Total War: ATTILA

Total War: ATTILA

Naval Battle Mod
53 Comments
Volcano  [author] 9 Jul @ 5:07pm 
I should add also that this mod is mostly used with 'longer battle mods' so that there is never a case of the ground battle being over before the ships land their troops. But in any case, the need to make the naval transport ships slower outweighs any concern about them getting to land their troops too slowly. I mean, this isn't a game about WW2 island hopping, so naval attacks should be quite limited in effectiveness.
Volcano  [author] 9 Jul @ 5:05pm 
Well, exactly as you describe, the reason the transports are slower is because they just zip around the relatively small map, dropping troops, even ramming, but definitely boarding, and they in fact need to be slow moving targets, not attack ships. So, the speed of a typical naval *transport* was researched, and we have a more realistic speed in this mod. The problem is that they didn't make a separate / more correct model for transport ships, these did not rows of oars, but were just sails.
Regarding the map size, sorry can't help you there. Sounds like if the naval map is increased, then the land battle maps are also increased in size, which implies it is all connected to one battle-map-size value in the script, unfortunately.
Leo 9 Jul @ 3:24pm 
I tried it and I have mixed feelings about it.
In general the speed on naval battles reduced and it's really comfortable now. You have a time to react. But...
1) My transport ships are so slow that I manage to land my army at the last moment. The ememy battle ships close in on me from the middle of the battlefield.
2) Battle ships are destroyed very hard now. I'm not sure... No, I AM sure that I won't be able to win a naval battle 20x20.
3) There is still a huge critial problem with really really small size of naval battlefields. You just don't have a space for meneuver. You are obligated to engage in melee. I found a mod that fixes it but it also widens the land battlefield's size and AI just runs from one border to another trying to avoid battle. I didn't found an alternative. May be you know any mod for that?
Volcano  [author] 7 Jul @ 6:34pm 
Thanks, I hope you like it. Unfortunately I don't know how to do anything like that, I am just a numbers/math guy.

It has been so long since I made the mod, but I will try to answer the issue about increased HP. The issue is that ships get destroyed too easily via ramming and fire, if I recall, so increasing the HP helps them stay around longer. Making siege ships more important means that having them firing on enemy ships, who now survive longer (because they can't just be rammed once by a small ship and.. explode). In other words, it is important to have those siege ships to help weaken enemy ships to be more vulnerable for ramming or to finish them off. With less HP ships, you don't really need siege ships, you just ram the enemy once and gone.

Hopefully that makes sense.
Leo 6 Jul @ 6:20am 
Hello.
I have not tried your mod but I'll try it.
I really don't like the naval battles in Attila. It's very fast and casually. And your mod looks interesting. But I think what is missing here is the bigger battle map. It should be increased x3 at least. May be more. Is it possible that you will add this change to your mod?
Also I'd like to say that I'm not sure about doubling ships' HP. You write that your mod "makes siege ships more important" but at the same time you reduce their efficincy by increasibg ships' HP.
Volcano  [author] 9 Nov, 2022 @ 10:53pm 
Thanks, glad you like it. :steamhappy:
๖คፈɬเς Ꮄน∂Ꮛ 9 Nov, 2022 @ 6:48pm 
Best Attila mod :thumbspoop:
Volcano  [author] 9 Sep, 2022 @ 2:26am 
Glad you like it. Enjoy! :steamsunny:
Caliban52 9 Sep, 2022 @ 2:15am 
thank you! nice work!
J.Hong Parousia✙ 21 Aug, 2021 @ 9:21am 
thx! nice mod
Volcano  [author] 21 Aug, 2021 @ 12:07am 
Yep, it covers all DLCs. :steamthumbsup:
J.Hong Parousia✙ 20 Aug, 2021 @ 11:54pm 
Does it affect battles in Last Roman and AOC dlc too?
Volcano  [author] 24 Jun, 2021 @ 8:53pm 
Sorry, I don't have or use that mod. :(
Rudy 24 Jun, 2021 @ 11:45am 
Can you build a mod to have navy in MK1212ad ?
Volcano  [author] 10 May, 2021 @ 6:20pm 
@wovefish

Thanks, glad you like it. Enjoy! :steamhappy:
wovefish 9 May, 2021 @ 1:30am 
Sweet Jebus, thank you so much. I was so excited to do fun naval battles and was totally let down with how unbalanced, random, and hokey they were in game. You have addressed all my complaints with this fine mod.
Volcano  [author] 21 Apr, 2021 @ 10:12pm 
Unfortunately no, because the mod is designed so that all the buffs (from tech and leaders) will bring up the ship performance to higher levels (in general) and so that in the case of mixed battles, the ships arrive slower than the land battle develops. In the case you describe, I suggest to just speed up time and that should take care of the waiting.
Aleksei 21 Apr, 2021 @ 10:13am 
This is great mod but I think ships would need tiny speed increase again. During play testing in campaign. Landing battles are just well really tedious because close to crawling speed of ships. This is highlighted when you are defending against AI. Would you consider only small speed increase across board?
Volcano  [author] 5 Apr, 2021 @ 12:16pm 
@Aleksei Yes, it should work fine with existing save games (and you can turn the mod off and on as you like, it shouldn't hurt saved games either way).
Aleksei 4 Apr, 2021 @ 10:15am 
Does mod work for existing save games?
Volcano  [author] 20 Feb, 2021 @ 7:18pm 
Somebody somewhere asked for this, and I finally got around to doing it -- just now I made it so that the threshold for ships to ignite into flames is now 2x to prevent the tendency for the entire fleet to be burned up by some fire arrows.
Volcano  [author] 26 Jan, 2021 @ 8:09pm 
You are welcome, enjoy! :steamhappy:
vavrinko(SK) 22 Jan, 2021 @ 11:49am 
It actually made me enjoy the naval battles more. Thanks man :)
Bro 5 Dec, 2020 @ 12:40am 
Thank you so much. Exactly solves the problem.
Arthalion 27 May, 2020 @ 3:19am 
integrated in Enhanced Battles for FOTE : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2097153948

thx for your work
Volcano  [author] 2 Jun, 2019 @ 11:16pm 
Yeah sounds like it should work.
Nicolas 2 Jun, 2019 @ 11:08am 
Volcano, is your mod compatible with "Sebidee Better Battles Mod"?:
Sebidee changed "battle_entities_table" but not entries related to ships;
if you changed only entries for ships, both mods should work, i guess.
Volcano  [author] 28 Mar, 2019 @ 5:28pm 
Thanks, glad you like it. Have fun! :steamhappy:
Alastis 28 Mar, 2019 @ 4:22am 
Nice dude, can't play without your mod anymore. Glad to find it here for Attila. Thx !
Volcano  [author] 23 Nov, 2018 @ 5:36pm 
OK great, glad it works. :steamhappy:
B... 23 Nov, 2018 @ 10:15am 
Sorry..was out of town for the holiday. It sems that the updated mod didn't load properly and it wasn't showing up in my mod manager. I re-subscribed and now everything seems to work including the light ramming ships. Once again, thank you sir for your assistance and for your work in creating this very nice mod.
Volcano  [author] 21 Nov, 2018 @ 3:04pm 
It shouldn't be back to their normal speed, the speeds are unchanged for the most part. Do you have any other mods enabled? Try turning off all of them except for this one and test how it works.
B... 21 Nov, 2018 @ 8:06am 
Not sure but the latest version you uploaded seems to have the speeds of all ships increased significantly (doubled speed on all ships). Seems like the ships are back to the vanilla level (too fast). The good news was my light ramming ship did ram???
B... 20 Nov, 2018 @ 8:25pm 
Okay. Thanks again.
Volcano  [author] 20 Nov, 2018 @ 5:26pm 
OK, to be sure, I just updated the mod. It could be that I had a different version on my end, so give it a try again after the update is received on your end.
B... 20 Nov, 2018 @ 5:22pm 
Playing Western Romans. I will continue to play around with the ramming ship. Like I said, they don't ram, are slow and very sluggish. They usually get boarded by transports because when I tell them to ram a transport, they slowly move up and then just sit; then the get boarded Clicking on the 'oar' for the speed burst does not do anything either. Currently the are useless vessels to build. Thank you for your assistamce in this matter.
Volcano  [author] 19 Nov, 2018 @ 8:41pm 
OK, I justed looked at the numbers and it seems fine. I also looked at the ships too, there are about five types of Liburnias. It seems only two types of them can ram, and they seem to belong to the Western Romans only. These ships have the rams head as the ship's icon. All other Liburnias seem to be troop carriers for boarding only.

I just played a naval battle with the Western Roman Assault Liburnias, and I was able to ram. So, odd that you are not able to, unless you are using a different type of Liburnia, or playing a different faction?
B... 19 Nov, 2018 @ 6:26pm 
Assault Liburnia, Western Light Marines. (Light Ramming Ship). Check it out and see if it is not functioning correctly for you as well?
Volcano  [author] 18 Nov, 2018 @ 9:05pm 
OK, to help narrow it down when I have the time: what is the exact name of the Roman light ramming ship?
B... 18 Nov, 2018 @ 9:01pm 
Yeah, I like the new speeds of the ships; especially the transports (slow and sluggish). If you can figure out the light ramming ship that would be awesome. Thanks again for the very cool mod.
Volcano  [author] 18 Nov, 2018 @ 6:23pm 
Thanks, I did make the ships more sluggish, keeping them from ramming repeatedly without moving off and gaining speed before ramming again. However, if they can't really ram at all then it might be that their speed has been reduced too much. I will have to take a look when I am able...
B... 18 Nov, 2018 @ 5:32pm 
Great mod! Fixing the speeds of the ships makes battles more realistic. Naval ships and naval battles are now fun again. I felt the naval battles in Rome 2 were good (after thy fixed the game) but I am not sure why they messed up Attila? The only issue I have is with the Roman light ramming ships; they are slow, very sluggish and don't really ram when you tell them to? Anyway, thank you for your hard work.
Volcano  [author] 17 Sep, 2018 @ 8:30pm 
Well, I may be able to throw something together to adjust it, but I don't have the time to do it just yet (it is a lot of work).
thegoodman20 17 Sep, 2018 @ 9:23am 
Could you possibly do something about the arty ships...2 arty ships can almost take out a full stack of standard melee inf ships
Volcano  [author] 14 Sep, 2018 @ 6:53pm 
Oh, sorry I am confusing it with my Rome 2 "Volcano Battle Mod" where I adjusted things like artillery accuracy. I didn't do it (yet) in Atilla though, because I was trying to avoid it at all costs. :steamfacepalm:
thegoodman20 14 Sep, 2018 @ 1:43am 
Weird...could it be a conflict? Only other battle related mod I have is the Realistic Battle Pack mod if that's worth knowing
Volcano  [author] 13 Sep, 2018 @ 6:49pm 
This mod greatly decreases ship artillery accuracy.
thegoodman20 13 Sep, 2018 @ 2:55am 
does this increase ship artillery accuracy because right now they're like precision bombs
Penguin 1 Sep, 2018 @ 2:32am 
Thx. will be sure to give it a try :D
Volcano  [author] 1 Sep, 2018 @ 2:25am 
Yes, it should work. I believe this changes the basic entities but shouldn't affect unit ratings (like combat values).