Total War: ATTILA

Total War: ATTILA

1212 realistic routing/morale Battle Overhaul submod 1.2
35 Comments
Azerbaijan Technology™ 14 May @ 2:57pm 
@Combat0782 you ever get your answer, trying to find out the same thing
神闛 23 Dec, 2024 @ 3:22am 
but my cavalry even can not kill the deserter qwq
JesusChristIsLord 31 Aug, 2024 @ 6:29pm 
Would be cool to see this mod be made for vanilla version
biv86 19 Aug, 2024 @ 9:51am 
Hello! Good mod, but it can be better, more realistic. First of all, add more penalties when attacked from the rear and flank. Its looking stupid, when compleatly outnumbered and outflanked unit is still fighting. In real life engagement it will run away quickly, no matter how elite it is. Like in history, when outflaking enemy line = victory. In "DEI realistic morale" its working great. Try this mod. Or "Rome Total Realism IIII". There is no so much realistic mod for TW series like this one.
Combat0782 23 Jul, 2024 @ 1:21am 
Is this mod compatible with Realistic Ranged/Missile Unit Overhaul For 1212
The Scrapper  [author] 22 Jul, 2024 @ 3:51am 
I've put through an update, it will be live in 12 hours.
SaidBYMAX 4 May, 2024 @ 2:15pm 
update
Asken 23 Apr, 2024 @ 2:07am 
cuz broke
firespark84 22 Apr, 2024 @ 8:40pm 
anyone else have the game not start with this active?
JesusChristIsLord 16 Apr, 2024 @ 2:42pm 
can you make one for vanilla plzz
Numb 13 Apr, 2024 @ 1:54am 
work for new update?
The Scrapper  [author] 6 Jan, 2024 @ 9:12pm 
@hzh @angel Hey guys thanks for the feedback, I have changed the name to reflect this is an overhaul mod and created a more limited mod focused only on changes to morale https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3133634233

I need to do some more testing but hopefully this is more to your liking
The Scrapper  [author] 5 Jan, 2024 @ 4:25pm 
Apologies for no updates for so long... life gets in the way. I appreciate the feedback.

For those wanting a mod which reworks morale without the wider changes, I can actually put that together relatively easily so I will work on that shortly.

In terms of balance of the current mod, please let me know where specific changes are needed. I am aware the general's body guard is is extremely strong and tanky which I plan to have a look at next. Are there any other match ups that feel off? Other Cav while extremely deadly also take casualties relatively quickly and can be countered - let me know possible balance tweaks.

Have done a lot of testing in custom battles and in one campaign for this update. Have played one siege which felt fine, though I need more siege testing.

I also plan to test removing the HP buffs and reducing accuracy to extend engagements
Asken 28 Dec, 2023 @ 5:23am 
Superb mod, but its like the ass, split, some love it, some hate it, - so try it for yourself rather than read comments
hzh 16 Dec, 2023 @ 4:26pm 
I liked the moral sub mod for DEI, but I can't recommend this one. This mod has changed way too many things apart from moral, such as Unit hp, speed, stats.... and it is very unbalanced. I would suggest do the same for DEI, tweak the moral and routing only, and leave the rest the same as the original mod intended. I have tested several battles now, and some of the balancing was immersion breaking, like how 3 heavy Cav units charge a single general end up with 0 casualty, and they tangle for another minute with 0 Casualty??
Angel 27 Oct, 2023 @ 12:52pm 
i thought this was a morale submod not a overhaul of almost all combat systems, click bait
void 30 Jul, 2023 @ 9:56am 
awesome for big custom battles but horrible for campaigns where battles are small esp sieges because units on towers immediately break
♕ German-Hellcat 17 Jun, 2023 @ 4:03am 
Generally I like the moral tweaks but goddamn, general units...
My two cuman generals cyclecharged the mongol gen with good defense stats for like 5 minutes and were still losing ;-;
Allaes 19 May, 2023 @ 8:17am 
I hope this ain't dead otherwise it's sad cause this mod is truly great.
JackBeauregard 24 Nov, 2022 @ 12:33pm 
since played with this mod one time I cant play without.love it. great fun! thanks
Ragnarok 5 Nov, 2022 @ 3:26pm 
I'd really like to see this sort of thing for Fall of the Eagles as well. I use your DEI one and it's made fights so much more realistic and less of a chore, and FoTE could use it for some fights.
NeWgeN 30 Oct, 2022 @ 9:12am 
I like the spirit of this mod, however, this mod makes heavy cav kinda doodoo not gonna lie.
honker 7 Oct, 2022 @ 2:25pm 
Thanks! Your work is very important!
FishPapp 17 Apr, 2022 @ 12:50pm 
@RoyalSupergamer the description says it's MK1212 only, but he may do it for vanilla Attila later.
RoyalSupergamer 7 Apr, 2022 @ 10:09am 
does it work with the base game?
Spectre 28 Mar, 2022 @ 3:44am 
I love the idea and thank you for the work you put into it.
But i feel that a lot of tweaks are necesary.
I did some testing in custom battles and even when firing point blanc at unarmoured (shieldless) units they kill like 4-5 in a volley ..
In that same battle tho i charged them at the enemy general and they lasted for ages before any of them even died.
The routing that happens eventualy does feel a lot more realistic!
Anyway, I'm a big fan of historical/realism mods so thanks!
Chrissant 1 Feb, 2022 @ 2:07am 
Well just keep yourself posted. What I'm envisioning is a nearly perfect, "all-in-one" sort of mod incorporating all of my modding experience and hopefully your ideas too for mk1212. Perhaps a few months later down the line. Best of luck to your masters!
The Scrapper  [author] 1 Feb, 2022 @ 12:54am 
Hey thanks Chrissant, yeah I only just started modding, so I figured there might be some better ways round it. I was only intending to adjust morale but really I think 1212 probably needs a fair bit of unit rebalancing for this type of mod. Archers for one should rout way faster.

Unfortunately I am finishing my masters over the next two months so not sure how much free time I'll have to mod. I think there is a lot of potential though to reworking the battles completely it would just take some work.
Chrissant 31 Jan, 2022 @ 4:31am 
Hey Scrapper, I sent you a friend request. Would you like to work on a MK1212 submod together?
Chrissant 31 Jan, 2022 @ 4:27am 
If you play with situational penalties just right, you might be able to fine tune it so levy units are likely to break within half a minute or so of being flanked or rear-attacked, whilst elite units are capable of holding position despite being flanked for a while longer. That would be really amazing.
Chrissant 31 Jan, 2022 @ 4:25am 
This way elite units maintain their killing power in melee and players still have an incentive to purchase anti infantry shock units or sword units, rather than spamming medium spears to just hold the line.
Chrissant 31 Jan, 2022 @ 4:23am 
You know, rather than increaasing both missile damage and hitpoints which is a hassle, especially with updates, you can simply increase the melee attack intervals to slow down combat.
LiptonDI 31 Jan, 2022 @ 2:27am 
Hey, really good mod, especially coming from a NTW3 player. Although, I beleive a lose formation of skirmishers shouldn't be able to resist a charge of heavy cav for more than 30 seconds really. I love the new morale mechanics.
The Scrapper  [author] 24 Jan, 2022 @ 8:46pm 
@solado yeah I noticed that too. I think I need to nerf archer morale as it seems really high and maybe see if I can add an additional morale debuff when specifically fighting cavalry. Archers in general seem to be overly good in melee but I have tried to not change the general unit balance too much.

I was also thinking of nerfing cavalry charges in terms of damage output - since their rout potential has increased they might be a bit too strong now (ability to flank + shock enemy morale + massive charge damage together seems a bit much).

Its a work in progress and certainly not perfect yet.
Soldado_2040 24 Jan, 2022 @ 8:03pm 
Awesome! I don´t believe that some archers can survive a cavalry charge. I hope you mode fixed that