Total War: ATTILA

Total War: ATTILA

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BRAN MK 1212 BATTLE AI
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Tags: mod, Battle
File Size
Posted
Updated
240.872 KB
16 Jan, 2020 @ 1:23am
24 Nov, 2024 @ 1:13am
71 Change Notes ( view )

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BRAN MK 1212 BATTLE AI

Description
New Bran Battle AI settings for Medieval Kingdoms 1212. More dynamic and intense longer bloody battles with new morale and fatigue settings and armies that keep their formation as they advance to battle. Better cohesion. New armor values. Heavy mail now is better against weapons. New Movement ground modifiers through different ground types=slower through forests and rock and mud. Raised hit points 20% for horses and camels and elephants. Raised mass settings for horses and camels. Changed spotting rules for all units. Re balanced missile and melee weapons. Longer ranges for for bows.. Re balanced heavy units to be more effective.

Not compatible with other mods that change battle files or unit stats. Load this mod FIRST and then the Bran Campaign AI submod second. Note: Load any Turn per year mods BEFORE this mod. THOSE LOAD FIRST. Thanks.

Recommended Difficulty: Play On Normal or Hard difficulty.

LARGER UNIT SIZE BATTLE AI: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1983372589

LARGER UNIT SIZE BLOODIER BATTLES: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2118449819

SLAUGHTER VERSION: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2111024149

BLOODIER BATTLES VERSION https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2118450172

USE WITH BRAN MK 1212 CAMPAIGN AI FOR BEST GAME PLAY :) https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1969390751


If you enjoy this mod try out the largest overhaul for ROME 2: WARS OF THE GODS-ANCIENT WARS https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=193736354&searchtext=
484 Comments
Azerbaijan Technology™ 12 May @ 1:18am 
tried editing it myself with RPFM, it's too much work to figure out because the variables are different from NTW
Azerbaijan Technology™ 12 May @ 1:17am 
can you rework morale so that they fight to the last few men, I want a 95% casualty rate
BRAN MAC BORN  [author] 25 Apr @ 11:38pm 
it should.
Asuka 25 Apr @ 2:26am 
can this work with Attila Ultimate Animations (Medieval Kingdoms 1212 AD version) ?
Tycherious 2 Dec, 2024 @ 1:59pm 
@MakeAmericaGreatAgain2024 Create buffer state is still a 1212ad function, just checked then. Hope this helps.
Tycherious 2 Dec, 2024 @ 1:58pm 
@MakeAmericaGreatAgain2024 Probably an incompatibility.
BRAN MAC BORN  [author] 23 Nov, 2024 @ 11:17pm 
You have to go on their discord channel to ask questions.
MakeAmericaGreatAgain2024 23 Nov, 2024 @ 12:57pm 
Hi Bran! I am a big fan - having been using your submods for for years :D:D :D
I didn't play the game for much of 2024 and just returned for a new campaign. There is something weird:
Did you notice that the "Release Buffer State" button is gone?
The button used to be in the neighbourhood of the current location of the "zoom in" button when pulling up a city's construction interface. (Its logo was a eagle with stretched wings as I recall.)
Now the button is gone. I originally thought it must be a glitch in my files. But even with a vanilla campaign the issue persists.
On 1212 mod's steam page, the "buffer state" feature remains in the mod's official description. There is never the mention of its being suspended or removed.
I am trying to make inquiries on 1212's official pages but creators there have eased responding a long time ago. It doesn't seem like your submod is causing the feature's disabling. Just wonder what your take on the matter is, speaking as a fan to an expert?
BRAN MAC BORN  [author] 19 Nov, 2024 @ 11:27pm 
You can look at what changes are done with the pack file manager and or just play the campaign. Thanks for the interest.
Tycherious 19 Nov, 2024 @ 3:37pm 
Hi Bran,

Your AI changes for 1212 look incredibly ambitious. Could you provide specific details about the modifications you've implemented, rather than giving a general overview of what the mod does?

I've updated and fixed the HRE mechanics and released a mod for everyone to use, but the gameplay balancing for 1212 still needs improvement.

The 1212 developers have referenced your mods and Earl's gameplay mods, but I’d like to understand exactly what changes you’ve made without diving into your script.

I hope this question isn’t too difficult to answer, as I’m very eager to try out your modifications.

Thank you.