全面战争:战锤3

全面战争:战锤3

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Tabletop Caps: Reborn
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标签: mod
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464.704 KB
2024 年 12 月 18 日 下午 5:16
10 月 12 日 下午 1:04
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Tabletop Caps: Reborn

描述
Tabletop Caps: Reborn
This mod here is a reborn version of Tabletop Caps, the excellent mod from DrunkFlamingo. As DF has stepped away from modding, he's asked me to help maintain Tabletop Caps. You can look at the original mod here.

The mod will remain mostly to-form - it's unlikely I'll be making huge sweeping changes - but I may change design where it suits my preferences and try to slowly adapt the code to forms I'm more comfortable with using. My plan is to ensure functionality and improve quality of life before any gameplay-changing decisions, and any of those will be modifiable using MCT.

All existing TTC submods are "forward-compatible" to this version, and that will remain true unless I make breaking changes.

Features
This mod adds army-level Unit Caps for all factions, inspired by the Warhammer Fantasy Battles Tabletop rules for army composition.

All units from the base game are assigned one of three categories: core, special, or rare. An army can have unlimited core units, while special or rare units are capped by the number of special or rare points available to each army. These delineations provide gameplay-driven restrictions on army design, which are applied to human and computer players in a campaign.

When the recruitment panel is open, you will be able to see the costs of each unit displayed on the unit cards, both for the unit options available to recruit and for the units already in your army, and the total and remaining special and rare points for that army.

The goal for the mod is that you will have to make some hard choices about which elite units you want to bring, and that both you and the AI will field no ‘doomstacks’, instead bringing balanced forces. The ultimate goal is that a much higher share of your battles will be interesting fights between two armies with reasonable compositions.

Balance
Core, special and rare distinctions are decided based on tabletop precedent and game balance. In cases where certain units diverge substantially from tabletop, they are balanced according to how they function in game, and are subject to change after heavy argument.

If you'd like to change the cost of various units, you can use this WH3 mod which adds an in-game editor to tweak TTC values for each unit.

You can find a full list of the current unit costs for tabletop caps on this website[ttc-costs.surge.sh] which was created by the illustrious bapplebo on the Modding Den.

All limits are enforced for the AI just like for humans - including Slaaneshi Devotee armies, Khorne army summons, rogue armies, and challenge armies. There are a few things in-game which ignore the caps values - such as quest battles.

You may use MCT to change a few settings - such as changing the amount of points available to an army, or to disable it for the AI.

Bugs / Requests / Suggestions
If you've got a bug to report, a feature request to make, a balance tweak, or some other suggestion, please use the forms on this mod's GitHub Issues.[github.com] It's very hard to keep track of reports through Steam comments.

Compatibility
This mod should be compatible with all other mods. However, custom units added by other mods will be considered core (unlimited) units, unless the mod author specifically adds their units to the Tabletop Caps system. If you come across a unit mod that you’d like to work better with this mod, let me know and I’ll see if I can help the author set that up.

This mod should be compatible with multiplayer games in consecutive turns mode. Simultaneous turns mode should be fine too, in theory, but I haven’t tested it and it is very new, so consider yourself a beta tester if you’re taking this into a simultaneous turns MP game.

Mod Configuration
This mod has settings available in Groovy's Mod Configuration Tool.

Thanks to
DrunkFlamingo, for being an incredible pillar in the Total War modding community and all the hard work he's done in gaining and spreading wisdom.
Cataph, both for help with balance and for creating the new mod image.
Bapp, for creating the webapp mentioned above, where you can view unit costs.
The gaggle of Modding Den for bouncing ideas off of and helping with design and feedback.
Purpa the Catt, ooka chonk chonk, oh oh oh!

Links
Github Repo[github.com]
The Modding Den Community Discord[discord.gg]
Bapp's Tabletop Caps Costs Site[ttc-costs.surge.sh]

热门讨论 查看全部(2)
3
7 月 22 日 上午 4:12
What causes the "faction" lua error?
Xeonzs
0
1
4 月 9 日 上午 6:13
Quick qeuestion to how Tomb King units are categorized
Sardeed
230 条留言
Pimp Swag McKing 11 月 19 日 上午 5:12 
Hi, I'm trying to get this mod to work in the Old World Campaign mod as Kislev but get crash at turn 2, 6th faction. Is this a mod issue or compatibility? I should add I'm playing on Mac and I'm not sure if I get the "same" updates as on PC. Thanks in advance!
SuDDi 11 月 16 日 上午 8:50 
Can anyone confirm whether the option to disable restrictions for the AI is actually working?
I've tried both this and the earlier parent mod in the past but it made the game too easy because I know how to build optimal armies around a restriction like this and the AI does not. Disabling AI restrictions in MCT never had any effect for me. They still adhered the point limits.
Dragon32 11 月 15 日 上午 2:03 
@Silverstone
Tabletop Caps something or other. Use the Workshop's search, it won't take long.
Silverstone 11 月 15 日 上午 1:02 
@Dragon32
What's it called?
Dragon32 11 月 14 日 上午 6:27 
@Silverstone
There's a mod that sets-up a bunch of mod-added units on the Workshop
Silverstone 11 月 14 日 上午 4:00 
Possible to make this work with Guns of Erengrad mod units? :)
longbowcai 10 月 26 日 上午 4:27 
this mod is conflict with SCM Marienburg, will cause it crashed
SpeccyGuy 10 月 25 日 下午 8:45 
Does this mod change banners/rune banners so that multiple of the same banner can be added more than once to the same army/Lord?

I know basegame doesn't allow that so I'm trying to figure out which mod is allowing this :)

Thanks
Monson 10 月 25 日 上午 10:42 
Is there any plan to make this mod compatible with the new MCT, instead of just the legacy version? I'd love to play this with VCO, but VCO doesn't work with legacy MCT and this doesn't work with the newest version of MCT (for me at least). If someone knows of a submod that fixes this would you post the link please?
SpeccyGuy 10 月 22 日 下午 11:48 
Is ttc-costs website down?