Total War: WARHAMMER II

Total War: WARHAMMER II

Radious Total War Mod - Part 1
TerrorBear 3 Jul, 2018 @ 3:50am
Radious Mod without the extra units
Radious's units are the only reason I prefer SFO over this mod. I was wondering if there is any option to turn off the extra units or if there is a submod being worked on that removes the new units added by Radious. The majority of my time with this game has been played using the Radious mod and I've grown to become a bit tired of these new units, they unbalance the game and they defeat the whole purpose of certain factions by giving them certain units which take away their weaknesses or overall flavour. For example Vamp counts are not supposed to have archers and Skaven should not have super tough line infantry.

It really takes away the flavour of factions when everyone has access to an uber version of every type of unit, it changes how they play, how they operate and everyone ends up having the same cookie cutter armies which make the factions much more similar, and therefore boring. The late game is comprised of nothing but constanly fighting endless stacks of these ♥♥♥♥♥♥♥♥ units and it's a nightmare. My only problem with this mod is the units, they were cool to play with on my first campain with this mod but now they turn me off from using this mod entirely.

I appreciate the work the radious team put into these units (virtually all of them look amazing!) but I now dread starting a new campaign with this mod. I think at least having the option of using these units or not would completely remove everyones problems with this mod. There is a reason SFO is more popular right now and it is because of this. Any information on utilizing the amazing changes radious mod makes to this game while removing the units would be appreciated!
< >
Showing 1-1 of 1 comments
OzRecon 4 Mar, 2019 @ 2:09pm 
I agree. The extra units are not canon and basically remove any weaknesses a faction had. Want halberds? Here's 3 units of them. Want poisoned missile troops? Pick a faction. There are some units I'd like to see in the base game but most of them I would like to remove. But there other issues. 2 skills per level. Don't even bother specialising do it all! This skill is locked because you chose another skill? Not anymore! Want 5 full stacks? No problem - you don't even need to worry about not having income! There is really no challenge apart from fighting numerous stacks of doom. I just gave up a DE campaign after turn 40 because I had a 4 armies, level 4 Naggarond with a spare building slot I couldn't use, 40K gold and still making money. No depth to the game with this mod.
< >
Showing 1-1 of 1 comments
Per page: 1530 50