Total War: WARHAMMER II

Total War: WARHAMMER II

Unit Caps for All [Updated for patch 1.12.1]
Vacuity  [dezvoltator] 4 ian. 2020 la 11:40
Balancing Discussion
Please use this space to discuss the balancing of the mod. Try to persuade me why changes should be made. Save games of campaigns in progress are gold for me as it's so time-consuming to run campaigns just to test balance.

How the cap system works

Almost all races have all their units capped except for one or more absolutely core uncapped unit types. Which units are left uncapped varies depending on the race.

For capped units, the cap is currently derived from four sources:
  1. A base cap. All units with a recruitment cost ≤950 have a base cap of between 1 and 4. This cap is inverse to recruitment cost. Dwarf infantry units with a recruitment cost ≤950 have a base cap of between 2 and 8, again inverse to recruitment cost.
  2. A bonus cap from Legendary Lords. Each Legendary Lord brings with them a small bonus cap to one or a few units associated with the lord.
  3. Caps from recruitment buildings. These caps are derived from the weight of all the units recruitable from the building at that level. These caps also account for (mostly not implemented at the time of writing) hero caps, and other campaign effects.
  4. Caps from other buildings. Buildings such as landmarks, ports, trade resources, and others, all offer opportunities for targeted, thematic caps to specific units. Caps from landmark buildings are often quite high. Caps from other buildings are typically very limited.
I may or may not add caps from these sources in the future:
  • Red line lord skills.
  • Technologies.

Caps from buildings are calculated on a per-building basis. This means that the player/AI gets a nominally equivalent return from any building of a given tier, no matter how many units are recruitable from it. For example, the Reiksfort, a T3 building, offers recruitment of a single, quite powerful, cavalry unit. The Empire Stables offers recruitment of a wide selection of mounted units at T3, most of which are comparatively less powerful. This can only be balanced by giving higher caps to the Reiksguard from the Reiksfort than to any single unit from the Stables, but giving an overall higher unit cap from the Stables than from the Reiksfort. The Reiksfort gives a medium number of good cavalry, the Stables offers a collection of small caps of weaker units, that add up to an overall larger number of units, hopefully of roughly equivalent worth to the Reiksguard. Which building will be of more use to the player depends on the difficulty level, and the player's needs. A common question is why the caps for unit X are so low, but the caps for unit Y are so much higher, and the answer is invariably that unit X is sharing a recruitment building with multiple other units, while unit Y is alone, or shares the building with only a very small number of other units.

The cap, and the mod as a whole, is intended to be as minimal as possible, change as few things as possible, create as few incompatibilities as possible, while remaining functional, thematic, and fun. This means that some compromises are made, and many opportunities to make the mod more awesome are simply not touched because they are not core to the unit cap, and would create further incompatibilities.

The spreadsheet I use for calculating caps can be viewed here.[docs.google.com]
Editat ultima dată de Vacuity; 4 sept. 2021 la 6:02
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Vacuity  [dezvoltator] 5 ian. 2020 la 7:41 
From the bug reporting thread:
Postat inițial de Jam:
I think the reiksfort having less value-per-build-slot is already in the game; building a reiksfort takes up a whole slot and only unlocks reiksguard, rather than builing a stables and unlocking knights, pistoliers AND outriders. I don't think it's a problem if reiksforts have that downside, really.
I've seen plenty of people commenting about how useless Reiksforts are before now, but once you're dealing with a cap it's quite different. Before, as long as you could recruit them *somewhere*, there was no problem. Now (as in right now, with the update I pushed five minutes ago) you have to choose between increasing the cap of a bunch of weaker units (including the Empire Knights) by a combined total of 10 for a Stables in a level 3 settlement, or just increasing your Reiksguard cap by 5 for a Reiksfort in a level 3 settlement. You get one stack's-worth of cavalry with only two minor settlement slots, or you get one stack's-worth of more powerful cavalry (but with much less tactical flexibility) for five minor settlement slots. In that circumstance, the Stables do look like a pretty good deal
Editat ultima dată de Vacuity; 5 ian. 2020 la 7:48
Jam 7 ian. 2020 la 7:37 
I'm mildly baffled by how restricted Spearmen (Shields), Halberds and Crossbows in the Empire are, given how they're kinda bread-and-butter units.

I guess the intention is that you don't think a single building slot should be able to provide too many non-spearman units? Or that you want to enforce varied armies by making it infeasible to have more than however many of a certain unit?
Vacuity  [dezvoltator] 7 ian. 2020 la 8:38 
Well, part of the problem there is that there's a lot of (seven) units all being provided by a single tier 3 building. The tier 3 building has to offer a minimum of +1cap to the two tier 3 units, and offer a decent number of units overall, which gives me very little wriggle room.
I'd argue that the new norm is that your bread-and-butter units now are spearmen (without shields), archers, and a dollop of swordsmen and free company militia. Every faction has been similarly nerfed. Infantry with shields is generally something you pay for; off the top of my head, I think only High Elves and Dark Elves get shielded infantry uncapped.
Vacuity  [dezvoltator] 7 ian. 2020 la 9:28 
Actually, if you could link me to a save game, that might be quite insightful. Would that be possible?
Vacuity  [dezvoltator] 8 ian. 2020 la 6:37 
Short answer: I'll probably drop the +cap for Chosen down to +1 for each variety when I get to rebalancing Chaos, but I'm not convinced about raising the cap for Censer Bearers. Would this seem reasonable to you?

Long answer: The comparison of Plague Monk Censer Bearers to Chosen is a reasonable one to discuss. A Chaos faction can only build one Altar per horde, which means that they're going to get a maximum of six Chosen (two of each variety) per stack with current balancing (this probably is too high in all honesty). And stacks which are still growing probably cannot contribute to that cap. As an aside, horde factions are extremely fragile in a way that Skaven simply aren't. One bad loss is probably the end for a Chaos player, while even if a Skaven player suffers a bad loss, they can probably recover from it and continue.
In contrast to this very precarious situation, Skaven players can, and certainly will, build multiple Pestilent Naves which simply isn't possible for a Chaos player. They also have several more unit types available in their roster than Chaos do, many of which are also extremely powerful and currently come with larger caps than Censer Bearers.
Yandros 11 ian. 2020 la 18:00 
Hey, great mod, but I want to add to the dude a couple of posts above. The low limit for crossbows and shielded spearmen (and swordsmen) for the empire seems a bit harsh. Crossbowmen aren't that special, they dont have piercing or any interesting skill unless I'm missing something, and with Gelt at least its the only ranged unit you can build early on.
And about the melees well, this forces you to spam unshielded spearmen, which sux big time. Yeah as the game progresses you can build more barracks and whatnot but you also need more armies so it's still sad. I really do like this mod but the limits on these low lvl units are too harsh for my taste. Anyway just my opinion but that's the point of this discussion I guess.
Vacuity  [dezvoltator] 12 ian. 2020 la 1:24 
@Yandros
I've just uploaded an update raising the cap slightly for state troops from the tier 2 and 3 barracks. Try it out and see if it's still too punishing. Bear in mind, that as I get through more faction rebalances, you may find your opponents get a little easier too.

@핫픽스후빠른대전작동불능좆소기업이있따?
Hi, if I misunderstand what you've written, please be patient, come back and talk to me again.
Postat inițial de 핫픽스후빠른대전작동불능좆소기업이있따?:
Censer Bearers are one of not using unit in both SP/MP. until CA fix Censer Bearers deserve trait or stat as 5tier building elite infantry, there need +2 slot like to all highest tier elite inf slot(+2). u said it can multiple building but its not single entity monster. or u have to guarantee slot to pestilence clan's landmark building
So Censer Bearers will be covered when I get to finish the Skaven rebalance, and yes, the cap will probably be +2 from the tier 5 building because they're just not as powerful as most of the other tier 5 units.

Postat inițial de 핫픽스후빠른대전작동불능좆소기업이있따?:
tier capacity - theres no step by step capacity increase as common same rule.
example sun,moon dragon +1 capacity, 2tier(5tier settlement) dragon building no increase cap
its joke in the first place that sun dragon are same just +1 cap with moon. even after upgrade building only +1 sun dragon. not only hight elf also all of other factions
So, originally the High Elves did get +2cap to sun and moon dragons with the tier 5 building, but this meant that with a tier 5 building, they got five dragons. Five. Of the most powerful units in the game. From just one building. This was very overpowered. So I've dropped the cap, but I do agree that it's frustrating to not get anything for the sun and moon dragon units from the tier 5 building. The only practical way to get around this would be to use non-integer numbers, something like T4=1, T5=1.5. I'm trying to avoid non-integers at the moment because they're not terribly clear to the end user.

Postat inițial de 핫픽스후빠른대전작동불능좆소기업이있따?:
if u really worry bout horde faction, then, just base +3 slot for horde faction, not nerf at normal factions have any +1 base slot things. just +2
That may be a good idea. I'll certainly look at that when I get to the horde factions again.

I've no intention of adding +3 caps to phoenixes and dragons from a single building; these units are much too powerful and special. That would give the user six phoenixes and seven dragons from just two tier 5 buildings, which would be... much too much for such powerful units.

I may look into giving the AI extra caps, but that's not a priority right now.

Adding unit cap increases to LLs is possible, but I'm actually more inclined to add it to the LL's basic abilities they start the campaign with rather than have people spend precious skill points on them.
Vacuity  [dezvoltator] 14 ian. 2020 la 0:23 
So, I've upped the level 5 +cap for sun and moon dragons to +2 on the internal build and will see how that pans out in my testing.

With regards to the Clan Riktus building at Crookback Mountain, thanks for the heads up. That's been added to my internal build as well.

If you want other tier 5 units to have their cap raised, you're going to have to make a case for each one individually as I don't agree that they should generally all have their caps raised just because they're not single-entity units.

Postat inițial de 핫픽스후빠른대전작동불능좆소기업이있따?:
it doesn't matter or no worry bout OP things from rare unit cap increase from upgrading building
It matters to me because I don't want to play that version of the game.

Postat inițial de 핫픽스후빠른대전작동불능좆소기업이있따?:
of course there core unit cap also must increase when higher tier building
No. The higher level building offers a higher overall power level of units, but some (and sometimes all) of that is absorbed by the higher tier units that get unlocked at that higher level. Case in point: the Skaven weapons teams building. The final tier of the building unlocks three new units, none of which has any particular reason to be rare. I added +2 cap for each of these new units, but this is a very large increase in what the building offers to a player over the level 3 building (second level in the chain). I added an extra warpfire thrower and warp grinder for that top building because compared to the other units unlocked by the building, they're not so powerful/useful, but adding another +1 to the caps of ratling guns and poison wind globadiers would mean the building offers a very large number of powerful units.

If a player wants to increase their cap of such units, they need to build another building. The AI can do it, and does do it (better now after yesterday's update). The player can too.

The gorebeast chariot will get looked at when I get to the Chaos rebalance, which is not so far away.
Postat inițial de 핫픽스후빠른대전작동불능좆소기업이있따?:
sea guard 650 cost no increase cap even after 2 tier barrack to 3 tier barrack
That's because the tier 3 barracks offers access to two units of shielded sea guard and two units of shadow warriors, which is a pretty good upgrade over the tier 2 building. If you want more sea guard, the solution is to build more barracks. Or persuade me that unshielded sea guard are actually really weak for a tier 2 unit and the High Elves need access to more of them. My automated testing shows the AI High Elf factions running around with plenty of sea guard in their armies, so I really don't see any great need to increase their availability. And I've played as high elf and think that sea guard are really good units for their tier.

No worries about your English. I'm basically just skipping bits I don't understand, which is why I said to come back and speak to me again. As long as you're respectful, I don't particularly mind talking with you even if we don't agree on everything. I've made two changes to my build from our conversations (Crookback Mtn. landmark building, and an exploratory increase in cap for sun&moon dragons), so I don't think either of us are wasting our time.
Vacuity  [dezvoltator] 14 ian. 2020 la 8:45 
So, open question: I'm not terribly happy with the army compositions the Dwarf AI factions are fielding now that quarrellers are capped. There are too many miners and not enough other units, particularly in the early game, and for smaller factions.

I was wondering if people would complain about miners (blasting charges) being uncapped?

I've honestly not played much as dwarfs (I've spent a reasonable amount of time blowing them up and chopping their beards off though), so I'm unsure whether that would be problematic. I certainly think there'd be a certain entertainment value in the AI fielding lots of grenades in the early game, if nothing else.
Editat ultima dată de Vacuity; 14 ian. 2020 la 8:46
Yandros 14 ian. 2020 la 10:01 
Thx for the answer man but I think I found my issue, I just recently reinstalled this game and wasn't even aware that there were empire archers now, and locked behind dlc at that. I guess you didn't capped them right? But yeah without the dlc I have to make do with a couple crossbowmen. The archers seem overall worse so it wouldn't make sense to cap them, so it's cool, I'll just play some other faction or disable the mod if I really want to play empire.
Vacuity  [dezvoltator] 14 ian. 2020 la 17:24 
Gotcha! I've been thinking that maybe I need to have a notice in the main description about the mod being balanced for owning all the lord packs, but the character limit's a PITA, and means I have severe limits on what can be included in there. Maybe I can put together a graphic of some kind with the warning...
Vacuity  [dezvoltator] 15 ian. 2020 la 7:44 
Postat inițial de Vacuity:
I was wondering if people would complain about miners (blasting charges) being uncapped?

So, answering my own question after some testing, although I think the extra cost for miners with blasting charges is pretty steep, I also don't really see this being a good solution. I will, however, probably decouple the dwarf warrior and miners w/blasting charges caps and increase the latter by a bit, and test that as a more reasonable solution.
I'd still be happy to hear others' opinions on the matter though.
I think the +3 unit cap on hell pit abominations is probably too much, given how strong they are, so maybe a +2 instead. Also I think the Council Chamber of Thirteen in skavenblight should get maybe +1 or +2 unit caps to stormvermin with halberds
Vacuity  [dezvoltator] 15 ian. 2020 la 15:30 
Oh, bugger. That +3 was supposed to have been reverted before I pushed the patch, but I guess I missed it. My problem is the Lizardmen beasts building, as it gives so many dinosaurs just from one building, and I was experimenting with raising the cap on a lot of other tier 5 buildings to compensate, but I guess I missed one of my reversions before release.
My internal build is currently running with the Lizardman beasts building giving less than +1cap for each of its dinosaurs, so you'll have to wait for my current automated test to finish, and let me look at the armies the AI is building with that, before I can upload the fix.

I'm reluctant to add stormvermin to the council chamber: the council of 13 isn't exactly generous, the Warpstone Tractor Beam offers a pretty good set of +cap bonuses, Clan Skryre is definitely not known for its Stormvermin, and the Clan Rictus HQ offers a hefty bonus to Stormvermin (as it should).

Edit: uploaded the hellpit abomination fix along with another reversion I missed and some other stuff I'm working on. Check the update notes if you're interested.
Editat ultima dată de Vacuity; 15 ian. 2020 la 16:03
Vacuity  [dezvoltator] 16 ian. 2020 la 17:20 
my point was common same rule that all faction's building didnt same increasing cap rule
Of course they don't. Different factions' buildings don't follow the same patterns of caps because different factions' buildings are very different. Look at the Lizardmen beasts building. Look at the Vampirates necrofex colossus building. Both tier 5 buildings, offering totally different things. On the simple pattern you describe, the Lizardmen beasts building would offer something like 16 dinosaurs for a tier 5 slot, while the Vampirates building would offer 1 necrofex colossus for a tier 5 slot. Instead of applying arbitrary rules, I am using maths to ensure that all tier 3 buildings are roughly equally useful to a player (and the AI), and the same for tier 5 buildings.



LL own skill tree get added unit cap increase
and connect this feature with Mixu'LL mod's New LL skill tree

there was no answer bout this. will u?
Postat inițial de Vacuity:
Adding unit cap increases to LLs is possible, but I'm actually more inclined to add it to the LL's basic abilities they start the campaign with rather than have people spend precious skill points on them.
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