Total War: WARHAMMER III

Total War: WARHAMMER III

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Tabletop Caps: Reborn
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Tags: mod
File Size
Posted
Updated
463.726 KB
Dec 18, 2024 @ 5:16pm
Mar 26 @ 1:41pm
4 Change Notes ( view )

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Tabletop Caps: Reborn

Description
Tabletop Caps: Reborn
This mod here is a reborn version of Tabletop Caps, the excellent mod from DrunkFlamingo. As DF has stepped away from modding, he's asked me to help maintain Tabletop Caps. You can look at the original mod here.

The mod will remain mostly to-form - it's unlikely I'll be making huge sweeping changes - but I may change design where it suits my preferences and try to slowly adapt the code to forms I'm more comfortable with using. My plan is to ensure functionality and improve quality of life before any gameplay-changing decisions, and any of those will be modifiable using MCT.

All existing TTC submods are "forward-compatible" to this version, and that will remain true unless I make breaking changes.

Features
This mod adds army-level Unit Caps for all factions, inspired by the Warhammer Fantasy Battles Tabletop rules for army composition.

All units from the base game are assigned one of three categories: core, special, or rare. An army can have unlimited core units, while special or rare units are capped by the number of special or rare points available to each army. These delineations provide gameplay-driven restrictions on army design, which are applied to human and computer players in a campaign.

When the recruitment panel is open, you will be able to see the costs of each unit displayed on the unit cards, both for the unit options available to recruit and for the units already in your army, and the total and remaining special and rare points for that army.

The goal for the mod is that you will have to make some hard choices about which elite units you want to bring, and that both you and the AI will field no ‘doomstacks’, instead bringing balanced forces. The ultimate goal is that a much higher share of your battles will be interesting fights between two armies with reasonable compositions.

Balance
Core, special and rare distinctions are decided based on tabletop precedent and game balance. In cases where certain units diverge substantially from tabletop, they are balanced according to how they function in game, and are subject to change after heavy argument.

If you'd like to change the cost of various units, you can use this WH3 mod which adds an in-game editor to tweak TTC values for each unit.

You can find a full list of the current unit costs for tabletop caps on this website[ttc-costs.surge.sh] which was created by the illustrious bapplebo on the Modding Den.

All limits are enforced for the AI just like for humans - including Slaaneshi Devotee armies, Khorne army summons, rogue armies, and challenge armies. There are a few things in-game which ignore the caps values - such as quest battles.

You may use MCT to change a few settings - such as changing the amount of points available to an army, or to disable it for the AI.

Bugs / Requests / Suggestions
If you've got a bug to report, a feature request to make, a balance tweak, or some other suggestion, please use the forms on this mod's GitHub Issues.[github.com] It's very hard to keep track of reports through Steam comments.

Compatibility
This mod should be compatible with all other mods. However, custom units added by other mods will be considered core (unlimited) units, unless the mod author specifically adds their units to the Tabletop Caps system. If you come across a unit mod that you’d like to work better with this mod, let me know and I’ll see if I can help the author set that up.

This mod should be compatible with multiplayer games in consecutive turns mode. Simultaneous turns mode should be fine too, in theory, but I haven’t tested it and it is very new, so consider yourself a beta tester if you’re taking this into a simultaneous turns MP game.

Mod Configuration
This mod has settings available in Groovy's Mod Configuration Tool.

Thanks to
DrunkFlamingo, for being an incredible pillar in the Total War modding community and all the hard work he's done in gaining and spreading wisdom.
Cataph, both for help with balance and for creating the new mod image.
Bapp, for creating the webapp mentioned above, where you can view unit costs.
The gaggle of Modding Den for bouncing ideas off of and helping with design and feedback.
Purpa the Catt, ooka chonk chonk, oh oh oh!

Links
Github Repo[github.com]
The Modding Den Community Discord[discord.gg]
Bapp's Tabletop Caps Costs Site[ttc-costs.surge.sh]

Popular Discussions View All (2)
1
Mar 1 @ 8:16am
What causes the "faction" lua error?
Xeonzs
0
Apr 9 @ 6:13am
Quick qeuestion to how Tomb King units are categorized
Sardeed
178 Comments
zxc 14 hours ago 
This but with caps for core units?
N7Konstantine 15 hours ago 
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.