Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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
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
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
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:)
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.
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")
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"?
Thank you!!
*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,
also, there is no insane option in the difficulty flyouts. does insane apply at legendary campaign and very hard battle difficulty?
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