Total War: ATTILA

Total War: ATTILA

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Archimondays Mod
   
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Tags: mod, Graphical
File Size
Posted
Updated
1.555 MB
24 Jul, 2017 @ 8:31am
1 Aug, 2017 @ 2:10pm
8 Change Notes ( view )

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Archimondays Mod

In 1 collection by Archimonday
World At War Mods
20 items
Description
I often spend my time extensively testing the larger mods out there, but always find something to be frustrated about. While most of them are spectacular mods, and have amazing good looking extra units, I look for in Total War something which will pass the time well, not just a fancy skin pack.

So I created this package file here for myself, and decided to share it. It is a simple collection of various tweaks which fix some issues I had with Vanilla Atilla Total War. The tweaks will take on the general feel of vanilla.

------Overview---------

KV_Rules

Attack Interval raised to 4 seconds between attacks. Increases the length of the battles without sacrificing the vanilla unit balance. Also helps animations play a little smoother, and helps disengagement.

Various modifications to the attack and defense chances just to make the battles a little more reasonable.

Break Off collision ignore time and Speed and Direction checks turned back on. Helps when separating cavalry from a melee.

Battle_Entities

The collision radius, acceleration, deacceleration, and general unit speeds have been modified. The collision radius of infantry is now oval shaped and broader.

Siege_Vehicles

Incorporated some changes from a small mod on the workshop. I did this just to keep my own list shorter and easier to manage. Basically it increases the hitpoints and allows siege engines to be burned.

Building_Effects

I always disliked how in Vanilla the Squalor and Food systems were making it impossible to have a good variety of buildings in the campaign. This prevented small nations from having access to particular agents and unit types. I've adjust all this stuff to still present a challenge, but to allow building diversity.

CAI

I messed around with the Campaign AI after listening to a lecture one night, and to my surprise it works pretty well. Basically, whatever AI template is being used, they consider 20 percent of all their considerations to be of higher importance than the rest, but all are balanced identically. This is especially good for wars with Allies because it means they will actually listen to your war coordination targets. As well as enemy AI's actually attacking your forces and settlements.

Difficulty Handicaps

I removed these so that the Campaigns were more fair and balanced to the player. Now AI's and Players should stand on level playing fields when competing on the map.

Land Units

I took the unit stat curve that existed in the vanilla game and rose up the bottom 2/3rds so that lower tier units are a little stronger. From my experience in the battles this doesn't remove too much from the balance of the game, and helps the battles last longer.

Missile damage has also been raised slightly to make Missile units more viable against enemy targets. Concentrated skirmishers can now be put to good use.

Main Units

The big thing here was the shifting of the campaign cost. I always found it annoying that the Imperium level would allow you to have say, 10 or 12 armies, but due the economics of the vanilla game you were only able to afford 3 or 4 stacks. Now, no matter what Imperium level you are at, you should be able to afford your allotted number of armies, fleets, agents etc. This helps small nations especially, which otherwise would have been placed at a huge disadvantage from larger ones.

Recruitment costs have been raised, so that recruiting an army is more expensive than upkeeping it.

Spotting

Again, here I incorporated a spotting mod from the Workshop to keep my list small. It simply increases the spotting distances of units to allow the Battle AI to make better decisions earlier.

Spacings

I closed up the spacing of the units pending the new Entity collision radius. Formations are tighter. Particularly a good thing in cities, where space is limited.
4 Comments
notAngry Turnip 27 Nov, 2021 @ 7:30am 
Thanks mate
. 15 Feb, 2019 @ 6:08am 
Hi, I love the changes you made to battles. Could you release a version without any campaign changes please?
Hindenberg 30 Dec, 2017 @ 4:30pm 
Will the attack interval, army campaign costs, and buffing lower tier units changes work with mods that add units?
Basileus Basileon 10 Nov, 2017 @ 8:06am 
Might it be possible to get a version of this without the Imperium changes? It overwrites any Imperium edit mods.