Total War: WARHAMMER II

Total War: WARHAMMER II

102 ratings
Radious Insane Difficulty Submod
   
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Tags: mod, Campaign
File Size
Posted
Updated
1.595 MB
8 Nov, 2018 @ 9:34am
3 Aug, 2021 @ 4:31pm
24 Change Notes ( view )

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Radious Insane Difficulty Submod

In 1 collection by Synthetic Man
Synthetic Man's Radious Submod Collection
14 items
Description
Radious Total War Mod - Warhammer 2 – Insane Difficulty

Overview - This is a submod designed for those of you who think that Legendary is a cakewalk. Expect to be swarmed by enemy armies and that you have to fight every battle to survive!



Graphics below are links, feel free to click on them!

[discord.gg]

This is short overview of what to expect and what will you get if you subscribe our mods!

[www.facebook.com]

Our mods take hundreds of hours, and with your precious feedback and support, Team Radious will continue to bring you some of the highest quality mods on Steam Workshop.

Complete game overhaul mod, which offers to players big changes in campaign AI, diplomacy, land battles, reworking abilities, spells, magic, changes buildings, re-balances all unit stats and costs, reworks experience system and much more with additions of custom made units for all in game factions.



Our work got into hands of many players, so all who previously played anything from Radious collection know exactly what to expect. Rebalanced, reworked, polished and enhanced original game based on same setting with tons of highest quality custom made units and further additions and content. To offer more variety and options how to play your favourite TW games.



Mod Details - IMPORTANT: Please read everything here carefully

Mod requires you to also have - Radious Total War Mod - Part 2 and Radious Total War Mod - Part 1
  • Mod now has 333 custom units
  • Supports all DLCs and latest Patch.
  • Saved game compatible
  • This mod will enhance difficulty, especially on higher difficulties
  • Radious Warhammer Total Units Gallery[drive.google.com]

Resources and Social Media


Special Thanks

To CA for the game Total War: Warhammer 2, to Valve for the Steam Workshop, and to the community for its help in our efforts to make this mod a reality!

Zaskar70 and Aguirre for great textures we used on several custom units. RyanAvx for lovely unit cards on many custom units and Fatalis for great testing and feedback!

Also to other modders for their beautiful work and dedication, many great YouTubers, our donating Patrons, our team members, and kind words from so many people that keep us going every day!
197 Comments
ElMustachioRojo 15 Aug, 2022 @ 11:05pm 
@syntheticman any plans for this mod and warhammer 3?
MASTOBATO 28 Jul, 2022 @ 10:48pm 
please add to warhamer 3!!!!!
Alan 11 Jul, 2022 @ 10:05am 
Man this mod looks amazing.
Synthetic Man  [author] 22 Jan, 2022 @ 5:06am 
Increases the aggressiveness of the AI and makes it recruit more armies far quicker (basically horde mode), greatly buffs the economy of the AI factions, reduces the time and cost of building for them, makes rebellions more frequent and deadly, and many other smaller tweaks which make it a into an insane experience. To gave the players a fighting chance, they have access to powerful skills and increased skill point counts at higher hero and general levels.
Jotaro JoDiveStar 19 Jan, 2022 @ 11:29pm 
May I ask what exactly this mod changes?
reinersmann.89 27 Aug, 2021 @ 12:33pm 
Absolutely no worries, man, real life should always come first 100% and I wish you all the luck and success in your Master's. May the Chaos gods, the Cytherai and the rest of WHFB powers be with you haha:)

about the heroes - with all the additional skill points for my own heroes, success and all that, it felt kind of an unfair fight for ai. since I choose all the right skills and the AI never does that, removing any success chance for hero action esp unit assaults felt like an overkill. No prob if you don;t feel this way, since I found out how RPFM works I can always adjust the numbers as I like.
thanks for all your and Radious' work, the game is so much more enjoyable with your mods
Synthetic Man  [author] 26 Aug, 2021 @ 6:15pm 
@Reinsersmann.89 The success rate for heroes was intentional, precisely to avoid a hero swarm against the player, and the make the game a little bit more enjoyable. At least that was the feedback I got initially. I don't feel attached to it in any particular manner, and can remove it permanently. I'll have a look at the hero situation. Apologies for the delay in updating and implementing the other changes, but the final deadline of my Master's is next week and the last month has been crazy busy for me.
reinersmann.89 26 Aug, 2021 @ 5:55pm 
2) AI heroes never trying to attempt actoins against you - no wound, assassinations, unit assaults, etc. never. it was because the success chance for AI agent action is set to -125% with this mod. I set it to 1% and it worked, AI heroes are tearing apart my armies, heroes and settlements, finally.
reinersmann.89 26 Aug, 2021 @ 5:53pm 
I love this submod and played around with it for some time. It seems to me I have found solutions to 2 of the issues I encountered with this mod.
1) mourngul haunter not recruited from land, only from horde ships, and a reversed situation for gunnery wights. the 'effect scope' column had incorrect values. I adjusted it, have to test it, but would love Synthetic Man to take a look at it
Synthetic Man  [author] 16 Aug, 2021 @ 2:24pm 
It is activated on launch, like all the other mods, and all of its effects are applied regardless of the difficulty selected for the campaign. However, the scaling difficulty of the base game still applies, it is just much less impactful