Total War: WARHAMMER II

Total War: WARHAMMER II

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Tags: Mod, Campaign
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0.459 MB
28 jul 2018 om 10:50
19 dec 2019 om 20:36
51 wijzigingsnotities (bekijken)

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Table Top Caps

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In 1 verzameling van Drunk Flamingo
The Warhammer Expanded Collection
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Omschrijving
This mod's description keeps being deleted by steam, so if it isn't here occasionally, that is why.

This mod adds a unit capping system to the game implemented in Lua script.

All units in the game are assigned a category (which are for the most part pulled directly from the tabletop rules) and a point cost from 1 to 3. These costs display as a clear indicator on the recruitment panel. (Note: units from other mods will have to add their units via the mod's API. Many popular mods such as Cataph's do this, and if you are interested in adding your Mod's units, then I recommend seeing his Sea Patrol mod for a template).

All armies can recruit up to 5 points of Rare Units and up to 10 points of Special Units. Core Units are unlimited.

The mod will actually limit you in the sense that it will prevent you from recruiting by locking recruitment options when your army is full. Other mods do things like impose penalties on the player when they break the rules, but this mod will just stop you from breaking them in the first place, and there are no gameplay impacts beyond changing what units you are allowed to recruit (ie: no changes to recruitment cost, upkeep, army movement, or anything else).

This applies to the AI as well as the player.

Overhauls such as CTT (for which this mod was designed) and SFO overwrite the costs and groups of the vanilla units to better suit the balance of those overhauls. The default groups are balanced by PrussianWarfare and designed for Vanilla.

Certain characters can have special rules to give them exceptions from certain caps. For instance, Lord Skrolk's special rule from Tabletop is preserved, and he can bring Plague Monks as a Core choice rather than a Special one.

Yes, this does make the game marginally harder because it turns out that when you cannot recruit armies consisting of 6 demigryphs, 8 greatswords and 4 steam tanks, the AI puts up more of a fight. It also removes those annoying cases where the AI decides that 18 Necrophex collosi is one too few. Overall it forces both the player and the AI to use more balanced army compositions, and acts as a very soft cap on total spending in one army.

Outside of mods which do not add custom units to the system (these will not cause issues, they will just treat any unrecognized unit as a Core choice), this mod is fully compatible with basically anything. This mod is implemented in pure script and contains no data tables of any kind.


For Learners:
Source code can be found here: https://github.com/DrunkFlamingo/RecruitmentManager
Populaire discussies Alles weergeven (7)
85
14 jan om 8:12
BELANGRIJK: Bug Reports
Drunk Flamingo
66
17 jan om 23:45
Balance Feedback
Drunk Flamingo
22
12 nov 2019 om 17:57
BELANGRIJK: UNIT COST LIST
PrussianWarfare
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677 opmerkingen
EdTheMad 21 jan om 9:52 
I've tried to find a way in the PFM, but couldnt find where to change.
EdTheMad 21 jan om 9:52 
I've been trying to give everyone 6 pts of Rare Units. It would let me have double 3pt Rare Units, or three 2pt Rare units, etc. It pains me not be able to have 3 Royal Pegasus Knights, for example.
Chera 15 jan om 5:11 
Falain: I assume you're referring to Minos' Mod? That should be a bit out of date, judging from his comments. Are you saying it's working fine?
Falain 14 jan om 16:02 
Thanks to this mod i'm having a blast. Finally i can play themed armys with different playstyles without being punished. Karl Franz gets his heavy cav and greats swords, volkmar his flags, wulfhart his huntsmen and gelt his gunners and arti. i have almost 2k hours in wh1 and wh2 combinded, and this is the most fun i have had in a long time. Thank you for uploading!

For anyone who is interested, i recommend playing this mod with better ai, aggressive ai and unnatural selection for a fun campaign. this mod was literally the last puzzle part to make my game awesome! Thank you very much! :)
Chera 14 jan om 4:40 
@Mark what's your point, exactly? This mod only limits specific units per army. If you can build it at all, you can build it as many times as you want in total, just not as many times as you want in a single army. Besides, the AI getting economy buffs is very normal and has always been for as long as Total War exists.
marktulip76 13 jan om 16:14 
was playing sfo today and just went mad. i was fight high elves and they attacked me with more stacks to do the same thing. i just don't think using caps in the game works. just nothing to stop them from attacking you with three army's instead of just using one when they only own one or two city's. its normal end game to see the last enemy city with three army's around it. i just don't think its fun having to go in with two or three army's and have to command that amount of troops. i know what your going to say turn off the control large army or use ambushes or lightning strike but even if you do that it still takes you a while to get all your troops back and they just keep sending them at you.
Lampros 13 jan om 7:31 
Funny thing. It now works fine after my computer re-started. Just some glitch on my end, I assume.
Chera 13 jan om 6:57 
Then I would guess that you may be using the Community Modding Framework. That thing throws many other script mods out of the window and reassembles the broken pieces in a nightmarish manner, if at all.
If you're not using CMF, then my next guess is some other mod conflict :D

All I can tell you is that this mod has been working splendidly for me for many months now, usually in a MP campaign.
Maybe you can link me a screenshot of your mod list? Maybe me or someone else here can spot something.
Lampros 13 jan om 4:25 
Chera,

That's what I did. So I don't get it.
Chera 12 jan om 23:44 
@Lampros: Alphabetical sorting of the first column (file name), not alphabetical by name of the mod (title column). Works without problems for all my mods.