全面战争:战锤3

全面战争:战锤3

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Unit Caps for All (Updated for 4.2) (Mod for Sale)
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标签: mod
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1.367 MB
2022 年 9 月 30 日 上午 7:45
2024 年 2 月 24 日 下午 7:06
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Unit Caps for All (Updated for 4.2) (Mod for Sale)

在 Vacuity 的 1 个合集中
Unit Caps for All
14 件物品
描述
Successor mod here,

After updating for 4.2, this mod will not be developed further. Feel free to use the mod as a framework or guide for your own cap mod, and if you want advice on anything, I'm willing to respond to friendly questions.

My only two requirements are that you make the name of your mod at least slightly different from "Unit Caps for All". Add a word. Add a prefix. Something.
And give me credit.

Mini-tutorial here[docs.google.com]!

I reserve the right to come back and restart development at some future time, but I'm not going to be asking people to take down their own versions, don't worry.

"Games are a series of interesting decisions" - Sid Meier

TLWR:
Too much writing below?
Okay, I've gotcha! This adds Tomb Kings-like unit caps to every faction. Got it?

Long Version:
How often in a campaign have you thought to yourself "Should I recruit Silver Helms with shields or without shields?", "Should I recruit regular warhounds or poison warhounds?", or "Should I recruit Night Goblins with Fanatics or regular Night Goblins?"

I'm guessing the answer is you've never asked yourself these questions. Armies are always filled with the best units you can both build and afford. When there's a choice between units of the same type, but different capabilities, like shielded and unshielded versions, armoured or unarmoured archers, units with regular attacks or poison attacks, or even just tier 1 melee cavalry versus tier 4 melee cavalry, players will always choose the best option available, and they have to because the AI will also choose the best options available. By the midpoint of your campaign, doomstacks are the norm all across the campaign map.

This mod changes that.

Using a unit cap system with similarities to the Tomb Kings, the recruitment capacity of all factions for most units is now limited by the military buildings that have been built. Build a stables and increase your unit cap for the units it produces. This unit cap is on a per-unit basis, not by class, so both you and the AI will be forced to use "lesser" versions of units to fill up your stacks with the cavalry, infantry, or other unit types you need. If you have questions about the design or balance, ask in the comments, or in the balance discussion thread.

What this mod does:
  • Imposes unit caps on ~500 unit types across every faction in the game (both AI and player) (except for the Tomb Kings and Beastmen, for obvious reasons).
  • Every faction has access to one to three basic unit types with no unit cap.
  • Details of the cap system can be seen here, but generally come from four sources: a base cap for units ≤950 recruitment cost; a bonus cap from legendary lords; bonus caps from special buildings, and caps from recruitment buildings. Over the course of a campaign, the cap from recruitment buildings typically far outweighs all the others.
  • Army composition is much, much more varied. Making one doomstack of all-elite units requires a very significant investment in military infrastructure. Making one doomstack of one unit type (Star Dragons, Mammoths, Sisters of Avelorn) requires a large investment in infrastructure. Even if you do make that one doomstack, your other stacks will by necessity be full of other, "lesser" units.
  • As a result of the increased investment in military infrastructure required, it is possible to build far fewer economic buildings, thus reducing the runaway economies prevalent from the midgame onwards.

How you can help:
  • This mod makes extensive changes to game balance, contains thousands of table entries and is made by one person with one helper. There are bugs. There are balance issues. Polite and descriptive feedback is exceedingly welcome.
  • Bug reports will be addressed as a high priority for fixing and releasing. Try to give me as much information on the problem as possible so I can find the problem with a minimum of time and effort.
  • Typos will be addressed as a medium priority for fixing.
  • Balancing suggestions will be treated as lower priority. Explain to me what you believe needs changed, and why it should be changed. Persuade me. The spreadsheet I use for calculating caps can be viewed here.[docs.google.com]

Incompatibilities:
This mod is definitely incompatible with overhauls like SFO and Radious, and probably doesn't play well with other unit cap mods. It may be incompatible with other stuff too: let me know if you find more.

Finally:
This mod makes massive balance changes to every faction of every race. I just don't have time to test all 80+ factions in full myself and still have a life. I need your help to make this mod better.

Submods:
The previous incarnation of this mod had a substantial collection of submods. I intend to repeat that, but I would like your help to make it happen.

To do list:
Nothing.

FAQ:
  • The mod works, but the caps don't match what the recruitment buildings say they should be. Please see the top post in the Balancing Discussion for details on how unit caps are dervived. The system used is not the same as the Tomb Kings.
  • As Warriors of Chaos I can recruit 500 of each of my units. Why?Can you actually recruit 500 of any of those units? No. They're recruited via the game's mercenary system which limits how many of each unit you can recruit in each province. This, coupled with the Warband upgrade mechanics, is a much superior system to vanilla recruitment, and so the +500 caps are just there to ensure this mod stays out of the way of the excellent mechanics CA implemented for Warriors of Chaos.
  • What's the deal with Outposts? The system used is described in the top post of the Balancing Discussion thread. Please read it for more details.
  • Does this mod affect the AI? Yes, the AI works under the same system as the player. The AI as a whole copes pretty well, though I'm always on the lookout for ways to improve how it handles things.
  • How is this mod different from Mod X? My mod adds a specific cap for each specific unit with the same system as the Tomb Kings. Building and upgrading recruitment buildings adds to your faction's cap for the relevant units.
    • Grimhammer adds unit caps based on unit class, such as all Silver Helms, or all dragons. As a result the player is still discouraged from recruiting "lesser" versions of units. Grimhammer also changes huge portions of the game, while my mod makes minimal changes to get the desired result.
    • Table Top Caps assigns rarity to units, so you can only have so many units of one category on a PER ARMY basis. Once you have built a single recruitment building for a given unit, you can build as many of that unit as you wish, just never more than the maximum of 10 of any special units and 5 of any rare units in each army.
    • Why should I use your mod and not one of the others listed above? There's one big reason: compatibility with quality mods that add new units. I've made lots of submods, and have more planned out. I think this is a rather major point in my favour, but there's no other particular reason for picking mine other than if it has the features, design and balance that appeals to you. They're all different to a greater or lesser degree. If you choose to use one of the other cap mods, that's OK!
热门讨论 查看全部(5)
71
2023 年 12 月 3 日 上午 9:01
Balancing Discussion
Vacuity
47
2024 年 1 月 3 日 上午 4:06
Bug Reports
Vacuity
16
2024 年 2 月 4 日 上午 8:39
Submod Requests
Vacuity
445 条留言
Dani.Rockatansky 2024 年 7 月 17 日 下午 2:31 
lol
BadAssMilkDaddy 2024 年 6 月 2 日 上午 8:39 
@furoba You're the best, thanks for doing this!
AwwHEEEALNaw 2024 年 5 月 30 日 上午 2:18 
yep works now, thanks
furoba 2024 年 5 月 29 日 下午 2:02 
@AwwHEEEALNaw Thanks for letting me know! This should be fixed now.
AwwHEEEALNaw 2024 年 5 月 29 日 上午 2:39 
awesome, thanks for updating - however the link you provided doesn't seem to be working
furoba 2024 年 5 月 28 日 下午 7:33 
It took me much longuer than I expected but I finally managed to make my own version of the mod. Here is the link:
https://steamcommunity.com/sharedfiles/filedetails/?id=3256359795

I noticed Cerb had the great idea to change the mod structure to make it more compatible with other unit mods, so I did the same, big thanks to him!
Overall I think my version is closer to the original mod as it is much more restrictive, even T1-T2 level units have caps. Feel free to pick-up the version you prefer!
Cerb 2024 年 5 月 20 日 下午 10:16 
https://steamcommunity.com/sharedfiles/filedetails/?id=3251237209

A slightly different take, but close to the same thing.
Elemental Israelite 2024 年 5 月 20 日 下午 7:27 
Oh goody!
furoba 2024 年 5 月 20 日 上午 7:11 
@bh2469 sorry I wasn't much available these last weeks, but this week is more quiet so it's only a matter of days before I complete the update. It's not as easy as I thought but once I get used to it it should be faster to update in the future.
Elemental Israelite 2024 年 5 月 19 日 下午 7:40 
You're a gamesaver, Cerb. I got tired of fighting empire armies with 7 landships. Lol