Total War: ATTILA

Total War: ATTILA

Attila Realism
Juvelira  [developer] 8 Feb, 2019 @ 1:51am
Bug and Imbalances report
Feel free to comment any bug you've found in the Mod, as well as Balance issues in the Campaign or in the Battles . I'll see how to fix it as soon as possible. New Updates will be available every week.
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Showing 1-13 of 13 comments
Jin- 8 Feb, 2019 @ 12:17pm 
Hi, i'm having some issues with the morale/routing/shattering system.

Like infantry will route when they are 100/300 of their unit size and when u keep shooting/killing them they suddenly gain morale back and you can even kill them to 10/300 and they still wont break.

Sometimes it feels like the less soldiers alive in the unit more morale it has or harder to break it.

ERE garrison infantry. I had full 19 stack of Huns at them :D
Juvelira  [developer] 8 Feb, 2019 @ 12:47pm 
This shouldn't happen. The "Casualties sustain" morale debuf is greatly increased in this mod. When suffering casualties of 50% for example moral penalty is 30 and it can only get worse. This effect is irreversible. It have never happened to me and I've played hundreds of battles with the Attila Realism. Please show me the list of other mods you're using and a screenshot of the unit with expanded info and mouse over the Morale bar will be useful as well. Here you can see the table of the DMG to unit/Morale debuff. There is not a single unit in the game that should be able to sustain 90% deaths and still be "eager to fight".

% Casualties Morale Penalty
total_casualties_penalty_10 0
total_casualties_penalty_20 -5
total_casualties_penalty_30 -10
total_casualties_penalty_40 -20
total_casualties_penalty_50 -30
total_casualties_penalty_60 -40
total_casualties_penalty_70 -50
total_casualties_penalty_80 -60
total_casualties_penalty_90 -70


"ERE garrison infantry. I had full 19 stack of Huns at them :D" - please explain what do you mean!
Last edited by Juvelira; 8 Feb, 2019 @ 12:47pm
Jin- 8 Feb, 2019 @ 1:04pm 
I agree it shouldn't happen and i found it weird. Obviously if some of these mods i listed cause conflict it's entirely my fault of wasting your time

I meant 19 horse archers shooting at couple of units (rest were routed). They route pretty easily and then rally fast and then the problems starts.

Attila realism
A world to explore
A lush persia
Ai will colonize the burned WORLD!
Better Slavs: Slavs Reskin
Diplomatic Marriage & Family Tree
Faction Leader Overhaul 2
No AI agents
Olympian camera
Sebidee's Minimal Battle Advisor
Unofficial Attila Community Patch
Script AddOn for the Unofficial Attila Commun…
spear- and shield walls are now mobile!
Juvelira  [developer] 8 Feb, 2019 @ 1:21pm 
Maybe some of these, I'll check them and see what those mods change in the game data. I suspect other conflicts as well. Good night :)

Unofficial Attila Community Patch
Script AddOn for the Unofficial Attila Commun…
zetx 9 Feb, 2019 @ 8:41am 
Unit experience retinues and items do not work. Such as pilum, pankration gloves and famous warrior.
Last edited by zetx; 9 Feb, 2019 @ 8:53am
atriski 9 Feb, 2019 @ 10:49pm 
This might be my problem as I use multiple of mods, but:

- AI doesnt colonize at all.
- Naval AI is buggy, AI just stands its navy next to my cities and does nothing. Note: this does not happen all the time, which makes it weird.
- I am pretty sure AI cant do landing on beaches and start looting.
Juvelira  [developer] 10 Feb, 2019 @ 1:07am 
@atriski Thanks, these are all useful tips.
- I'm currently fixing the colonization AI behavior, hope it would work. I was forget to change the Vanilla stats of colonizing priority so the AI plays it as dumm as in the base game.
- I haven't seen the AI fleets stands and do nothing - quite opposite the enemy fleets actually assault my coastal cities all the time. However an army in the sea won't just land on the continent and start going around because of the path-finding issues the AI has since it can only go back to the sea through ports. So the AI embarked forces will only attack cities at the cost and if they capture them, they will start moving around. Still I'll be looking for this issue and observe how the AI behaves.
atriski 11 Feb, 2019 @ 7:43am 
Another minor bug: the weakest set on taxation actually increases your taxes instead of lowering them.
Juvelira  [developer] 11 Feb, 2019 @ 9:31am 
@atriski will be fixed with this week Update. there are some tweaks with the tax system.
Don Mosquitão 26 May, 2023 @ 7:17am 
Why reinforcements has "shaken" morale since they arrive?
UnTypeOrdinaire 29 Jul, 2023 @ 4:49pm 
units rout for no reason : even when the melee is engaged in good term they begin to run away for no particular reasons, even elits units are doing that (I'm playing in normal btw). It got to the point fields battles are hardly winnable if at all, since elits units winning in a given melee will end up running away despite the rest of the line being safe, it then cause chainroutes.
Last edited by UnTypeOrdinaire; 29 Jul, 2023 @ 4:50pm
Juvelira  [developer] 6 Aug, 2023 @ 1:47pm 
@UnTypeOrdinaire show me detail effects on that units's morale?
UnTypeOrdinaire 10 Sep, 2023 @ 6:43am 
Firstly, very sorry, I did see the notification but just ended up... forgetting it. I'm kinda embarassed here but that's on me. So, my excuses.

Secondly, what do you mean by details effect ? The units traits (like "very good armor blocking chance") or how the combat is going ("combat even"), or how the morale is ("eager, shaking").

If that's the latter, usually, the unit begin in "combat even", and then the moral begin to drop from "Eager" to "Shaking"/"Wavering")
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