Total War: WARHAMMER III

Total War: WARHAMMER III

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Forgosth's Khorne units booster pack - Radious Submod
   
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units
Tags: mod
File Size
Posted
Updated
319.859 KB
10 May, 2022 @ 2:08am
28 Nov, 2022 @ 9:08am
9 Change Notes ( view )

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Forgosth's Khorne units booster pack - Radious Submod

In 1 collection by Marcus Aurelius
Warhammer III ALLMYMODS
895 items
Description
I tried to balance the great unit from Forgosth's Khorne units booster pack for Radious > https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2804257525.

The units should be balanced for Radious but don't hesitate to point some balance issues.

The original mod is a dependencie, don't zap it.
28 Comments
☞ PrimarcH ☚ 22 Feb, 2023 @ 4:01am 
可爱的小猪猪 same
Marcus Aurelius  [author] 17 Oct, 2022 @ 7:11am 
@VietPlus it works fine for me, check if you are missing dependencies (or if your are over the mod limit which is around 150-170 mod.
可爱的小猪猪 17 Oct, 2022 @ 6:09am 
when i add this mod then my game always crashed, cant start the game.
Marcus Aurelius  [author] 1 Oct, 2022 @ 12:29am 
-Updated to an acceptable version i guess. Suggest balances issues if you got some.
Marcus Aurelius  [author] 20 Sep, 2022 @ 6:17am 
-Updated
Report balance ideas or bugs because i did this quite fast
DarkRite 15 May, 2022 @ 11:16pm 
Well that was fast, but you didn't adjust the hp per entity on the units you increased the models on. For Pit Champions my thought was that they'd number a bit more, but be a little less tanky individually (set hp per entity to 650 or so). For Gore chargers (hp per entity to 900). For Hemorragers (bonus vs infantry to 8 or 10 rather than 20). Otherwise the changes for all other stats are fine, appreciate the speed (you just forgot small details, I hope I'm not coming off as rude). You don't need to re-update it immediately, for me it's 2 am here, I'm about to go to sleep in a bit. Balance is hard, I know I made OvN patches for radious (and that was a pain, and I think they added stuff not too long ago, I'm gonna need to update my mods soon, argh).
Marcus Aurelius  [author] 15 May, 2022 @ 10:24pm 
Thanks for the help
Marcus Aurelius  [author] 15 May, 2022 @ 10:24pm 
@DarkRite i updated with your suggested changes
DarkRite 15 May, 2022 @ 10:07pm 
Pit Champions, reduce weapon strength to 40 ap, 20 base, reduce melee attack and defense slightly, increase model count to 24, while keeping hp relatively similar to what it is now, reduce armor to 70 or 80 roughly (they're not wearing much armor visually so yeah). Skull cannon soul grinder, reduce range to 240, ammo to 16, no problem with the unit itself, but it makes the regular skull cannons almost pointless. Admittedly I do think the normal soul grinder needs a slight buff, but that's another matter entirely. I did not test the bloodlings however so no comment on them. For the most part the balance seems fine, just some minor tweaks and it'll be fine.
DarkRite 15 May, 2022 @ 10:07pm 
I did some tests with these units, and here's my thoughts on alterations. Bloodshots, while they did perform well, it's silly that they're lower ranged than a throwing axe unit, especially when they don't deal a ton of damage per shot. Up the range to 90 or at least 75, reload speed will be changed to 8.5 or 9 seconds (maybe 10 at most). Gore Chargers, need to be buffed a fair bit, up melee attack and defense, and hp (either by increasing model count a little bit, maybe up to 16, or by just increasing hp per entity so that they end up around 14k hp), and maybe give them anti-infantry bonus. Hemorragers, up melee defense a little bit, and maybe hp slightly, but otherwise they're fine.