Total War: ATTILA

Total War: ATTILA

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MK1212 "The Battle Overhaul"
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Tags: mod, Battle
File Size
Posted
Updated
2.565 MB
5 Feb, 2022 @ 11:42pm
25 May, 2024 @ 7:41pm
54 Change Notes ( view )

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MK1212 "The Battle Overhaul"

Description
THIS MOD REQUIRES ALL OFFICIAL MK1212 PARTS!!

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Introduction & Contents
This mod started as my attempt to create an alternative battle experience to MK1212. Now it has evolved into a team effort alongside other great modders trying to create an All-in-one battle mod for the community. Please note that we do not claim to have any expertise over the realism of medieval combat, our mod is merely an attempt to provide an alternative, and hopefully more fun experience. Thank you.

TL;DR = Slower combat, meaningful armour, more accurate artillery, less OP cavalry, less arbitrary and consistent unit stats. This is it.

Everything is explained in detail below.
  • Closer battle order for almost all infantry units. This will help prevent individual soldiers scattering the field and also mage unit spacing during sieges more efficient. This can also impact the pace of combat as more or less units engage in contact with one another in melee. (Massive thanks to Megamex for integrating his excellent idea.)
  • All units have slightly increased armor, and armor gains missile resistance as it increases in value. Melee damage has been slightly decreased for most infantry units. This generally slows down combat, specifically for combat between troops on foot.
  • The differences in armor piercing between sword, hybrid, and mace weapons have been made more consistent, and all have +3 bonus vs infantry.
  • Due to changes to infantry, heavy cavalry is slightly less capable of destroying entire units in a single charge or two.
  • All infantry have less variability in hit points, making their stats more consistent and easier to compare.
  • Fatigue takes longer to set in. Movement is less tiresome compared to combat, which can exhaust units much faster.
  • Units that are flanked in combat or by missile fire especially in the rear are more likely to rout.
  • The death of a general initially have a moderately negative impact, but eventually grows into a severe morale impact.
  • Artillery no longer suffers from an arbitrary accuracy reduction, but fog will cause a reduction in accuracy as well as rate of fire for almost all projectiles.
  • Inconsistencies in weapon length between various polearms and pikes breaks battle balance so they have been made more consistent. Should testing prove otherwise, I will simply make all of them have the same length except long pikes.
  • The insanely high damage of various polearms and two handed axes has been nerfed.

By the way, for those of you out there who want to play as the Ottomans feel free to play with the "Stronger & Armored Janissaries Mod."
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Installation & Compatibility
  • This mod is only compatible with MK1212. Do not use with other overhaul mods.
  • To install, first subscribe to this mod, and place this mod above the ALL of the original MK1212 parts in the mod launcher.
  • If you are playing MK1212 with other submods, simply place this mod above them. As long as MK1212 does not change anything about the ottoman roster, this submod will work even on top of other submods that tweak the ottomans.
  • Due to the constant development of MK1212, I cannot promise this mod to be always save game compatible. Should MK1212 change anything crucial to this mod's function I will update things accordingly.
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Credits
All of the contents of this mod are credited as mere tweaks of the original work of MK1212's creators and contributors. I consider this mod an integration of other people's works and do not take credit for their contributions.

My personal thanks are given to the following contributors for allowing their content to be used without conflict.

- Gluteus Maximus's MK1212 Siege Artillery Accuracy Fix"
- The Scrapper's 1212 Realistic Routing/Morale Submod"
- adoring's 1212 Better Battle Mod"
- megamex's Close order battle for Infantry"
155 Comments
Chrissant  [author] 15 May @ 4:29am 
Oh and also, that double unit sizes mod might also be outdated.
Chrissant  [author] 15 May @ 4:29am 
I'm not sure why this mod would be incompatible with double unit sizes since this mod doesn't touch main unit tables. This mod also doesn't touch anything related to animations so that's strange as well. Perhaps a lot has changed on the main mod.. I'll have to update this mod properly once the major update is released on mk1212
Azerbaijan Technology™ 14 May @ 1:14pm 
Stronger & Armored Janissaries is not compatible with double unit sizes unfortunately nor is this mod compatible with animation mods, if there can be a cross integration of all four that would be great
Azerbaijan Technology™ 14 May @ 1:12pm 
no recruitment caps would be nice
Azerbaijan Technology™ 14 May @ 1:07pm 
as far as I know this mod is better than Bran's so this is a must have but if you can integrate this mod into your mod that would be based
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3065896492
Chrissant  [author] 24 Dec, 2024 @ 10:06pm 
That's strange. Never heard of this before.
level 69 gyat 23 Dec, 2024 @ 6:32pm 
just installed it but idk it freezes for 2-5 seconds and then and then right after few seconds it does it again. I mean its stuttering idk what to do. all the Loading Order is correct
Chrissant  [author] 22 Dec, 2024 @ 4:28am 
My mod does not change the AI.
Warboy 6 Dec, 2024 @ 11:23am 
Also what would you say makes your battle AI submod different from say Bran's battle AI submod?