Total War: WARHAMMER II

Total War: WARHAMMER II

Radious Total War Mod - Part 1
Battles still over too quickly.
CHangelog says Radious makes battles last longer. But I do not experience such a thing.
Units get wiped out in 5 minutes. Casualty rates in close combat and ranged are insanely high and very unrealistic. I reduced battle time to 20 mins and even the hard fought battles with tough decisions and some 30-40 survivors on both sides only take like 10 mins...

Most of the time this is fine. But it gets annoying, that the actions I can do in battle are reduced to mircoing heroes, because most of the rest has little to no impact.

Especially cavalry seems to be a waste of slots and upkeep. They barely do any damage or shock effect, even when charging with 3 cavalery units in the rear of some beastmen gors.

And while units die fast in close combat, it takes ages to kill like 5 guys who run away with cavalry.
Dont know how much of this is caused by radious. But the vanilla experience was not much different.
< >
Showing 1-7 of 7 comments
Radious  [developer] 4 Jul, 2018 @ 10:19am 
We increased battle length by around 20-30% from vannila. Mainly units from T3-T5 can hold very well. I think its right now fair balance to make battles not too long and boring, but not lighting fast as they are in original game.

Cavalry units (depending ofcourse on what type) can be very devastating with well placed charges. But each cav units at its role, some are better vs inf, some for charges, some vs large units etc.
Naturgewalt 4 Jul, 2018 @ 12:53pm 
Hmm, yeah, I see the differences. Maybe it is just the old TW problem of the AI not holding together their battle line, which makes battles a micro mess but also very quick.

Is there a submod which makes battle last a bit longer, for example by reducing damage output?
And would a mod with increased unit sizes make the battles longer?
Might need a better PC then, lol :D

I play on Very Hard in battles, but from what I read the AI gets no more bonus in Radious?
I still wonder how long even units with "weak morale" malus and such hold so long, even when surrounded and charged.

And I kinda miss "fighting to death".
Radious  [developer] 4 Jul, 2018 @ 1:24pm 
We have submod which returns Ai back their battle bonuses if you wish to have those in.
Naturgewalt 4 Jul, 2018 @ 1:38pm 
I dont know....

3 Minotaur units with Rank 9 won vs. a stack of 19 Reikland Knight units + General lol. I dont think AI needs any bonus... battle lastet for like 5 mins.
But really, are those monster units not a bit OP? :P
Naturgewalt 4 Jul, 2018 @ 1:49pm 
and all the reikland knights were rank 7 :P at times 5-6 knight units focussed 1 unit of minotaurs. To no efffect. They lost 200 men and killed like 2 minotaurs.
✠ Apollyon ✠ 20 Oct, 2018 @ 11:12am 
Originally posted by Radious:
We increased battle length by around 20-30% from vannila. Mainly units from T3-T5 can hold very well. I think its right now fair balance to make battles not too long and boring, but not lighting fast as they are in original game.

Cavalry units (depending ofcourse on what type) can be very devastating with well placed charges. But each cav units at its role, some are better vs inf, some for charges, some vs large units etc.

i am a very big fan of your mod too , battle have become better than in vanilla but i have to agree with ''Naturgewalt'' battle don't last much longer than in vanilla plus cavalry is quite useless if i consider the prize of that unit . Most of the battles are mico managing your heros and thats all . but thats also the case in other overalls like SFO , Darthmod or vanilla

i played this game for a very long time so i give you a tip why this is so the case . Ranged Units and Artillery plus Spells . for example there is no counter play against ranged units exapt kill them as fast as possible or they will get insanely high kills . increasing the blocking rate of shields would be a sulution or give units a shield wall formation that block all arrows form the front .
Artillery not all off them of course but some are too acrate but for example skaven artillery have a hit rate of around 90% plus you don't have even to worry to hit you own troop cause its so super acurate . also the angle is crazy it can hit units even behind large walls and buildungs .

Spell are very difficulty to balance i have no real solution for this maybe increse the HP of all units in general can compress it . that would also make melee close combat longer . that would be an easy way cause it would not much effect the overal balancing .

For Cavalry i could say lower the upkeep and recruitment coast or at least some slight changes
i would also increase the charge bonus a bit . Of cause not every cavalry unit is currently not strong enough , choasknights are for example very strong ^^ just for an example i thing the early cav. of empire or high/darkelfs could get at least an increased charge bonus.

And for my opinion some flying units could be a bit fast if i see and eagle or a dragon flying sometimes it feels like slomotion :)

Well I know its really hard to balance such a game . i hope it will help you and your team . If this helped you just write me if wish more or detailed suggestions .
Last edited by ✠ Apollyon ✠; 20 Oct, 2018 @ 11:30am
nordstern 31 Oct, 2018 @ 6:12pm 
I would like to see more diversity in playstyle. Currently every race has their own unique style to play a battle depending on its unitroster. This is not bad at all, but it makes battles with the time a bit boring, if a race has no varity in the roster. Their is no diversity.

So i had the idea to give other races access to 1-2 enemy units (neighboors of the starting position and not natural enemy), wo make a playstile possible, the race can not do in lore. As dwarf you can not have any kind of flexibility in warfare. As lizardmen you must allways attack directly because of the lack of ranged units and artillery. On the other side there are well balanced allroundraces like the Empire, Britonnia (without gunpownder), Norsca (Archers and Cav with your mod), Vampires, etc.
Only the orcs, dwarves and lizardmen have no flexibility in warfare. I like these races, but after 20 battles the game gets boring... its allways the same.. and so i cancel the game.

And maybe a gameplay-suggestion at least:
maybe you can make musketeeres stronger. They are useless in meele, can not shot over a line of men (unlike crossbows and archers) and for this limited usage they do to less damage. I use them, because i like them, but it is better to use crossbows or archers. In a battle as dwarf my crossbows are killing nearly 160 enemies. The musketeers 10-20. If i use them to shoot in the flanks and back, the crossbows are dealing 300+ casulties, the musketeeres 140+.
Maybe give the dwarves 3 bullets per shot instead of 1 and decrease the range a litte bit and for the empire increase the damage per bullet and the accuraty.
Last edited by nordstern; 31 Oct, 2018 @ 6:16pm
< >
Showing 1-7 of 7 comments
Per page: 1530 50