Total War: ATTILA

Total War: ATTILA

Add combat for AvA
 This topic has been pinned, so it's probably important
papeion  [developer] 2 Jun, 2017 @ 7:34pm
The combat system for modification AvsA
The combat system for modification AvsA
Connection in harmonious blend of some ideas from several modders.
From nnn900:
Fighting formation before the battle, templates formations
...adaptation of his practices for my mod.

From Sauromate (tuning from modification "Dark Combat"):
Idea: easy tuning basics of the combat system of Total War Attila, because, in the opinion of Sauromate, vanilla combat system is well balanced and there is no need in deep reworking.
...tuning of the weights/speeds, armor, small arms;
...accumulation of experience (without multipliers), tuning rewards for personal achievements of units, thresholds of experience;
...easy tuning of fatigue;
...and minor amendments of modifiers in _kv_rules_tables.

From rawhide:
Modification of bonuses/penalties from the weather\terrain\cover
Ideas for abilities, including the activated abilities of some attributes.
Modifiers of morality in _kv_morale_tables

From Nick Tomadis (aka Darth):
Idea of difficulty levels for the AI generals from the tablet game Ultimate General: Gettysburg

From me (papeion):
1) Harmonious blend of ideas from different authors.
2) Scheme of additional bonuses for the generals.
...my idea from Belisarius-mod "General trains" (attribute "Cunning");
...idea from rawhide about of General's armor, but not so radically (all attributes, but "Zeal" in a greater degree);
...and a new idea from me about activation of discipline (from 6 level attribute "Authority" will be activated ability "Discipline" for the subordinate forces, it just boosts morale and resistance to the onslaught).
3) Recycling ideas from Nick Tomadis in the technical scheme for Total War Attila, and we have three levels of difficulty for AI generals, their particular development. Highlights from AI in the game campaign.
4) Autumn: season of mists. Now in autumn will not be so easy!
5) There are some minor amendments.

The description of the scheme designed on the idea of Nick Tomadis ("Three difficulty levels of AI-generals").
This is a set of new traits that trigger only for AI-generals.
They give for generals bonuses according to the following scheme.

Three triple of generals:
1. "Careful", "Adaptive", "Risque".
2. "Defender", "Balanced", "Assaulter".
3. "Crafty", "Dynamic", "Decisive".
Additionally two generals: "The sea wolf" and "Administrator".

There are three types of tactics in each of triple.
Protective for "Careful", "Defender" and "Crafty": all units in the army receive from general bonuses to defense, it's ability is "Steadfastness" gives + to all ammunition, + to protect melee for cavalry. As you know, the ability is "Steadfastness" reduces the speed of the unit, but increases protective properties. A small plus to the authority.
Attacking for "Risque", "Assaulter" and " Decisive": all units in the army receive from general bonuses to attack, it's ability is "Speed up", and + to the speed of shooting, but a penalty to the amount of ammunition to attack in melee and cargo for the cavalry (and some speed). The ability to lower the enemy's morale. A small plus to zeal.
Balanced for "Adaptive", "Balanced" and "Dynamic": easy bonus for morale and fatigue resistance for cavalry. A small plus to cunning.

Each triple of generals, it's the difficulty levels of the generals. The first triple has light bonuses, the second triple has bonuses, the third triple has serious bonuses.

Each trait has 5 levels of pumping.

General can obtain only one of 11 of these traits.
There is a scheme chances of getting one or the other of these traits. As it turned out, has the advantage of a trait, which is higher on the list. So I did a progressive increase chance. The top of the list trait has a 5% of chance, and then each of the bottom increases your chances of +3%. Therefore, the traits, having the same conditions for activation have different odds and therefore the same distribution is not to be.

Increase of traits can occur each turn by 1 point, and also depends on this scheme a chance.
Winning the battle is Increase trait definitely (100% chance) and 4 points at once.
The number of points that need to score for the pumping of each level of the trait, strongly increased in accordance with this scheme.

The trait "Sea wolf" will get more is the general who commands the fleet.
He has the ability to more nimble movement of the fleet on the strategic map. And gaining more experienced teams.

The trait "Administrator" will get more is the general who is governor.
It allows in the province to recruit more experienced commanders and units recruits.
Reduces maintenance costs of buildings. But if a general is in the army, that reduces expenses for its maintenance.
This trait is pumped faster, if the province is under construction.

Each trait has a bonus to the experience of the commanders, new recruits in this province, if the general is the governor.
However, the trait "Administrator" has a large value, unlike others.
The result is the number of stars the commanders-recruits-AI can vary from 1 to 6.
Each General has not one but two abilities. So player will be easy to determine whether AI-general special general trait of this scheme.

The package system of bonuses and penalties (general should have a weakness) you can still develop, but even now it is quite complicated.