Total War: ATTILA

Total War: ATTILA

Realistic Battle Rebalance 0.65 [ Beta ]
78 Comments
NUTCRACKER 21 Aug, 2024 @ 7:22pm 
why should guys with heavy armor run faster than light archers?!
溥天之下小灵通 18 Aug, 2021 @ 2:45am 
Is this mod working properly now?
Does it need to be updated?
Ligon Flarius 20 Nov, 2019 @ 6:33pm 
Because barbarians block stuff with their boar-thick skin, that's why
B41Kilo 17 Aug, 2019 @ 3:29pm 
why does missile block only works for Roman unit? not barbarians
pepitos 8 Mar, 2018 @ 3:05pm 
"change loose formation, cause its makes no sense that this formation gives you bonus protaction against missile units like archers." Yeou know not ALL UNITS have shield so it make sence and shouldn't be changed
HORST 22 Aug, 2017 @ 4:20am 
super mod but please increase just a little bit accuracy for artillery (and also please adjust the npc). -- this would be great. thanks!
Nihl 8 Aug, 2017 @ 11:33am 
@Apollyon
thats a fast response! thanks! can you left feedback here in comments what been changed after update? i wont mind having such unaccurate arty if you can make NPC players be nerfed same way :)
✠ Apollyon ✠  [author] 8 Aug, 2017 @ 7:52am 
@Nihl noticed i will change the artilleray weapons in the next day
Nihl 8 Aug, 2017 @ 2:26am 
In the end, maybe you could just create separate mod with all features except affecting artilery units? i see in comments there are some people also pointing this. I would love to keep use units reballance, specially ranged units one, it make great difference, but i would really like to tweak artilery with other mods

thanks :)
Nihl 8 Aug, 2017 @ 2:18am 
Also, artilery weapons been quite accurate over the time. Trebuchet for example been deadly and accurate enough, to be used for bombarding battlements to sweep soldiers out. I would sugest to nerf accuarcy only a little, because vanila is defo too accurate, however i would nerf damage to buildings, and maybe implement something in form of "stronger walls" so it will take at least 2-3 trained for level 6+ large onager units to take down ONE wall section.

For now everything in your mod making my game better, except this artilery issue. To stop NPCs from taking down my walls in minutes with arty, i need to use "stronger walls" mod to drive battle onto battlements instead to gaps in wall.
Nihl 8 Aug, 2017 @ 2:14am 
Is it possible to remove/rework artilery accuarcy? At this point it ONLY AFFECT PLAYER. NPC artilery units remain accurate as hell, which is very noticable on dificulty levels Normal and above. in this case NPC factions can easily use artillery with all the vanilla accuarcy, while i cant hit a shit with it.

So now scenario. open battle, one unit of arty on both sides. My arty been destroyed after 5-6 volleys from enemy arty, while i hit.... 3 soldiers. It makes game terribly unballanced.
Swol Joe 3 Jul, 2017 @ 4:25am 
This mod is so simple yet so amazing! THUMBS UPPPPP
Pharaoh 23 Jun, 2017 @ 12:44pm 
It's funny because when ever i use arrows they cant peirce cloth easily in vanila. like what's up with that.
Champagne Killers 16 Jun, 2017 @ 7:00pm 
Apollyon i use a mod call stronger wall to force me to use siege tower and ladders
௵Pailerr The DCS 3 Jun, 2017 @ 7:16pm 
Are you able make the soldiers to fight more chaotic and without restraint, not caring much about holding the line and formations? Like ur mod!
✠ Apollyon ✠  [author] 14 Mar, 2017 @ 11:14pm 
@sizarieldor2 Part (2)
If artillery siege weapons would have been so effective than no one in that time would have used stuff like siege towers or ladders .
because there was no 100% guarantee that you get though the wall only if you bring in 3 onagas. So i see this as a good new aspect ,
now you have to use both if you want to effectly capture a city artillery and siege equipment . you have to attack different positions and all that stuff .
And this how it should be .

one point i agree the regeneration rate should be buffed
✠ Apollyon ✠  [author] 14 Mar, 2017 @ 11:14pm 
@sizarieldor2 Part (1) of cause this mod is not finished or some things can be changed but remember this mod is called '' REALISTIC '' siege weapons
like onagas have a low accuracy in a real battle 1 out of 10 shots hits the target if you have a good men . your pic shows me the result i wanted .
you didn't destroyed the two towers but you killed at least one over the time if you consider they are for artillery in that time very small targets .
but you also killed the gate , parts of the wall and large parts of the city that all gives you advantages .
sizarieldor2 1 Mar, 2017 @ 9:51am 
Ok, I ran the mod without "Realistic Battles Pack" and the story with the cav was just as OP described it, which was good.

What wasn't good, however, was https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=874866216 This is me trying to take out the two towers over the southern gate. The artillery is hilariously inaccurate. I can't play this, sorry.

Another lesser gripe is that fatigue takes forever to regenerate. It takes 5-10 min to go from Exhausted to Very Tired. That's silly.

The mod has potential, and if u fix that sort of problems I'll subscribe again, but for now I'm off to other stuff.
sizarieldor2 24 Feb, 2017 @ 1:06pm 
Does this work with "Realistic Battles Pack?" https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=761073324

I'm already using Simply Slower Combat, but "Realistic Battles Pack" adds a nice arc for archers (shooting over units), and its a pretty good feature to have to lose.
Gladiator 8 Feb, 2017 @ 9:40pm 
Wow I made a mod for myself but then I found your mod and its 80% similar to mine in every way but infact much better. So now Im using your mod. We almost think the same. Awsome mod. Great work. :steamhappy:
✠ Apollyon ✠  [author] 8 Feb, 2017 @ 4:40am 
i am really glad to hear that you like it :)
Champagne Killers 8 Feb, 2017 @ 12:34am 
i use this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=761073324 with your i dont know if i have a problem
Rubino303 8 Feb, 2017 @ 12:33am 
Mod is working with simply slower combat, increased unit spacing, and the animated fight pack. This mod is great and should be used by anyone who enjoys realism in attila battles :steamhappy:
Thanks man
Champagne Killers 8 Feb, 2017 @ 12:33am 
I search like for 1-2 years a mod like this for the accuracy reduction for the siege engine THANKS you make the game more realistic
Rubino303 7 Feb, 2017 @ 1:20am 
Great ideas i need to see if this is compatible with the simply slower combat mod. Running speed might be the only thing that would make it not work.
Lord Castellan Majorian 19 Jan, 2017 @ 2:40pm 
Is there any mod like this for Total War Rome 2 the combat in this is my favorite combat in any battle mod.
Maltin21 17 Aug, 2016 @ 12:21am 
does this mod also work in AOC?
✠ Apollyon ✠  [author] 13 Aug, 2016 @ 5:10am 
@Norsefire i will increase the ammunition of art. in the next patch but the arc. i testesd it many times and i think is fine with land art. 3 onagers destroyed for example if i aimed just on a wall part right next to the gate 1x tower 2-3 wall parts 1x gatehouse + large parts of the city of course this has to do with luck too cause the art. arc. is now more realistc. My Opinion its still fair you get parts of the city destroyed , lower the enemy morale , but still get some kills and Siege weapons( siegetower e.g.) still have use , less onagers of course do less damage. i guess i have maybe to enhance the naval arc maybe . i find my improvements by playing the game . i personally like play with 40 units per army this is something you can only change with the programm Edit Save File but i can put that in description too later
Boyar Son 12 Aug, 2016 @ 7:19pm 
Good changes overall. Personally, my only issue is that artillery's accuracy seems to have been nerfed to the point of being rendered completely useless. I know that you said that you increased the range, but I am not seeing it since my missiles are always dropping off half way toward the enemy's walls. So I've taken to not even bothering with deploying any. It actually makes for more interesting sieges. It creates more of a need to try to wait your enemy out if you're besieging them, which is more historically accurate.
✠ Apollyon ✠  [author] 1 Aug, 2016 @ 1:41am 
which part you mean (what is planned next ? ) ,cause i know what ''credibility'' mean but not sure where to put it in ^^
MaGGoT 1 Aug, 2016 @ 1:20am 
"@adamscrivner you mean ''credibility'' ? cause i don't understand what you mean with that last part ?"

says the one who spells "invantry". Get off your high horse mate, the guy actually has solid advice.
rememba da name 15 Jul, 2016 @ 9:21pm 
is this compatible with the radious mod?
✠ Apollyon ✠  [author] 13 Jul, 2016 @ 4:25am 
@adamscrivner you mean ''credibility'' ? cause i don't understand what you mean with that last part ?
_--LEXA--_ 12 Jul, 2016 @ 11:13pm 
)):steammocking:
The King In The South 12 Jul, 2016 @ 2:18pm 
Is it compatibile with AoC?
And by the way when I played TW:Attila I was always wondering about that loose formation bonus, so thanks for "fixing" that
adamscrivner 12 Jul, 2016 @ 12:32pm 
this all makes sence exept for your ideas on loose formations how on earth would standing ferther apart make you charge better thats the dumest thing ive herd
and if you bunch up then you make a perfect target for archers and you all will get cut to peices wer'as if you stand in a loose formation you are lesslikely to be hit because there is move area thet the arrows need to blanket
and why would standing apart efect how much damege you do
most of your ideas are smart but that last one just destroyed your credability:steamsalty:
✠ Apollyon ✠  [author] 12 Jul, 2016 @ 10:38am 
@VashCZ depends on which mod you have have in mind . i just can't recomment to use this with other Battlerebalance Mods or Mods which affect the battlefield all other mods are 100% Compatible .
Generally if you have 2 Mods who changes the same data files one mod will randomly disable the other .
VashCZ 12 Jul, 2016 @ 10:09am 
Compatibility with some other big/popular mods?
Nostrilnaut 11 Jul, 2016 @ 12:34pm 
Units do not need more morale. In battle most of the casualties sustained by a losing army were sustained while they were fleeing the field after they had been broken.
✠ Apollyon ✠  [author] 11 Jul, 2016 @ 9:06am 
@badboy no
badboy 11 Jul, 2016 @ 8:55am 
do you speak french cortana ?
✠ Apollyon ✠  [author] 11 Jul, 2016 @ 6:06am 
@Nihl i don't think its the mod i don't have this probs . this mod doesn't add anything to the game it just changes few already existing stats . truely i can't speak for the other 1,5k subs. but it seems to run good
Nihl 11 Jul, 2016 @ 5:55am 
@Cortana i've noticed that some time ago aswell. From 8 cores game uses barelly 4 (up to 30% of overall cpu usage). Graphic card also works on up to 30% of power, clocs are lowered and twinfrozr from MSI dont bother to spin fans more than 600 rpm. With that usage i could run 3 Attilas and one shogun 2 at the same time...

However, with this mod turned on i have average 5-10 fps less when camera is pointed directly on fighting units, regardless of ammount of units on field. Can u look at it?
✠ Apollyon ✠  [author] 11 Jul, 2016 @ 5:49am 
@Nihl there are reasons for FPS drops frist and mostly because of the programmed grafic engine of this game sucks hard . it mostly uses the CPU and than it don't even use all your cores it just uses a few . I have an High end Pc and i still get FPS drops too some times and if i look than on my CPU its maybe on 15% operating grade . And than i take a look on my grafic card maybe 2-3% operating grade. It looks like the game don't even touch you grafic card or any other resource to charge the physics
Nihl 11 Jul, 2016 @ 5:30am 
Mod do its job perfect, however, i noticed large fps drops when 2 armies are fully engaged.
I like idea with bannonmans and captains of squads on rear of formation :)
8-The-General-8 11 Jul, 2016 @ 3:18am 
Ok, fair enough. I still think an encumbered horse should move slower, especially in terrain.

Thanks for your reply and your mod.

✠ Apollyon ✠  [author] 11 Jul, 2016 @ 3:14am 
@8-The-General-8 PART 2 in My version are only 2-3 typs of cav, the 6 typs still exist but very light/light/medium for e.g. have now mostly the same stats, this buffs every kind of cav and even the light cav now impect which makes sense , cause Horse is still a heavy beast.


i mean why should skirmisher cav completly outrun an an medium or heavy cav only because skirmisher cav its wearing cloth or leather and the other wearing chain mail or whatever. The thing is skirmisher cav need to navigate there horses and is fireing missiles upon the enemy while the other melee cav is just chaseing.
✠ Apollyon ✠  [author] 11 Jul, 2016 @ 3:13am 
@8-The-General-8 PART 1 i try to make it realistic and there are so many aspects we must look at .frist off all in general in that Age horses where bigger and faster than modern horses means they where made to carry heavy things and running straight one way. Of course the horses from far far east where mostly more flexible but also smaller . And if you honestly look the units from Attila or Rome II in that time there were no real super heavy cavalry ok maybe cataphracts but thats all . Heavy Cavalry is armored Horse and heavy armored horserider.

the Secound thing is in Attila ( vanilla ) are 6 types of cavaly /very light /light / medium / heavy/ very heavy and super heavy, pointless seriously in the vanilla game an very light invantry could outrun an super heavy cav .
If you wear just cloth or leather armor , chain mail or bronze armor the horse don't care . They are very strong animals .

✠ Apollyon ✠  [author] 11 Jul, 2016 @ 3:10am 
@Frankly ok i should change that part ....... you missunderstood me i mean in the vanilla game the cavalry charges have no impact or no real impact and this mod is going to change this , this mod should give cav an realistic impact .
noodle 11 Jul, 2016 @ 2:42am 
"and the fact that cavalry has no real impact "

are you for serious