Total War: WARHAMMER III

Total War: WARHAMMER III

Tabletop Caps: Reborn
224 Comments
longbowcai Oct 26 @ 4:27am 
this mod is conflict with SCM Marienburg, will cause it crashed
SpeccyGuy Oct 25 @ 8:45pm 
Does this mod change banners/rune banners so that multiple of the same banner can be added more than once to the same army/Lord?

I know basegame doesn't allow that so I'm trying to figure out which mod is allowing this :)

Thanks
Monson Oct 25 @ 10:42am 
Is there any plan to make this mod compatible with the new MCT, instead of just the legacy version? I'd love to play this with VCO, but VCO doesn't work with legacy MCT and this doesn't work with the newest version of MCT (for me at least). If someone knows of a submod that fixes this would you post the link please?
SpeccyGuy Oct 22 @ 11:48pm 
Is ttc-costs website down?
Herald Oct 22 @ 12:32am 
When playing as one of the SCM Marienburg factions and using Tabletop Caps, including with a compatibility submod, the game crashes when clicking on one of your characters. Is anyone else having this issue?
Jimmy Oct 15 @ 2:07pm 
Bug? I think? The rot knights unlocked by Kazyk the Befouled (Tamurakhan) cost more or less points than regular rot knights, even though their stats are identical. One costs 2 points and the other 3. I dont know which is which since they are identical in every way.
Raziel Oct 15 @ 8:58am 
This mod is truly a must-have for gaming. It was a pain to personally disassemble and fix it because it haven't been updated, thus I'm so grateful for the instant update. Thank u wizard.
_Zevon Oct 13 @ 5:10pm 
Thank you for the update, Groove. It's greatly appriceated.
Dragon32 Oct 11 @ 2:01am 
@wuhu__hulongfu
Probably new campaign only, if it did work with existing ones then every factions' army compositions would be illegal
wuhu__hulongfu Oct 10 @ 6:30pm 
Compatible with saved game or should I have to start a new campaign? Thank you!
Shadowslasher Oct 8 @ 1:04pm 
Update?
InfoManiac Oct 5 @ 10:20am 
ogres ignoring caps.
Olodyn Sep 26 @ 3:58am 
The mod really needs an update for the new units and for the launcher to stop being sluggish when trying to load things. Pretty please?
ArmChairAttila Sep 25 @ 3:54pm 
Hey guys, I really like this mod and have been using it for a long time. I am having a issue with TTC and the Mod Configuration Tool (MCT). If I active just TTC the caps work in game. If I activate TTC and MCT together, TTC does not work. MCT in game menu will not allow me to activate the mod at all. Any solutions?
Ref Sep 24 @ 11:05pm 
Great mod. Just as a side note it looks like the new blessed lizardmen units have not been configured yet.
4ce Sep 24 @ 7:27am 
This is not working on the base game v6.3 ? It shows incompatible in the launcher and has no effects in game
Miot Sep 18 @ 6:18am 
I feel like this mod’s settings are a bit too strict. Honestly, for most regular players, just stopping the top-tier troops from clumping together would already be enough.
LikeABith Sep 16 @ 4:38pm 
I think this mod has incompatibilyt with mods that add mercenary units like Fishmen and Kuresh mods. I keep getting this right before it CTD

[out] <169.7s> Rhox Fishmen: Giving unit to wh2_dlc09_tmb_lybaras due to settlement: settlement:wh3_main_combi_region_lybaras
[out] <169.7s> kou_ace_km: Turn 22 - Turn start: wh2_dlc09_tmb_lybaras
[interventions] <169.7s>
[interventions] <169.7s> %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
[interventions] <169.7s> intervention_manager:event_triggered() called, output_stamp is [102] and event is FactionTurnStart
[interventions] <169.7s> current advice level is 0
[interventions] <169.7s> number of interventions we have listening for this event: 1
[interventions] <169.7s> querying intervention in_end_turn_camera
[interventions] <169.7s> intervention check does not pass
[interventions] <169.7s> none of these are eligible
[interventions] <169.7s> %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Vodord Sep 4 @ 7:07am 
im playing as the tomb kings ,shouldn't tomb scorpions be 1 tier down ? who would pick a tomb scorpion over a casket of soul ?
WRXKiller-GM Sep 1 @ 12:01pm 
So here's a question for anyone who could answer it do you increase your capacities over time through like research or buildings or is it just a flat value and if it is a flat value then any sub mods that add that into the game?
litjoestar Aug 10 @ 6:40pm 
Is this mod going to be updated?
Vidmeister Aug 7 @ 3:12pm 
@Xep there is already a mod for that: https://steamcommunity.com/sharedfiles/filedetails/?id=2798804755

it adds custom rules to factions and lords for these caps. I can recommend it!
ZedsDeadBabe Aug 3 @ 9:58am 
How does this work with Chorfs who already have unit caps
SassyAsses Aug 2 @ 11:28am 
@Prinny Demigryph knights are considered a Special unit in tabletop
Prinny Jul 28 @ 8:38pm 
Good mod, some of the unit costs are a bit weird though, Demigryph knights for example are classed as Special while both lore wise & Gameplay wise it makes more sense for them to be Rare since they only come from the Reiklands forest & have to be tamed on a case by case basis. There might be others but this is just a brief example. Other then that this mod should of been in the base game.
niardra Jul 22 @ 2:17am 
Great mod. Small request: would it be possible to add an option that allows spend rare points on special units? Reason being some Lords have traits that reduce the cost of units from rare to special, but then that makes the special slots very saturated.
Pako0 Jul 21 @ 7:10am 
I used mct to only force cap on player but not ai, it does not seem to work unfortunately
Plástico Bolha Jul 18 @ 11:24am 
Is there a way to alter the amount of points the AI gets and the player gets?
Dragon32 Jul 18 @ 7:42am 
@Thancred Lux
They both do the same thing so probably not.
Amokhunter Jul 18 @ 6:40am 
So... how's it coming? Just asking, as the next bigger patch (arseladders & sieges) is on the horizon and here are zilch news, except "patience" and it's been a good 3 weeks since then...
Sigurd Jul 18 @ 6:26am 
Xep Jul 15 @ 4:27pm 
Hello. Thanks for the good mod. There is a proposal to make the restriction more unique for some lords with specialization on specific units. For example, for Archaon 13, the Eternally Chosen One, the Chosen ones will be limited to 1 blue crystal, not 2. (I am writing with the help of a translator)
Fehr Jul 10 @ 9:40pm 
plz add blood knight (sword)
Slaanesh Jul 9 @ 4:59am 
Use Embedded editor for Tabletop Caps, no need to edit anything when using that mod just set the preferred restriction ingame.
Firegeddon Jul 5 @ 3:50am 
late game is boring without this mod. hope it gets updated
Arzon Jun 30 @ 6:45am 
Are the limits also enforced for AI armies using waagh? (like 10 units + 10 units from waagh max)?
Also how the garrison works?
Gomi Jun 28 @ 2:26am 
If U can't wait, try this as temporary. Modify groovy_ttc.pack file using rpfm_ui.

path: script/ttc/ttc_vanila_units.lua

Add units
1) CATHAY
1-1) Add under line 27
{"wh3_main_cth_inf_grenadiers", "core"},

1-2) Update line 1276
Update subculture_defaults ["wh3_main_sc_cth_cathay"] like:

["wh3_main_sc_cth_cathay"] = {"wh3_main_cth_inf_jade_warrior_crossbowmen_0", "wh3_main_cth_inf_jade_warrior_crossbowmen_1", "wh3_main_cth_inf_jade_warriors_0", "wh3_main_cth_inf_jade_warriors_1", "wh3_main_cth_inf_iron_hail_gunners_0", "wh3_main_cth_inf_grenadiers"},


2) ORGES - Add under line 115
{"wh3_main_ogr_inf_gnoblars_flingers", "core"},


3) VAMPIRE COUNTS - Add under line 451
{"wh3_main_vmp_inf_grave_guard_2", "special", 1},
{"wh3_main_vmp_blood_knights_sword_shield", "rare", 2},
Groove Wizard  [author] Jun 27 @ 8:03pm 
Dang wait a little bit gang
Amokhunter Jun 27 @ 2:47pm 
And if you can't or won't update anymore, would you be willing to hand it over to a successor?
litjoestar Jun 25 @ 10:02am 
Please update this amazing mod. I cannot play warhammer 3 without it.
Vin Jun 18 @ 1:21pm 
Thx for this great mod. Do you know if an update of the tho new units is possible ?
LazerKjell Jun 4 @ 4:55pm 
ow yea is there a sub mod or something for this mod to make 4 limit instead of 3 points i feel like som are still so strong for only 3 points
LazerKjell Jun 4 @ 4:53pm 
okie i just did a nurgle campaign it looks like it breaks when you recruit units than close and open mainu again its breaks a lot of times when playing nurgle
Dawn&Twlight May 28 @ 5:25pm 
Never mind, it was an error on my part. I never unsubscribed from the old mod.
Dawn&Twlight May 26 @ 12:16pm 
The most recent DLC (Omens of Destruction) units don't have caps? Is this a tech issue or has the mod not been updated yet?
Groove Wizard  [author] May 24 @ 12:17pm 
Set the MCT settings before you create a new campaign
N7Konstantine May 23 @ 5:29am 
Wondering if the infernal fireglaives being considered a core unit is intended compared to the infernal ironsworn who are considered a special unit
Sir Mouse of Leipa May 19 @ 8:46pm 
I might have the same issue as 1 here. When i start a new game with the mod on, it will show as disabled in MCT menu, and i cannot turn it on cuz the checkbox is greyed out for me, though the other one about Ai is still okay. And I found a temporary workaround. First start a game without the mod, then save, quit, then load the save with the mod on, and then the mod will work for the player too.
nugget May 19 @ 1:09pm 
As warriors of chaos I am able to upgrade units and go over the cap. Maybe design oversight with them?