Radious Total War Mod - WarhammerOverview - From the award winning team and and from the creators of the most subscribed mods on steam workshop for TW games comes another major modification. This time for brand new Total War: Warhammer!www.patreon.comThis is short overview of what to expect and what will you get if you subscribe our mods!www.patreon.comwww.patreon.com - Our Home to keep everything we do free and where you may speak freely.

How do these two overhaul mods stack up against each other? Radious is just too unrecognizable to me as a fan of Warhammer.

Special ThanksTo CA for the game Total War: Warhammer, to Valve for the Steam Workshop, and to the community for its help in our efforts to make this mod a reality!Zaskar70 and Aguirre for great textures we used on several custom units. RyanAvx for lovely unit cards on many custom units and Fatalis for great testing and feedback!Also to other modders for their beautiful work and dedication, many great YouTubers, our donating Patrons, our team members, and kind words from so many people that keep us going every day!

Welcome to!A subreddit for all of those who love the Total War series. So just looking for some other opinions here.Basically played around 150-175 hours of the radious overhaul and units mod.

I have really enjoyed my time with it and the kind of over the top nature of how many new units it adds(borderline overkill for the empire though).However ive been hearing so much about SFO and it seems to be the overhaul choice for many. Was just wondering if someone could outline some of the main differences between them? I know SFO adds much less units but further develops campaign and character mechanics which I do like the look of. Although I have heard it is a bit harder? While I have played alot of TWW and I love it, Im still pretty bad it, I am currently playing my first ever VH campaign but I'm doing ok, will I find SFO a manageable challenge?. I'm by no means an expert on either, but SFO is more lore-friendly and makes the game more challenging and refined a bit, while Radious basically completely throws lore out the window (where every faction basically gets the same units) and turns the upkeep so low that it almost becomes an arcadey feeling type of game.It really depends on what type of game you want to play.

SFO is more if you want to stay close to Warhammer lore and have more of a challenge when playing, while Radious is more for the laid back 'build massive armies with hundreds of unit varieties without ever having to worry from turn 1' type of play through. If I had to choose between those two, definitely SFO. As I'm sure you've seen or are about to see, most people here aren't fans of Radious's mods, myself included, as it completely screws the balance of the game. Factions pump out endless doomstacks that turn the campaign into an unfun slog. While I respect the man's commitment to modding the series and that there definitely must be an audience for it given the popularity of them on the Workshop, his mods just are not for me. In all honesty, I prefer assembling my own 'overhaul' if you will through combination of a diverse number of mods which is what I've done for Warhammer if you'd like to give my collection a look:. True but also the mods that it isn't compatible with, I miss just enough to prefer using a collection of my own over SFO which is entirely subjective.

I actually have mixed feelings about both the 'Conquer Anywhere' mod and the fact that they are removing the region restrictions for TWW2. On one hand, the ability to conquer anywhere does open up the door for some fun, random sandbox gameplay which they've said is the goal but it also allows for some immense steamrolling on both the part of the AI and the player. For instance, I played a VC campaign with the mod on and the Greenskins completely dominated the entire southern half of the map including destroying the Dwarfs and Southern Realms with their eyes on Bretonnia.

Thankfully wiping out the Greenskins wasn't a part of my victory objectives because with how many armies they were fielding, I wouldn't have stood a chance. So I'll be interested to see how CA approaches balancing the map without region restrictions if they do so at all. Perhaps an outpost system similar to the WE? Time will tell, and I'm still very excited to play across the Old and New Worlds in the combined campaign. Ultimately, it comes down to what you like. For a lot of players, the problem with Radious is that it's all about adding units, with complete disregard for balance or lore.

What does that mean?Well, seeing as how TWW is explicitly designed to have imbalances between the various forces, making everybody have everything is IMO game-breaking. And certain races are unable or unwilling to field certain types of units.

Vampires are meant to have no skirmishers, so Skeleton Archers make no sense. In a similar vein, Black Orcs are about brute strength, so using a bow would probably get their throats slit. But, hey, some people like that, even though the same complaints about Radious I mentioned have existed since at least the Rome II version.As for SFO, it rounds out the rosters in a more incremental fashion, and with units that can be found in rulebooks and other source material. Is it harder?

Yeah, I'd say you should play it at one difficulty lower than you normally would, and if you still feel overwhelmed, they have 'easy mode' submods. Don't feel ashamed to use them, either! They're there because the modders want people to enjoy the game no matter their skill level. That alone should tell you something about their general approach to the game. I will say i have been an avid fan of SFO but i would hold of for now because he seems to be introducing some changes im less okay with. The creators of the mod seem to want to introduce a unit cap on alot of troop types i dont think need it.I would be fine with steam tanks, demis, dragon ogre shagoths, gyrobombers, zombie dragons, etc getting caps to limit how much they affect the campaign map but he was also suggesting caps on stuff like greatswords which as an avid empire player specifically has my panties in a massive knot.

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He wants there to be 8-10 greatswords on the whole map so unless he plans to buff them (which wouldnt be lore friendly) my empire campaing now loses about 50% of its punching power. Late game my armies need at least 4 greatswords to give the infantry line a chance in hell of holding againt stuff like wardancers, chaos warriors, black orcs, and now the upcoming norscan units too.Edit: some spelling. I will say i have been an avid fan of SFO but i would hold of for now because he seems to be introducing some changes im less okay with. The creators of the mod seem to want to introduce a unit cap on alot of troop types i dont think need it.First of all, those potential changes haven't even made it into beta, so it doesn't make sense to tell someone to hold off on trying the mod out. Second, that was less a statement of intent and more like a suggestion.

The modders value constructive feedback, and have a public Discord channel that is the perfect place to address your concerns.