Total War: WARHAMMER

Total War: WARHAMMER

Radious Total War Mod
Avenger93 24 May, 2016 @ 10:29am
Suggestions
With the blessing of the radious team I open this thread with the intention of collecting suggestions from the users of this mod in one easy to reach and check on spot. This beeing said I'd like to begin myself with a few:

Fold the defensive building chain into the main setlement upgrade: it makes 0 sense that as a settlement grows it does not gain a larger garrison and eventualy gets a layer of walls built around it. That goes doubly so for provincial capitals that need the defensive building chain to have a garrison that is even remotly decent and defenses that actualy hurt the enemy. With how limited the building system is with it's slot system, this defensive building tree is something that is at once both a necesity to have properly defended setlements and a building not worth building as it would eat a slot that you desperatly need to economy and/or unit recruitment. It's also quite immersion breaking imo that even after fully developing a place, a race like the dwarfs or the empire doesn't even entertain a notion of building at least some basic walls and hiring a decent garison.

Speaking of limited buiding slots: in rome 2 it was impossible to add more due to each slot needing a new sector of the city to grow on the campaign map, sectors that could not be edited. As cities in this game seem to be back to the old shogun style of one model that updates as you build the main structure, would it now be possible to potentialy add more building slots to towns and cities?
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Showing 1-15 of 317 comments
Electric Antartica 24 May, 2016 @ 11:15am 
First off AoE color changes for the empire. I would like to see units recruited from different empire regions to wear the colors of their province.
Thank you Radious team for mking my TW experiences so much grander! you guys are awesome.

I dont' know if this is possible, but I really would love to see the deployables from Rome 2 and Attila come to Warhammer. Eventually it would be great to have race specific deployable defenses like landmines for dwarves, skeleton arms for VC, and ect; and have some based on leader skills. I miss burning bolders :)

The other thing I would really like to see is formation and formation bonuses return. I loved those extra formations like defensive testudo and wedge.
Maff 24 May, 2016 @ 12:23pm 
I'm not sure if this is suitable for the thread, but as a submod request I would love to see a Vanilla Upkeep Costs submod.

Radious cuts them to 50% of vanilla currently.
Rej 24 May, 2016 @ 1:19pm 
Dwarves never run away, they never break - EVER. Also I can still raze cities.
if at all possible to make seperate factions for chaos...i want to see khorne,nurgle ,tzeentch warbands as in color changes and possible units i hope this makes it into view for the radious team.

As Always Chaos Corrupts glory the the dark gods
PhilipÓ'hAodha 24 May, 2016 @ 4:06pm 
As always great work, but Chaos really need "Marauder Axe Throwers". There is mounted units of these in the game, but not sure why there not dismounted. They would really help out as Chaos have no Missile troops.
Last edited by PhilipÓ'hAodha; 24 May, 2016 @ 4:06pm
ajaxjs 24 May, 2016 @ 4:12pm 
I love Radious' mods. From what I've experienced so far, it seems that dwarves need a slight tweaking to their roster. Miners shouldn't fight to the death so reliably, etc.

Also. It'd be great if people didn't spam this thread with unrealistic requests. Things like land mines, and new chaos warbands (done right), is something only CA can do.
Last edited by ajaxjs; 24 May, 2016 @ 4:14pm
EternalCrus8der 24 May, 2016 @ 6:10pm 
I love all of this mod except for the morale changes. I think vanilla morale is solid, but with this mod units simply won't break all the way, even when outnumbered with a dead Lord and every fight is to the last man, which get tedious. But other than that, a really solid mod. On a side note I feel it may give a bit too much gold, but thats just my opionion.
Last edited by EternalCrus8der; 24 May, 2016 @ 6:11pm
The Running Man 24 May, 2016 @ 6:16pm 
Originally posted by Avenger93:
With the blessing of the radious team I open this thread with the intention of collecting suggestions from the users of this mod in one easy to reach and check on spot. This beeing said I'd like to begin myself with a few:

Fold the defensive building chain into the main setlement upgrade: it makes 0 sense that as a settlement grows it does not gain a larger garrison and eventualy gets a layer of walls built around it. That goes doubly so for provincial capitals that need the defensive building chain to have a garrison that is even remotly decent and defenses that actualy hurt the enemy. With how limited the building system is with it's slot system, this defensive building tree is something that is at once both a necesity to have properly defended setlements and a building not worth building as it would eat a slot that you desperatly need to economy and/or unit recruitment. It's also quite immersion breaking imo that even after fully developing a place, a race like the dwarfs or the empire doesn't even entertain a notion of building at least some basic walls and hiring a decent garison.

Speaking of limited buiding slots: in rome 2 it was impossible to add more due to each slot needing a new sector of the city to grow on the campaign map, sectors that could not be edited. As cities in this game seem to be back to the old shogun style of one model that updates as you build the main structure, would it now be possible to potentialy add more building slots to towns and cities?
NOW WE WAIT FOR THE UNIT PACK
Kharn the Bloody 24 May, 2016 @ 6:51pm 
Longer open range Battles, Longer Seige battles in general.

-Increase HP for all units by a certain % across the board
-Increase Morale by a certain % across the board so all units take longer to route
-Increase chance for all units to rally after routing
-Slower Siege unit speed, more HP per siege unit(so it takes longer to get to the walls but still have a chance to reach walls with nerfed movement speed)
-Increase Keep door HP(door shouldn't go do the first 5 minutes of a 60 minute battle)
-Increase Keep wall HP(walls shouldn't go down in the first 10 minutes of a 60 minute battle)
Kharn the Bloody 24 May, 2016 @ 6:52pm 
-Longer build times
-Slower Campaign map movement
TalosCw 24 May, 2016 @ 7:25pm 
Morale penalties to backside chargers should be increased, also increase the dropping rate of zombies and skeletons after their generals die this immediatly as its broken right now
Travis 24 May, 2016 @ 9:06pm 
"- Razing available only for Chaos and its related factions and servants."

I honestly want this removed. I find the mod unplayable with it. Being unable to actually exterminate other factions' cities is incredibly limiting.
Veet 24 May, 2016 @ 11:38pm 
i feel like you need tweak the ai, they become way too big too quickly.
Strum 25 May, 2016 @ 1:20am 
nerf dwarves seriously they dont break even if u somehow manage to kill of their general.
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