Total War: WARHAMMER III

Total War: WARHAMMER III

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Cost-based Army Caps [EoM]
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Tags: mod
File Size
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168.702 KB
1 Aug, 2022 @ 8:54am
24 Feb @ 1:25pm
21 Change Notes ( view )

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Cost-based Army Caps [EoM]

In 2 collections by Wolfy
Wolfy's Mods for Total War: Warhammer III
12 items
Wolfy's Recommended Mods
49 items
Description
Announcement of End of Maintenance

Hi everyone,

I have an announcement to make, and it is that, after seven years of modding, I have decided it is time for me to step aside. My personal situation has changed a lot since I started, and sadly, I do not have that much time, resources, or energy left for gaming, imagine modding. I hope you can understand and respect that decision.

Most of my mods will enter a status of End of Maintenance, where I will stop giving them regular updates. Nearly all of them should still work even if they happen to have the Outdated flag, but in case some of them do not, and you want to inherit them, please feel free to ping me on Discord. We can discuss that. It is still possible that from time to time, I still push an update if I feel like it or if there is a small, easy-to-fix bug, but we do not have to consider that will be the norm.

So, this being said, thank you all very much for all your love: support, positive comments, donations, ideas, and everything you have shared with me over the years. This all has meant a lot to me. What started as a small hobby for myself grew into a community where I hold tens of thousands of subscribers, with some of the mods crossing the 50k barrier. It makes me sad to leave; it has been a hard decision, but I think it will be for the better.

Wish you the best folks,
Wolfy

NOTE: Currently there is a solvable bug that causes impossibility to complete the turn after accepting the first Military Alliance. If this happens in your campaign, just close the game, disable the mod, reload, accept the military alliance, save and enable the mod again.



Introduction
Approved port of Jadawin's Cost-based Army Caps for Warhammer II.

This mod introduces an economic cap to the campaign armies in a very similar fashion than Multiplayer Battles do, hence removing the viability of elite doomstacks and increasing that of basic units without being limited by types or tiers. The change affects both the player and the AI, although by default the human limited will be smaller.

If the total point cost of the army exceeds the limit, it will cost 3x the normal upkeep and will be unable to replenish until it is again under the cost limit. Worry not, limits are programmed to be dynamic by default, which means a higher level lord will be able to handle a more expensive army. All the values can be modified using MCT.

Differences with Jadawin's mod
Althought based on the same code, this mod is not a direct port of Jadawin's. All code has been refactored and some functionalities have been changed as considered. The main changes are the following:
  • New AI limits enforcing algortihm. It does not require pre-population now so the mod will automatically adapt to future updates. Maintenance is now trivial and new units will automatically be detected.
  • Native support for all units, even those that come from mods. The new code will be able to detect its multiplayer value and reflect it correctly for both recruited and in queue units.
  • Removed costs from units names. I never liked because it created a notable difference between vanilla and modded units. Can be easily added via a submod.
  • MCT not stored in savegame anymore. A bit of a technical one, but MCT values are not stored in savegame anymore. Instead, they are read directly from source.
  • Cost-based supply lines have changed. Supply lines do not work the same way in Warhammer III than in Warhammer II, so the code has been adapted. If not required anymore, it will probably be deleted.
  • Optional AI Behaviour in progress. I have not been able to port it all yet. Be patient.
  • Added support for multiplayer campaigns.

This is a work-in-progress port, so feel free to report your thoughts as much as possible. Warhammer III is quite different to II in some aspects, so every comment is welcome whatever it is about balance, configuration, new functionality or bringing old back.

Configuration
The mod is prepared to work together with Groove Wizard's MCT. If installed, you will be able to parametrise almost everything. Note that the AI behaviour options are not working at the moment.

Frequently Asked Questions
  • Is this mod compatible with SFO? Yes.
  • Is this mod multiplayer/co-op ready? Desyncs have been reported after the IE update.
  • Is it compatible with X unit from Y mod? Yes, both for player and AI.
  • How can I know army/units costs? Hover over lord name -> Army limit / Hover over ? -> Cost of units.

Special Thanks
  • Special thanks to Jadawin for his amazing work for Warhammer II and for being open about me porting the mod here. Thank you for all your excellent mods!
  • Special thanks to the Da Modding Den community for their knowledge and patience. This would have not not been possible without them. I resist to give names because you are all amazing <3
  • Special thanks to all the users that have supported the development economically
  • Thanks to all the users that have participated in the beta releases, that have reported bugs and that have contributed with reports, feelings and new ideas. You keep this alive

Support My Work
If you want to help me, the cheaper an easier way is to leave a like. It improves the mod visibility and helps the community around it to grow bigger. Of course, you can also share it!

If you have a GitHub account, I also appreciate likes over there. Stars help me show off a better portfolio, which is useful as I work as a Software Engineer. More useful than you would think! Here is the whole list: https://github.com/topics/wolfy-mods

Finally, if you want to support economically my job, feel free to donate via Patreon[www.patreon.com] or PayPal[paypal.me]. I use that money to buy DLCs, so at the end of the day it is reinvested into modding.

[discord.gg][paypal.me][www.patreon.com]
Popular Discussions View All (4)
17
16 Aug, 2022 @ 11:31pm
My rather advanced mod request (I'm not sure if this is possible but it would be extremely cool)
Nothing.
0
28 Aug, 2022 @ 12:41am
PINNED: HOW TO REPORT BUGS
Wolfy
0
18 Oct, 2023 @ 10:58pm
Disable cap on allied armies under player control
Deviant
346 Comments
SPARTAN CORP 2 Jul @ 11:07am 
Is this mod no longer applicable?
burger 26 Jun @ 12:30pm 
:(
akeean 20 May @ 10:37am 
Thank you for the fun time your mods provided. I think they'll find good maintainers.
Driesmann 11 May @ 6:19pm 
I've isolated this mod as the cause of breaking an Imperial Gunnery School mission script, disabling the end turn button.
专业路痴 11 May @ 2:47am 
还能用吗 求更新
KarpJoe 9 May @ 4:41pm 
Thanks for all the awesome work you've done to this point. Hope things go well in your future!
Żyto 7 May @ 1:12pm 
;(
Callhub 5 May @ 8:14am 
o7
Thaihuangbi 4 May @ 11:11am 
Stop whining :D This mod is over. I've reported a lot of bugs in discord but they refused to fix it.
Candyman 3 May @ 12:24pm 
Yeah so far it seemed to only break that one quest besides the known first military alliance bug.
Guess not a big deal if it wont happen randomly.