each supply point.

4. You still can exceed the unit caps. Mod doesn't resctrict you. But in this case unit that exceed the cap will require more and more supply that increases the army upkeep for all your forces.

5. If ai faction exceed the unit cap all units above cap in army will be replaced by weaker analog.

Special rules:

Ogres:
Doesn't have a global cap for monstrous units

Bretonnia:
Doesn't have a global unit cap for cavalry
Last edited by TWilliam; 5 May, 2024 @ 6:27am
< >
Showing 1-7 of 7 comments
Notthebeegees 9 Sep, 2024 @ 9:42pm 
Does the increase in supply cost apply to units with zero base supply cost?
TWilliam  [developer] 10 Sep, 2024 @ 12:22am 
Yes
Hey, many thanks for the mod: out of the existing unit cap options I have been enjoying this one the most as it forces you and the AI to build mostly balanced armies throughout the entire campaign while allowing you to still be able to play around with the entire roster instead of forcing you to choose between higher tier units to spend your rare points on.

I have been meaning to ask for a while: would it be possible at some point to add adjustable unit caps to the mod settings on per faction/category basis? The current % adjustment for entire rosters is fine but I am really missing the flexibility of being able to tweak with particular caps separately (this was a great addition to tabletop caps via a submod): e.g. if I consider the default cap of 6 handguners too low I would like to adjust it without increasing the cap for the steam tanks (which is already pretty generous imo). I understand that these are not "hard" caps, but I prefer to police myself and actually enforce these on myself as well because the AI is already forced to do so and feels like an unfair advantage if you don't (increased supply usually is not a sufficient detergent beyond the early game). In any case, appreciate you and your work.
TWilliam  [developer] 28 Feb @ 10:25pm 
Unfortunately MCT doesn't have enough flexibility for this. You can change unit caps using lua scripts but it requires some skills in modding
Understood, thank you. Would appreciate if we could at least get a separate toggle for RoR caps: personally I do not get the philosophy behind restricting these on top of unit type caps as most factions' RoR rosters are pretty diverse but hardly op and many people like to build their main armies as all-star bands (Archaon is a good example).
TWilliam  [developer] 23 Mar @ 7:02am 
Originally posted by sweetnerevar:
Understood, thank you. Would appreciate if we could at least get a separate toggle for RoR caps: personally I do not get the philosophy behind restricting these on top of unit type caps as most factions' RoR rosters are pretty diverse but hardly op and many people like to build their main armies as all-star bands (Archaon is a good example).

This was easy. Done
Originally posted by TWilliam:
Originally posted by sweetnerevar:
Understood, thank you. Would appreciate if we could at least get a separate toggle for RoR caps: personally I do not get the philosophy behind restricting these on top of unit type caps as most factions' RoR rosters are pretty diverse but hardly op and many people like to build their main armies as all-star bands (Archaon is a good example).

This was easy. Done
Thanks, much appreciated.
< >
Showing 1-7 of 7 comments
Per page: 1530 50