Total War: ATTILA

Total War: ATTILA

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BATTLE mod from the LS collection. Compatible with most other mods!
   
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Tags: mod, Battle
File Size
Posted
354.965 KB
15 Mar, 2019 @ 10:39pm
1 Change Note ( view )

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BATTLE mod from the LS collection. Compatible with most other mods!

In 1 collection by Sheph
Little Shepherd Innovations
36 items
Description
All the key components of a battle pack from my base mod.
2023: Updating Fatigue and other tables
It is inter-mod compatible. No troops edits are included at all.
Changelog:
Fatigue Effects: Standard Upgrade mod with my choices for realism.
Resting is now more restorative even in snow.
Key Buildings:
Towers fire less frequently (but have deadlier projectiles.
It takes longer to capture gates and towers
KV_morale:
Artillery and Dead generals don’t cause a route. Attack from rear 12% less harmful to morale to prevent its abuse due to the formations not being able to turn to all sides as they could.
This is a significant change from Vanilla. AI generals die quickly in Attila. This mod will make your AI battles last much longer.
KV_rules:
Later.
Battle Entity Tables:
Easier to mod. Spread out the speeds of cav and infantry when running. All cav are a bit faster, but the light cav are especially so. Light infantry can really run away from mediums.
Battle Field buildings:
Walls and towers strengthened only 30%. Gates a bit weaker as they were in history. Open gates are still death traps though if you have troops.
Barricades tripled.
Melee Weapons:
Weakened pikes slightly due to their powerful formation. However, they are stronger than Vanilla in formation. Radious pikes included.
Projectile Explosions:
This isn’t NTW. Artillery explosions do less damage.
Projectiles:
This took the longest time. I balanced the projectile choices of 4 of the best projectile tables on the workshop. I leaned towards a compromise with Vanilla when values were extremely off base.
Tower projectiles still strong. Heavy Shot is still there, but not as armor-penetrating. Projectile-balance was the key focus. Artillery is less damaging by about 15%. Increased ranged for a number of elite archer projectiles without making them much more deadly.
Formations:
I did NOT add formations to the units because of the variety of units sets.
Most of the Roman formation types have been revamped to increase player choice in the face of different conditions. In my mods, most troops have multiple formation options.
Includes pike wall mod changes:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1516735967
Includes formation bug fixes:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1684074018
Spotting and hiding:
I realize that the AI does better when they can see you, but what’s the point of an ambush? This mod doubles the ability of the AI to see you from Vanilla, but it is still 50% of the vision range of some of the battle mods out there. And this way works!
Unit spacings:
Spaced troops out about 10% more than Vanilla except for loose formation. This makes the persistent settlement fights worth playing again versus the other battle mods.
Help those improving Attila

Modder collection: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1420
17 Comments
Smaug 23 Mar, 2023 @ 8:01am 
Thanks!
Sheph  [author] 22 Mar, 2023 @ 3:35pm 
Mod has been updated with fatigue values close to Vanilla. I've built two other battle mods since then so I plan to come back to this one this year.
Smaug 21 Mar, 2023 @ 9:02am 
I am not sure I understand the idea behind the fatigue changes. When the AI troops reach the inner settlement they are already exhausted. Fatigue in general seems to rise so fast that the default state of all units becomes "exhausted".
bluemoon 18 Dec, 2021 @ 1:46pm 
I frankly don't play with any battle related changes other than this one so I don't have a favorite battle mod per se. I would be interested to use your own battle mod or better yet, the pack that picks and chooses from other mods like you mention below if you don't mind.
Sheph  [author] 18 Dec, 2021 @ 6:54am 
This is not my specialty but formation fixes and balance is. I do have a battle mod that's part of the larger pack that picks and choose from other mods. If you find a favorite battle mod, I can make the formation mod able to overwrite the shared parts of that mod if you let me know which one it is.
bluemoon 18 Dec, 2021 @ 3:20am 
I noticed below that you mention a troop and campaign overhaul mods that you were working on. Any chance of it being released or shared for private play?
Sheph  [author] 20 Oct, 2020 @ 7:58pm 
It is 90% likely it won't crash. It is likely they conflict with many of battle settings which could be good or bad. I haven't tried the mod.
ShReDo 20 Oct, 2020 @ 7:39pm 
is this compatible with medieval kingdoms 1212ad?
Sheph  [author] 26 Jan, 2020 @ 10:18am 
I haven't launched game this in many months. I plan to get back into modding now that traffic is picking up. I have a troop and campaign overhaul that was working last year. I estimate it would take a month to release. What are some of the mods that are making this game appealing again?
bluemoon 25 Jan, 2020 @ 5:29pm 
Getting back to Attila play. You mention a release of the troop mod you use. Any news on that? Thanks.