Total War: ATTILA

Total War: ATTILA

Faction unlocker extra units sub mod for grand campaign
20 Comments
sam.pidgeon  [author] 11 May @ 1:55am 
I don't touch visuals of vanilla units
Megarian 11 May @ 1:03am 
Ok. You are right its from another mod , thanks for the quick answer and your great mods.Keep the good work.
sam.pidgeon  [author] 9 May @ 3:44pm 
@Megarian Thats nothing to do with my mod as i never made a unit named kurdish swordsmen thats is a vanilla unit from the unlocker .

are you using a unit reskin?
sam.pidgeon  [author] 5 May @ 11:02am 
Arabian swords were intended to be mid tier level as you get elite pikemen at higher tier
sam.pidgeon  [author] 5 May @ 11:01am 
Try the Picts or perhaps give Baltic tribes a go IE lugians,rugians and varinians I done some units specifically for them
sam.pidgeon  [author] 5 May @ 11:00am 
Many units do get replaced late game which will cost far more take longer to recruit and coat more to maintain
sam.pidgeon  [author] 5 May @ 10:57am 
The intention for all factions is to have some good mid tier units early on as very early games units not very good and don't last as long desert noble cavalry are more expensive than desert heavy lancers I will check and see what level I put them on I thought I stuck them on final level for military buildings
WB97 5 May @ 10:01am 
I do like how you have added to the town military recruitment pool, as these usually never get used in game.
Overall I do like these units they are well rounded, just a bit easy to get for the ones I have used, maybe after playing many times on Legendary/WRE campaigns I like the game made harder ahahaha.
WB97 5 May @ 10:01am 
Hmmm odd maybe it's something else that is shared in the other mods, causing that no idea.
For the balancing, it is more of a personal preference. I should have been more specific, rather than just saying stats/abilities I was being generic.
Just regarding the faction I was recently playing Ghassanids.
I think the units added here the Desert Heavy Lancers, Desert Heavy Spearmen, Arabic Swordsmen could be moved to the tier III town military.
Simply due to their stats being pretty decent and having a unit that good early. Or, even a slight upkeep increase for these units, or reducing abilities.
Also, since you only need to research Forced Conscription the first tech for most factions. In addition, Desert Noble Cavalry could be moved the final tier building.
sam.pidgeon  [author] 5 May @ 9:24am 
Some units can have high attack and charge bonus but less defensive stats and around 40 morale and mid tier armour stats

They can have abilities like rapid advance and frenzy as an ability to be used like shock units perhaps but when facing elite troops they may struggle
sam.pidgeon  [author] 5 May @ 9:21am 
I haven't touched anything vanilla at all it uses them for naval units which units in particular need balancing?

I used Age of Charlemagne shields,armour for stats as using vanilla ones has affect on shield values when picking armours and shields has affect on armour

So with AOC round shield gives 25 melee defence value so a medium tier unit can be given 15 melee defence and it would have about 40 melee defence which is about right for mid tier units however these units cost more to recruit and maintain due to having higher stats
WB97 5 May @ 6:51am 
Overall, it looks good, personally a lot of the new units need balancing stats/abilities compared to their vanilla counterparts.
Garrisons was something I was originally looking into, but not much you can do with vanilla units, so I never did. It would be cool, if you do manage to do custom garrisons.
Another thing I do like, is how you have allowed axe units/swords units to have the same function as a skirmisher with their missile usage, rather than slap auto fire and hope they fire in time and at the correct target in the base game.
WB97 5 May @ 5:43am 
However, there are several naval units that have this problem, vanilla units e.g. The Drekkar Dragonship, Elite Visigothic Marines.
Just to double check I turned off the sub unit mod, mods included and tested it with just my unlocker.
They all have helmets when it is just the unlocker, so it looks like a reskin/texture problem.
WB97 5 May @ 5:21am 
I think @Megarian means the Castled Dromon Warship, Dromon Ballista Marauder, Dromon Double Ballista Marauder. (Sassanid Naval Units) Some of the Units have no helmets and are balding.
sam.pidgeon  [author] 4 May @ 6:03pm 
Don't have to subscribe to all mods on the right except the unlocker or course the others are optional

As for Kurdish light boatmen I haven't done any naval units at all not sure which one you are referring to and I not done garrisons yet I'm in Scotland at the moment on holiday.

I may use some Germanic units maybe for the Romans in the garrisons and use same ones as it can save me time doing garrisons for them.

Where as other factions will take a bit of time Sassanids I won't add too many as they already get big garrisons with those cheap crappy spears I may add one cavalry unit and one ranged unit
Megarian 2 May @ 11:10am 
Kurdish Light Boatmen have no weapons. Some Kurdish Sword have no helmets
.
Megarian 1 May @ 10:33pm 
Great mod. Keep the good work . Mods like this make Total War Attila the best game.
twomillionupstarts 1 May @ 7:16am 
Looks great; would it be possible to get the West and Roman Empires garrisons more realistic :steamthumbsup:to represent the Notitia Dignitum better
0728 1 May @ 6:32am 
Good mod,do I have to subscribe to the three mods on the right?