Total War: ATTILA

Total War: ATTILA

212 ratings
Realistic Infantry Overhaul for 1212
6
5
2
2
   
Award
Favorite
Favorited
Unfavorite
Tags: mod, Overhaul
Content Descriptors: General Mature Content, Frequent Violence or Gore
File Size
Posted
Updated
128.217 MB
27 Jan, 2024 @ 11:27pm
5 Oct @ 8:42am
87 Change Notes ( view )

Subscribe to download
Realistic Infantry Overhaul for 1212

In 2 collections by EARL
1212AD Earl Self Use
45 items
Realistic Series For 1212
5 items
Description
It requires both Realistic Cavalry & Realistic Missiles

Only applicable to MK1212

Description:

A grand mod that meticulously modifies all Vanilla 1212 infantry units. Added a lot of interesting units, they will have some unique gameplay.

Mechanics Overhaul:
  1. Infantry training level classification
    The real army does not march in neat formations like the Olympic Games. I have divided them into five levels according to their training level in history

    • the mob units : in a mess

    • poor training units: beginning to form

    • training units: Vanilla station

    • regular units: more orderly

    • elite units: all in one

    Only the Elite unit were able to form a more orderly and dense formation, and a more orderly and dense formation was more advantageous in battle

  2. Unit size overhaul
      Due to the modification of realistic cavalry and realistic missiles, melee infantry is very weak and the game loses balance. Therefore, I mainly increase the unit size of melee infantry as compensation.Assign unit size according to armor(mass):
    • Melee Infantry:

      Very light : 250 per unit
      Light : 230 per unit
      Medium : 220 per unit
      Heavy : 200 per unit
      Very heavy : 190 per unit
      Super heavy : 180 per unit
      Light pavise : 200 per unit
      Medium pavise: 190 per unit
      Heavy pavise : 180 per unit

      Originally posted by Earl:
      In this case, the total health of all units is the same. Depending on the size, I compensated the fewer units for health.
      HP bonus:
      Very light →0
      Light →8
      Medium →13
      Weight →25
      Very heavy →31
      Super heavy →38
      In this way, units with good armor will have local advantages

    • Hybrid melee infantry:reduced 10 people according to the above table.Their total ammunition will maintain the quantity of vanilla.

    • Missile Infantry:About 20 more to balance

    • Cavalry:No change

      In order to balance the increase in manpower consumption, The rate of population growth will accelerate accordingly

  3. Mass adjustment

    Added very heavy, super heavy to infantry's mass.
    For example,heavy infantry = Medium cavalry

    Mass:
    Very light < Light < Medium < Heavy < very heavy < Super heavy < Light Pavise< Medium Pavise< Heavy Pavise

  4. Formation adjustment:
    PS:Due to space constraints, this data change will be put into the discussion group


  5. Melee weapons Overhaul:
    • The mix weapons are refined and divided into various categories of weapons.

    • Optimized weapon damage values

    • New weapons
      Added Scimitar, Double holding Scimitar, 0 ap, high anti-infantry bonus. some Eastern faction equipped.(Including infantry and cavalry)



Unit Overhaul:
  • Infantry categorize:
    1. Both-hander Infantry:
      (Vanilla Shock Infantry)

      Has high anti-infantry bonus
      Average anti-cavalry bonus
      Very high charge bonus
      Very slow movement speed
      Very high charge speed
      Charge skill

      (Now they're like lance with two feet).

    2. Melee infantry:
      Average anti-infantry bonus
      High HP bonus
      Fast movement speed
      Slow charge speed
      Fast wall climbing
      Fast capture ability
      (They act as a flexible all-rounder).

    3. Spear & Pike infantry:
      Good shock resistance.Pike having the ability to maintain formation.
      (The backbone of the army).

    4. Pavise unit:

      Low melee attack
      High melee defense
      High mass
      Excellent impact resistance
      Can't run

      (They act as a Tank in the battle).

    5. Mounted Infantry:


      These infantry are equipped with horses, so they have the same campaign action point as cavalry, Due to riding horses during the march, they have a relatively good fatigue value,but they are not good at fighting on horseback, so they must dismounted below in battle.

      In addition, all units in Vanilla that contain "dismounted" have mounted infantry bonuses, but they don't mount their horses in battle like the units above.
      (Like...... Motorized infantry?).

    6. Dual Holding Infantry

      Very high anti-infantry bonus
      Very low missile blocking

      (Infantry slayer)

  • New units:

    1. Mounted Infantry:




      Equipped with horses on the battlefield, they can use the horses for high mobility warfare, after reaching the designated place to step off the horse battle, do not try to let them ride the horse to the enemy, it will hurt them

    2. fidā'ī:
      Assassin special units.
      Features: Low numbers, stealth and sniping, strong anti-infantry, equipped with poison darts and cupping.
      Main tasks: Assassinate enemy generals in battle, destroy siege equipment, demolish towers, steal victory points, etc.
      Weakness: Very afraid of cavalry and ranged weapons attack, if exposed, they will be very dangerous.
      Only for Shia recruitment



    3. Dismounted Gothic:



    4. Levy civilians:
      War cannot be divorced from civilians.Your people will serve you, and enlisting them costs you no money, but it costs you precious human resources.


      Unlike the peasants, the burghers could not be conscripted, but they would be stationed in the city as garrisons, and if the enemy attacked the city, they would no longer stand idly by.


      Different cultures will have different peasants and burghers

    PS:Limited space, other newly added units are included in the discussion group

Animation Optimization:
Matching combat animation optimization.Some animation corrections.Some new Animation

Necessary:
Realistic Cavalry Overhaul For 1212
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3047562159

Realistic Missile/Range Overhaul 1212
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3065896492

Order:↓
Realistic Infantry Overhaul 1212 - (Not required)
Units/Bugs Fix Patch For 1212 - (Not required)
Realistic Missile/Range for 1212 - (Not required)
Realistic Cavalry Overhaul For 1212 - (This mod)
Handgun Graphic Optimization for 1212 - (Not required)
Any language pack (like French, Russian, Polish etc..) - (Not required)
All 1212 modules

Compatibility:

Incompatible with other Combat Overhaul and Unit size,no recruit cap mod

Attention:
This MOD is Gamesaves occupying.I recommend that you start a new game, and the initial unit size is the same, the newly recruited unit size is the mod adjusted.

Credit:
Some cards come from here.Thank you to Master Snoopy for making such exquisite cards.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2572938500&searchtext=cards
Popular Discussions View All (6)
35
5 hours ago
Bug Collection
EARL
7
14 Jul @ 5:01am
New units update list
EARL
0
1 Oct @ 7:39pm
PINNED: Infantry Ability Detail
EARL
311 Comments
notomgis. 2 Oct @ 5:23am 
hey i have something to ask
Mingles 1 Oct @ 10:03am 
also have units that disappeared from roasters been restored?
Mingles 1 Oct @ 10:00am 
besides mods that have mechanics that use your mod what other mods would be affected by your changes, my game wont even start so far with just your mods enabled but I am trying to find stuff i am maybe missing, thanks for all your hard work, cant wait to test out the changes.
Classicsniper00 27 Sep @ 7:17pm 
I am not sure if this mod is conflicting with another, but my infantry are dying way too fast. Even Tier 3 vs Tier 1 and lose 80% of the unit. Is this intentional or do I have a bug somewhere? Is it because I'm on hard difficulty?
OfficeSpider 27 Sep @ 10:54am 
@Classicsniper00 oh yeah I didn't update but that was it. Thanks
Classicsniper00 27 Sep @ 10:52am 
@OfficeSpider Not sure if you figured it out yet, but check your Unit Size in the game settings. Cav at 30-40 is usually the medium unit cap
coldwheat 26 Sep @ 6:10am 
Two-handed units movement speed is set to around 20 expect Denmark. This is too slow.
Yasha 11 Sep @ 4:55am 
Hello, I was wondering how do you make the mounted longbowmen and yeoman guard to fire their bow and arrows. When I send them to attack another unit they just stand there and hold their swords. They never use their range weapons.
kinojang 5 Sep @ 7:41am 
Does this mod lift the unit cap limit?
crazylolllllll 29 Aug @ 1:32pm 
I am also having a similar problem where enemy units during a siege run away and don't actually fight me