Total War: WARHAMMER III

Total War: WARHAMMER III

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Dynasty of the Damned + Radious
   
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Tags: mod
File Size
Posted
Updated
1.204 MB
1 Jul, 2023 @ 9:48pm
8 Jul, 2023 @ 1:58pm
2 Change Notes ( view )

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Dynasty of the Damned + Radious

In 1 collection by DarkRite
Dark's Submods
34 items
Description
This is a submod to balance the Dynasty of the Damned for Radious. Units have been buffed, characters were given skill dumps. The usual things. Some new things were given from normal Vamp Counts, as well as I gave Shadow Lanterns and the Hero mount a passive. Of course credit for the original mod goes to those responsible. This is merely a submod so they're balanced for Radious, and credit for Radious goes to Radious.

Do make sure you have the original mod on, and this is above it. Otherwise you will experience issues. If anything is off balance wise or there's any other issues let me know and I can see about fixing it when I can. Also if you're going to give feedback on balance try to give details, otherwise I can't really do much. But other than that, go have fun.

Important Info on Status
Due to some recent drama, there is next to no chance of any of my submods getting an update. This message will be put in the description of all of my submods. The long story short is that I woke up to a burned bridge, and so I don't feel comfortable with updating things now. These will be left up for anyone interested in archiving or taking them over. If you do want to take over one of my submods, let me know. I'd offer to help but my idea of balance isn't acceptable so I'd ask Radious themselves if you did it correctly. I am mad, but I also still want to leave people an opening to these submods. My hiatus was going to end during Thrones of Decay, and for my stand alone mods that is still true, but only for those mods. The submods are not likely to be updated by myself, so yeah, end of an era I guess.
18 Comments
DarkRite  [author] 11 Feb @ 6:21pm 
@ChamoRTS That'll be a no, read the description for why, I am sorry that I have to say that, but it is what it is.
ChamoRTS 11 Feb @ 1:27pm 
Update Please
DarkRite  [author] 1 Oct, 2023 @ 4:05am 
Sadly as far as that goes, it for one would eat into the time that'd be spent just rebalancing the units for radious anyway. And for two, it doesn't really work on units from my own past experience with it in WH2. A banner, skill, or tech added via a mod might have health increase on it's effect but they usually don't work for units in game, due to something I'm not entirely sure about. That's why there's not any techs or upgrades that actually involve increasing the max hp of a unit, though if you know about one that I don't know of, then feel free to mention it. Though regardless it'd not change requiring a submod for a lot of these mods, especially faction ones, since I need to change more than just unit stats for them.
HAVOC5150 30 Sep, 2023 @ 5:15pm 
Part 1. The difference in stats between radious and non radious units seems to be primarily in health, correct? Is it possible to make a mechanic where stats could be increased per unit by a unit upgrade or a unit ancillary flag and those could be applied to specific units to bring them to a radious standard? Say you are running a primarily radious army and you want to incorporate a single unit like a dwarven thunderbarge if a radious conversion isn't working. The game mechanics in place that can alter a unit would be 1) Flags that can be given to a general and assigned to a unit..2) an upgrade like a greenskin scrap mechanic 3) a Skaven laboratory upgrades.
HAVOC5150 30 Sep, 2023 @ 5:15pm 
Part 2. An upgrade could be perhaps made in a custom item workshop like in the mod which adds magic users or spellbooks "add any/every lore of magic (slavery edition) or (grimoires) edition.
or maybe a custom laboratory could be useable by factions that can edit units and upgrade them to radious stats with individual upgrades designed for the units size you are altering ie single monster units, hero units, 12 unit monster units like trolls, calvary , infantry or missile units.
Seems if a system like this could be designed that can units across the board it could makeup the space where conversions aern't. And you are already holding the roof up as it is with radious conversions for all of us. An idea to kick around. Some modders are better at script modding.
DarkRite  [author] 11 Aug, 2023 @ 1:46am 
I have no real plans for that mod at this time. I didn't even know about it till just now. As I barely play Empire.
Blackwolf 8 Aug, 2023 @ 10:06am 
@darkrite, thank you very much pal, really appreciate it, those seem to be kinda small mods to merge so i might try start fiddling before i jump to anything more bigger.

on another topic, do you have any plan to create a submod for marienburg commerce empire
(this one
https://steamproxy.net/sharedfiles/filedetails/?id=2949216752&searchtext=marienburg )

or you'll wait till they update ?

thanks for all your effort m8
DarkRite  [author] 7 Aug, 2023 @ 9:58pm 
Formation attack often times doesn't work as intended, but regardless if you want to make those work with radious. Grab RPFM (Rust PackFile Manager) this is the main tool used to edit pack files which hold most of the information for the game, and is the main file type for mods. I'm not sure which table specifically handles formation attack, but you can probably find that out by looking at the tables that're in those mods you just linked. I recommend checking the tutorials by Cryswar from WH2 for modding as they're still very relevant for WH3. Lastly when trying to ensure changes override another mod, usually having an '!' in the table names and name of the packfile helps. So if the table name is called your_mod_unit_table and you want it to override another mod, have it be !your_mod_unit_table instead. Other tips and such you can find on tutorials, or other modders can explain it.
Blackwolf 7 Aug, 2023 @ 9:47pm 
hi, may i ask some pretty small but perhaps usefull mods for radious?

these helps to keep the "martial appearence" of high elves by having:

a) stopping them to devolve into blobs so easily

https://steamproxy.net/sharedfiles/filedetails/?id=2856065865&searchtext=synced

b) make them march synced

https://steamproxy.net/sharedfiles/filedetails/?id=2858852158

also this one helps the opposite effect, to make the some races to form more disorganized like a mob/rabble.

https://steamproxy.net/workshop/filedetails/?id=2790081935

i think those are kinda small but imho helps a lot with inmmersion and its a shame such small changes maked them clash with radious, if is not much to ask, or if you can point me into which tool/utility i should try to do it myself, i would be grateful.

thanks m8
DarkRite  [author] 16 Jul, 2023 @ 12:19am 
That's what I'm currently working on, it's a big mod, so it's taking a bit.