全面战争:战锤3

全面战争:战锤3

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Cap changes sfo
   
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标签: mod
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141.700 KB
2023 年 3 月 19 日 下午 6:58
8 月 9 日 下午 4:55
35 项改动说明 ( 查看 )

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Cap changes sfo

在 Cerb 的 3 个合集中
SFO Hardcore Mode
82 件物品
SFO realism and depth collection
72 件物品
Playtest New Mods To Be Balanced
115 件物品
描述
Changes up three main aspects of SFO factionwide caps

Firstly, each lord has an increase to a unit or agent cap in order to give them an even more diverse campaign experience in the early and mid game.

Secondly, adds combined unit caps for most units that are just weapon switches, i.e. shades with greatsword and dual weapons will both use the same combined cap similar to chaos dwarf caps. This allows you to get more of the unit type that you want at the time, rather than being forced into specific weaponry.

Lastly, added some caps for units that are rare in the lore but dont currently have caps, such as silverin guard, longbeards, chameleon skinks, black ark corsairs, huntsmen and a few others. Many of these have quite large caps, or have a specific LL trait that can boost them up for a faction specialising in them.

"It had been a long campaign, many of their dwarven brothers would never return home, but the savage greenskin menace had been dealt with, for now. Their arms, built for war against the unarmored enemies they had been fighting for so long, were put down. The new threat was an ancient one, the Dawi-Zharr. Great, rending axes had been prepared, built to penetrate the tough plate and evil hearts of their fallen brethren. Another war was coming, another grudge will be repaid in blood."






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I always appreciate support to keep my mods updated and new ideas flowing. I've never asked in the past but motivation comes and goes, and important people in my life don’t consider this a good use of my time, so times change I guess. I’ll always try my best but hey, incentive never hurts.
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47 条留言
Cerb  [作者] 9 月 19 日 下午 4:13 
Nah sadly these two wouldn't really be compatible without a submod, they both need to edit the main_units
I Have No Enemies Brother 9 月 19 日 下午 2:17 
@Cerb

Is there any way to make the following mod compatible with this mod without having to edit the values manually in main_units_table ? I am assuming there is not some universal individual setting that makes unit size mods compatible right ? lol

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3267840313
Sr fred 8 月 10 日 上午 1:48 
I see thanks
Cerb  [作者] 8 月 10 日 上午 1:43 
it adds some caps to mid tier units that previously werent capped in sfo, it also merges some caps for units with multiple weapon sets, to allow for more choice, i.e. you can go 8 longbeards, so could go 8 great weapon or 8 shielded, or 4 and 4, whereas normally youd be able to get 8 of each, but not above 8 for either
Sr fred 8 月 10 日 上午 1:28 
I dont understan very well what the mod does, does the mod increases the unit cap by combining unit caps of units with only switch of weapons?
I Have No Enemies Brother 8 月 9 日 下午 10:56 
@Cerb

Damn, that's a lot! Well, understood. Thank you for looking into this and thank you for educating me on its location.
Cerb  [作者] 8 月 9 日 下午 10:25 
So its under faction potential handicap effects table, theres a scaling cap_all_units that scales based on faction potential, up to 10 extra cap of all stats, ill remove that with this mod
I Have No Enemies Brother 8 月 9 日 下午 10:12 
@Cerb

Thank you, Sir. Would you happen to know what DB tables in SFO there is that gives AI extra caps per difficulty setting like Legendary? I might want to experiment seeing if I can remove them. I use the AI recruitment mod from HelJumper with table top caps and with unit caps mods it is making the AI field all their roster of units of the various races in strong yet loreful feeling formats so making big boy monsters and elite units rare is really fleshing out the experience in SFO.

Your unit cap mod with its design is the best one out there to be honest. Its compatibility is unrivaled due to its game-play forward thinking.
Cerb  [作者] 8 月 9 日 下午 4:56 
Fixed issue with chameleon skinks.

Also went over the pack and dark elves dont get merged caps for their monsters, its only the same unit with different weapon that share caps, i.e. longbeards with two handed weapons or axe/shield
Cerb  [作者] 8 月 8 日 下午 4:51 
ah yep, thats just a break ill fix :)