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  1. #1

    Default How to set a unit cap?

    I'd like to make some units a lil bit overpowered and set a cap for them. For example, boost a lil bit Demigriph Knights, but you can hire only 2 stacks of them.
    Does anybody know how to resolve this puzzle?

    P.S. I'll be very grateful if somebody answer my previous question here.

  2. #2

    Default Re: How to set a unit cap?

    Hi Possotop. I was looking into this exact thing myself and the answer is that it's relatively straightforward, but also a bit annoying.

    Assuming you're familiar with the modding tools, you can use either PFM or TWeak and look for the variable named 'Campaign_Cap' in the 'main_units_tables' section and set it to the maximum number you want to have recruited at once.

    The annoying part is, at least with the Dwarf Slayers when I was testing it, there seems to be some other hidden variable somewhere that prevents recruiting to the limit you set. So, for example, if I set my limit to 10, I can actually recruit maybe 7, but then with the same limit in an earlier savegame I can recruit 9. Other than that it works fine, but it's pretty annoying to not know exactly how many you can recruit for definite. Do let me know what you find when you set it for the Demigryphs.

  3. #3

    Default Re: How to set a unit cap?

    Quote Originally Posted by KindredBrujah View Post

    The annoying part is, at least with the Dwarf Slayers when I was testing it, there seems to be some other hidden variable somewhere that prevents recruiting to the limit you set. So, for example, if I set my limit to 10, I can actually recruit maybe 7, but then with the same limit in an earlier savegame I can recruit 9. Other than that it works fine, but it's pretty annoying to not know exactly how many you can recruit for definite.
    For my mind it works correctly. I assume that this variable sets the total amount of such kind of units in campaign. In other words: some other AI player builds theese units and lowers your own unit cap
    As for me this is the right decision, cause I'd like to set unit cap for theese units to 1 or 2. That way I can hire them first
    P.S. We have a proverb about this: who first get up wear sneakers (literal translation) . You snooze, you looze in other words.
    Spoiler Alert, click show to read: 



  4. #4

    Default Re: How to set a unit cap?

    Quote Originally Posted by possotop View Post
    For my mind it works correctly. I assume that this variable sets the total amount of such kind of units in campaign. In other words: some other AI player builds theese units and lowers your own unit cap
    As for me this is the right decision, cause I'd like to set unit cap for theese units to 1 or 2. That way I can hire them first
    P.S. We have a proverb about this: who first get up wear sneakers (literal translation) . You snooze, you looze in other words.
    That was also my theory about what was going on. I think there's only one Dwarf faction left apart from mine in my Campaign, so I might Confederate and test if that's actually what's going on.

  5. #5
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    Default Re: How to set a unit cap?

    Hehe, I also like at least one unit being overpowered. I chose the Luminark of Hysh for my Empire campaign, which has a damage of 2000 instead of 750, costs 4000/750 and has a campaign cap of 1.

  6. #6

    Default Re: How to set a unit cap?

    Hi Possotop.

    So I confederated and it isn't anything to do with other factions having recruited anyway. What it is though (and I'm a total eejit for not realising before) is the number of a given unit you have garrisoned subtracts from the number you can recruit in the field.

    I've not confirmed that yet for certain, but will do shortly.

    Yup, confirmed. Really obvious in hindsight, but handy to know nevertheless.
    Last edited by KindredBrujah; June 08, 2016 at 04:33 AM.

  7. #7

    Default Re: How to set a unit cap?

    @KindredBrujah, in your case I can suggest you this variant:
    link the units you want to spesific factions/cities or buildings. For dwarves for example starting city is unique

    Yesterday I didn't have enough time to test unit cap, but I changed bulding unit restrictions for Empire of Sigmar mod in order to hire all the mod units in my cities

  8. #8

    Default Re: How to set a unit cap?

    P.S. There are 2 files with building restrictions. First begins from building_units... Second file, if I remember, main_units_tables, variable secondary_building (I think so).
    So if you set this variable for your wanted units to main_special_city_karak... (check it in building_levels_tables), you'll be able that only you will have access to them...

  9. #9

    Default Re: How to set a unit cap?

    That wouldn't make any difference sadly, as the problem lies in the Dwarfs having a Slayer unit in their garrisons once a Runic Gate is built. I could amend the Runic Gate easily enough to not garrison Slayers, but that's not really the point: they shouldn't have fewer Slayers available when they have more garrisoned.

    I'm presently trying to up the unit cap based on the number of Slayer shrines I have, but I'm not currently having a lot of success getting any change I make to actually take effect in the game. I can get the tooltip to say what I want it to, but I can't get the actual effect to work.

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