Total War: ATTILA

Total War: ATTILA

AI Sallies Out in Settlement Battles!
23 Comments
Dogface_08 15 Feb @ 5:37am 
Erm.. I was saying it's good.. I still play Warband..
Sheph  [author] 14 Feb @ 3:28pm 
got a better idea?. That game used to be the world for a generation of players
Dogface_08 14 Feb @ 9:13am 
W M&B Warband pic
Sheph  [author] 25 Jan, 2020 @ 8:04am 
This mod is a special request which I used to do frequently.

I don't have time to recall if this is possible my past expertise; I don't think what you're asking was every possible.
For your request, I would need you to identify a similar mod in Attila or another total war game.
I could backtrack from there.
Sargon Of Amerish 22 Jan, 2020 @ 8:50am 
@littleShepard Just read your "sally out" comment, I havent tried it yet but that in my very specific situation would make the mod useless if it was still (technically) a settlement battle lol. Damn.. I just want the option to use the AI Attack and AI Defend orders in all battles I'd edit the files myself if someone didn't feel like making the mod but perhaps willing to point me in the right direction? lol :steamfacepalm:
Sargon Of Amerish 22 Jan, 2020 @ 8:44am 
I like to use the AI Attack and AI Defend orders alot with certain units. For whatever reason when in a settlement battle I could never do that, So this mod would actually be perfect for me. Thank you. :D
Sheph  [author] 21 Jun, 2019 @ 9:12pm 
I agree. Maybe I should set it at 50%? I don't think CA implemented that logic into Attila, which is why that set it at 0% sallying. Without this battle, they will sally out against siege and when they are larger in size. The mod was created for only certain users.
Guvenoren 21 Jun, 2019 @ 7:43am 
Are the chance dependant on if the enemy is superior or equal in numbers to yours? Would be awkward if they're inferior in numbers and sallies out to meet you. Not strategically appropriate there.
Sheph  [author] 19 Jun, 2019 @ 3:28pm 
The variable I modified had this description: Percentage chance that the AI will choose to fight you on the field for non-port, minor settlement battles.
So "sally out" is a misleading statement.
They actually will appear on a battlemap with no settlement. Correct me if you see something different.
Samel 19 Jun, 2019 @ 8:29am 
So this mod means if you attack a settlement the battle will be in the field 80% of the time? Or if you're besieging a settlement they will sally out (attack on end turn) more often? or both?
clfiskus 16 Jun, 2019 @ 8:11pm 
ok thanks
Sheph  [author] 16 Jun, 2019 @ 7:02pm 
I hope that will be my next big mod. Until I have it, I'm modding here.
Ir0n Ace 16 Jun, 2019 @ 6:27pm 
mount and blade warband is the game used in the thumbnail btw
Sheph  [author] 16 Jun, 2019 @ 6:14pm 
They do sometimes. But you can exploit their lousy lineup attempt. This mod has them start in the battlefield ala Warhammer.
clfiskus 16 Jun, 2019 @ 5:26pm 
i think if you bring arty against ai in custom sieges , they run out of the settlement
Macallan 16 Jun, 2019 @ 5:48am 
On walled sieges with even forces is indeed a very fun experience. With limited ammo on onagers I only use them to knock some towers and at most do a breach on 1 gate. So I still need to use siege towers/ladders and its very dificult to break trought.
Macallan 16 Jun, 2019 @ 5:36am 
Agreed Sieges are great when is player x player but unfortunely ai cant respond to some things... Like having some tank troops on street to get u vision and then bombard the blob with archers and onagers. I did some things like I reduced the ammo A LOT of onagers and upped the hp of walls and now Im working on projectiles damage to try to balance a bit without breaking the field battles. With ammo refil crossbows/archers will kill a lot against passive ai so I lowered the damage a bit especially the ap damage. Pike is another thing rly hard to balance... I tried many things to make it work without breaking the game (1 pike unit hold 4k troops on choke points lol). So far I found better to leave pikes extremely weak to missile (ai can and will focus fire pikes and thats very nice) and upped shield defence and attack a bit to resist frontal assaults. This way u can still use them to help defending towns but need to keep an eye and kill asap enemy archers/skyrm.
Sheph  [author] 16 Jun, 2019 @ 5:22am 
Great to hear that it works. I never tried that siege stack attack force that you describe, but I assume it would be a quick way to win autoresolves and selectively choose your siege battles. I created 4 autoresolve mods so I could win settlement battles that I didn't want to fight without using siege. Settlement battles are torture in this game when they are not even. Always take too long. Another suggestion is to try a battle mod where you reduce the morale impact of siege weapons if you want to fight them in the "streets". I did that in my battle mod. They don't run as quickly.
Macallan 16 Jun, 2019 @ 5:18am 
Yeah I played a bit yesterday. I did 3 battles on diferent minor towns and all 3 salied out :D.
Sheph  [author] 16 Jun, 2019 @ 5:13am 
Vanilla and most mods have defenders stay in the settlement 100% of the time. I'm still interested to know if setting it to only 20% non-sallies actually makes them sally out.
Macallan 16 Jun, 2019 @ 3:34am 
@clfiskus what do u mean? On campaing map (ai stay to defend territory) or on town battles? Cause for me on town battles ai ALWAYS stay put inside... This is why I requested this mod. On streets u can "abuse" some mechanics that ai cant respond properly unfortunely. On field ai is a lot more competent.
clfiskus 15 Jun, 2019 @ 11:29pm 
is there a mod that keeps ai in the settlement for good?
Macallan 15 Jun, 2019 @ 4:00am 
wow tyvm!!! Im working right now but tonight for sure Ill test it :D. Do I need to put higher than radious on load order or does not conflict?