Total War: WARHAMMER III

Total War: WARHAMMER III

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Cost-based Army Caps [EoM]
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2022 年 8 月 1 日 上午 8:54
2 月 24 日 下午 1:25
21 項更新註記 (檢視)

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Cost-based Army Caps [EoM]

在 Wolfy 的 2 個收藏中
Wolfy's Mods for Total War: Warhammer III
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描述
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 Nearly all of them should still work even if they happen to have the Outdated flag, but in case some of them do not, and you want to inherit them, please feel free to ping me on Discord.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]
熱門討論 檢視全部(4)
17
2022 年 8 月 16 日 下午 11:31
My rather advanced mod request (I'm not sure if this is possible but it would be extremely cool)
Nothing.
0
2022 年 8 月 28 日 上午 12:41
置頂: HOW TO REPORT BUGS
Wolfy
0
2023 年 10 月 18 日 下午 10:58
Disable cap on allied armies under player control
Deviant
357 則留言
Wolfy  [作者] 10 月 14 日 上午 3:20 
Not sure about Supply Lines, long time no use. AI upgrade, on the other hand, has never existed. There are AI limits, and those are enforced and functional, but whatever AI does with that budget is AI's business. If an army is above limit, it will be downgraded. Upgrade is more of a "personal decision" for the AI.
Jolc3r 10 月 13 日 下午 8:28 
AI upgrade does not work, it was never implemented fully. Not even on the original mod I think.
Tag_Ur_It--> 10 月 13 日 下午 8:20 
Also does the AI upgrade mechanic work? Not trying to be a dick just was to be sure as you said you did not port ALL of the functionality
Tag_Ur_It--> 10 月 12 日 下午 6:07 
Does this automatically disable normal upkeep if I enable the supply lines option? I ask cause it says to download the submod
ourhealthmatters 10 月 11 日 上午 3:52 
Was a fan of the original, thankful you ported over especially being dynamic with added unit mods.
Dingus 10 月 3 日 下午 6:20 
Also breaks a Maggot Host mission.
Dingus 9 月 28 日 下午 5:00 
@Driesmann

It also seems to break the "New Tricks" mission for changeling, also disabling movement and the end turn button.
Snvke_3yeS 9 月 20 日 下午 3:26 
tnx, im apparently blind
Wolfy  [作者] 9 月 17 日 下午 12:50 
Hover over the name of your lord when recruiting. You will see the projection
Snvke_3yeS 9 月 9 日 上午 12:43 
how are we supposed to know if we are about to reach the cap? if im right it's only after the end of the turn IF i notice next turn my upkeep has skyrocketed right?