Total War: ATTILA

Total War: ATTILA

Realistic Ranged/Missile Unit Overhaul For 1212
EARL  [developer] 10 Jan, 2024 @ 2:11am
Artillery detail
Classical:
Catapults:
European catapults: rocks, split ball,fireballs
Muslim catapults: rocks,fire pots, fireballs
Mongolian catapults: All of the above have
Byzantium larger catapults:Big size ammunition(Upgraded from Catapults)

Ballista:

Scorpius:straight shot bolt,flammable bolt,throw shot bolt
Ballista giant:Launch precise rocks, but have a short range,Fixed
Ballista medium:Large scorpion, slower loading, longer range, higher power
Polybolos:quickly loaded,Fixed

Trebuchet:
Light trebuchet(gravel): rocks(large), split ball (large), fireball (large),Fixed
Light trebuchet(firepot):rocks (large), fire pots(large), fireball (large),Fixed
Moveable trebuchet: rocks (large), fire pots(large), fireball (large),Can move
Heavy trebuchet: All of the above have(longer range),Fixed



Cannon:
Bombard: rocks, fireballs
Culverin: hollow leadbomb (with ignition aoe),Solid leadball
Mortar: leadball, hollow airburst shells (with small ignition)
Giant Bombard: huge rocks (Giant Burst), flammable rocks(Giant Burst)
Organ cannon:continuous firing firearm,Simultaneous scattering(Portuguese and Italian factions,new unit)
Rocketcart:rocket(Mongolian Faction,new model)

Special Units:
Placeholder


Siege warfare:

Medieval stone walls were difficult to break through, and catapults could only destroy wooden structures such as towers and battlements, making it difficult to inflict devastating damage on the walls (unless you only attack one point at any cost). This is also why so many lords built them. This situation did not change until Cannon was widely used. Afterwards, the castle became a fortress.

So classical artillery mainly focuses on personnel casualties or the gate/tower

The walls are more difficult to break through, and Classical artillery(like catapults) were difficult to knock down the stone walls (except for wooden walls). Only solid shells from later gunpowder guns can cause certain damage to stone walls (Great Bombard are very effective)

The Defense tower has been enhanced, divided into arrow tower and throwing tower, and The tower can be easily destroyed by them. So the classical artillery should prioritize attacking the defenders on the tower and walls
Last edited by EARL; 15 Jul, 2024 @ 8:52pm
< >
Showing 1-7 of 7 comments
Fearful2468 5 Apr, 2024 @ 6:01pm 
Y doesn't Byzantine Empire have split ball?
R1sk 12 Jul, 2024 @ 6:13am 
Trebuchets do 1% dmg to walls on each hit, is that a feature or a bug? I cannot even make one breach in the wall with 2 trebuchet units.
EARL  [developer] 15 Jul, 2024 @ 7:53pm 
Originally posted by R1sk:
Trebuchets do 1% dmg to walls on each hit, is that a feature or a bug? I cannot even make one breach in the wall with 2 trebuchet units.

Medieval stone walls were difficult to break through, and catapults could only destroy wooden structures such as towers and battlements, making it difficult to inflict devastating damage on the walls (unless you only attack one point at any cost). This is also why so many lords built them. This situation did not change until Cannon was widely used. Afterwards, the castle became a fortress.

So classical artillery mainly focuses on personnel casualties

The walls are more difficult to break through, and Classical artillery(like catapults) were difficult to knock down the stone walls (except for wooden walls). Only solid shells from later gunpowder guns can cause certain damage to stone walls (Great Bombard are very effective)

Besides.The tower can be easily destroyed by them. So the classical artillery should prioritize attacking the tower/gate or men
Last edited by EARL; 15 Jul, 2024 @ 8:55pm
7thDeadMan 28 Jul, 2024 @ 4:27pm 
is there any way to remove the thrower towers in your own game? I find them too OP for defenders since they just obliterate attackers
EARL  [developer] 7 Aug, 2024 @ 7:29am 
Originally posted by 7thDeadMan:
is there any way to remove the thrower towers in your own game? I find them too OP for defenders since they just obliterate attackers
Open my pack with RPFM, search earl_tower_stone_firepot, find the corresponding DB table, and modify it.The same goes for earl_tower_stone_rock
Last edited by EARL; 7 Aug, 2024 @ 7:31am
Great mod but help me to modify Fixed trebuchets. How to add them ability to move?
I dont have intensions to make them superfast or smt, but if army with fixed trebuchets are reinfotcement to attacker they just wont appear in battle, i think we need ability to move them, not very fast, but need, movable trebuchets move very slow btw so i can catch city with ledder or towers or wait 10 minutes to trebuchets to access range of fire. Help me with movabilities pls, witch RPFM tables should i change?
EARL  [developer] 23 May @ 7:22am 
Originally posted by Robelt Bobelt:
Great mod but help me to modify Fixed trebuchets. How to add them ability to move?
I dont have intensions to make them superfast or smt, but if army with fixed trebuchets are reinfotcement to attacker they just wont appear in battle, i think we need ability to move them, not very fast, but need, movable trebuchets move very slow btw so i can catch city with ledder or towers or wait 10 minutes to trebuchets to access range of fire. Help me with movabilities pls, witch RPFM tables should i change?
DB→battlefield_engines→trebuchet→Can move
< >
Showing 1-7 of 7 comments
Per page: 1530 50