Total War: ATTILA

Total War: ATTILA

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The three Attila bugged formations have been fixed!! Version2 Refixed June
   
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Tags: mod, Battle
File Size
Posted
Updated
163.359 KB
15 Mar, 2019 @ 9:56pm
14 Jun, 2019 @ 7:47pm
2 Change Notes ( view )

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The three Attila bugged formations have been fixed!! Version2 Refixed June

In 1 collection by Sheph
Little Shepherd Innovations
36 items
Description
Hurray Attila players
February 2019 Battle bug update for any Attila/AOC mod!
To my knowledge, this is the first such fix.
Extensive testing revealed that it is the formation animation itself that bugs the following:
1) Attacking testudo: Lose on contact with the enemy unless you don't move.
2) Shield Wall: Lose on contact with the enemy when you rick click them.
3) Hoplite Wall: Same as shield wall.
The solution
The solution was to substitute the pike wall animation.
The upside is that they will all fight as normal without pikes. They will use their weapons/shields naturally and still use matched combat.
The downside is that the Romans will no longer hold the shield over the heads for attacking testudo.
It doesn't matter as the effects of that formation still work no matter what formation animation the unit uses.
You can now right click units in any of these formations onto the enemy and they will not lose it!
Enjoy the 50% clicking reduction if you use these formations frequently.
Compabitibilty
Should be 99%.
More
The point of this mod is Shield Wall and Attacking Testudo Vanilla-Style actually lose their formation when the charge ai automatically fires. If you're very careful, you can keep the formation alive, but one attack click attack and it dissolves again along with the formation abilities. One might as well attack as that will allow your unit to flank and get the charge bonus. This mod makes them retain it by using a different animation. There are three separate things that need to combine: animation, special ability and formation. The bug with most formations is that they generally dissolved except for pike wall and running wedge. This mod only uses pike wall animation. There is no hoplite phalanx specific behavior, so spear units use shieldwall. I do notice that hoplites keep their formation much longer than shieldwall units even with the same behavior.
In column assume_specific_behavior.: modders should try and copy testudo_defensive and remove the clear clear current order. Or use flying_wedge but beware the weird unit formation.
LS Battle Pack
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1684099710
Notes:
Tested all the formations that move and don't move. Only the pike wall animation doesn't dissolve on right click.
It doesn't matter if you check "clear current order" or passive.
Tester feedback is welcome.
Help those improving Attila

Modder collection: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1420203491
59 Comments
Sheph  [author] 7 Jan @ 9:30pm 
Did you notice the AI using the special formations? The mostly don't. This great for human players who need their units to stop losing formation on large battlefields.
Simas 6 Jan @ 9:54am 
I think this needs more work. AI units act strange when using formations. AI is very likely in disadvantage when using this mod. I prefer not to use it
Sheph  [author] 14 May, 2023 @ 1:46pm 
@bofan: I would say yes, likely for speed and charge acceleration which does somewhat affect charge speed bonus. The actual momentum in the crash does more damage as the charge stat. There are videos recommending not to set charge speed to high because the acceleration and mass themselves max out the limit to the charge bonus. Abilities actually require quite a bit of time with testing which I don't have. I spent 3 weeks testing newish special abilities for Thrones of B and released a special abilities mod over there. I think I wouldn't have time to test your suggestions soon since I'm now immersed in startpos work for AE.
bofan 14 May, 2023 @ 12:29pm 
Could the formation give massive penalties to charge speed bonus, charge speed and charge speed radius (distance from enemy required for charge animation to start)?
bofan 14 May, 2023 @ 12:23pm 
Any new version you release, I shall test for sure. The formations seriously bug me.
Sheph  [author] 14 May, 2023 @ 10:17am 
One could also overwrite special_ability_to_invalid_usage flag for shield wall's "enemy in proximity": This is OP however is it lets your unit charge again and again and keep the formation bonuses. If I do another release, I would test and consider this for hoplite phalanx and attacking testudo formations since those units don't seem to charge in the first place.
Sheph  [author] 14 May, 2023 @ 10:03am 
@bofan: I can't agree that they perform bad if you use them right. It is meant for defensive type units that won't get flanked. If one has formation bonuses at a significant level, they can be deadly. One needs to force the unit into the unit ahead using drag or attack. The charge thing sounds right. Read my new notes in the description. I'd like to see some tests of your theory; maybe true.
Sheph  [author] 14 May, 2023 @ 10:00am 
@Jacob: If I were to make this again, I might test out and use the testudo formation in column assume specific behavior. One can also use flying wedge formation in that column with confidence but it make your units line up funny. The pike wall behavior spaces them out but currently there is no option that I've tested that works and keeps formation.
bofan 14 May, 2023 @ 6:10am 
Spent a couple of hours in custom battle with this mod and FOTE+EP Revised.

There seems to be something wrong with the animations that CA couldn't/wouldn't fix that make units in formation perform worse. Give them a ton of stat boosts and they will perform worse than light infantry without formed attack charging at a unit in any enabled formation.

What's worse, the AI gives the charge order and 10 m before impact decides to impose a formation at units that have it - resulting in a long staring contest from 2 opposing units in formation with the occasional attack animation being thrown. I've had situations where shield walls had no kills and no casualties for ~5 min. in batle even though they clearly have engaged.

Makes me think whether formations without the fix work as intended at all. Maybe the survivability of units in formation is due to the wonkiness of the animations, and not the inherent buffs that said formations claim to bring to the units.
Jacobheder 24 Jul, 2022 @ 2:19pm 
is there a way for you to make the shield wall and attacking testudo formations regain the compact look their vanilla versions have?