Total War: ATTILA

Total War: ATTILA

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AoC - More Raider Units (Destructive Invasions)
   
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Tags: mod, Battle
File Size
Posted
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341.442 KB
29 Oct, 2017 @ 6:34am
10 Nov, 2024 @ 6:41am
12 Change Notes ( view )
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AoC - More Raider Units (Destructive Invasions)

In 2 collections by VOTRR
All my Age of Charlemagne mods
8 items
All my Attila mods
11 items
Description
AoC - More Raider Units (Destructive Invasions)

Description:
This mod adds for all Axe units Raider attribute for more interesting gameplay and better diversity. I think it should be more realistic to simulate that units with axes can faster destroy locks, get to buildings, damage barricades, cut ropes etc.

It is really funny to watch destructive Viking invasions and how they set buildings on fire (like on video).

Bonus from that is like description say: “This unit may set buildings on fire, cause more fire damage with torches and capture faster than other units.”

Additionally, that mod fixes bug with Viking Heavy Raiders weapon. In game they got Axes, but in datebase they were assigned with Spatha weapon, not Axe – sic!

Important: Units affected by this mod are patched thanks to CUP mod (I highly recommended that mod to eliminate units bugs and for more tweaks).

Key features:
  • all Axe units (one and two handed) got now Raider attribute – affect land and naval units for all factions and mercenaries
  • Viking Heavy Raiders weapon bug fixed

Compatibility:
  • mod designed for Age of Charlemagne DLC
  • save game compatibility (you don't have to start new game)
  • you can use that mod with all mods that don't change same features (or load my mod after them in Mod Manger) - for example it's compatible with AoC Campaign Enhanced, Anno Domini: 768 - AOC Historical Reskin, Pater Europae: Age of Charlemagne reskin overhaul, Age of Charlemagne - UI more immersive mods

Recommended mods:

Have fun!

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If you like my mod please click like button (Rate up) and mark as Favourite.



If you want support my work even more, buy me coffee or beer - thank you in advance!

PayPal[www.paypal.me]

If you see any bugs, have any suggestions or if you think something should be changed - write it, your feedback is highly appreciated.
7 Comments
VOTRR  [author] 11 Dec, 2024 @ 3:30am 
Update:
- new launcher/workshop compatibility patch
VOTRR  [author] 11 Dec, 2024 @ 2:50am 
@Tankhell try on top in load order
Tankhell 11 Dec, 2024 @ 2:46am 
sorry if im missing something but i have this modded loaded last in my load order and none of the units have the raider trait?
anve 23 Aug, 2022 @ 6:25am 
please update
Ceanes 20 Aug, 2018 @ 6:27am 
thanks man, you cool if I copy your way of introducing the attribute? mine doesn't seem to work. I won't upload it it's really just for me, and if I do I will credit you with the method
Ceanes 19 Aug, 2018 @ 11:19am 
I'm trying to make a similar mod for grand campaign. Did you add the 'raider' attribute to the relevant attribute group of each of the axemen, or did you just change all of their attribute groups to one that already had the 'raider' attribute? Can't seem to get mine into the game using the first method.
Yuo better commit sudoku 3 May, 2018 @ 1:54pm 
could you make a similar mod but for the vanilla campaign? (Romans, for example, have no raider units)