Total War: ATTILA

Total War: ATTILA

Sebidee's Laocra Gael - Ebdani Unit Roster Expansion
Sebidee  [udvikler] 16. feb. 2016 kl. 15:11
Charlemagne Expanded - Unit Roster Overhaul (coming soon!)
Hi guys!

I've been really busy over the past month working on this mod for Age of Charlemagne, it's not completed yet but it's pretty close and I'll have something to release on the workshop in February.

Like many I found the unit rosters in Charlemagne to be a little underwhelming, for starters they are quite small with some factions only having 15 land units in total. There was also very little progression as many units would be unlocked in the first couple of turns meaning that you would be using the same units from the beginning all the way to the end of your campaign, with only a few exceptions. This obviously effects the quality of the campaign, small rosters are boring and without any progression this problem becomes worse, since the units at turn 300 are the same as the ones at turn 10 there really isn't any reason to continue the campaign into the late game.

I aim to fix the Age of Charlemagne rosters with this mod. Unlike other unit mods I will not just be adding units, I'll be completely erasing the vanilla units and then completely replacing them with newly designed rosters. They will be quite large with just under 40 units per faction, don't worry about roster bloat though - the rosters will be teased out slowly with long upgrade trees so your recruitment menu will never be overwhelmed by redundant units.



Mod Goals

Here are the main aims of the mod -

  • Visual Variety: Units, obviously, will look different from each other but there will also be plenty of variety within each unit. This will be done using incredibly complex unit variants with several times more items of clothing and armour than any vanilla variants.
  • Technological Upgrades: Most units will be upgraded with technologies. Some units will have long chains of 4 or even 5 units while other secondary units will upgrade once. This ensures that the unit roster progresses throughout the entirety of the campaign while cutting down on roster bloat.
  • Slow Progression: Units will upgrade but not in leaps and bounds, when a unit upgrades it will be a relatively minor change. Their stats will be improved, and so will their variant, but the new unit will be similar to the unit it has upgraded from. This means that progression is gradual and believable as your units will go up step by step rather than suddenly transforming into a new unit as they have in previous games.
  • Varied Unit Roles: There will be no duplicate units in this mod, all unit chains will have their own use and separate role on the battlefield. This means you will have to pick your units carefully and tailor your armies to whatever enemy they will face.



Roster Structure

I've designed a formula for making the new rosters. It's difficult to explain but the gist of it is that there are 5 unit 'categories' which make up each of the rosters.

General Units: These are the general bodyguards. They are powerful and made up of the units most associated with the faction (for example knights for the Franks or swordsmen for Mercia). Like in past games they will not be recruitable and are tied to generals. They will upgrade twice during the campaign.

Levy Units: These are basic units which are recruitable from town buildings. At the beginning of the game they will be pretty weak but they will be cheap and cost effective. Later in the game the levy units will be upgraded to become more organised militia units. They will be lightweight but strong for their price, making them ideal for reserve armies or garrisons.

Primary Units: These will be the rank and file of each faction and the units you will use most often. They will for the most part be the units most commonly associated with the faction (for example the Avars have lancers, horse archers and foot archers as their primary units). They will have long upgrade chains with each upgrading 4 times.

Ancillary Units: These are side units, units that would have been present in the faction's armies historically but would not have been a main feature. They will only upgrade once.

Elite Units: These units are the best of the best. They don't upgrade at all and are unlocked with the final military technology. Elite units will be far stronger than any regular units but will be limited in number.



Roadmap

It's pretty important that this mod is released before warhammer comes out, and it will be (at least in part).

  • This mod will release in early March and expand all 8 major factions (and minor factions that share the same rosters).
  • In early April a Slavic faction, an Irish faction and the theme of Sicily will be made playable through this mod and will have their rosters expanded (again, a long with minor factions that share those rosters).
  • Later April the remaining minor factions will be expanded (Breton, Welsh, Pict and some others). At this point the mod will be considered complete.
    Later I may add in an area of recruitment system but no promises!

If you want to see more then check out the preview threads, there are tons and tons of screenshots, videos and other previews! Click, click, click.

http://www.twcenter.net/forums/showthread.php?707913-Charlemagne-Expanded-Unit-Roster-Overhaul-(work-in-progress)

https://forums.totalwar.com/discussion/167696/charlemagne-expanded-unit-roster-overhaul-work-in-progress#latest
Sidst redigeret af Sebidee; 16. feb. 2016 kl. 15:17
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Jason Wolf 16. feb. 2016 kl. 16:14 
Will you add Kingdom events to the unlocked factions?
Sebidee  [udvikler] 16. feb. 2016 kl. 16:27 
Yep, I'll probably make separate mods to unlock the factions and they will have events like that.
Jason Wolf 16. feb. 2016 kl. 16:28 
Cool,I'll keep my eyes open for them.
BeardedWoobie 16. feb. 2016 kl. 18:20 
I also found the campaign units to be be pretty lackluster, thank you doing this. Also, will all the new units be historical?
SG 17. feb. 2016 kl. 1:05 
Wow this looks amazing cant wait.
Sebidee  [udvikler] 17. feb. 2016 kl. 5:06 
Yeah they will be historical. Not 100% pure historical realism but they will be authentic, at least the same standard as CA units. Some facts are a little stretched or exaggerated for the sake of gameplay or as something interesting but you are meant to have some fun with them.

In the extreme late game the units will be a little more advanced than they were in real life with heavier armour but the assumption at that stage is that you will have conquered half the map and your empire will be far wealthier and advanced than any real one at that point in history.
Fellowsship 19. feb. 2016 kl. 19:36 
wow this sounds awesome. Charlemagne was fun, but I agree that the rosters were totally lacking in variation. Can't wait for release
Jeyger 20. feb. 2016 kl. 19:46 
This sounds amazing, I really can't wait to see this come to fruition.
xpldrox 21. feb. 2016 kl. 6:32 
Sebidee, is it possible to make all dark metal helmets to be white metal like?
Historically they where birghter and silver-color like, since this kind of metal gets dark with time due oxidation CA might have got the refferences from archeological armors not related to notes from books from that time.
Sebidee  [udvikler] 21. feb. 2016 kl. 8:48 
It's possible with a lot of retexturing but I don't hink I'd be able to sink so much time into doing that.
>Tac23<Syphon<TFD> 21. feb. 2016 kl. 21:50 
cant wait!
natedawg 29. feb. 2016 kl. 18:48 
Hey I love your mods and I can't wait for BI and the Charlemagne expansion! For the Charlemagne unit expansion could you have an elite body guard general unit for the Frank's with Charlemagne as the general and a elite body guard general unit for Westphalia with widukind as the general? THANKS! Also you should check out this Paris map mod.
>Tac23<Syphon<TFD> 1. mar. 2016 kl. 5:04 
I know back in earlier romes you could limit the number of a unit made, if thats the case again here then I like MysterymanNts's Idea however if not then I dont as having a bunch of armies led by the same king really would not work I dont think. though I am new to modding so I too would like to know if a unit type can me set to max out for a single unit like making it a hero unit for say..thanks
Sebidee  [udvikler] 1. mar. 2016 kl. 5:18 
Yeah you can limit units like that, I'm doing that with the elite units.
>Tac23<Syphon<TFD> 1. mar. 2016 kl. 5:35 
ok in that case Hero units could be cool however, to balance it you would have to do one at least for every faction, maybe giving them hero stats with no chance to revive if they dfall making them very valuable
?
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