Total War: ATTILA

Total War: ATTILA

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Realistic Movement Speeds
   
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Tags: mod, Battle
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12 Jan, 2018 @ 1:34pm
15 Oct, 2018 @ 5:03pm
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Realistic Movement Speeds

In 1 collection by RedFox
RedFox's Balanced Tweaks
23 items
Description
Simply reduces unit movement speeds in battle. All the units in latest Total War games seem to be on speed or other performance enhancing drugs. CA seems to simply have taken the top athlete running speeds and fastest horse running speeds. No consideration has been given to how much armour the soldiers and horses are wearing.

Since I have some first hand experience running with heavy equipment, I know how much it slows you down even if you're heavily conditioned. While superhuman speeds do exist when your body is full of adrenaline, that sort of speed should be reserved to charging only.

This mod will try to adjust the speeds to be slightly slower, which will allow light troops to be more effective at skirmishing and will allow more time for tactical situations to develop. I will keep adjusting these numbers to avoid nerfing the speeds too much and ruining the experience! Any suggestions and comments with new numbers and reference data are welcome! :) All speeds in Attila are in 10*m/s, so speed 78 is equivalent to 7.8m/s.

Realistic Cavalry Speeds:
* VeryLight 78 (vanilla 100)
* Light 72 (vanilla 90)
* Medium 66 (vanilla 80)
* Heavy 60 (vanilla 70)
* VeryHeavy 56, aoc 62 (vanilla 45, aoc 65)
* SuperHeavy 53, aoc 58 (vanilla 40, aoc 60)

Realistic Camel Speeds:
* Light 60 (attila 72,5)
* Heavy 53 (attila 65)

Based on French 19th century Cavalry Formation analysis [shortened goo.gl url: XXUAJW]: walk 1.5m/s; trot 3m/s; gallop 6m/s -- I took some liberties to keep the game balanced and fun, making default max speed 7.8m-s. Cavalry speed upgrades are now extremely sweet for heavy cavalry.
Camels are around -20% slower than horses in real life; I tried to not completely nerf them.
Charge gets a +20 flat speed bonus -- a charge like this is possible but will normally break unit cohesion according to Cavalry Formation analysis.


Realistic Wardog Speeds:
* Wardog 65 (attila 90)
* Wardog charge 95 (attila 125)

Balanced around cavalry speeds to avoid breaking game balance.


Realistic Infantry Speeds:
* VeryLight 34 (attila 40)
* Light 32 (attila 38)
* Medium 29 (attila 33)
* Heavy 28 (attila 32)
* VeryHeavy 27 (attila 31)

Based on real-life cooper run tests for 20 year old males, which is ~3.2m/s with super light sports equipment.
Infantry Charge gets a +21 flat speed bonus (assuming the infantry has a lot of adrenaline pumping during the charge)


Rebalanced Ship Speeds:
* Heavy Liburnian Missile Ships: 80 (attila 75)

I felt the WRE Ballistarii ship was simply useless compared to Light Liburnian speed of 85, so this is simply to make that ship a bit less useless.
52 Comments
hahaha 20 Oct, 2022 @ 4:19am 
very good mod
RedFox  [author] 15 Oct, 2022 @ 12:02pm 
One cavalry can take on 3 skirmishers, you need to get in contact with the first unit, then pull your cavalry through to the second unit, and then third. If done properly you will blob all skirmishers together, although you will take more losses.

This mod is designed for vanilla kill rates, so if you are using a mod which makes troops easier to kill, then these speeds will probably not work well. But the speeds are close to other total war games, Attila has ridiculously fast cavalry.

Cavalry speed upgrade has a huge impact with this mod.
Giovanille 12 Oct, 2022 @ 3:04am 
Small precision: They were skirmishers on foot.
But there were 6,000 enemy soldiers, almost half of them skirmishers (slingers and skirmishers). I only had 2600 soldiers (a single army). (I always play with Mods that double the number of units)
Giovanille 12 Oct, 2022 @ 2:53am 
Of course.....if they manage to reach them.
In fact, all of my cavalry units were being killed by a single skirmisher unit that had fallen back slightly when my cavalry were stopped by two of the three enemy skirmisher units I was charging.
And as we know for this game, when a single horseman is stopped by a single enemy skirmisher, the whole unit stops. And no way to make him continue his way to the third unit of skirmishers. By the time I managed to get out of there, I only had a total of a third of my riders left.
As for the types of riders, when I bought them they were medium or light cavalry but in the end they had become heavy cavalry since I could no longer buy the light versions after the multiple technology upgrades.
RedFox  [author] 12 Oct, 2022 @ 12:53am 
If you are charging into heavy skirmishers, you will need heavier cavalry to fight them. I suspect you are facing such a case. A unit of light cavalry will reliably demolish light skirmishers/archers/slingers with 0 losses.
Giovanille 5 Oct, 2022 @ 6:14am 
Yes, slowing the speed of the cavalry is good, but I have already lost 4 units of heavy cavalry when I charged 3 units of skirmishers. And I lost even more fleeing to save those who remained. So if they don't run fast enough anymore, I'll lose all my riders even faster.
AK_Snowbat 19 Jul, 2019 @ 11:27pm 
i appreciate this mod however the calvery should be able to run down archers and the like. Don't know what total war was thinking with these latest games. When my horse charges me, there's no running away.
Reckless Genesis 22 Jun, 2019 @ 1:50pm 
i ride horse in real life , and when a horse in this games has to : CHARGE , its still more then half speed away from a real charcing horse , trust me
RedFox  [author] 15 Oct, 2018 @ 7:46pm 
I balanced the heavy infantry speeds anyway, similar to vanilla:
Medium 29 (attila 33)
Heavy 28 (attila 32)
VeryHeavy 27 (attila 31)
Dunadd 15 Oct, 2018 @ 6:07pm 
So i might be wrong - might be just that AI generals started hanging back until my artillery were out of ammunition now i have artillery in most of my armies