Total War: WARHAMMER

Total War: WARHAMMER

Crusader's Wood Elves (Radious)
39 Comments
dizzy 1 Nov, 2017 @ 3:12pm 
Any chance of this coming to wh2? I LOVE these units!
guardianru 22 Jan, 2017 @ 1:15am 
and... btw.. the valuable aspect - what tier are all that units?
guardianru 22 Jan, 2017 @ 1:12am 
Same with ancien protector. Look at stats of beastman rock hurler in Radious Mod. He need to have close to that HP number in minimum. Or it is just not close to even elven 12-men wooden monsters. Eated fast and yummy-)))
And wild slayers - are cavalry, but monster hunters... they are fast, great, chargable... and poor in hp for theirs numbers, so big monsters (you know - big monsters hunt for big groups - ots hard to catch them in alone) - and that mean your cavary is out fastly when try to hit/run. because most loses of cavalry uusing the hit(charge)/run tactics are when they change stance and rotate inside enemy ranks
guardianru 22 Jan, 2017 @ 1:09am 
Hm, it mean they are units of JUST single attack. Why? Because after that they would be all killed on the land by even tier1 one enemy because of theirs bigger size. Rounded and massacred in just 20 secs or so. So they aren't shock... minotaures are shocking, giants, even crypt terrors or cavalry with good charge. But flying units could be shock less besause theirs hitting is aimed less correctly (they doesn't land in center of the squad and they are just 12 to fit for example cavalry charge attack.
Try them againts just vampire bats-))) They are really little numbers to make shock (even possibly anti-cannons they won't be able to do anything big).
Crusader  [author] 22 Jan, 2017 @ 12:56am 
Keep in mind that the hawk avengers have very high speed and they are intended to be flying shock cavalry, which is something the wood Elven roster lacks. I have based their stats off of the original hawk riders then converted them to melee so that might explain why their hp is out which I can take a look at. However I never wanted them to be tanks and they definitely aren't meant to go toe to toe with vargeists. I will take a look at their cost/hp to adjust them to be more inline.
guardianru 22 Jan, 2017 @ 12:36am 
For example about screenshots.
Radious monsters (that fit to 12 units numbers) are more than 8k hp minimum, and yours Hawk Avengers (even they aren't a monstrous infantry) couldn't compete even with vampire flying units in defence/attack question and mind, that monters that are on feet are more agile to @hit and run@ tactics than flying ones. Flyiers need jump time to fly away, and only than return-charge. Because of that they even lack in splash area damage effectiveness too. And with 20 defence parameter - they are poorer than 1 tier units and would die fast
guardianru 22 Jan, 2017 @ 12:36am 
I mean for me the main is Radious Compatibility, because i'am making Radious Friendly mod compilation https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=841894665
So: upkeep costs, hp values, damage/def values&special abilities that doesn't OP units vs Radious ones or make them vorser in their tier rank analogs.
If you use different troop numbers, but balance them to fit their tier, scale and ability/idea and minding playing them with Radious - it is ok. So the main is that.
Crusader  [author] 21 Jan, 2017 @ 10:45pm 
Most stats have been changed! What unit are you comparing this too that makes you think the HP is incorrect? Keep in mind I may be playing on a different unit scale than you're used too. :)
guardianru 21 Jan, 2017 @ 9:11am 
Is it really compatible by stats? I see hp is not close to be compatible.
What stats you changed from vanilla to fit Radious?
sdunnyw506 2 Jan, 2017 @ 7:11am 
Fixed! Good work! Thanks for waht you do!
Crusader  [author] 2 Jan, 2017 @ 5:04am 
This is fixed now I believe!
Crusader  [author] 2 Jan, 2017 @ 1:15am 
Thank you @sdunnyw506, I'll fix this later tonight.
sdunnyw506 1 Jan, 2017 @ 8:29pm 
Hey, you need to go into your tables again under building_units_allowed tables. When the flying and cav build structures are upgraded to level 2 and 3 respectively they no longer build your units. You only have them buildable in the 1 and 2. You need to add two more rows with flying 2 for the hawk avengers and cav 3 for the wild slayers.
Crusader  [author] 31 Dec, 2016 @ 6:34pm 
Honestly I couldn't work it out... it's like it's just not reading the value from the ability for some reason, perhaps I've missed a ui link somewhere, but my other abilities don't have that problem :/
Moorgeist 31 Dec, 2016 @ 11:20am 
I see it on the screenshot. Seems to work. But strange anyway: Why would this not show up?
Moorgeist 31 Dec, 2016 @ 6:34am 
What value does it need to appear correctly? Have you tested this?
Crusader  [author] 30 Dec, 2016 @ 4:29pm 
The aura actually adds 5% range and missile damage, I think that because that value is too low it's not displaying correctly on the tooltip :)
Moorgeist 30 Dec, 2016 @ 7:15am 
Great units and well done.

What is that Aura from the Ancient Protector? Last time i checked, it adds 0 Range and 0 Armor Piercing Missle Damage.
Crusader  [author] 26 Dec, 2016 @ 7:28pm 
Mod has been updated! I can see what you mean by those upkeeps, they were insane! I believe I copied those values from my vanilla version of this mod accidentally. Added a new unit Wild Slayers with a custom active ability, and as requested all units at least have some form of custom variant model and unit card.

Enjoy guys! :)
sdunnyw506 26 Dec, 2016 @ 6:05am 
@Crusader: No problem man!
Crusader  [author] 26 Dec, 2016 @ 5:23am 
@sdunnyw great feedback! When I get a chance I'll put through an update to try and address these issues :)
sdunnyw506 25 Dec, 2016 @ 8:10am 
Also, I would suggest changing the campaign upkeep costs... they are not in line with Radious' style. The current rates are almost double what they should be for Radious' take on unit balancing. In general he cuts the upkeep of almost all units in half to help promote large numbers of armies.
sdunnyw506 25 Dec, 2016 @ 8:04am 
However, they do appear in the lists for the forge and the bowyer. Could be something in the table with their association with the factions. Should be an easy fix ;). Sometimes it can be fixed by simply changing the unit ID's.
sdunnyw506 25 Dec, 2016 @ 7:56am 
Ok cool. I read your description above but wanted to ask first. Just so you are aware in the campaign they are not showing up on the building browser or in the building menu/icons, so people might not now how to recruit them in the campaign or think the mod isn't working. I can recruit them out of the actual recruitment window, but the information in the building menu isn't there.

It might be a mod conflict with Radious or a table error (I haven't looked at it in PFM yet), but since you are making this as a Radious adaptable version I thought I'd let you know.
Crusader  [author] 24 Dec, 2016 @ 11:15pm 
The ancient protector is recruited from the same building as treemen, but also requires the second tier of Bowyer's workshop. The hawk avenger is recruited from the tier 3 cavalry chain provided the first tier of the armoury building chain has been built. :)
sdunnyw506 24 Dec, 2016 @ 9:20pm 
Where are they recruitable in the campaign?
Brother Irish 22 Dec, 2016 @ 4:30pm 
v or make them an anti-large cav unit like the blood knights
Brother Irish 22 Dec, 2016 @ 4:29pm 
Could you make an elite version of the wild wood riders? maybe give them armor piercing and some armor?

you the man
Wilhelm 22 Dec, 2016 @ 2:23pm 
If you're looking for suggestions I have one,

Waywatchers are obviosuly awesome, I'd love to see a unit just like it, prehaphs with less range/ammo for balance reasons and a motive to have them in your army, however with superior melee stats.

A type of shock/flanking infantry, ambushing from the trees for a volley or two before charging into the fight.

Would be awesome, feel free to run with the idea. Either way the two you've created thus far have added some new options for the woodelves without feeling out of touch with the lore.


Crusader  [author] 22 Dec, 2016 @ 8:50am 
Thanks for the feedback guys! I'm playing with textures and unit cards at the moment to polish the existing two units, but what else would you like to see for wood elves?
Elder Lich Naz'Varzalog 22 Dec, 2016 @ 6:14am 
Great mod, really digging the added artillery.
Wilhelm 20 Dec, 2016 @ 6:48am 
Love these two units, defintely something I wanted with the WE even if not lore accurate :p
Well done mate. Radious would love them
Crusader  [author] 19 Dec, 2016 @ 6:42pm 
Added a new unit guys! Check out images for unit card :)
Crusader  [author] 19 Dec, 2016 @ 2:33pm 
Vanilla version of this mod is available at https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=821719161 guys! Just a slight rebalance to the unit to fit with vanilla, let me know if you like it :)
Immortal420 19 Dec, 2016 @ 10:53am 
Looks good keep up the Great work il wait for a non-Radious version since your making one :) any chance of a Badass Unit card?
888 19 Dec, 2016 @ 7:44am 
would be nice :-)
Crusader  [author] 19 Dec, 2016 @ 4:16am 
@Doom, Yes I intend to add 2 more units within the next week.
@ZeroOne, I can definitely if you would like :)
888 19 Dec, 2016 @ 12:30am 
would a non-Radious version be possible?
aarficcc10 18 Dec, 2016 @ 9:14pm 
are you going to add more units