Total War: WARHAMMER III

Total War: WARHAMMER III

New Unit Caps for All
furoba  [developer] 28 May, 2024 @ 6:44pm
How to make submods
You will need RPFM to see the mod's files and create your own submod:
https://github.com/Frodo45127/rpfm

EDITING UNIT CAPS FROM THE MAIN MOD

- Copy the Main Mod:
Duplicate the main mod file.
Add "@" at the beginning of the submod’s name to ensure it loads before the main mod.

- Remove Unnecessary Tables:

Keep only the following tables:
db/effects_bundle_to_effects_junctions_table
db/building_effects_junction_tables

- Modify Unit Caps:

In the Value column, adjust the caps for the units you want.
Delete all other entries unrelated to your edits.

Your submod is ready!


ADDING CAPS FOR UNITS FROM ANOTHER MOD

Gather Information:
- Open the mod you want to make a submod for.

- Create a spreadsheet with the following columns:
1) Unit Key (e.g., wh_main_emp_art_great_cannon)
2) Unit Name (e.g., Great Cannons)
3) Building Key (e.g., wh_main_emp_forges_3)
4) Lord Key (if applicable, e.g., wh_main_lord_trait_emp_karl_franz)

You will likely find these information in the following tables:
db/building_units_allowed
db/main_units

If you cannot find specific keys, contact the original mod authors for help.

Then, add two extra columns to your spreadsheet and create the following keys:

1. Unit Cap Key: This defines the unit's cap.
- Format: vcap_(faction)_(unit_key)
- Example: vcap_empire_wh_main_emp_art_great_cannon

2. Cap Increase Effect Key: This defines the effect that increases the unit's cap.
- Format: increase_vcap_(faction)_(unit_key)
- Example: increase_vcap_empire_wh_main_emp_art_great_cannon

These keys will be used to implement the cap system and cap increases for the selected units.

- Submod Structure:

Copy the main mod file (New_Unit_Cap.pack) as a base.
Delete entries unrelated to the new units/buildings to keep the file clean.

- Rename the Submod:

Add "@" at the beginning of the file name to prioritize loading.

Editing specific tables for your submod:

See below the different tables and which ones you will need to edit for the submod:

db/building_effects_junction_tables

Assign buildings to grant unit cap increases for the new units.

db/effects_bonus_value_unit_list_junction_tables

Add cap effects, following the naming pattern from the main mod.

db/effects_bundle_to_effects_junctions_table

(Optional) Add additional caps tied to specific faction lords.

db/effects_table

Add cap effects, following the naming pattern from the main mod.

db/units_allowance

Add cap effects, following the naming pattern from the main mod.

db/faction_set_items
db/faction_sets

These tables list the different races and factions, allowing you to apply unit cap increases to specific factions when buildings are shared between them.

Examples:
- Khorne Units: Unit caps for the Khorne faction also apply to the Daemon Prince faction since it can recruit Khorne units.
- Sartosa Ports: Building a port in Sartosa will increase unit caps for Sartosa-specific units only if you're playing as Sartosa—not as another Vampire Coast faction.

When to Use These Tables:
Most submods won’t require these tables unless the added units are shared across multiple races or factions. If your submod does introduce such units, these tables help ensure faction-specific behavior.

db/units_allowance

Add cap effects, following the naming pattern from the main mod.

db/units_list

Add cap effects, following the naming pattern from the main mod.

db/unit_to_unit_list_junction

Add cap effects, following the naming pattern from the main mod.

text/descriptions_VCap_loc

Add cap effects, following the naming pattern from the main mod.
Last edited by furoba; 10 Jan @ 4:30pm
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Showing 1-6 of 6 comments
Dad Milker 24 Mar @ 12:23am 
Hey, thanks for the guide. I've made mods for Shogun 2 and Kenshi but not for TWW3, and I'm a little stumped. I just want to increase the unit caps for the AI (rather than removing them entirely like the submod you offer). How would I do that?
Dad Milker 24 Mar @ 12:46am 
Ok I MAY have figured it out. Does this sound sorta right?

I opened the @New_Unit_Cap_No_Caps_AI.pack, changed every value in the "Effect" collumn from "100" down to "6", since I'm guessing you just gave the ai +100 cap to everything to make it effectively uncapped for them? So this would now make the AI get +6 cap of everything? Then I saved it as @@New_Unit_Cap_No_Caps_AI.pack in the same folder as the original (which is in steam/workshop/content/bunchanumbers).
furoba  [developer] 24 Mar @ 7:07pm 
@Dad Milker: yes this is correct. I recommend however you give your submod a different name just to make sure your changes won't be erased when the submod that removes caps for AI will be updated.
furoba  [developer] 24 Mar @ 7:19pm 
PS: you will need to move your submod to the game's data folder, do not let it in the same folder as the original submod. Then launch the game as usual and you should see your submod in the mod's manager
Dad Milker 25 Mar @ 12:48am 
Ok, same as with shogun 2 then, neat. Thanks!

What I wanted to do was increase the caps for the AI by a set percentage (30% maybe), any idea if that's something doable? Or is the flat bonus kinda the only feasible option?
furoba  [developer] 25 Mar @ 2:46am 
Unfortunately I don't think it's doable as a set percentage, only as a flat bonus. You can however give a different amount of caps for each unit based on its type and cost. For example add +5 caps for cheap units but only +1 cap for expensive ones.
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Showing 1-6 of 6 comments
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