Total War: ATTILA

Total War: ATTILA

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Battle
   
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Tags: mod, Battle
File Size
Posted
Updated
211.368 KB
1 Sep, 2018 @ 8:29am
12 Oct, 2020 @ 4:33pm
20 Change Notes ( view )

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Battle

In 5 collections by Greq7
Sub Modifications of "Very Hard Campaign Overhaul"
31 items
1 click Vanilla "Very hard Campaign Overhaul"
25 items
1 Click ERE Campaign
23 items
1 Click WRE Campaign
25 items
1 Click Vanilla [Other than Rome] "Very Hard Campaign Overhaul"
26 items
Description
Battle Overhaul
Land Units Edited (not compatible with mods that did the same)

This is a sub modification of "Very Hard Campaign Overhaul" project and its already included if you are using Radious version (this version will conflict with Radious). When editing this part of db I have been inspired by few mods and I have looked and compared in my testing. This is an attempt of creating a compromise between playability, visuals and time needed to finish a battle.

Changes to land units:
- Slight reduction to cavalry melee attack; especially units that has above 40, 50, 60 ect. This is due to animations and cavalry impacts changes taken from "Realistic Battle Pack" I am in no way claiming this is a better version. It's just my own tweaks I wanted to share and I advice you to check DROP AWEEPEE's workshop.
- Spotting distances has been greatly improved. This idea has been taken from "Better BATTLE AI" but stats are halved. This makes AI slightly more aggressive and sometimes attack much sooner than in vanilla.
- Campaign action points has been added. This change has been done for balancing purposes with other submod "Movement"

Other changes:
- Overall number of animations are increased nearly as much as in "Cinematic Combat"
- More animations makes battles somehow quicker and this is perfect for people who like long campaigns and fight their fights rather than autoresolve most of them.
- Unit spacing is very close to "Fall Of The Eagles"
- Movement on different types of grounds has been slightly changed to more realistic (at least in my opinion)
- Unit fatigue bonuses and penalties has been expanded and it has slightly bigger impact in some cases
- Units are more resilient and because of the penalties for being exhausted it provides new extra mini gameplay for a player to keep them around active and winded or fresh state if and as much as possible. During fight this is pretty much uncontrollable but before, in between and after its important to keep them rested.
- Morale changes are very noticeable after your first battle test. I have tried to make it as realistic as possible. Only very good and experienced units can withstand longer fights therefore uneven fights should finish much quicker than usual but if you happen to fight with very strong opponent the fight can last longer. Units tend to retreat and comeback when rested.
- Projectiles has been edited but these are old changes and I don't remember where I have taken it from or why I edited it this way. (I'll provide more info when I have more time. In the meantime do some tests for yourself if interested in my mod and give us feedback).

I am open to suggestions and constructive criticism but please provide me with recorded footage or at least explanation of why I should change something. Your feedback is very important to the evolution of this mod.

Huge Thanks to: Minos, Bladeuk, Dresden

Special Thanks to: DROP AWEEPEE for his magnificent cavalry animations (note that heavy units should stop the horses most of the time)

Popular Discussions View All (2)
1
27 Dec, 2019 @ 11:02am
Ideas and bugs reports
Greq7
0
1 Sep, 2018 @ 4:08pm
Videos and Screenshots from Battles
Greq7
18 Comments
AlbertLyu 25 Mar, 2024 @ 7:05pm 
Jesus can't believe you really did all this overhaul. I have subscribed all your mods. Appreciation for your work!
Sgt.Ostfront 5 Dec, 2022 @ 9:39am 
Amazing works !! THZ for that mod
*NFN* Braktologisk institutt 20 Aug, 2022 @ 1:56am 
Save game-compatible?
bk 26 Dec, 2021 @ 6:45am 
Hi, do you have a mod that disable the auto resolve so it force you to do battles ?
Anisvara 13 Sep, 2020 @ 11:59am 
It is compatible with 642 - Dark Ages and so I put the mod in the 642 allowed mod collection:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2005095409
Mceffe 12 Sep, 2020 @ 2:01pm 
wqish you the best
Greq7  [author] 19 Nov, 2019 @ 1:17pm 
Ill check on it when I have time Mcaffe.
Mceffe 10 Nov, 2019 @ 1:26pm 
I don't understand this, you say that there are lots of animations, i don't see lots of spear kill animation varieties, only stab etc. Is there a reason behind this?
Greq7  [author] 16 Jun, 2019 @ 5:58pm 
update: This mod has been split in two. Second part is called "Army"
Greq7  [author] 27 Apr, 2019 @ 5:15am 
it might conflict with FOTE but I never tried.