Total War: WARHAMMER III

Total War: WARHAMMER III

Tabletop Caps: Reborn
230 kommentarer
Pimp Swag McKing 19. nov. kl. 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 16. nov. kl. 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 15. nov. kl. 2:03 
@Silverstone
Tabletop Caps something or other. Use the Workshop's search, it won't take long.
Silverstone 15. nov. kl. 1:02 
@Dragon32
What's it called?
Dragon32 14. nov. kl. 6:27 
@Silverstone
There's a mod that sets-up a bunch of mod-added units on the Workshop
Silverstone 14. nov. kl. 4:00 
Possible to make this work with Guns of Erengrad mod units? :)
longbowcai 26. okt. kl. 4:27 
this mod is conflict with SCM Marienburg, will cause it crashed
SpeccyGuy 25. okt. kl. 20:45 
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 25. okt. kl. 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 22. okt. kl. 23:48 
Is ttc-costs website down?
Herald 22. okt. kl. 0:32 
When playing as one of the SCM Marienburg factions and using Tabletop Caps, including with a compatibility submod, the game crashes when clicking on one of your characters. Is anyone else having this issue?
Jimmy 15. okt. kl. 14:07 
Bug? I think? The rot knights unlocked by Kazyk the Befouled (Tamurakhan) cost more or less points than regular rot knights, even though their stats are identical. One costs 2 points and the other 3. I dont know which is which since they are identical in every way.
Raziel 15. okt. kl. 8:58 
This mod is truly a must-have for gaming. It was a pain to personally disassemble and fix it because it haven't been updated, thus I'm so grateful for the instant update. Thank u wizard.
_Zevon 13. okt. kl. 17:10 
Thank you for the update, Groove. It's greatly appriceated.
Dragon32 11. okt. kl. 2:01 
@wuhu__hulongfu
Probably new campaign only, if it did work with existing ones then every factions' army compositions would be illegal
wuhu__hulongfu 10. okt. kl. 18:30 
Compatible with saved game or should I have to start a new campaign? Thank you!
Shadowslasher 8. okt. kl. 13:04 
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://steamcommunity.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