Total War: ATTILA

Total War: ATTILA

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Weaker Towers
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Tags: mod, Battle
File Size
Posted
Updated
971.000 B
29 May, 2015 @ 9:04pm
25 Feb, 2016 @ 11:57pm
13 Change Notes ( view )

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Weaker Towers

In 1 collection by Pepe
The Siege Overhaul
4 items
Description
Arrows are arrows! Regardless of how you swing it. Left, right, straight, or bi-sensually curious, Arrows are simply arrows. Just because they are being shot from a stone window does not mean they become the all mighty jab of God himself! Did you know arrows from a tower do as much damage as a flaming hot pile of rock flying down on you? I didn't either until now.

I have reduced the damage of fort towers by roughly half which should allow them to still kill a few on the way to the walls, but not to the gold standard of a Gatling gun.

Changes in gameplay:

-Tower damage has been reduced by roughly half.
-Tower fire rate has been reduced by two-thirds since damage stops doing jack to stop kill rates after a certain point.
-Towers are more for burning siege equipment now. More to the specs of Rome 1.
84 Comments
DaWei 17 Jun @ 12:09am 
Thanks, 120 archers shooting constantly for minutes barely do any damage unless they are top tier but somehow they managed to put a squad of Legolas in every single watchtower in the game that can turn heavily armored cataphracts to shreds in seconds.
NoShoesBrad 26 May @ 6:05am 
@Agent Tower I've just downloaded Pack File Manager in the hopes of locating and editing the tower files because I am so sick of friendly fire but I also don't want to lose the damage which all the mods on here sacrifice for accuracy, could you tell me where in the millions of files I can find the ones I'm looking for?
Pahot 11 Apr @ 12:12am 
Must have mod!

However, it crash on 1212AD fort battles right when your unit reaches the fort tower's range. No crashes though at settlement battles.
Agent Tower 24 Jul, 2023 @ 6:43am 
I looked into the stats on the mod after testing it ingame. The projectile strength on the strongest towers was reduced to 20 from 200, and the reload time to 10 from 15. And also the explosive effect was removed outright. So I guess that's why it felt like there was people stationed in those towers equipped with spitwads making desperate 'ptooey!' sounds at the enemy, lol.

They did manage to set siege equipment on fire though, which I guess was the main intent.

I tweaked the damage to 100 instead and will see how things go. I might tinker with the values in db/_kv_key_buildings_tables too.

If they can be made to be somewhat punishing on the approach but not so much a factor when fighting inside the city/town with a tweaked firing arc, it may be more fun. I like the idea of towers having some utility, but not being able to destroy units outright. But also not being basically ignored either, lmao. I appreciate the mod though, thanks.
Yews 16 Dec, 2022 @ 2:15am 
How on earth do they shoot without anyone inside in the first place is what I've always wondered
Giovanille 30 Sep, 2022 @ 6:29pm 
Thank you, I was tired of seeing all my cavalry units die without having reached the enemy during a fort attack.
Forth Eorlingas 18 Sep, 2022 @ 12:14pm 
Gotta love it when a tower can wipe a whole squad of infantry or cav but 100 archers can't kill 10 models.
Rex Insanis 10 Mar, 2022 @ 2:17am 
Still works. On my experience they cause much less damage than before on soldiers but have been able to set fire to a battering ram.
Agent Nahman Jayden 26 Jan, 2022 @ 1:10pm 
Anybody knows if this still works?
agree_15 14 Jan, 2021 @ 10:53pm 
hahahaha this is exactly it... a gatling gun