Total War: WARHAMMER III

Total War: WARHAMMER III

Arkhan The Black: Expanded: Radious Submod
73 Comments
Stephen  [author] 19 Jun @ 5:07am 
Yeah, I'll take a look today.
Bread Cat 18 Jun @ 8:39pm 
Any plans on updating this with the new radious update?
Bread Cat 10 Jun @ 4:36pm 
Awesome!!, Lemme know if you need any feedback or if there is anything I can do to help I'd gladly run a ton of testing for you. This mod is again amazing and I wanna see it work perfectly.

When it comes to the lords and techtrees there from what I saw, they just need a martial skill dump with radious due to it giving even more skill points. They kind of quickly get out scaled by the regular old liche priests.
Stephen  [author] 7 Jun @ 12:22am 
@ Bread Cat - from what I remember from the last update, I decided it was best to not provide the same duplicated units from the main mod as the Radious mod adds so many different units, I wasn't happy with the contrast between my style of unit cards, and vanilla.

I definitely need to fix the Burial Mount chain as it's broken, but in terms of unit capacity, it looks correct. I'll probably just leave in the new visual from Realm of Souls and sort out some unit balancing.

I'll see what I can do with lords and the tech tree as well, as they requires some tweaks
Stephen  [author] 5 Jun @ 10:19pm 
Yeah, sorry, I just haven't had the motivation to update this submod properly yet. I can spend some time this weekend taking a look.
Bread Cat 5 Jun @ 8:46pm 
One major issue with this sub-mod, the buildings conflict from Radious and this. Crypt burials don't supply half of Arkhan's units added with this mod. Really respect the effort put into this though otherwise. If at all possible I would recommend looking back at your mod from a "what purpose does me adding this unit do for Arkhan's army" and allowing for both regular tomb kings and the custom ones from your mod to be recruited. Otherwise this mod is genuinely amazing and you're a great author.

Also ps I know you're looking at potential tech buffs, it would be really cool to see some gaps filled with the monster units.
Stephen  [author] 2 Apr @ 12:44pm 
Updated to reflect changes from the main mod

TO DO

- building descriptions
- some unit balancing
- new techs to buff radious units

Don't forget to unsub and resub.
Grubbs008 2 Apr @ 12:13pm 
Causes a CTD.
Stephen  [author] 18 Feb @ 12:09am 
I wouldn't imagine so, as TK don't have upkeep.
SFH 17 Feb @ 10:22am 
Do these new units will have 40% more upkeep if im using "Official Radious Total War Submod - 40% Upkeep Increase"?
Stephen  [author] 30 Jan @ 12:28pm 
Found the issue that was causing the crash - will upload a fix in the next few mins.
Stephen  [author] 28 Jan @ 12:36pm 
I'll try and run some tests shortly and push a fix if needed.
Borcy329 28 Jan @ 12:28pm 
Hey Stephen, I just wanted to confirm what @TinyMagnus said. CTD going into the first fight of the campaign. About 40% of the way through loading. Game files validated and all mods updated. No additional mods beyond this, the base mod, and the Radious files. Also just wanted to thank you for keeping this up! It feels crazy to see a mod this big get Radious submod support directly from the modder!
I'm Physically Disabled 15 Jan @ 10:54am 
youre such a chad, ty for this!!
Stephen  [author] 15 Jan @ 9:52am 
I would validate your files.
TinyMagnus 15 Jan @ 6:41am 
I don't know if I'm wrong but has the latest hotfix + Radious patch broken this mod? I get a crash every time I try to load into a battle
Stephen  [author] 13 Jan @ 12:12pm 
Updated for current patch and Radious update - I still need to go through unit/tech/building balancing and re-introducing some of Arkhan's units back in.
Stephen  [author] 12 Jan @ 3:14pm 
Campaign now loads - I need to spend some time sorting buildings and unit selection out, but will do that after work tomorrow.
Stephen  [author] 12 Jan @ 12:16pm 
Apologies, I'll take a look later this evening.
Sakerift 12 Jan @ 9:33am 
I hope to see an update shortly. For anyone who comes here wondering, yes this mod will currently not work as of January 12th 2025.
Tiberious_Of_Elona 4 Jan @ 12:42pm 
@Stephen Appreciate you Stephen
Stephen  [author] 3 Jan @ 12:40pm 
It is, I just haven't spent much time playing with Radious and I've been focusing on the main mod. I'll take a look over the weekend.
I'm Physically Disabled 3 Jan @ 11:22am 
I assume this is no longer supported? :(
2B 18 Jun, 2024 @ 10:11pm 
Can you point me in the direction of who I’d need to support to get this summons I require?
Stephen  [author] 18 Jun, 2024 @ 10:40am 
Haha, nope.
2B 17 Jun, 2024 @ 4:47pm 
okay, you feeling like making one for Tomb Kings: Extended? hahhaa
Stephen  [author] 17 Jun, 2024 @ 9:35am 
Only if you have a TKE Radious submod as well.
2B 16 Jun, 2024 @ 7:38pm 
Do you think this would also work with the tomb kings extended mod and its arkhan the black expanded submod ?
萌九 12 May, 2024 @ 7:01pm 
Yes Yes!
Yami 12 May, 2024 @ 9:45am 
can you update please?
2B 29 Jan, 2024 @ 3:26pm 
roger that
Stephen  [author] 29 Jan, 2024 @ 9:06am 
Sounds like an issue with Steam not downloading the mod properly. I can launch the game with no issues. I would unsubscribe and resubscribe.
2B 29 Jan, 2024 @ 7:15am 
getting a crash: Crash report

The following mods cause a crash to the Database:
!! arkhan_the_black_submod.pack

The first invalid database record is
tmb_effect_crypt_AP_damagemelee_damage_ap_mod_addxereus_tmb_m
on_crypt_horror in table effect_bonus_value_ids_unit_sets_tables
and pack file !! arkhan_the_black_submod.pack

The application will terminate now.
Stephen  [author] 8 Jan, 2024 @ 4:45am 
I need to take a look at some of the unit caps - hopefully I'll have some time today and push a fix.
Phantom_Darklord 7 Jan, 2024 @ 9:25pm 
Hi there, was playing with this mod+Radious, and it seems that the special unit buildings don't have the unit cap increases on them were they should, example hexwraiths I have the building to build them with but it doesn't increase the cap. Checking the other locked units and it seemed like there are quite a few units this bug affects.
Stephen  [author] 16 Dec, 2023 @ 5:08am 
No worries - I'll take a look.
artem.rybalko 15 Dec, 2023 @ 11:53pm 
And the top monsters, like scorpions, sphinxes, nyero titans, for some reason I can neither hire nor build their buildings to hire them?
artem.rybalko 15 Dec, 2023 @ 11:50pm 
If you're referring to the problems with limiting units for archers.Yes, that's what I meant!!!
Stephen  [author] 15 Dec, 2023 @ 8:59am 
You'll have to be more specific and let me know which units. If you mean unit cap issues for the archers, then I can take a look.
artem.rybalko 15 Dec, 2023 @ 8:11am 
Please tell me, is it so specially made in fashion that top monsters cannot be built, or is this a bug? And one more thing, the archers of the first shooting range are not hired at all, does he write that they are not there?
artem.rybalko 12 Dec, 2023 @ 6:44am 
Thank
Stephen  [author] 3 Dec, 2023 @ 1:42am 
I'll take a look when I'm home later today.
artem.rybalko 3 Dec, 2023 @ 12:00am 
Mod Updated!!!
Diabates 18 Oct, 2023 @ 5:52pm 
Thank you sir
Stephen  [author] 12 Oct, 2023 @ 12:10am 
Mod Updated - won't crash at startup. I need to come back and update some land_unit stats for the new units added in the main mod - will do this once I finish work hopefully.
GreenTea99¢ 11 Oct, 2023 @ 12:46pm 
look forward to it! I wanted to try radious but Arkhan just doesn't feel right without your great mod :steamthumbsup:
Stephen  [author] 11 Oct, 2023 @ 12:11am 
Apologies, I haven't had time to take a look. Will certainly have a look today.
GreenTea99¢ 10 Oct, 2023 @ 5:17pm 
Any word on an update for the radious submod? still crashes on launch for me.
Stephen  [author] 4 Oct, 2023 @ 11:24pm 
Yeah, this hasn't been updated yet. I'll take a look today.