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Better with shazbot mod manager
Radious Total War Mod - Warhammer 3 - Updated 22.01.2025
Resub Part 3 to get new build!
- Removed Characters from Vampire Coast custom skill unit sets,
- Fixed missing skills for custom Vampire Coast lords,
- Fixed incorrect unit cards being displayed when applying upgrades to some Bretonnian, Beastmen, Skaven, and Norsca units,
- Added missing unit upgrades to Beasts of Tashnar (Norscan warhounds RoR),
- Minor spelling fixes,
If you enjoy what we do, consider supporting our work at https://www.patreon.com/c/Team_Radious .
Yours,
Team Radious
-Spoke about Bret Zealousness/scraps system in previous comment; observations further found: All Bret ROR units EXCEPT the Holy Wardens of La Maisontaal have issues with their unit card art in the scrap/upgrade menu.
-Occupied Massif Orcal, While playing Couronne (potentially all of Bret), has the Greenskin city icon art, and not Bret. Description is Bret, but building icon art is Greenskin.
Great work as always, and please let me know if the observations are mistaken.
"so that the elves would have proper provinces in heathlands but stil wouldnt want to expand beyond that except for outlooks (since they are tree huggers and isolationists and it would be more immersive) but i get why you did it this way."
But that´s exactly what we wanted to change.
This is a map with almost 600 regions and 300 factions and Wood Elves dont even have the chance to see it all, even less fight lots of the LL present in the game. And lots of players of other factions never get the chance to fight them either
And they would be also extremely easy to defeat as they would have only one relevant province with just one city on it Actual towns only in hearthlands would mean almost only small towns and scattered in different provinces, never enabling proper recruitment of high tier units.
- To maybe limit the Copycat Forests (major settlements outside of magical forests) to heathlands.
Anything outside of heathlands should just turn into a 4 slot Asrai lookout or a glade.
- To make true magical forests 12 slot settlements and major settlements 8 slots to balance it out.
In both cases the Settlements building chain should be renamed to not be identical to a magical forest (Major Asrai Outpost for example or Tree fort, something like that)
Id suggest bringing back the vanilla Asrai lookouts for any territory won outside of heathlands
so that the elves would have proper provinces in heathlands but stil wouldnt want to expand beyond that except for outlooks (since they are tree huggers and isolationists and it would be more immersive) but i get why you did it this way.
Still great mod. The amount of work you guys put in is amazing. Got me another +200 hours playing each faction again.
(2/2)
They lose a lot of uniqueness due to that in my opinion.
(1/2)
I cannot give this mod enough praise if I spend all day gushing.
Thank you so, so much for creating and maintaining this mod - it's given new life to this game. I've added 200 hours of playtime off Radious alone, and loved every minute.
(commentary concluded. thanks again!!)
And yet here the promise of versatility the Empire brings is actually delivered on
The Vampire Counts are allowed to be less a "vampires And Their Supporting Units" and much more "the horde of horror movie monsters is here to fuck you up", while not having monster units that render irrelevant i.e. the Beastmen
(hit character limit)
It'd be one thing if bretonnia just had amazing archers and amazing infantry - that's not what's happening. They now have RIIIIIDICULOUSLY good tier 5 cavalry, with various different options for different roles and an actual reason not to just doomstack grail knights, with infantry that's allowed to exist on the field for any length of time and actually hold ground while the knights smash in, but aren't going to carry a battle alone either
The attention to detail, the love - it really does feel like the mod creators had the goal of making it so you aren't pigeonholed into the same army comp for your faction every time, that there's really good reasons to use a variety of units, that however you want to specialize if it's within the faction identity it's totally an option
(hit character limit)
Also, thanks for taking note of the Bret scrap/zealotry unit card issue.
As always, love the work and thank you for what the team does!
High Elves on Ulthuan received starting buffs to various defensive buildings or increased tiers.
Bretonnia: the scrap/zealotry system, the unit card art in the scrap/upgrade screen seems to default to greenskin unit cards for some of the Bretonnian RoR, when selected.
Vampire Coast, Count Noctilus: Not entirely sure whether VC is still a bit overpowered in general, but all VC armies within the Noctilus faction, in particular Noctilus, seem to wipe out everything in front of them. So for example, I just witnessed Count Noctilus himself autoresolve through Tyrion, Eltharion, and Alarielle within 2-3 turns, capturing settlements, as well as defeating nearly full stack armies with those lords. I am not entirely sure what it may be, but I believe Noctilus himself, or VC units, seem to be really powerful in auto resolve (may be from the increased range units they recruit?) Overall, Noctilus is still punching deep through High Elves by turn 25, and seems to for the majority of campaigns I have played.
Radious Total War Mod - Warhammer 3 - Updated 14.01.2025 - https://www.patreon.com/posts/120001786?pr=true
2025 is here and so is our first mod update! We have ready mod support for latest official hotfix 6.0.3 + many additional balance changes, bug fixes, map changes and more!
Have fun and consider supporting our work!
Yours,
Team Radious