Total War: WARHAMMER III

Total War: WARHAMMER III

Tabletop Caps: Thrones of Decay
631 Comments
Hatch4Sable May 30 @ 10:32pm 
thank you for the begin of this mod o7 we will never 4ged ut
Stix_09 Apr 8 @ 9:23pm 
You want the updated version of this no longer maintained mod
Tabletop Caps: Reborn
Caucasoid Subterfuge Mar 6 @ 8:11am 
Does this work with SFO Grimhammer?
Guts Feb 17 @ 2:48pm 
o7
Hyper_squirrel Feb 1 @ 4:29pm 
Just did, giving another go
JonnycXD Jan 31 @ 2:52pm 
You need the reupload mate, this one hasnt been updated
Hyper_squirrel Jan 31 @ 12:49pm 
Game cheats. Just had a battle against Greenskins and they had 5 Arachnarok Spiders (flingers) and a doom catapult in one army.
Vaxar Kun Dec 20, 2024 @ 10:29pm 
Tapzu - you cannot enable/disable the mod within a campaign. You have to do it in the main menu, like with most other mod configuration options.

BTW the reuploaded mod is here - thanks Groovy
https://steamcommunity.com/sharedfiles/filedetails/?id=3386989556
Xerath Dec 18, 2024 @ 6:31pm 
@Groove Wizard: Thanks so much for taking the time to update this mod. Please do not feel obligated to anything, contrary to what some impatient people in these comments want you to be. (Sorry for eventual bad english)
Tapzu☺ Dec 18, 2024 @ 11:27am 
It seems like the problem was with MCT, without it I can use this mod. 'Ere we go..
Tapzu☺ Dec 18, 2024 @ 11:06am 
Hey I wonder whats wrong with this mod, when I start a campaign and try to activate it with MCT the "Enable Mod" is greyed out, cannot activate the mod. Is this because it's out of date or is the problem with MCT?
Meska Dec 18, 2024 @ 10:45am 
Thank you Drunk Flamingo for the amazing work you've done until now,
And also a lot of thank to Groove Wizard to help maintaining this mandatory mod for TTW3.
Game has a total different taste when this mod is off.
You guys are true Hero hidden in the shadow :steamthumbsup:
Lampros Dec 18, 2024 @ 4:32am 
DaemonischesD,

I echo all you've written!
DaemonischesD Dec 18, 2024 @ 4:31am 
Thanks to DrunkFlamingo for his work. For me, the game only has the right flavor with this mod.
@Groove Wizard: Thanks for carrying on the work!
Actually, the mod should be in the vanilla game...
Groove Wizard Dec 17, 2024 @ 8:04pm 
Just so you all know, DrunkFlamingo has stepped down from modding recently. He asked me to help maintain TTC and some other mods; TTC is a definite, not sure if I'll take up others. I'll have the reuploaded version of TTC up this week - will post here and have a link tossed in the description when it's ready. There's a testing version in the Discord on my channel if you're a member.

Thanks!
Dante Dec 15, 2024 @ 5:18pm 
Until DrunkFlamingo gets some time to update this mod to cover the remaining vanilla units, I updated mine to include the new vanilla units from 5.x.x to 6.0.0.
YARMOLENKO Dec 15, 2024 @ 7:01am 
Well it does not work, this is a must have mod
Olive Dec 14, 2024 @ 8:12am 
thanks for your work, i have hope for an update please
Salzmann Dec 14, 2024 @ 7:02am 
update 4 new units?
AlduinUA Dec 14, 2024 @ 6:25am 
Update, Please Please
Mumion der Unsterbliche Dec 14, 2024 @ 12:19am 
Update Please !
P90_NOOB Dec 13, 2024 @ 9:54pm 
Thanks for the mod!
Master Frog Dec 13, 2024 @ 6:42pm 
Great job !
Eldiran Dec 13, 2024 @ 4:10pm 
Don't want to be insulting or anything, it's a great mod. However, i'm eager to know about when will we have a possible next update. Generaly how many time are we supposed to wait before an update? It's fine if it take time, i know it's easy to complain when it's free and don't work on it but i just wanna know when it will be done, approximativly : ) .

Ps: also don't forget the "new" Grave guard with halberd, it's not from this patch but wasn't implemented before.
El Spaghetti Cat Dec 13, 2024 @ 3:39am 
@Dizfunkshn The new units and lords don't have unit caps, but the mod still works and doesn't break the game or anything.
Dizfunkshn Dec 13, 2024 @ 2:34am 
safe for 6.0?
YARMOLENKO Dec 13, 2024 @ 12:44am 
UPDATE PWEASE
steelwork Dec 9, 2024 @ 2:54pm 
is there an addon for this to work in multiplayer skirmishes?
NotSoSuperHero Dec 9, 2024 @ 10:13am 
Is AI really under the cap limit? Because I caught dwarves cheating. They had an army with 2 Doom seekers, 2 Giant slayers, 1 slayer and 1 gyrocopter, that is 11 rare points.
Mumion der Unsterbliche Dec 7, 2024 @ 8:35pm 
Update Please !
Le druide Dec 4, 2024 @ 1:13pm 
Great mod. Just to point out that I have "The Bloodbrute Behemoth
(Ghorgon)" in my Khorne army which counts for 1 core unit point. ahaha. A little oversight it seems.
Pious Skeleton Nov 24, 2024 @ 8:44pm 
@❦Xeonzs🎔

As annoying as it is, there are some issues with the mod at the moment with cap weights being exceeded occasionally through recruitment. It can rarely occur with basic recruitment but seems much more common with alternative recruitment through things like Raise Dead, WoC upgrading, or Tamurkhan's chieftain units.
Xeonzs Nov 23, 2024 @ 2:36am 
Before asking for update maybe try it out first idiot, it works just fine.
redøwar Nov 20, 2024 @ 1:35pm 
update
Arzon Nov 19, 2024 @ 12:13pm 
Does it works on the Orcs Whaagh?
And do you have plans to update it further with future updates?
And also, does it works in co-op campaign?
Kazegami74 Nov 19, 2024 @ 8:19am 
It doesn't appear in my new beastmen campaign. How come ?
Xeonzs Nov 18, 2024 @ 1:20pm 
Great mod, works perfectly, thank you for making this.
NorscanWarlord Nov 17, 2024 @ 7:46am 
is it safe to remove this mod mid campaign or?
marc.on.pluto514 Nov 17, 2024 @ 7:26am 
update
Drop Nov 14, 2024 @ 5:00am 
Very nice mod. Thank you for this! Want to let you know that Vampire Counts' new grave guard halberd unit needs to be added, too. It's currently core whereas other grave guards are special.
Cyber_SZ Nov 10, 2024 @ 2:52am 
best mod out there
PenderBloodfart Nov 8, 2024 @ 12:29pm 
Hey, for some reason Tzaangors are higher tier than Tzeentch chaos warriors which doesn't really make sense to me
MysticMaiar Nov 7, 2024 @ 3:25am 
Hi there @DrunkFlamingo, I firstly wanted to thank you greatly for the work you do here. I wanted to ask how one can greatly extend (e.g +20 rare) or disable the rare points option in table top caps in Grimhammer. Any recommendations would be appreciated!

Regards fellow warhammer modder
Phoenix Nov 2, 2024 @ 8:18pm 
@ drunflamingo, think your mod will need update, caps randomly get enabled and disabled
Pious Skeleton Nov 1, 2024 @ 11:56pm 
Seem to be some issues with WoC where the points of special or rare will sometimes reset when recruiting or upgrading to units in that category.
Monson Oct 29, 2024 @ 11:52pm 
Or even if there was a way to make a version or submod that removes legacy MCT features altogether so that it will at least work with modern MCT, even though you wouldn't be able to change any of the settings? I tried to do it myself but I'm illiterate in lua lol
Monson Oct 29, 2024 @ 10:27pm 
Any shot this can be updated for the newer Mod Configuration Tool? The legacy version is creating CTD issues for me now and is not going to be updated going forward
cjh9923 Oct 14, 2024 @ 9:23am 
Loading the campaign after turn 71 or 72 causes the problem. Just loading the latest autosave or fighting a battle and returning to the campaign after turn 71 disables the mod. Playing as Norsca but I fear the same thing happens for other races too. Wtf is happening... my campaign is ruined
cjh9923 Oct 14, 2024 @ 9:20am 
It happened again. I checked whether the system works every turn, and suddenly it disappeared after fighting a rogue army. What's more surprising: loading my older saves, I found the system disabled in all those saves.
cjh9923 Oct 12, 2024 @ 2:36am 
the cap system just got disabled in the middle of the campaign.. I can't find any reason why or how to turn it on. I dont want to see some 19 dinosaurs doom stack so pls help