Total War: WARHAMMER II

Total War: WARHAMMER II

Radious Total War Mod - Part 1
Talok Jun 9, 2020 @ 10:01pm
2
Unbalanced.
Use to recommend radious mods to everyone. Not anymore. The ME campaigns are so horribly unbalanced it's not even fun playing the underdog. Get rid of the fan boys and re balance your mod. Right now it just sucks bro. Sorry.
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Showing 1-15 of 80 comments
Radious  [developer] Jun 10, 2020 @ 9:28pm 
Unbalanced in what way? Youe feedback wont help much without being specific.

Right now i see every single faction very well balanced actualy, each is different, has pros and cons and offer unique strategy and gameplay options.
Il Grande Danton Jun 11, 2020 @ 4:08am 
typical fan of the SFO...radious mods are more balanced than the vanilla game. Initially I didn't like them because I thought the addition of many units made the various factions flat, instead I noticed that despite this each faction has its pros and cons. I don't think they are the perfect mods, for example I would like you to rework the campaign objective (especially multy).
but I think they are the best for this game
Talok Jun 11, 2020 @ 9:26pm 
Never played SFO. About to try it out.
Talok Jun 11, 2020 @ 9:33pm 
But yeah. Just played a few more battles. Unbalanced. Sorry bro. Love your mods but this one is screwed.
Radious  [developer] Jun 11, 2020 @ 9:43pm 
Once again you didnt provided any details how or in what way it is unbalanced. That kind of talk is useless and it serves no purpose but to hurt someone.
Talok Jun 11, 2020 @ 10:31pm 
You know what Radious. I am going to give you the benefit of the doubt here. Your work is legendary imho. My issue probably comes from the lack of knowledge about Lizardman mechanics in WH2. I am playing as the huntsman general faction and the lizardmen just have units that I have absolutely no answer too. Their dinosaur riders just tear everything I have to shreds. There is also an OP (imho, karrigors?) infantry unit as well. They are 'blessed' btw. There is literally no answer to them. They move too fast for arty, are hard to flank with archers as it's hard to hold the line against them. I have to cheese to beat them which I absolutely hate doing. Oh well. Cheese for the cheese god I suppose. The karrigors are more manageable as I can wear them out with archers/arty. What makes it more difficult are the limitations that are put on the huntsmarshall via the building mechanic. Anyway keep up the good work and take care.
Derek Slide Jun 13, 2020 @ 10:28pm 
He's not wrong, but I think the issue stems more from many of the units feeling overshadowed by other units in the roster. Your mod has never been "balanced" but that's personally why I enjoy it.

Units don't feel different enough to warrant using them outside of the look factor. If every "tier" of unit had viability, maybe it would be more balanced?

I.E. Followers of Khorne. Why use anything else as a front line? They literally kill everything.
Ironhammer Dwarves, bless their little blue souls, same deal.

Even if someone is saying something potentially hurtful, you can always take the good and leave the bad. I don't mean to condescend. I've noticed you take criticism hard. I only criticize because I've enjoyed your mods since Shogun and Rome 2, and see what could be better.

Sincerely,

Derek.

Radious  [developer] Jun 13, 2020 @ 10:38pm 
Criticims without feedback is useless. It wont help anyone which should be clear. If someone comes and says your mods suck or are unbalanced well thanks, that surely helps....but if someone comes and says its unbalanced because and then provides examples which he/she thinks are not right that is valuable feedback i appreciate.

That does not mean i have to agree with it but almost every update in our mods are also based on the feedback we receive from you players and our fans and changes are being constantly made for years.

Warhammer 2 obviously cant be really balanced game with so many different races and units, each is very different and unique in its own way. But balanced in this case should mean that every race has more or less same chance to win, that its not weak compared to all the rest or too strong. There wil lbe always better units (higher tiers) which will shadow others, but that is purpose, each unit has its place, its costs and you can chose your army builds as you please. Base game does not offer that and late game offers usualy 1-2 good builds max, same every time.
Sanguine Aurora Jun 15, 2020 @ 9:19pm 
If i've said it once, i've said it a million times,
Units that are stronger than the strongest unit the faction can offer are outright broken and unreasonable.
E.G. Chaos. Units of the chaos gods are stupidly overpowered to the point where they make "THE CHAOS FRIKKIN CHOSEN" obsolete the moment they are unlocked. Problem is, making these uber powerful units is exciting, while not adding anything unique the game. Making it "bigger and stronger" doesn't help the game at all. If anything, it makes it thematically worse. Making a unit that is stronger than the best chaos has to offer is strait up wrong. You have to keep the games theme. If a unit is there, it contests another unit in the roster and is strait up better at everything, then one of these units needs to go. Similar thing goes for the empire.. And every other faction really.
Doomstacking is so much more ridiculous in this mod that it's not even funny. I personally strait up hate doomstacking and i always try to go lore friendly and thematically. This mod doesn't allow that. Some ♥♥♥♥♥♥♥♥ overpowered unit rekts everything in a balanced roster, then it needs to be removed or tweaked.
You could take a different direction with Chaos gods themed units for example. Each unit could have its own niche use while not strait up REMOVING the fkin chosen from the roster.
As i've said. You went too far with making units "bigger and stronger" to a point where it starts to hurt gameplay.
Sanguine Aurora Jun 15, 2020 @ 9:24pm 
What i try to mean is similar to what Derek Slide tried to imply.
If a unit is the sole reasonable choice in the roster, and that unit is a mod unit, then it needs to go.
Even if they stay, they need to be capped. These kinds of units were never numerous enough to make armies out of. For example the Crimson Guard for the skaven. It has shield variant, it has halberd variant, it has cencer variant. The moment you get them, rest of the roster is strait into the trashcan. But in fact, Crimson guard in lore were the personal bodyguard of Queek headtaker and they numbered about several hundred tops. They represent the best of the best of the best. If we can make full armies out of these units, then the theme and lore goes out the window.
Stuff like that. Army caps would work wonders for this mod. You could do something like SFO and leave the choice up to the player. I love Radious' variety and i very much prefer this over any other overhaul mod, but this mod is in dire need of some improvement.
There's a mod called "Table Top Caps". You could try something like that. Rather than putting caps unit by unit, you could break the game down to unit tiers. E.g. Core unit, uncommon unit, rare unit.. etc. and put a combined cap. Which would definitely make it much easier for you to menage.

Thanks.
Last edited by Sanguine Aurora; Jun 15, 2020 @ 9:31pm
Danando Jun 17, 2020 @ 2:46pm 
filthy bretonnian peasants run this discussion, Radious, its fine for me :D
Uryens  [developer] Jun 18, 2020 @ 10:13am 
Unit caps or no unit caps is just a matter of personal preferences. But the game is not "unbalanced because I use Radious",it is unbalanced in vanilla or with any mod. Wulfhart, will always be much weaker than any of the nearby factions and nothing can be done about it. And that´s only one example: the autoresolve is biased against greenskins, Karl Franz starting position is a thousand times better than Solland, Ikit Claw has absolutely OP mechanics even after Radious nerfed the lab and his skills, Bret infantry is just garbage, caster Lords are much more powerful than melee lords... The game was designed unbalanced and even CA stated it was on purpose and no modder, try as he might, can fix that.
Last edited by Uryens; Jun 18, 2020 @ 10:40am
Starbuck Jun 21, 2020 @ 5:31am 
well, here is my feedback
and yeah, I find the ME way too unbalanced now

2-3 years ago I used Radious mod for both Warhammer and Attila.
it was fun and colorful, but felt too easy from the mid-game as you could spawn top tier armies one after the other, manage the upkeep and steamroll the world.
now it's the other way around : the world is after you.

I play in very hard mode as much as possible
my other mods include extra map contents, improved artefacts and recruitment of defeated same faction.
well, the last one doesn't work with Radious, as you only get the msg pop-up and diplomatic discovery, but not the lords (not your fault, but it worked with venris's mod)

I started a Dwarf's Belegar campaign.
by turn 20, half the old word is overrun by greenskins and vampires. only other 3 dwarven factions (Karak Kadrim, Grudgebearer+ the one in lustria still exist worldwide).
half the empire is gone to the vampires, both Empire and the golden mage annihilated.
Wurrzag has conquered half the badlands and all the border princes.
and Skarsnik is sending 1 full stack army at me every turn since turn 15
the only reason I'm still standing is because after defeating the Broken nose as fast as possible while recruiting dwarf shields and quarrellers up to max stack, I rushed towards Sartosa took it by turn 7, then moved to sack Tobaro-held skavens by turn 11, auto-resolve every battles involving the Skryre clans because in tactical they always have a warpbomb that nuke a third of my troops (dwarfs don't do play like bretonnian cavalry :)), and then siege their capital by turn 12. the defenders make a sortie, I defeat them with my stack holding little more than a quarter of their roster, and sack it so the Tilean can take over the whole area (Estalia was defeated by turn 11)

and those Knights of Origo that I lavished with gifts, with positive diplomacy above 5, now finds it fun to declare war on me out of nowhere and 3 full stack armies with another one in reserve ... remember we are turn 12

I go back to my own territory to heal (my units are around a fifth of their strength now) and recruit another full stack army of dwarven shields and quarellers
the crooked moon rebels send a full stack every 5 turns or so. and by turn 15 that's 3 goblins armies I defeat, just as those 3 bretonnian stacks arrive (they sidestepped Sartosa, lucky for me)
Wurzzag has just finished conquering the border princes and so did the vampires with Karak Hirm and golden boy, while Skarsnik and vampire counts did Karl and Karak Norn

you can understand how lonely I do feel now, with only Tilea (and Orion that I have bribed for a non-aggression) having my back. not friends or allies, just that side "peaceful" so I can look to defeating 1-2 full stack of enemies every turn without rest
by turn 20, Grimgor and Snitch have also decided to join in the fun.
and that's where I am now, all black and red in the north, green in the east and just 2 full stack armies of basic units (just recruited 6 gun-powdered units, no time yet for a canon)

as for tactical battles, I was surprised to see all units, whichever faction you look at, have such high leadership resilience.
even basic tier armies led by lv 2-3 boss need to have their number shaved by half or 2/3 before they consider fleeing. skavens, goblins, orks, human peasants/militias ... that lead to very damaging grinding to your own units too.
a dwarf shield has pretty same base stats as a goblin spearman. WTF ? skavens and greenskins also get poison blades and physical resistance all around.
greenskins also get a buffed waagh way too often (remember the long grinding battles because of leadership broken mechanics ?)
my elite hammerer unit is even worse that a basic dwarf shield, because they end up with less defense (no shield therefore less missile protection, and prime target for enemy archer units)

so, yeah I like challenges, and try my best to outsmart my opponents tactically, but I can't do jack against continuous clone spawning of full army stacks from every side, while barely get an income of 2000 gold atm


hopes this help you to fine tune your mod
best regards

Last edited by Starbuck; Jun 21, 2020 @ 7:46am
Radious  [developer] Jun 21, 2020 @ 7:35am 
Thank you for the feedback, in coming update there will be balance adjusments, morale tweaks and many other changes.
Sanguine Aurora Jun 21, 2020 @ 6:58pm 
What do you hear starbuck?

Yeah as starbuck mentioned, i missed that point in my earlier posts but, units don't run. Even a simple empire spearmen remains on the battlefield with 10 models after having their entire army anninhilated. Even after you win you need to grind out 1-2 ♥♥♥♥♥♥ units here and there on the map to win. Chain routs dont happen. Even skavenslaves are able to rally with like, 25 models.
Also Chosen needs to cause fear and immunity to psych. C'mon it's 2020 without any luv to chaos. Chosen needs buffs. Also Followers of khorne is... a bit imbalanced. Armor piercing shielded and armored infantry who has armor sundering and expert charge defence? Even Chosen doesn't have such base line stats.
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