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Total War Attila Radious

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  • With a million horsemen at his back, the ultimate warrior king approaches, and his sights are set on Rome The next instalment in the multi award-winning PC series that combines turn-based strategy with real-time tactics, Total War: ATTILA casts players back to 395 AD. A time of apocalyptic turmoil at the very dawn of the Dark Ages.
  • In Total War: Attila, every faction has a state religion, which gives access to unique buildings and edicts, and gives a special global bonus. Furthermore, every province has a population which follows a mix of the available religions, and can cause public unrest. 1 State Religion 1.1 Conversion 2 Province Religion 2.1 Regional developments 2.2 Osmosis 2.3 Religion 2.4 Characters 2.5 Local.


PLEASE NOTE: The Radious mods are no-longer hosted on TWC.

The next instalment in the multi award-winning PC series that combines turn-based strategy with real-time tactics, Total War: ATTILA casts players back to 395 AD. A time of apocalyptic turmoil at the very dawn of the Dark Ages. How far will you go to survive?


The Radious Total War Mods are a series of mods by Radious, each of which changes the gameplay of Total War: Shogun 2 in a different way. This is also its main difference from most other major mods, in that, whilst all of the mods are fully compatible with each other, they are not in a single pack, and must all be individually installed.

History

The Mods got a hosted mod forum and a full overhaul mod incorporating all of the smaller mods was released in June 2011, and shortly following that the first individual parts of the mod were released in April. Releases and updates have continued since then, with the most recent being on the 12th of October with the Experience, AI, Building and Upkeep mods. Since the arrival of the Rise of the Samurai DLC, many of the mod packs have been updated in order to be compatible with that.

Description

As Radious himself states, the point of these mods is to let the user choose how they wish to play the game, not have the overhaul mod choose it for you, as is usually the case. As such, each part of the mod deals with a slightly different area of the game, be it naval battles, unit upkeep, buildings or units. Each works standalone or with any combination of the others, allowing a huge degree of flexibility. Of course, if one wants all the features (with the sole exception of the Fixes and Features Mod), one can download the main overhaul mod package.

Features

  • Fixes and Features Mod
    • This includes a retexture of the battle interface new character portraits, removing bullet and arrow tracers and the dust kicked up by arrow impacts on the aesthetic front. It also removes the flags from soldiers backs. In gameplay terms it also removes any weather variation, increases the amount of prestige required for the Realm Divided event. A major trait of this part of the mod is that it can improve the framerate, though exactly how much depends on the computer.
  • Unit Pack Mod
    • This adds a significant number of new units to the game, and is intended for use only with the other parts of the mod because it is balanced differently from the vanilla game. It is also meant for use in the Rise of the Samurai campaign, but the units can be used by other clans in custom battles.
  • Buildings Mod
    • This mod changes the cost of buildings, makes the unique ones universally buildable, and decreases build time. It also increased the cost of castles (but made an extra building slot appear sooner) and upgraded encampment buildings.
  • Experience Mod
    • This mod reduces the amount of experience required to gain each experience chevron, and increases the bonuses each chevron provides. It also reduces the age at which characters become adults and increases the chance of them having children. The experience and skills of generals and agents have also been amended.
  • AI Mod
    • This mod changes the AI of the game in several ways-it reduced the amount of archers that the AI recruits, and increases the amount of other units recruited. It also balances the autoresolve properly and improves the AI Logic both AI building and spending. The clans have been edited to be more different from each other and their recruitment preferences have been enhanced.
  • Stats Mod
    • This mod rebalanced most of the units in the game-changing charge bonuses, morale, defence values etc. It also varies the stats of units belonging to each clan, increasing the variety there. Generals are now more powerful as well, and battles last longer.
  • Food and Slots Mod
    • This mod reduces the food requirements for castles and markets to be built, and gives level 2+ castles an extra recruitment slot. Farms now give more food as well, and taxes have less impact on growth. The income bonuses of various buildings are also increased by around 15-20%. Th replenishment value of roads is increased, which reduces the time troops need to spend recuperating after a battle.
  • Limit and Upkeep Mod
    • This mod removes the unit limit from all elite units and reduces the upkeep of all units by 40-60%. It also changes the recruitment time to 1 turn for all. The requirements for the units have also been changed, and it is easier to recruit clan's unique units.
  • Diplomacy Mod
    • This mod adds several units to some of the factions, and also changes the diplomatic effects of declaring war, trade, state gifts etc in order to improve the diplomatic AI.
  • Technology Mod
    • This mod rebalances some of the techs and reduces overall research time. There are 4 different versions, each with a different effect.
  • Units Mod
    • This mod unlocks a number of vanilla units for all factions for use in the campaign, adds abilities to them and changes their recruitment levels. It also adds some new units, much like the Unit Pack Mod as well as custom unit screens.
  • Garrison Mod
    • This mod rebalances Yari and Bow garrison units, and also adds Naginata Warrior Monks to most garrison forces. This has the effect of improving the surviveability of the factions in the campaign.
  • Recolour Mod
    • This mod recolours the factions and gives them updated banners etc. It is not intended to be historical, but it makes the differences between each clan more clear.
  • Naval Mod
    • This mod is toted as the 'biggest overhaul Naval mod for Shogun 2' and gives all ships a 50% morale boost. It also improves the awards experience chevrons give, making more of a difference between veteran and novice crews. It recolours the ships firing arc to make it more visible, and ships have larger crews and are less likely to burn. General AI naval behaviour has also been improved.


Visual Material

War
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Retrieved from 'https://wiki.twcenter.net/index.php?title=Radious_Total_War_Mod_(TWS2)&oldid=81197'
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Radious Total War Mod (TWR2)
PlatformRome II: Total War
Mod TypeOverhaul
EraStandard Rome II era
Mod LeaderRadious
Release StatusVarious (see individual mod versions)
Forum / ThreadHere

Radious Total War is a number of smaller mods that total to a large overhaul mod for Rome II: Total War. The objective of Radious Total War is to improve the Rome II gameplay experience in a variety of areas, similar to the Shogun II mod of the same name.

History

Radious: Total War acquired a hosted mod forum days after Rome II: Total War's release on September 3, 2014. Since that time, Radious Total War not only continues to change and grow, but also stays compatible with the latest of various downloadable contents and patches.

Description

This mod stays true to the Radious: Total War modding style found in the Shogun II Radious: Total War. Which means that is more correct to say Radious Total War is actually eight standalone mods (4 Unit Packs, Unit Pack Compatibility, AI Mod, Battle Mod, Economy and Research Mod, Campaign Features Mod, and Graphics Mod) that are still fully compatible with each other which collectively form a game overhaul. The purpose of having several smaller mods is so that users can choose from the dozens of options as to which aspects of Rome II: Total War will be adjusted and which parts will stay.

Features

Total war attila radious mod review
  • Radious: Total War includes 455 additional units in 4 culturally themed unit packs (186 in Barbarian Invasion, 134 in Rise of an Empire, 131 in Eastern Eclipse, and 60 in Sand Empires). The largest Unit Pack, Barbarian Invasion, gives 186 units for the Germanic, Iberian, Thracian, Briton, Celtic, Dacian, and other barbarian factions. Rise of an Empire Unit Pack totals to 134 units added to Rome, Carthage, Epirus, Athens, Sparta, Macedon, Illyria, and other minor factions. Eastern Eclipse Unit Pack gives units for Seleucids, Armenia, Pontus, Parthia, and other Eastern faction to a total of 131 units. The smallest Unit Pack, Sand Empires, gives 60 units to Numidian, African, Arabian, and Eastern subcultures.
  • Unit Pack Compatibility is a necessary installment for all non-English versions of Radious: Total War. This is from the added text modders put in the game, largely in Unit Packs. Without this mod, only English custom unit names and descriptions can be seen. Unit Pack Compatibility is available in Spanish, French, Italian, German, Czech, Polish, Russian, and Turkish.
  • The AI Mod makes the AI change how it recruits and uses armies, resulting in a more aggressive opponent that uses balanced armies. There is an extra army recruitment slot for the player and AI. The AI will also prefer and try to build armies and military buildings. Diplomacy is also overhauled in this mod. The AI will more likely trade, arrange and improve treaties, and join in wars with factions they like, while also breaking treaties and requesting allies to go to war with factions they do not like. Most diplomatic stances and actions also give more extreme effects.
  • The Battle Mod reworks almost every aspect of gameplay warfare has been reworked to improve Rome II's battles. The timer to capture the flag(s) is doubled, and the general aura radius was also increased. Almost every unit was balanced and had its morale, experience bonuses, combat bonuses, and projectiles changed and made more diverse, and shields, arrows, armor, and munitions are reworked. Unit stances and cohesion are also improved.
  • Economy and Research Mod main features change how cities are run. The food, squalor, and building systems and effects are rebalanced. Building costs and smithy damage bonuses are changed, and removing the technological requirements for military building gives the AI more varied buildings and future armies. The building system, building effects, and food consumption are also rebalanced.
  • Campaign Features Mod provides four turns per year and more armies can be under the player's command. It is more difficult to provoke hostility and easier to achieve friendly relations with the AI, which makes the AI more willing to commence diplomacy with the player. Civil wars are removed. Major factions are stronger since they receive a slightly higher income bonus. Army and Navy stances, as well as Conquest Decisions, are reworked.
  • The Graphics Mod makes several changes in the graphics on the campaign (such as clouds and selected city/general glow effect) and battle map (smoke and dust animations) to help improve realism and in some cases increase frames per second. New loading screens and improved blood effects for Blood and Gore DLC are also included.

The Team

Radious – Mod Leader and Translator

Burebista – Primary Unit Card Maker

Dramabelli – Promotional Artist and Translator

Farsovereign – Unit Maker

GERULA666 – Logo and Banner Creator

SilentResident – 2D Graphics Artist

Swiss Halberdier – Tester Toyota fortuner 2016 owners manuals.

Total War Attila Radius Mod Review

With thanks to:

Total War Attila Torrent

Noif de Bodemloze – Artist and Unit Card Maker

Carcaju – Artist and Unit Card Maker

Champloo, The Wolfman, Zaskar70, Maffers, Alexander, Zamoo, MrMarko, SquireEwokonTitan, The Gravemind, Miris82, TuranianGhazi, Agent2P, Prussian Warrior, Wullie_Mac, Smarny, and Fidena – Unit Makers and Translators

Total War Attila Radious Mod

Visual Material

Total War Attila Radious
YOU can help us improve this Wiki! ~ Look for Ways to Help and Things to Do. ~ If you need further advice, please post here.
Retrieved from 'https://wiki.twcenter.net/index.php?title=Radious_Total_War_Mod_(TWS2)&oldid=81197'
Welcome to the TWC Wiki!You are not logged in. Please log in to the Wiki to vote in polls, change skin preferences, or edit pages. See HERE for details of how to LOG IN.
Radious Total War Mod (TWR2)
PlatformRome II: Total War
Mod TypeOverhaul
EraStandard Rome II era
Mod LeaderRadious
Release StatusVarious (see individual mod versions)
Forum / ThreadHere

Radious Total War is a number of smaller mods that total to a large overhaul mod for Rome II: Total War. The objective of Radious Total War is to improve the Rome II gameplay experience in a variety of areas, similar to the Shogun II mod of the same name.

History

Radious: Total War acquired a hosted mod forum days after Rome II: Total War's release on September 3, 2014. Since that time, Radious Total War not only continues to change and grow, but also stays compatible with the latest of various downloadable contents and patches.

Description

This mod stays true to the Radious: Total War modding style found in the Shogun II Radious: Total War. Which means that is more correct to say Radious Total War is actually eight standalone mods (4 Unit Packs, Unit Pack Compatibility, AI Mod, Battle Mod, Economy and Research Mod, Campaign Features Mod, and Graphics Mod) that are still fully compatible with each other which collectively form a game overhaul. The purpose of having several smaller mods is so that users can choose from the dozens of options as to which aspects of Rome II: Total War will be adjusted and which parts will stay.

Features

  • Radious: Total War includes 455 additional units in 4 culturally themed unit packs (186 in Barbarian Invasion, 134 in Rise of an Empire, 131 in Eastern Eclipse, and 60 in Sand Empires). The largest Unit Pack, Barbarian Invasion, gives 186 units for the Germanic, Iberian, Thracian, Briton, Celtic, Dacian, and other barbarian factions. Rise of an Empire Unit Pack totals to 134 units added to Rome, Carthage, Epirus, Athens, Sparta, Macedon, Illyria, and other minor factions. Eastern Eclipse Unit Pack gives units for Seleucids, Armenia, Pontus, Parthia, and other Eastern faction to a total of 131 units. The smallest Unit Pack, Sand Empires, gives 60 units to Numidian, African, Arabian, and Eastern subcultures.
  • Unit Pack Compatibility is a necessary installment for all non-English versions of Radious: Total War. This is from the added text modders put in the game, largely in Unit Packs. Without this mod, only English custom unit names and descriptions can be seen. Unit Pack Compatibility is available in Spanish, French, Italian, German, Czech, Polish, Russian, and Turkish.
  • The AI Mod makes the AI change how it recruits and uses armies, resulting in a more aggressive opponent that uses balanced armies. There is an extra army recruitment slot for the player and AI. The AI will also prefer and try to build armies and military buildings. Diplomacy is also overhauled in this mod. The AI will more likely trade, arrange and improve treaties, and join in wars with factions they like, while also breaking treaties and requesting allies to go to war with factions they do not like. Most diplomatic stances and actions also give more extreme effects.
  • The Battle Mod reworks almost every aspect of gameplay warfare has been reworked to improve Rome II's battles. The timer to capture the flag(s) is doubled, and the general aura radius was also increased. Almost every unit was balanced and had its morale, experience bonuses, combat bonuses, and projectiles changed and made more diverse, and shields, arrows, armor, and munitions are reworked. Unit stances and cohesion are also improved.
  • Economy and Research Mod main features change how cities are run. The food, squalor, and building systems and effects are rebalanced. Building costs and smithy damage bonuses are changed, and removing the technological requirements for military building gives the AI more varied buildings and future armies. The building system, building effects, and food consumption are also rebalanced.
  • Campaign Features Mod provides four turns per year and more armies can be under the player's command. It is more difficult to provoke hostility and easier to achieve friendly relations with the AI, which makes the AI more willing to commence diplomacy with the player. Civil wars are removed. Major factions are stronger since they receive a slightly higher income bonus. Army and Navy stances, as well as Conquest Decisions, are reworked.
  • The Graphics Mod makes several changes in the graphics on the campaign (such as clouds and selected city/general glow effect) and battle map (smoke and dust animations) to help improve realism and in some cases increase frames per second. New loading screens and improved blood effects for Blood and Gore DLC are also included.

The Team

Radious – Mod Leader and Translator

Burebista – Primary Unit Card Maker

Dramabelli – Promotional Artist and Translator

Farsovereign – Unit Maker

GERULA666 – Logo and Banner Creator

SilentResident – 2D Graphics Artist

Swiss Halberdier – Tester Toyota fortuner 2016 owners manuals.

Total War Attila Radius Mod Review

With thanks to:

Total War Attila Torrent

Noif de Bodemloze – Artist and Unit Card Maker

Carcaju – Artist and Unit Card Maker

Champloo, The Wolfman, Zaskar70, Maffers, Alexander, Zamoo, MrMarko, SquireEwokonTitan, The Gravemind, Miris82, TuranianGhazi, Agent2P, Prussian Warrior, Wullie_Mac, Smarny, and Fidena – Unit Makers and Translators

Total War Attila Radious Mod

Visual Material

Total War Attila Radious Mod

Battle Screenshots

External Links

YOU can help us improve this Wiki! ~ Look for Ways to Help and Things to Do. ~ If you need further advice, please post here.
Retrieved from 'https://wiki.twcenter.net/index.php?title=Radious_Total_War_Mod_(TWR2)&oldid=77132'




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