Table Top Caps – Silent and Furious Edition

If you liked this item, please rate it up on Steam Workshop page.

Authors: PrussianWarfare, DrunkFlamingo

Last revision: 28 Jul, 2021 at 18:33 UTC (5)

File size: 398.34 KB

On Steam Workshop

Description:

This mod’s description keeps being deleted by steam, so if it isn’t here occasionally, that is why.

This mod adds a unit capping system to the game implemented in Lua script.

All units in the game are assigned a category (which are for the most part pulled directly from the tabletop rules) and a point cost from 1 to 3. These costs display as a clear indicator on the recruitment panel. (Note: units from other mods will have to add their units via the mod’s API. Many popular mods such as Cataph’s do this, and if you are interested in adding your Mod’s units, then I recommend seeing his Sea Patrol mod for a template).

All armies can recruit up to 5 points of Rare Units and up to 10 points of Special Units. Core Units are unlimited.

The mod will actually limit you in the sense that it will prevent you from recruiting by locking recruitment options when your army is full. Other mods do things like impose penalties on the player when they break the rules, but this mod will just stop you from breaking them in the first place, and there are no gameplay impacts beyond changing what units you are allowed to recruit (ie: no changes to recruitment cost, upkeep, army movement, or anything else).

This applies to the AI as well as the player.

Overhauls such as CTT (for which this mod was designed) and SFO overwrite the costs and groups of the vanilla units to better suit the balance of those overhauls. The default groups are balanced by PrussianWarfare and designed for Vanilla.

Certain characters can have special rules to give them exceptions from certain caps. For instance, Lord Skrolk’s special rule from Tabletop is preserved, and he can bring Plague Monks as a Core choice rather than a Special one.

Yes, this does make the game marginally harder because it turns out that when you cannot recruit armies consisting of 6 demigryphs, 8 greatswords and 4 steam tanks, the AI puts up more of a fight. It also removes those annoying cases where the AI decides that 18 Necrophex collosi is one too few. Overall it forces both the player and the AI to use more balanced army compositions, and acts as a very soft cap on total spending in one army.

Outside of mods which do not add custom units to the system (these will not cause issues, they will just treat any unrecognized unit as a Core choice), this mod is fully compatible with basically anything. This mod is implemented in pure script and contains no data tables of any kind.

I HAVE 999 POINTS

You also have a broken script mod which is either incompatible or outdated; or a botched download. If you think its steam’s fault because you are sure your mod setup is fine, try using Keadrin’s Mod Manager (google it).

This mod is causing issues when used in combination with [OTHER MOD] but both work fine on their own!
Other modders integrate with this mod using script that only runs when both are active. On occasion, game updates force me to change how this works, which can create problems if the other mod’s author doesn’t realise things need to change.

If you run into this problem, please see the bug reports thread for instructions for how to get a log file, and give me one. The log file helps me identify which mod is causing the issue and to help the author of that mod to fix it.

For Learners:
Source code can be found here: https://github.com/DrunkFlamingo/RecruitmentManager