Total War: ATTILA

Total War: ATTILA

118 ratings
Realistic Battle Rebalance 0.65 [ Beta ]
   
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Tags: mod, Battle
File Size
Posted
Updated
73.111 KB
2 Jul, 2016 @ 7:17am
1 Jun, 2017 @ 1:16pm
10 Change Notes ( view )

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Realistic Battle Rebalance 0.65 [ Beta ]

Description
i didn't find any good battle rebalance mod on the internet ( just my opinion ) so i decided to do it myself . And the CA or SEGA Battle Balance is trash and makes mostly no sense .


-are you tired of watching slow motion marching troops

- are you mad insane slow horses and useless cavalry charges which get stuck immediately in a 3-4 men deep invantry line

- and the fact that in the vanila game cavalry has no real impact ?

- stone slingers that penetrate a shield and 3 levels of armor or other missiles that go through armor and shields like they where just none exist . And even while your invantry is standing in a formation like testudo, shieldwall or shield screen they still get slaughtered

- maybe CA thinks armors and shields where just made for good looking .
And by the way guys as i checked the data files , in the vanilla game no armor had no protection against missiles at all . Is this a fuc*k*ing joke CA ? than its not funny ...

-useless formations that make no sense or no effective formations against missiles

- very unrealistic accuracy of artillery units ( in real battle 1 out of 10 shorts hits the target , artillery was uses as a siege weapon not an anti invantry weapon. )

THAN THIS MOD IS SOMETHING YOU BADLY WANT !

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This mod actually change



- now different armor typs have now different bonus protections against missiles

- Formations are now usefull against missiles , so you have now to use your range units more stratiegic you have to flank them or attack from behind

- Movement speed of most invantry units have been increased (running / marching )

-i ts now easier for melee invantry to catch range units so you don't have to play this cat and mouse gamestyle like in vanilla

- charge distances of all invantry units has been increased also the impact is now more powerfull

- Cavalry increased turning speed and running speed .
- Cavalry charge distance has been increased and the impact should be now powerful and realistic so if you want to stop an Cavalry charge you have to form deep lines or the Cavalry will overrun the unit .

- NEW Update 05.07.2016 accuracy of all artillery units has been nerfed
and to rebalance it i gave them a higher range and much more ammunition or did ever heard of a lost Siege cause someone forgot to bring enough rocks ?

- Bastions artillery has a bit higher accuracy than field or navel artillery

- archer units and crossbow units have now an increased range . why ? because they didn't shoot very far in the vanilla game .

NEW UPDATE 06.07.2016 Defensive Towers have been nerfed but they still worth to defend

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- what is planned next is

everyone who is waiting for the Rise of Mordor Mod i plan also to make this mod compatible with this Mod

change loose formation, cause its makes no sense that this formation gives you bonus protaction against missile units like archers . CA thinks it is more effective to run in loose formation than forming a testudo or shildwall where everyone covers each other . Seems very pointless , loose formation should give for e.g a bonus on charge impact or damage .


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compatibility :
it is not compatible with mods that change the things i listed up at the point
*This mod actually change*

it should be compatible with
Radious Total Units Mod
but i personally don't use this mod so if someone tested it with positive outcome pls tell me in the comments


i am still not finished with this mod i have to work with the destails feedback is always welcome or ideas for improvement

78 Comments
NUTCRACKER 21 Aug, 2024 @ 7:22pm 
why should guys with heavy armor run faster than light archers?!
溥天之下小灵通 18 Aug, 2021 @ 2:45am 
Is this mod working properly now?
Does it need to be updated?
Ligon Flarius 20 Nov, 2019 @ 6:33pm 
Because barbarians block stuff with their boar-thick skin, that's why
B41Kilo 17 Aug, 2019 @ 3:29pm 
why does missile block only works for Roman unit? not barbarians
pepitos 8 Mar, 2018 @ 3:05pm 
"change loose formation, cause its makes no sense that this formation gives you bonus protaction against missile units like archers." Yeou know not ALL UNITS have shield so it make sence and shouldn't be changed
HORST 22 Aug, 2017 @ 4:20am 
super mod but please increase just a little bit accuracy for artillery (and also please adjust the npc). -- this would be great. thanks!
Nihl 8 Aug, 2017 @ 11:33am 
@Apollyon
thats a fast response! thanks! can you left feedback here in comments what been changed after update? i wont mind having such unaccurate arty if you can make NPC players be nerfed same way :)
✠ Apollyon ✠  [author] 8 Aug, 2017 @ 7:52am 
@Nihl noticed i will change the artilleray weapons in the next day
Nihl 8 Aug, 2017 @ 2:26am 
In the end, maybe you could just create separate mod with all features except affecting artilery units? i see in comments there are some people also pointing this. I would love to keep use units reballance, specially ranged units one, it make great difference, but i would really like to tweak artilery with other mods

thanks :)
Nihl 8 Aug, 2017 @ 2:18am 
Also, artilery weapons been quite accurate over the time. Trebuchet for example been deadly and accurate enough, to be used for bombarding battlements to sweep soldiers out. I would sugest to nerf accuarcy only a little, because vanila is defo too accurate, however i would nerf damage to buildings, and maybe implement something in form of "stronger walls" so it will take at least 2-3 trained for level 6+ large onager units to take down ONE wall section.

For now everything in your mod making my game better, except this artilery issue. To stop NPCs from taking down my walls in minutes with arty, i need to use "stronger walls" mod to drive battle onto battlements instead to gaps in wall.