全面战争:战锤3

全面战争:战锤3

New Unit Caps for All
280 条留言
Alexander Pistoletov 10 月 26 日 下午 1:24 
@ᚲ ᚨ ᛚ ᛞ ᚱ Thanks, I will try them together
ᚲ ᚨ ᛚ ᛞ ᚱ 10 月 26 日 下午 12:17 
@Alexander Pistoletov They're perfectly combine in a way that you need to construct military buildings for more units (because of this mod) and need to manage your army stuck compilations with that "unit points" (because of Tabletop mod). You should try them both, no more doomstacks and more interesting battles, game feels much better as for me.
Alexander Pistoletov 10 月 26 日 上午 7:37 
This mod plus tabletop caps, do they do the same thing, so it is redundant, or do they combine for more challenge?
furoba  [作者] 10 月 19 日 上午 5:36 
@Cutiegorgon Thanks for the kind words and for the report! The mod includes a script meant to exclude Cathay’s caravans from the unit cap system, so their units shouldn’t count toward the cap. In my testing, this works correctly for the caravan’s starting units. However, based on your description, it seems units added later through events are still affected. I’ve received similar reports before and tried adjusting the script, but it looks like that didn’t resolve it. I’ll give it another try in the next update.
furoba  [作者] 10 月 19 日 上午 5:28 
@WizardOfAtlantis The goal of the mod is to encourage players to step out of their comfort zone, experiment with new tactics by diversifying their armies, and add an extra layer of depth to building management. I’m really glad to hear you’re enjoying it!
Cutiegorgon 10 月 19 日 上午 4:21 
Been playing the same cathay campaign - now some caps are normal while some are still occupied by the caravans?? I have no idea how it works, perhaps as long as caravan is on the map it influences your caps
Cutiegorgon 10 月 18 日 上午 11:12 
This mode made me try many different army compositions! On the sidenote there's an (intended?) issue with caravans. Cathay's caravan units occupy shared caps which makes the game a bit harder especially in the early-mid game
WizardOfAtlantis 10 月 13 日 上午 7:09 
Just started playing today, and what a fantastic mod! This really pushes you to diversify your forces and think out of your usual box. Love it! Suddenly I'm revamping my usual building choices and rethinking everything! Thanks!
furoba  [作者] 10 月 10 日 下午 10:14 
@SpeccyGuy Thanks for the suggestion! I’ve created a discussion with a link to download a spreadsheet that lists each unit’s capacity, the corresponding building caps, and includes legendary lords. It’s essentially the same dataset used in the mod. I’ll keep it updated with future releases.

Regarding OvN Lost World or Immortal Landmarks: the game will still function normally, and you’ll be able to recruit units added by those landmarks. However, they won’t provide additional unit caps unless someone makes a submod for that.

As for Thorek Ironbrow: good catch, his current unit caps aren’t very lore-friendly. I’ll look into adjusting them in the next update, planned for after the DLC release.
SpeccyGuy 10 月 10 日 上午 12:00 
I'm curious too, why does Thorek Ironbrow increase capacity for Organ and Flame Cannons? Isn't his whole theme supposed to be tradition i.e Grudge Throwers and Bolt Throwers?
SpeccyGuy 10 月 9 日 下午 9:32 
Is this compatible with OvN Lost World or Immortal Landmarks?

Both add more unique lore friendly landmarks and i can only assume if those landmarks add unit recruitment then it didn't work?

If so, how would this mod then not work? Those new landmarks would just dodge the unit recruitment cap or would it be something more game breaking?
SpeccyGuy 10 月 9 日 下午 9:02 
This is awesome, is there a document or spreadsheet anywhere which has each units respective capacity and their buildings unit capacity increase to view outside of the game?

Also potentially for the Legendary Lords too.

🙏🏻
ᚲ ᚨ ᛚ ᛞ ᚱ 10 月 2 日 上午 9:26 
@furoba Thank you for quick response
furoba  [作者] 10 月 2 日 上午 2:02 
@ᚲ ᚨ ᛚ ᛞ ᚱ Yes, this is intended. You’ll need to construct the corresponding military buildings to access high-tier units, whether through standard recruitment or special mechanics like Raise Dead.
ᚲ ᚨ ᛚ ᛞ ᚱ 10 月 1 日 下午 4:39 
Hi
Apologies if this has already been covered and I'm just illegally blind, but does this mod somehow affect the Vampire Counts mechanics - Raise Dead?
Because in regions with battle sites (5k+ casualties), it still only lets me raise units for which I've already built military buildings. In short, no Blood Dragons on Turn 10.
furoba  [作者] 9 月 26 日 下午 8:47 
@SerZaltor Thanks for the notice! The issue has been resolved, and the final building in the Cult of Sotek chain now correctly provides unit caps.
SerZaltor 9 月 24 日 上午 9:25 
Feral cold ones* I meant, not Horned ones
SerZaltor 9 月 24 日 上午 9:18 
Heyo, I'd like to note that the final building of the cult of Sotek chain line seems to only give +2 to Dread Saurian capacity without all the previous capacity increases for Salamenders and Razordons. I haven't yet built it, so I dunno if it's just a tooltip error or actually missing. I am playing as Tehenhauin and with your separate cap version of the mod.

As I was intrigued, I also tried with that mod and both of them seem to have the issue. That also made me noticed the cold one building does not grant recruit cap to Horned ones (the feral riderless beasts) despite granting recruitment access to them.
Severus 9 月 11 日 上午 10:08 
@furoba, yeah my bad, it seems I was using a mod that changes unit recruitment locations, sorry about that.
furoba  [作者] 9 月 9 日 下午 10:34 
@Aristocratic Astorian: Thanks so much for the kind words!

@Severus: I’m not sure I understand your point. For Tzeentch factions, Tzaangors and Centigors are recruited through their military buildings, and those same buildings also provide extra caps for them. Cultist buildings don’t give recruitment options or caps for these units.
Severus 9 月 8 日 上午 9:05 
cultist chain for tzeench doesnt increase caps for gor units
Aristocratic Astorian 9 月 8 日 上午 2:15 
Just what I was looking for, THANK YOU!
furoba  [作者] 9 月 7 日 上午 5:55 
@Shatilov: I don't seem to have this issue, which faction are you playing? Are you using SFO?
Shatilov 9 月 7 日 上午 2:49 
the lizrrdmen race have the Bastiladon caps available in the skink building chain, is this intentional ?
Sigvald 9 月 5 日 上午 1:22 
does anyone have submods for phoenix legion and dragon legion?
furoba  [作者] 9 月 3 日 上午 12:57 
In short:

- Each building tier now adds caps for units of its own tier, plus one or two tiers below.
- For example, a Tier 5 building will give extra caps for Tier 5, 4, and 3 units, but not for Tier 1 or 2 units (with some exceptions).
- Tier 5 buildings will still grant caps for their Tier 1 units (these caps aren’t removed), but they will no longer add extra caps for those Tier 1 units.

We believe this makes the cap system more logical and should improve the overall experience.

Since this is a big update, there may still be a few bugs. If you spot any, please let us know so we can fix them quickly.
furoba  [作者] 9 月 3 日 上午 12:57 
The mod has been updated for the 6.3 patch.

Important note: This update reintroduces many unit caps for Tier 1 units. These were originally part of the mod but had been removed earlier due to balance issues.

The problem was that each military building has a shared cap pool across all units it unlocks. With Tier 4 and 5 buildings, this meant they were also adding caps for Tier 1 units - despite those units being useless at that stage. To fix this, we tested different calculation methods and settled on a new system.
furoba  [作者] 8 月 24 日 下午 5:37 
@Camaloux: Awesome! Thank you very much for your time and effort!
Camaloux 8 月 24 日 上午 3:35 
furoba  [作者] 8 月 21 日 上午 5:32 
@Krinitz: Thanks a lot for the kind words! I’ll keep updating the mod for future patches, and I also plan to adjust some of the caps in the next few weeks.

@Camaloux: Really appreciate your work and the detailed explanation of your process! You’re right—you need to delete the tables you don’t need and only keep the necessary ones for the submod. I also recommend removing any rows from the original mod that aren’t required; otherwise, your submod might overwrite future edits to the main mod’s caps. Ideally, you should only keep the rows specific to the buildings/units your submod focuses on, so updates to the main mod won’t be affected.

Feel free to publish it and share the link—we’ll be happy to add it to the mod’s description!
Camaloux 8 月 21 日 上午 2:48 
Nevermind, I found how to make it work as a submod only! (I just had to delete the three tables I did not change from your mod). I'll publish with your permission.
Camaloux 8 月 20 日 下午 3:47 
Hello, I tried making a submod/compatch for Sigmar's Heirs, following your guide. At first, I was unable to get it to work: my tables seemed to completely replace yours; they did not add to them.

What I finally did is I copied your rows entirely and added my new caps and everything below. It works fine that way but your original mod is not needed for my "submod" to function.

I would like to have it published on the workshop. Do you mind if I post it as is and credit you? Or I can send it to you and you post it and credit me (or you can look at what I did, maybe there is a way to make it a true submod?)

Anyway, thank you for the idea, your work and your guide thanks to which I was able to make my first mod in less than two days ^^
Krinitz 8 月 15 日 下午 7:16 
Just a fantastic mod and thank you for keeping it up and running!
furoba  [作者] 8 月 13 日 上午 7:43 
@Gosudar : thanks for your time and efforts! I will add this to the mod's description
Gosudar 8 月 10 日 上午 8:42 
Hi, I made a translation of this mod into Russian as a submod. Here is a link to it
furoba  [作者] 8 月 9 日 上午 4:59 
@Nnorm: no need for an update, the mod should be fully compatible with the Beta
Nnorm 8 月 7 日 上午 10:01 
Can you update for latest beta hotfix?
furoba  [作者] 7 月 29 日 下午 9:26 
@niardra: The mod also applies to the AI—unless you're using the submod that disables caps for AI factions. In your case, the most likely explanation is that the AI originally had enough military buildings to support recruiting 9 Silver Helms, but later lost some of its settlements and military infrastructure, which reduced its maximum unit cap.
niardra 7 月 29 日 下午 6:12 
I'm using this alongside tabletop caps. Not sure if this is working for the AI: I confederated a faction that should only be allowed to have 2 units of Silver Helms. Yet somehow they had 9.
Regulator 6 月 27 日 上午 1:06 
Great work. So it was actuall worth not abandoning my campaign to wait this tolerable period of time. Many thanks!
Ashray 6 月 26 日 下午 3:02 
Working now, thanks for the fix!
Revelation 6 月 26 日 上午 10:04 
Thanks for your work Furoba! Awesome stuff.
Wolfsgrimm 6 月 26 日 上午 8:54 
I can confirm, that the mod is now working again. Thank you very much for the swift reaction.
ruvirus 6 月 26 日 上午 6:09 
All works, thx
furoba  [作者] 6 月 26 日 上午 1:33 
I’ve just uploaded the updated version to the Workshop. Hopefully, this one should no longer cause any crashes.
furoba  [作者] 6 月 25 日 下午 5:53 
I don't understand, I just tried to load the mod on my computer and it works fine. There must be an issue with the Steam workshop who did not upload the latest version of the mod properly. I will try to push for an other update in a few hours. Thanks for your patience
ruvirus 6 月 25 日 下午 4:32 
Still crashing too
Ashray 6 月 25 日 下午 4:00 
Still crashing for me. I tried unsubbing and resubbing. Also tried manually deleting the file and redownloading.
furoba  [作者] 6 月 25 日 下午 3:11 
Sorry, this should be fixed now. Please try unsubscribing and then subscribing to the mod again in order to force Steam to download the latest version. Let me know if it doesn't work. Thanks!
ruvirus 6 月 25 日 下午 12:28 
yeah, not work too