Total War: WARHAMMER III

Total War: WARHAMMER III

Tabletop Caps: Reborn
184 Comments
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
no brains May 23 @ 6:46am 
This but with caps for core units?
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?
Groove Wizard  [author] May 18 @ 12:43pm 
1 - huh?

nugget - The consequences are that you can't, at least that's the design intent.

LazerKjell - Thanks, will take a look.

Gecko Esti - Since the frontend battles use a completely different setup than campaign, it's unlikely I'll ever develop a battle-caps system
1 May 16 @ 11:00pm 
It‘s locked.Why?
nugget May 16 @ 1:44pm 
What are the consequences of going over the special and rare limits?
LazerKjell May 9 @ 2:54pm 
i am playing magot lord it keeps breaking
LazerKjell May 9 @ 1:19pm 
bug when playing nurgle limit doesnt work when summon units
Gecko Esti Apr 19 @ 8:43am 
Hi, is there a way to have this work on skirmish vs AI ? I only see it work in campaigns.
shenhouex Apr 19 @ 3:58am 
@OpalGotMyHeart use MCT(Mod Configuration Tool)with SFO
you can close top caps
Buckey Apr 18 @ 2:47pm 
Hey @Opal, table top caps is integrated into SFO. So if you use SFO, it uses this mod. It gives you a message about this when you start the campaign.
Dragon32 Apr 14 @ 4:34pm 
@OpalGotMyHear
Check there's not a copy of the mod in Data
OpalGotMyHeart Apr 14 @ 4:26pm 
So this mod seemingly altered my files in a permanent manner and now when using some overhauls such as sfo it will always treat it as if this mod is on, even after uninstalling the mod or disabling it in the mod loader. Is there any chance you know where in the files I can go to fix this issue? I did already attempt checking file integrity and that did not do anything either to solve the issue.
RALII Apr 8 @ 7:58pm 
Oh awesome, thanks so much! I might have to work on that then.
Groove Wizard  [author] Apr 8 @ 6:18pm 
That would just be Nanu setting up caps on his side, or someone making a submod
RALII Apr 8 @ 3:21pm 
Love this mod! Is there any way you would be able to work with Nanu on getting this to be set up for his Sartosa Pirate Overhaul mod?
shenhouex Mar 31 @ 8:23am 
@阳光FINE 游戏过程中ttc效果会失效,不知道什么原因
The TTC effect may become ineffective during the game, for some unknown reason
阳光FINE Mar 31 @ 12:49am 
Excuse me, has anyone experienced module failure during gameplay
Sciarra di Tilea Mar 27 @ 12:07am 
Update please, it continue ctd. Thanks
Groove Wizard  [author] Mar 26 @ 1:42pm 
@Mechavelli - Correct

@illenvillen23 - Should work regardless of campaign, though things like new campaign-specific lords or factions will need to be enabled via submods
Groove Wizard  [author] Mar 26 @ 1:39pm 
Thanks for the heads-up. I only need the one or two reports, drowning me in "please updates" doesn't help and makes it hard to view other comments
Flying dUCK Mar 25 @ 3:15pm 
Hello, sir. I have a super headache after 6.1 update. I need your help. Please update for me before my head is crashed.
ILidril Mar 25 @ 2:19pm 
"Hello, if it can help, someone has found a solution to fix the mods that are making the game crash at launch with patch 6.1. A message from Freiya in the Workshop Discussion session.
Norziack Mar 25 @ 12:43pm 
Excellent mod, however not working after 6.1 release.
Mechavelli Mar 24 @ 7:54am 
Should I unsub from the og mod if I'm getting this one then? And you said all the submods that worked with the original mod work with this one, right? So I don't need to do anything except unsub from the og mod?
阳光FINE Mar 23 @ 8:40pm 
May I ask what caused the MOD to fail in the ninth round? Has anyone else encountered this situation before
illenvillen23 Mar 23 @ 5:14pm 
Does this work with IEE?
Oh_Man[TFE] Mar 22 @ 7:47am 
thank u groove wizard for ur efforts. if i notice any more script breaks i will send logs, #godmodder
Krakenous Mar 22 @ 7:38am 
Remind me, by design, are all ROR units meant to be green core units? Or are they meant to be relative to their power by default?
Groove Wizard  [author] Mar 22 @ 5:58am 
Thanks for the error reports, gang.

I have fixed the most prominent ones that have reared their heads. I have to go through the rest of the code and clean up many more, but I hope that improves y'all's playtime.
Brother John Mar 21 @ 8:54am 
So in short does this give more balanced and natural randomized armies for battles?
Oh_Man[TFE] Mar 18 @ 3:37am 
SCRIPT ERROR, timestamp <1625.9s>
ERROR - SCRIPT HAS FAILED - event callback was called after receiving event [CampaignTimeTrigger] but the script failed with this error message:
[string "script\_lib\mod\tabletopcaps.lua"]:2828: attempt to index local 'category_list' (a boolean value)
xpldrox Mar 16 @ 7:18am 
This mod should be in the base game and gameplay should be balanced by it. Keep up
Sciarra di Tilea Mar 14 @ 1:04am 
Maybe, in this way, i could avoid a 3 skaven armies full of machines, guns, heavy cannons, and orbital black death -_-
MedicinalMan Mar 11 @ 9:57pm 
edit/addition to my prior comment, I had written it backwards. Hobgoblin wolf riders are considered a rare unit, however, when swapping between armies they have the green core unit symbol. They are still counted as rare, but I was very confused for awhile why trade wouldn't work.
Mithy Mar 10 @ 9:24pm 
Radious compatible?
MedicinalMan Mar 9 @ 5:00pm 
For chaos dwarfs, I've got a bug where hogblin wolf riders are listed as green core unit, but when attempting to swap units between armies they are being considered purple rare unit
Solarfried Mar 7 @ 8:53am 
Ui, this mod looks very interesting, will try this out definitely, but may i ask you why Stormvermin are in special category?

Sure, they shouldn`t make clanrats obsolete, but in TT they are core too and are just more elite mass products for some clans in lore...
[KL74] Jarhead Mar 4 @ 4:33am 
@Ted Voon, I get the same error when I try to use TTC with SFO
Ted Voon Mar 2 @ 5:00pm 
im trying to get this to work~

keep getting ths following error on startup (before menu screen)


2h3_dlc23_skill_innate_chd_drazhoath1df_core_infernal_guard in table character_skill_level_to_effects_junctions_tables and pack groovy_ttc.pack

anyone knows how to fix this?
Yeah no, I had the issue playing Kislev as well. It just deactivates the mod entirely
Xeleo Mar 1 @ 10:31am 
It works great, played a beast men and tzentch campaign and it feels good. some weird balancing (tzangors) 1 blue cap for instance, but it does what it says. keeps the doomstacks from happening.