Total War: WARHAMMER III

Total War: WARHAMMER III

Tabletop Caps: Reborn
215 kommentarer
Shadowslasher For 12 timer siden 
Update?
InfoManiac 5. okt. kl. 10:20 
ogres ignoring caps.
Olodyn 26. sep. kl. 3:58 
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 25. sep. kl. 15:54 
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 24. sep. kl. 23:05 
Great mod. Just as a side note it looks like the new blessed lizardmen units have not been configured yet.
4ce 24. sep. kl. 7:27 
This is not working on the base game v6.3 ? It shows incompatible in the launcher and has no effects in game
Miot 18. sep. kl. 6:18 
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 16. sep. kl. 16:38 
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 4. sep. kl. 7:07 
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 1. sep. kl. 12:01 
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 10. aug. kl. 18:40 
Is this mod going to be updated?
Vidmeister 7. aug. kl. 15:12 
@Xep there is already a mod for that: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2798804755

it adds custom rules to factions and lords for these caps. I can recommend it!
ZedsDeadBabe 3. aug. kl. 9:58 
How does this work with Chorfs who already have unit caps
SassyAsses 2. aug. kl. 11:28 
@Prinny Demigryph knights are considered a Special unit in tabletop
Prinny 28. juli kl. 20:38 
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 22. juli kl. 2:17 
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 21. juli kl. 7:10 
I used mct to only force cap on player but not ai, it does not seem to work unfortunately
Plástico Bolha 18. juli kl. 11:24 
Is there a way to alter the amount of points the AI gets and the player gets?
Dragon32 18. juli kl. 7:42 
@Thancred Lux
They both do the same thing so probably not.
Amokhunter 18. juli kl. 6:40 
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...
Xep 15. juli kl. 16:27 
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 10. juli kl. 21:40 
plz add blood knight (sword)
Slaanesh 9. juli kl. 4:59 
Use Embedded editor for Tabletop Caps, no need to edit anything when using that mod just set the preferred restriction ingame.
Firegeddon 5. juli kl. 3:50 
late game is boring without this mod. hope it gets updated
Arzon 30. juni kl. 6:45 
Are the limits also enforced for AI armies using waagh? (like 10 units + 10 units from waagh max)?
Also how the garrison works?
Gomi 28. juni kl. 2:26 
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  [ophavsmand] 27. juni kl. 20:03 
Dang wait a little bit gang
Amokhunter 27. juni kl. 14:47 
And if you can't or won't update anymore, would you be willing to hand it over to a successor?
litjoestar 25. juni kl. 10:02 
Please update this amazing mod. I cannot play warhammer 3 without it.
Vin 18. juni kl. 13:21 
Thx for this great mod. Do you know if an update of the tho new units is possible ?
LazerKjell 4. juni kl. 16:55 
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 4. juni kl. 16:53 
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 28. maj kl. 17:25 
Never mind, it was an error on my part. I never unsubscribed from the old mod.
Dawn&Twlight 26. maj kl. 12:16 
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  [ophavsmand] 24. maj kl. 12:17 
Set the MCT settings before you create a new campaign
Прищепка Prime 23. maj kl. 6:46 
This but with caps for core units?
N7Konstantine 23. maj kl. 5:29 
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 19. maj kl. 20:46 
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 19. maj kl. 13:09 
As warriors of chaos I am able to upgrade units and go over the cap. Maybe design oversight with them?
Groove Wizard  [ophavsmand] 18. maj kl. 12:43 
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 16. maj kl. 23:00 
It‘s locked.Why?
nugget 16. maj kl. 13:44 
What are the consequences of going over the special and rare limits?
LazerKjell 9. maj kl. 14:54 
i am playing magot lord it keeps breaking
LazerKjell 9. maj kl. 13:19 
bug when playing nurgle limit doesnt work when summon units
Gecko Esti 19. apr. kl. 8:43 
Hi, is there a way to have this work on skirmish vs AI ? I only see it work in campaigns.
shenhouex 19. apr. kl. 3:58 
@OpalGotMyHeart use MCT(Mod Configuration Tool)with SFO
you can close top caps
Buckey 18. apr. kl. 14:47 
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 14. apr. kl. 16:34 
@OpalGotMyHear
Check there's not a copy of the mod in Data