Total War: WARHAMMER II

Total War: WARHAMMER II

Radious Insane Difficulty Submod
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
Han 16 Aug, 2021 @ 12:48pm 
Hello, I'd like to ask, how do I "activate" this mod? as in, does this only apply to Legendary campaign difficulty? or does it also apply to any difficulty setting? Thanks!
Dragon_ao_sky 15 Aug, 2021 @ 12:31am 
I found that I should not use "radious-recruitable ROR" with this mod, it just made the game boring, the first 10 turns might be challenge, but after my city reached tier 3, the rest just garbage time
Synthetic Man  [author] 6 Aug, 2021 @ 4:41pm 
I'll add extra Beastmen cap in the next update
Synthetic Man  [author] 6 Aug, 2021 @ 4:41pm 
The one turn building was introduced to give the players a fighting chance, it was a requested ferature
reinersmann.89 6 Aug, 2021 @ 2:23pm 
im fine with turn 1 construction. the number of doomstacks ai throws at you at turn 2-3 makes up for one turn construction easily

to Synthetic: yes, I meant as Beastmen. unit caps make them unplayable with insane. same as it was with TK, had to look for cap removal mods out there to try them out with this mod, actually helluva fun
Synthetic Man  [author] 25 Jul, 2021 @ 7:13am 
You mean as Beastmen?
reinersmann.89 25 Jul, 2021 @ 5:55am 
just tried 3 turns and it's impossible to hold against numerous doomstacks with those hero/unit caps. they need to be increased twice or thrice from the start I suppose.
reinersmann.89 25 Jul, 2021 @ 4:47am 
Yes, at least partial corruption from plague and sea mist would be great! Thank you for all answers. Hopefully you've managed to apply what you wanted to during this latest update
I am going to test Taurox campaign with this insane submod now, will provide feedback
Im interested in how you managed to combine the new bm caps with your submod:)

Synthetic Man  [author] 13 May, 2021 @ 10:46am 
The AI has access to the same amount of skill points that the player does when they level up, they are just really bad at distributing them in a meaningful manner. Unfortunately, I can't do anything about it other than hint at the AI which skills are high value.

I'll look into the actions, I have not disabled them in any way, so this could be a side effect of some other change.
As for the attrition from corruption and plague, that change was made because the AI literally suicided half of their armies by walking around heavily corrupted terrain and usually not doing anything meaningful.

I'll consider splitting plague attrition and making them vulnerable to it specifically.
reinersmann.89 13 May, 2021 @ 8:44am 
I wish we had
1) attrition from corruptions and plague, maybe high seas too. not only for player. lack of corruption also renders too many mechanics useless (sea mist rite/plague rite/lord hero corrupt or cleanse traits are literally useless)
2) actual actions from AI agents/heroes on campaign map. now, they simply run around and never try to assass/wound/assault units etc. not even the player, but each other (AI).
3) 4 point per level for AI too. their heroes and lords SUCK on the battlefields compared to players' due to the shortage in skill points. make it a fair fight ("po pacanski")
Icecream1973 18 Apr, 2021 @ 2:05am 
@syntheticman, I know you are a busy man & I highly appriciate your modding work. But if you ever get the chance of porting this mod for the Radious community of Rome 2 that would be legendary awesome!
ElMustachioRojo 6 Apr, 2021 @ 10:51pm 
@syntheticman -- does it seem like settlements are generating less income? Seems to be both player and AI.
Synthetic Man  [author] 29 Mar, 2021 @ 8:44am 
@reinersmann.89 They already have no upkeep. I'll have a look at Clan Pestilens
Synthetic Man  [author] 29 Mar, 2021 @ 8:43am 
@Deviant 1) I'll work on this, 2)You mean the Warhammer I submod? 3)There is no diference between different difficulty levels, all levels get the same insane changes,
reinersmann.89 29 Mar, 2021 @ 2:22am 
also, a few comments on clan pestilens: since the attrition does not apply to AI armies at all the debuff needs to be increased or the buff to your own armies should be increased after getting the plague rite or building. economic buff to plagued cities is good enough, its just the armies of yours and AI for which it feels underwhelming - considering its a central and iconic mechanic of this faction and how strong the Ordertide factions are, especially lizardmen who are your enemies for at least 30-50 fist turns

reinersmann.89 28 Mar, 2021 @ 8:09am 
I wish we could have the AI upkeep to be reduced to 0 too. Let them recruit as many as possible.
Deviant 27 Mar, 2021 @ 5:24am 
1) Please add "Mod Details"
2) Are "Mod Details" the same as on the previous submod page?
3) Is the "easy" difficulty with this submod more difficult than the usual "very difficult"?
Synthetic Man  [author] 17 Feb, 2021 @ 3:23am 
@Wulfee Co-op is unfortunately unstable in itself in vanilla, even more so with mods running. The problem is that with insane difficulty there are too many armies and things to keep track of for the game. The only 'solution' is to play on LAN (though even this does not always solve the problem, only partially mitigates it) which I imagine won't be very helpful
HuskyStrylight 16 Feb, 2021 @ 9:44pm 
Jesus :D
[ 狼 ] Aokami 16 Feb, 2021 @ 9:43pm 
Running insane difficulty on coop campaign causes desync every turn. Any ideas why or possible fix?
ElMustachioRojo 15 Feb, 2021 @ 11:01pm 
@syntheticman you rock brotha!

Thank you!!
Synthetic Man  [author] 15 Feb, 2021 @ 4:01am 
Mod Updated - 15.02.2021

*Changed the naming and description of most of the skills in order to be stylistically more consistent,
*"Rugged" (formerly "Pain Tolerance") has been moved further to the right and should now be available to all,
*Fixed some duplicated skill IDs,
*Fixed bonus agent level recruitment bonuses not increasing with more invested skill points in the "Veteran" skill,
*Removed AI bonuses to income, as they could be cheesed by the player to get a lot of money. Instead reduced their building and recruitment costs to 0,
Synthetic Man  [author] 14 Feb, 2021 @ 1:30pm 
I'll update the mod to add the missing ability to LLs tomorrow morning. Apologies for not doing it earlier, I had a couple of exams and deadlines and had to keep other mods working and updated. This one has slipped my mind
Synthetic Man  [author] 14 Feb, 2021 @ 1:26pm 
@gevorgal We do not officially support other lords/legendary lords mods
Kingshadowl 14 Feb, 2021 @ 12:55pm 
If you have such limited time then dont do mods, it requires time to keep them up to date.
ElMustachioRojo 24 Jan, 2021 @ 12:55am 
@syntheticman -- pain tolerance is still missing across multiple legendary lords
gevorgval 18 Jan, 2021 @ 5:26pm 
@Synthetic Man - please)
gevorgval 23 Dec, 2020 @ 7:06am 
ANd it doesn't work with Legendary High Elves Characters either (( Can you fix the compatibility issue?
gevorgval 23 Dec, 2020 @ 6:04am 
It doesn't work with Mixu and Shawmuscles Lord pack (( New skills in insane difficulty doesn't add to the new lords
Synthetic Man  [author] 17 Dec, 2020 @ 4:24am 
@3 With the Rome II adaptation of this mod, it was always an issue of time on my part, as I said on earlier similar requests. My irl time schedule is vert tight. I'll see what I can do but I cannot offer any promises unfortunately
Synthetic Man  [author] 17 Dec, 2020 @ 4:23am 
@GarryinAminaGoyum This mod applies its modifiers on all difficulties, the difficulties are only for the scaling of these effects. And yes, it does increase the gain to 4 SP per level
2303 16 Dec, 2020 @ 12:54pm 
does this mode increase the number of skill points gained per level to 4?
also, there is no insane option in the difficulty flyouts. does insane apply at legendary campaign and very hard battle difficulty?
Gods Drunkest Driver 12 Dec, 2020 @ 5:54pm 
If you could please please please make this mod for ROME 2 I would give you $500. i play warhammer 2 mostly because the AI completely eclipses that of Rome 2.
Radious 12 Dec, 2020 @ 8:41am 
Hello Everyone, Team Radious here!

Radious Total War Mod - Warhammer 2 Updated 12.12.2020 - https://www.patreon.com/posts/44959375

Would you look at the time – it’s updates o’clock! After more than a week of hard work and a lot of all-nighters, we are finally ready to release the new update for our Warhammer II overhaul and its submods to fully support latest The Twisted & The Twilight DLC and official update!

Merry Christmas, Happy New Year and have fun with the new update!

Yours,

Radious and Synthetic Man
ElMustachioRojo 31 Oct, 2020 @ 8:02pm 
:(
ElMustachioRojo 23 Oct, 2020 @ 8:55pm 
@syntheticman -- any update on the missing skills?
gevorgval 13 Sep, 2020 @ 12:33am 
Is it savegame compatible?
gevorgval 5 Sep, 2020 @ 11:49pm 
I neer do start a new campaign for this mod, or I can just activate it in the middle of the old one?
Icecream1973 20 Aug, 2020 @ 12:59am 
@synthetic man, that would be seriously awesome mate! You would make a lot of R2 Radious players very, very happy! As there were quite a few post lately on R2 Forum for the need of mods to make the AI putting up more resistance especially from very hard & legendary game difficulty. Some overhaul mods in general already provide a harder R2 experiencde than vanilla, but for Radious in particular there are not many increased difficulty mods available :-( Also it doesn't seem CA has any future DLC/updates for R2 planned, so I guess you will be somewhat save for updating your R2 mods ;-) Again many thanks for your willingness to take a look at this.
Synthetic Man  [author] 19 Aug, 2020 @ 12:56pm 
I'll have a look at the possibility of porting this mod to rome ii and at the missing skills