Total War: ATTILA

Total War: ATTILA

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Faction unlocker extra units sub mod for grand campaign
   
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Tags: mod, Units
File Size
Posted
Updated
10.623 GB
30 Apr @ 4:58pm
30 Jun @ 6:13pm
13 Change Notes ( view )

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Faction unlocker extra units sub mod for grand campaign

Description
THIS IS A BIG FILE DUE TO ASSETS USED AND IN BETA AND NEEDS TESTING IN CAMPAIGN

This is a unit sub mod for vanilla game time frame for a faction unlocker it contains 84 units in total increases all factions rosters. Hopefully no bugs and it did what I could to keep it balanced with recruitment costs and upkeep the units are about stronger than vanilla game units.

All melee cavalry is moved to shock class AI really does try to out flank you if it has any.
Many units have upgrades that replace them with stronger units but they cost more to train and maintain and some take 2 turns to recruit.

For example Axe warband for the Slavs get replaced by Slavic noble axes much stronger unit but takes two turns to recruit as they are elite troops.

I have used assets from the great mod Age of Justinian and likes of Anno Domini mod i have also used assets from thrones of Britannia as well as used some of sebdiee work.

All credit goes to the developers of these mods and appreciate them letting me use their work.

I do intend to add custom garrisons but cannot do it till i am back from holiday.
let me know about bugs etc i try to fix them when im back.
20 Comments
sam.pidgeon  [author] 11 May @ 1:55am 
I don't touch visuals of vanilla units
Megarian 11 May @ 1:03am 
Ok. You are right its from another mod , thanks for the quick answer and your great mods.Keep the good work.
sam.pidgeon  [author] 9 May @ 3:44pm 
@Megarian Thats nothing to do with my mod as i never made a unit named kurdish swordsmen thats is a vanilla unit from the unlocker .

are you using a unit reskin?
sam.pidgeon  [author] 5 May @ 11:02am 
Arabian swords were intended to be mid tier level as you get elite pikemen at higher tier
sam.pidgeon  [author] 5 May @ 11:01am 
Try the Picts or perhaps give Baltic tribes a go IE lugians,rugians and varinians I done some units specifically for them
sam.pidgeon  [author] 5 May @ 11:00am 
Many units do get replaced late game which will cost far more take longer to recruit and coat more to maintain
sam.pidgeon  [author] 5 May @ 10:57am 
The intention for all factions is to have some good mid tier units early on as very early games units not very good and don't last as long desert noble cavalry are more expensive than desert heavy lancers I will check and see what level I put them on I thought I stuck them on final level for military buildings
WB97 5 May @ 10:01am 
I do like how you have added to the town military recruitment pool, as these usually never get used in game.
Overall I do like these units they are well rounded, just a bit easy to get for the ones I have used, maybe after playing many times on Legendary/WRE campaigns I like the game made harder ahahaha.
WB97 5 May @ 10:01am 
Hmmm odd maybe it's something else that is shared in the other mods, causing that no idea.
For the balancing, it is more of a personal preference. I should have been more specific, rather than just saying stats/abilities I was being generic.
Just regarding the faction I was recently playing Ghassanids.
I think the units added here the Desert Heavy Lancers, Desert Heavy Spearmen, Arabic Swordsmen could be moved to the tier III town military.
Simply due to their stats being pretty decent and having a unit that good early. Or, even a slight upkeep increase for these units, or reducing abilities.
Also, since you only need to research Forced Conscription the first tech for most factions. In addition, Desert Noble Cavalry could be moved the final tier building.