Total War: ATTILA

Total War: ATTILA

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Realistic Cavalry Overhaul For 1212
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Tags: mod, Battle
File Size
Posted
Updated
139.516 MB
7 Oct, 2023 @ 11:18pm
19 Jun @ 2:05am
170 Change Notes ( view )

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Realistic Cavalry Overhaul For 1212

In 2 collections by EARL
1212AD Earl Self Use
45 items
Earl's Enhancement Overhaul For 1212
14 items
Description
Preface:
This mod has greatly changed the operational style of Vanilla Cavalry, and I encourage everyone to explore more cavalry operational styles.You may need to spend some time getting used to it

Only applicable to MK1212

Description:
Originally posted by Earl:
I couldn't bear the situation of front row fights and back row watching, so I decided to do it myself.
It enhances the penetration of cavalry, allowing your knights to easily slaughter infantry without tight lines (especially missile units)

Overhaul:
  1. In reality, when most cavalry charge towards the target, they will rush towards the target in a rush rather than forming a neat formation. In the game, I restored this state, and the cavalry will charge towards the enemy in a chaos

  2. Meanwhile, the current charge between melee cavalry will be like reality, piercing each other with spears and passing by each other.Cavalry collisions will determine the winner in a very short period of time

  3. I have reclassified all the vanilla 1212 cavalry units, divided their level of discipline based on their historical performance, and made precise adjustments based on their true historicity to make you more immersed.

    Originally posted by Earl:
    There are two main Classification system:
    Training Level System: the higher the training Level of the cavalry formation, the more they can form a dense formation, and the advantage can be obtained in the cavalry collision.




    Functional classification system: Depending on the function of the cavalry, They are divided into different levels, by adjusting the data and giving special abilities to highlight their special use,They all have their own groups and different UIs.

    1.The Scout Cavalry play the role of an assassinis they mainly used against infantry and has absolute lethality against units below the heavy infantry, but they are very vulnerable and suitable for harassing or eliminating some missile units.

    2.The Melee Cavalry play the role of a warrior, They are skilled in melee, some against infantry, some against cavalry, and the Resistance Mode will be very useful in melee.

    3.The Shock Cavalry play the role of a striker, which can break the enemy's formation and play a decisive role by turning on the impact mode and using the full sprint ability, they are good at taking down any enemy from the front (except elephants)

    And I have marked them on onscreen

    Now they are each useful, you may consider recruiting them instead of blindly choosing heavy cavalry.

    It is important that AI also proficiently uses these skills, as they are all adapted from vanilla games, some of which are abandoned by 1212

    Originally posted by Earl:
    Some design ideas on the charge to share, the heavy cavalry charge design idea is to give the heavy cavalry a long charge, so that he can achieve good charging effect under the right conditions.
    For example, the charge is interrupted, or the charge distance is too short, the space is too narrow, or the arrow slows the charge so that the desired effect cannot be achieved

  4. Rebalance the mass of all units to achieve a more balanced collision effect
    Calculation formula for collision damage:

    impact force formula:
    Impact force of unit 2 on unit 1=(Velocity1 + Velocity2) × (Quality 2 ÷ Quality 1)

    The impact damage of Unit 2 to Unit 1 = The above impact force ^ 0.8x0.6, and the AP of the impact damage is 70%

  5. Charge bonus and mass binding mechanism

    Since the charge bonus of Vanilla 1212 is not very effective, only 10 seconds, I made a new mass binding mechanism, now the mass of cavalry will be positively correlated with the charge bonus,1 charge bonus =1 mass bonus. The higher the charge bonus, the higher the mass, and the higher the impact damage. Normal cavalry has a base mass of 40 and Lancers have a base mass of 90.

    The mass of the cavalry is made up of horses and riders, the mass of the horses is the same, but the mass of the riders is based on the charge plus component in order to make 40 levels

    Weight label corresponding mass table:
    Very light: 0~300
    Light: 300~590
    Medium: 595~705
    heavy: 710~975
    Very heavy: 990~1060
    Super heavy: 1160~∞


  6. 1212 Vanilla Cavalry overhaul
    • Missile Cavalry:High accuracy bow riding will be equipped with concentration skills, low accuracy will be equipped with raiding

    • Shock cavalry: Charge with lance and fight hand-to-hand with secondary weapons. They have high collision damage, but their melee ability is mediocre

    • Hybrid cavalry: has the characteristics of both shock cavalry and bow cavalry.

    • Melee Cavalry: Charge and melee use the same weapon, such as contradiction, sword shield, axe shield. They're better at hand-to-hand dogfighting. Depending on the weapon used, they have various advantages
    Weapons: New cavalry sword (for infantry), cavalry machete (for Eastern faction), cavalry axe (for armor), and cavalry spear (for cavalry), all of which belong to cavalry other than Lancers, who will each have their own appropriate weapon.

Unit:
  1. Added Several meaningful units.




    Added 60 BANNERET knights units to all Western European factions, with limited recruitment and double salaries, allowing for the availability of top cavalry in Western Europe in the early stages


    Added 11 new keshig units and fill the branch line of top Mongolian cavalry.They can upgrade from T1 to T3


  2. Added special units related to civilian technology trees, allowing players who focus on upgrading civilian technology to not completely lose advanced units

    Chivalrous knights will be able to recruit after unlocking technology related to land reform, and Conquistadores will be able to recruit after discovering new worlds unlocked

  3. Added camel bodyguard and elephant bodyguard to some faction

  4. Added several cavalry categories



  5. The strongest cavalry yet: Gothic Knights, Gentilshommes a bec de Corbin

Recommend:
Realistic Missile/Range Overhaul 1212 (Enhance the experience of missile units which will make cavalry appear less powerful)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3065896492

Realistic Infantry Overhaul 1212 (Improve the weakness of infantry)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3148909626

Order:↓
Realistic Infantry Overhaul 1212 - (Not required)
Units/Bugs Fix Patch For 1212 - (Not required)
Realistic Missile/Range for 1212 - (Not required)
Realistic Cavalry Overhaul For 1212 - (This mod)
Handgun Graphic Optimization for 1212 - (Not required)
Any language pack (like French, Russian, Polish etc..) - (Not required)
All 1212 modules

Compatibility:

Incompatible with other Combat Overhaul and Unit size mod. I have removed most of the settings in this version and it is compatible:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3059486960

Attention:
This MOD is Gamesaves occupying and you can use it in your old gamesaves, but when you load it for save, your new gamesaves cannot be without it
Popular Discussions View All (6)
15
14 Jun @ 9:06pm
PINNED: About unit size
EARL
3
18 Jul, 2024 @ 5:29am
Collect 1212 original units that need to be fixed
EARL
3
18 Jul, 2024 @ 5:31am
Collect opinions on classification
EARL
338 Comments
EARL  [author] 15 Jul @ 6:46am 
@maslov1208 Incompatible with other mods that alter battle.
maslov1208 15 Jul @ 6:36am 
Is it possible to adapt this mod so that formations work in motion? Otherwise, there is a mod conflict, and the maneuverable turtle becomes stationary.
stonegodspeed 12 Jul @ 5:52am 
hello, i need some advice here: is there any way to recruit these abbsaid caliphate units : zamburakchi, caliph al-bunduqiyyah, cannon cameleer, zamburak cameller? i unlocked every tech, build every kind of recruitment building, still can't find these units in the rooster
Bobi 26 Jun @ 1:05am 
I don't know if it's a bug, or if it's intended, but comparing the health of units of say bulgaria and hungary i noticed substantial differences in health. Pavise spears tier 3 units of hungary have 100 more health than ones in bulgaria (222 vs 145 respectively). It's similar situation across the board with inf/cav. I think it's because 1212ad devs didn't make a single unit in bulgarian army comp very heavy, so with the calculation of mass and health it introduced such discrepancy in stats. Other factions are likely affected. Can I ask you to check for similar discrepancies and if you plan to make adjustments to improve the balance?

Additionally there are some units that cannot be recruited on the campaign map (for Bulgaria). The units are: Free Company Men At Arms(Early), Reisige Soldknechte(Late), Lanze Spezzarte(Late). Can you make them recruitable on the campaign map?

Thanks for all of your effort and time spent developing your mods!
Kypchak 24 Jun @ 1:21pm 
COOL MOD!
but Golden Horde and Cuman barded horses are buggy. Can u guys please make an update about it?:steamhappy:
EARL  [author] 24 Jun @ 4:55am 
@MaxCrow I am planning the next version of the cavalry overhaul, and these skimmish cavalries may be improved in the next version
MaxCrow 24 Jun @ 2:37am 
Hello @EARL, I think there's something to be changed in MK1212: fast skirmish cavalry can't skirmish against heavy shock cavalry. I tested it many times and the result is that, somehow, the charge speed of heavy shock cav makes it faster than light skirmish cavalry, so these units are almost useless.