Total War: ATTILA

Total War: ATTILA

Realistic Cavalry Overhaul For 1212
 This topic has been pinned, so it's probably important
EARL  [developer] 2 Mar, 2024 @ 10:13pm
About unit size
If you want a larger unit size, you can try subscribing to my realistic infantry MOD, which will adjust the number of infantry appropriately for balance.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3148909626

the original purpose of the infantry MOD was to balance the too powerful cavalry in the realistic cavalry, although the cavalry is still too strong for the infantry. But as the number of people increases, many users may not be able to play smoothly on their PC, and I need to consider all of them, you have to understand. Now this number is a trade-off between balance and performance. If you want more people, I recommend you to change it yourself, it is very simple, just go to the main table in the mod file, change a parameter on it.names "Num Men"

Also, If I release MODs of different unit sizes, it means that the workload of each update has doubled several times. At my daily update speed, this is an impossible thing.
Last edited by EARL; 2 Mar, 2024 @ 10:16pm
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Showing 1-15 of 15 comments
EARL  [developer] 2 Mar, 2024 @ 10:31pm 
Steps:

Go to GitHub to download RPFM

Go to folder STEAM/workshop/steamapps/Content/xxxxx

Search for "realistic_infantry_overhaul_1212.pack" and "realistic_cavalry_1212.pack"

Open this pack with rpfm

left side
Db → main → @ @ ear main units

Right side
Find a column of parameters' Num men '
This parameter is the number of people per unit. Set up according to preferences

save and quit.

PS:After I update, your modifications will become invalid. If you want to keep your modifications, place the pack in the data folder of the game root directory. The downside is that after I update, the content will not be pushed to you.
Last edited by EARL; 2 Mar, 2024 @ 10:33pm
War&History 2 Mar, 2024 @ 10:39pm 
Your overhaul mods are not showing up in the Data folder, tried copy and pasting exactly what you put there
Last edited by War&History; 2 Mar, 2024 @ 10:40pm
EARL  [developer] 2 Mar, 2024 @ 10:52pm 
Originally posted by War&History:
Your overhaul mods are not showing up in the Data folder, tried copy and pasting exactly what you put there
No,they are not in data folder.follow this File path STEAM/workshop/steamapps/Content/xxxxx
EARL  [developer] 2 Mar, 2024 @ 10:53pm 
If you still can't find it, you can directly search for the file name in STEAM, as I mentioned earlier
War&History 3 Mar, 2024 @ 8:11am 
Earl i did exactly that and its not showing up
War&History 3 Mar, 2024 @ 8:13am 
If i knew how to do any of this stuff i wouldn't be bothering you, can you accept my friend request and ill screenshot what comes up when i enter STEAM/workshop/steamapps/Content/"realistic_cavalry_1212.pack"
Last edited by War&History; 3 Mar, 2024 @ 8:15am
seenkyle 28 Mar, 2024 @ 9:41pm 
I have tried editing and increasing the "num_men" in @@earl_main_units for all the units in realistic_cavalry_1212.pack and while it does show them as being higher manpower in recruitment, they are only half of what they should be when I get in battle. Their health is green and they show as full manpower, but are exactly half of the number they should be. I thought maybe something was halving them so I doubled their already increased numbers, for instance, I edited one to be 320, so it would actually be 160 in game, but that seemed to break something and now the unit spawns in battle damaged with a red health bar and only 20 or so men. Is there another value I have to edit when increasing the manpower of cavalry units?
Last edited by seenkyle; 28 Mar, 2024 @ 9:43pm
EARL  [developer] 28 Mar, 2024 @ 10:32pm 
Originally posted by seenkyle:
I have tried editing and increasing the "num_men" in @@earl_main_units for all the units in realistic_cavalry_1212.pack and while it does show them as being higher manpower in recruitment, they are only half of what they should be when I get in battle. Their health is green and they show as full manpower, but are exactly half of the number they should be. I thought maybe something was halving them so I doubled their already increased numbers, for instance, I edited one to be 320, so it would actually be 160 in game, but that seemed to break something and now the unit spawns in battle damaged with a red health bar and only 20 or so men. Is there another value I have to edit when increasing the manpower of cavalry units?
you need to give cavalry a "mount number" in the land table
seenkyle 28 Mar, 2024 @ 11:12pm 
Originally posted by EARL:
you need to give cavalry a "mount number" in the land table
I see a "num_mounts" value in @@earl_land_units, but by default they are nearly all 55 which doesn't match the default manpowers of the units ranging from 60-100. Is this the correct value to edit and if so, is it just supposed to be at least half the value of the manpower?
EARL  [developer] 29 Mar, 2024 @ 1:39am 
Originally posted by seenkyle:
Originally posted by EARL:
you need to give cavalry a "mount number" in the land table
I see a "num_mounts" value in @@earl_land_units, but by default they are nearly all 55 which doesn't match the default manpowers of the units ranging from 60-100. Is this the correct value to edit and if so, is it just supposed to be at least half the value of the manpower?
This number must be in the range from the total number of units to half of the total, if it is less than half of the total, then the actual performance is only half, and setting it to a little more than half of the total number of units will have better compatibility. The range of 55 is 54 to 110, and almost all cavalry are in this range, so I took the value 55.
Last edited by EARL; 29 Mar, 2024 @ 1:40am
feavee 18 Jul, 2024 @ 5:28am 
Originally posted by EARL:
EARL HI, I don't have a steam version of attila total war, could you drop a mod for realistic cavalry on Google drive, for example, or just a mod file in private messages?
feavee 18 Jul, 2024 @ 5:31am 
Originally posted by EARL:
I tried downloading on other resources, but the old version and the realistic cavalry clash didn't work there, the cavalry just bumped into each other.
why i can only recuit one siphonatores elephant as trebizond even thought i have already occupied sistan region
EARL  [developer] 6 Jun @ 10:10pm 
Originally posted by Hızır Reis:
why i can only recuit one siphonatores elephant as trebizond even thought i have already occupied sistan region
Because some elephant units have too strong combat capabilities, I have limited their recruitment numbers, even if they have habitats. It seems that there is no need to restrict them now. I am considering putting all the elephants into one system
Stix_09 14 Jun @ 9:06pm 
That path is wrong in your post above

Mods for Attila are found here on your disk

\Steam\steamapps\workshop\content\325610\

Attila steam APP id is 325610
You can get a game steam ID from the URL of Steam store page.

And this mods steam id is in the URL above
ie
So its 3047562159

So this mod is located then here on disk

\Steam\steamapps\workshop\content\325610\3047562159

First numbers being game's steam id and 2nd steam workshop id for the mod

This works same for any game, But you just need to get the correct id's from steam store URL and workshop URL
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