Total War: ATTILA

Total War: ATTILA

Dynamic Combat & Morale Overhaul
45 Comments
GrafSorochansky 7 Mar @ 9:52am 
I'd like to know more about this mod. How is moral changed exactly? Are rear chargers more impactful now? How are battles longer?
Solon 1 Jan, 2022 @ 2:25pm 
good job
Jafro95 6 Oct, 2020 @ 1:59pm 
Hey man, notice your mod isnt working with last roman overhaul, any idea why?
Maff 13 Nov, 2018 @ 3:39pm 
I note you said that this is compatible with most unit mods. Does this include the units from the huge Terminus campaign? Thanks
Dunadd 12 Oct, 2018 @ 12:01pm 
Do you have any more details on what changes it makes?
Cotton Eye Joe  [author] 22 Aug, 2018 @ 7:43am 
glad you like it ;)
sizarieldor2 22 Aug, 2018 @ 6:41am 
Very fun mod, battles really feel completely different. A lot more organic and less mechanic than the vanilla. In fact, it reminds me of Darthmod for Empire, compared to the vanilla Empire TW :)
Cotton Eye Joe  [author] 2 May, 2018 @ 2:15am 
hm thats really strange
I will update the mod today, try again after that.
Chronothan 1 May, 2018 @ 5:51pm 
Tried that and I'm still not seeing it. It's really strange, I noticed that I am having the same problem with the realistic battle pack mod.
Cotton Eye Joe  [author] 1 May, 2018 @ 2:50pm 
yes thats the correct name. try subscribing through the browser!
Chronothan 1 May, 2018 @ 2:38pm 
Hey Jack, I seem to be having a weird issue with the mod not downloading suddenly. I reinstalled Atilla and was redownloading your mod, but it is not showing up in the data folder even after subscribing and making sure it was checked in the launcher and launching the game. It should download jackless_combat_overhaul.pack right?
Chronothan 25 Apr, 2018 @ 5:34pm 
I love your mod Jack. Really appreciate the work you have put into this. I've had a hard time playing Attila after DEI Rome and FOTE didn't sit quite right with me. This battle overhaul seems to have hit a nice sweet spot. Thanks!
A Total Hardcore Player 11 Apr, 2018 @ 2:19am 
Does it compatible with unit mods?
KrumStrashni 18 Mar, 2018 @ 4:12am 
does it fit with FotE?
Swords 21 Feb, 2018 @ 3:11pm 
You've done a great job with this mod. Been testing out every single battle mod I can find, and for me anyway, this one does the trick. Battles are way less arcadey, and so far not seeing instant mass routs like angry dude down there.
Cotton Eye Joe  [author] 27 Jan, 2018 @ 4:22am 
Well just screaming this mod is terrible without giving any feedback why isnt a good argument either.
I just want to make clear the difference between vanilla morale and the changes i made.
You have to be super aware to the morale of your troops, this is the deciding factor now.
I know vanilla was all about "flanking and spanking" but here you need to have reserves and keep your general where it matters!
Try it again with this in mind and see if its still terrible.
Yuo better commit sudoku 27 Jan, 2018 @ 3:53am 
yes of course implying I am a noob is always a good line of defense
Cotton Eye Joe  [author] 27 Jan, 2018 @ 2:22am 
well mindlessly throwing units into combat isnt working anymore. To prevent Mass routs you have to cycle units in and out and not field armies full of levies.
Once one flank collapses and starts to rout you better have reserves to plug the gap or all of your army starts fleeing. Thats actually quite realistic and was the aim for this mod. If you like more arcade-style battles this mod isnt for you i guess.
Yuo better commit sudoku 26 Jan, 2018 @ 3:41pm 
terrible mod, units mass rout instantly, even the elite ones and battles end within 5 minutes because of mass rout
Marioblock 7 Jan, 2018 @ 9:40am 
niiiiice thanks
Cotton Eye Joe  [author] 7 Jan, 2018 @ 2:49am 
Well if you have subscribed and activated the mod it will affect all battles, everytime!
Marioblock 5 Jan, 2018 @ 6:06pm 
Does it effect save games?
Cotton Eye Joe  [author] 31 Dec, 2017 @ 2:25am 
yes i have only modified global values and didnt touch any unit specific stuff.
Hindenberg 30 Dec, 2017 @ 5:01pm 
Would your changes (eg. fatigue, speed reduction etc.) apply to mods that add units?
Cotton Eye Joe  [author] 30 Dec, 2017 @ 3:57pm 
no i dont recommend it. It may work but they will override each other probably
Hindenberg 30 Dec, 2017 @ 3:55pm 
Do you recommend using this mod with realistic battles pack? Mod manager shows no conflict between the two mods, but they do seem to edit similar things.
SnusHead 8 Dec, 2017 @ 1:10pm 
the battles actually aren't longer because units die slower but they run away a lot faster.
besides from that i like this mod, thanks
Cotton Eye Joe  [author] 6 Dec, 2017 @ 7:33am 
Cool, nice to hear! ;)
Swords 5 Dec, 2017 @ 9:06pm 
Need some more time to play with this but feels very good so far, might get me back into this game.
Franklin1917 3 Dec, 2017 @ 1:24pm 
apologies, i've just realised the mod "legions of rome" added shiledwall to legio comitatenses and thats the one bugging. So its not a vanilla bug.
Cotton Eye Joe  [author] 3 Dec, 2017 @ 1:13pm 
@Franklin
Can you specify which? I have just tested and my shieldwalls all worked!
Pelle 2 Dec, 2017 @ 7:49am 
Do you get like people dying on top of each other with this mod?

Franklin1917 1 Dec, 2017 @ 10:37am 
It breaks shield wall
BCTM 29 Nov, 2017 @ 7:38am 
Excellent ideas, love the idea of upping the realism while keeping the game still recognizable. Fancy I'll be trying this when I am able.
Cotton Eye Joe  [author] 28 Nov, 2017 @ 10:20pm 
well i have adjusted the morale penalties so that you cant just put down a line of cheap spearmen to hold of the AI and flank around with everything else. Those spearmen will rout quickly. The engagements itself arent really longer than before but the units rout with much more men being alive so when they return to the fight they are still viable and useful.

this creates a much more dynamic battlefield that is shifting around. And for some reason the AI uses its returning units a lot more intelligently than the others^^
Ligon Flarius 28 Nov, 2017 @ 6:18pm 
I'm just concerned that these changes will result in an easier battle for the player vs the AI. Longer battles means the player has much more time to think. Also, does the AI know when to pull back units so they can rest a little?

This mod seems good in PvP, though
MattXnB 28 Nov, 2017 @ 12:51pm 
ok Thanks man ill let you know
:steammocking:
Cotton Eye Joe  [author] 28 Nov, 2017 @ 11:56am 
I dont know Matt, i have never played Seven Kingdoms but just try it and check if the battles feel different with this mod
MattXnB 28 Nov, 2017 @ 11:46am 
This sounds Stupid but do you think this will work with seven kingdoms
Cotton Eye Joe  [author] 28 Nov, 2017 @ 9:56am 
probably not, as almost every battlemod.
jmjacob2016 28 Nov, 2017 @ 9:52am 
Radious compatible?
Cotton Eye Joe  [author] 28 Nov, 2017 @ 9:14am 
Heavyshot increases the reload time and the AP damage of the projectile but it doesnt do more damage per se.
Lazy Canuck 28 Nov, 2017 @ 8:56am 
But things such as heavy shot will inflict maybe the same DMG on more armored units? idk, I have't tried the mod yet but just like Jacque said, I am happy about what this mod does.
Cotton Eye Joe  [author] 28 Nov, 2017 @ 12:27am 
You will notice the difference especially with heavy armored units. They will take less damage as i have mainly reduced the AP values of the projectiles. But I also had to balance it so that the AI is still capable of inflicting damage with their missile units.
점돌이는야옹이 27 Nov, 2017 @ 11:50pm 
I'm happy about what this mod does even though I haven't tried it just yet, this is exactly what we needed, since missile units are gatling guns and infantry just feels like shredded paper... I'd really like if this mod could make infantry ( no matter sword or spear ) defend better against missiles attacks when formation is turned on!