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Radious Total War Mod - Warhammer 3 - Updated 12.10.2022 + DMCA Closure!

Hello everyone, Team Radious here!

As many of you have noticed, Part 3 is now back on the workshop, and the DMCA notice has been removed. Before this whole matter is put to bed and forgotten, I would like to make one final announcement regarding this whole situation.

I still maintain that a DMCA notice is not the correct mechanism to resolve a dispute between modders, as we unfortunately lack any sort of legal interest in the mods create in my understanding. Perhaps CA/SEGA gives an impression of ownership to us when we enter conflict with each other, but when it comes down to it, we do not have any right which we could enforce in courts, and this is ultimately the point of a DMCA notice, as it is an inherently legal process. Any other uses should be considered an abuse of said legal process, which is a rather serious matter. To put it into perspective, if we had any tangible rights in the material, it would be like two authors of fanfiction taking each other to court over their differing interpretations of established characters and somehow having the rights to the original work. But I digress.

Regardless of whether the DMCA notice had been justified or appropriate, it was still targeted incorrectly and sloppily. Part 3 did not contain any of the materials which were being disputed. As such, it was against the terms of service of the workshop to issue it and could even be perceived as an attempt at intimidation, as it requires the disclosure of a legal name and mailing address to dispute it. This is especially true since, even though it mentioned me and me alone in the text of the notice, a different person entirely had to share their details and work to resolve this process which did not concern them. It is a serious matter, as it caused the involvement of a third party that had no interest being dragged into this legal dispute and had to effectively act on my behalf, to which I had not consented prior to the start of these procedures. Again, this is not a statement of judgement on the underlying issues which caused the notice to be sent in the first place, but rather a statement of what has happened.

However, in the interest of the wellbeing of the modding community as a whole and as a gesture of good faith, we have decided not to pursue this matter any further. We will not be looking for any sort of punishment against the person who issued it, even though we would entirely be within our rights to. We think that the people who always suffer the most are the mod users who often do not realize what it happening. To make sure that it is entirely clear – this is not in relation to the underlying causes of the DMCA notice itself, but rather its procedural misapplication which caused a lot of unnecessary confusion, anxiety, and stress; and was against the terms of service of the workshop.

I believe that there is too much toxicity within the community, leading to an escalation of even the most minor of disagreements. Too often conflicts explode into the public eye, and everybody is much worse because of it. People readily take sides in matters which they do not know any of the facts, based entirely on their opinions of the people involved. I do not wish to add to these flames. I know what my reputation is within the modding circles, even though I believe it is entirely undeserved. Perhaps this will be the first step towards repairing it.

As a final point, I would like to gently remind people that previous disputes between modders were always mediated and resolved by representatives of CA and Valve. In my opinion, this would have been the most appropriate solution in this case too. I am saying this to put to bed any suggestions that I have been entirely unwilling to engage in any sort of conflict resolution and that the DMCA notice had been the only way to reach a solution. Despite what the popular view of it is, a DMCA notice is the nuclear option and should be treated as such. It starts a legal process and ties the hands of everybody involved.

I hope that we will all be able to learn something from this regrettable incident, and that this lesson won’t be “Radious Bad” as it often seems to be.


Now back to modding and our new big update!

Changelog:

· Complete changelog can be found here - https://steamcommunity.com/workshop/filedetails/discussion/2791750313/3272436223680943588/

- Various balance changes to RoR units - since they can rank up now and get bonuses from all 9 ranks as other units, few basic stats were nerfed little bit (mostly morale),

- Fixed Sepulchral Stalkers and their missing cap increase for second tier of their recruitment building,

- Changes to Bretonnian unit Vows categories:

> Knights Vow - Chevaliers Rampants, Dismounted Knights of the Realm,

> Quest Vow - Knights of the Birth Sword, King's Royal Knights, King's Royal Halberdiers, King's Own Swords, King's Royal Longbowmen,

> Grail Vow - Chevaliers De Couronne, Chevaliers D’Honneur, Champions of the Lady, Dismounted Grail Knights and Black Guards of Morr,

- Ribalds, Lady´s Horse Archers and Scourge of Mannan are now added to Bretonnian Peasant group,

- Quest VoW units received small physical resist and fire resist,

- Grail Vow units have small ward save resist and magic attacks,

- Many other balance changes to various Bretonnian units,

- Several small fixes to unit sets - High Elves, Dark Elves and few others,

- Various changes to Bretonnian unit sets,

- Small nerf to Wood Elven income building,

- Daemon Slayers are now added to Slayer pool,

- Imperial Road Watch (Rifles) now receive tech/skill buffs from Jade Warriors (Crossbows),

- Fixed minor town garrisons for Cathay - defensive building was providing better units then it should,

- Fixed wrong Crested Stegadon UI group, no longer missile monster unit,

- Updated Unique Faction UI to latest version,

- Fixed custom healing spells being extremely overpowered,

- Champion of Mathlann has been renamed Herald of Stromfels. Some skill names and flavor texts have been changed, but the effects remain the same,

- Reduced the damage dealt by Teclis’ custom vortex spell slightly and increased its mana cost,

- Fixed several typos in various effects and skills,

- Removed the Wrathcaller from Valkia’s lord recruitment pool,

- Fixed disappearing settlement models when Warrios of Chaos factions occupied settlements in Athel Loren,

- Removed old non-dark fortress building chains incorrectly left in some settlements which are now dark fortresses,

- Balance changes to the growth requirements and building costs of Dark Fortresses,

- Fixed the Celestial Champion missing his weapon sometimes, in both battle and campaign,

- Fixed a bunch of incorrect portholes for custom lords,

- (T4 Minor Settlements) Fixed several Tier 4’s missing campaign display models

- (T4 Minor Settlements) Fixed colony Tier 4 missing their global trade bonus effect,

- (T4 Minor Settlements) Fixed incorrect corruption effects being applied by Tier 4’s of some factions,

- Unit chart updated to reflect latest changes- https://drive.google.com/file/d/1TyX-a24F5Jjsy19mIgR8IxV86Q332NxA/view?usp=sharing


If you have any issues/crashes etc:

1. Avoid using any mods not created by our team if you are not 100% sure about compatibility, always best to ask us directly first on our social media/discord etc.,

2. Make sure you have no mods or mod remains in your Data folder of the game.

3. Make sure your game is always updated to latest Live build. Do NOT use any beta builds! Avoid beta tabs in steam game settings/properties entirely, there should be always selected - no beta participation. If you have anything else there you asking for big troubles.

4. Unsubscribe from all of your mods. Then, go to your Steam\Steamapps\Workshop\Content folder and delete the 1142710 folder. Resubscribe to your mods and start the launcher to let it download everything again. Try launching the game.

5.  If the above step doesn’t work, go to C:\Users(Your Username)\AppData\Roaming. Back up your saves from The Creative Assembly folder there, and then delete the whole folder. Cloud saves will not be affected. Start the game.

6. Verify game cache.

7. Use Community Mod Manager.


Supporting Team Radious:

If you like our work, our mods and what we do, please consider supporting us via Patreon here - https://www.patreon.com/Team_Radious or via our Paypal acount https://www.paypal.me/TeamRadious

We have released mods for multiple TW games (Shogun 2, Rome 2, Attila, Warhammer 1, Warhammer 2,  Thrones of Britannia, Three Kingdoms, Troy and Warhammer 3) and this requires us to sacrifice even more time and resources to make sure that we maintain our quality.

Have fun with our mods and creations!  Thank you for supporting our work, none of that would be possible without you!

Yours,

Team Radious

Radious Total War Mod - Warhammer 3 - Updated 12.10.2022 + DMCA Closure!

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