Total War: ATTILA

Total War: ATTILA

Total War: Classical Empires
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Opdatering: 23. juni 2023 kl. 2:00

Opdatering: 22. juni 2023 kl. 17:44

Battle
- individual unit AI: single units will now try to push through formations, isolate units and so forth
- 40 new units added to multiple factions across the map
- missile accuracy overhauled based on the training of the unit
- decreased missile block for shields by 10%
- javelins give bigger debuffs when shooting shielded units
- increased missile defense bonus for higher tier armor
- low tier armor/no armor is now particularly weak against missiles
- pikes damage has been fixed: no more wall of death
- cavalry charges break formations, especially rear and flanking, but do less casualties overall
- fixed AI considering its towers way too strong, thus not sallying out when outranged heavily, or outnumbering the player heavily
- walls give significant accuracy and range boost to missile units

Battle Entities
- fixed bug where shape of the units were set incorrectly, impacting ability to engage in combat effectively
- tweaked radius of units based on their size: heavier and bigger units will literally take up more space
- tweaked mass ratio between mounted and non mounted units: mounted units are heavier relative to non mounted units
- increased HP for heavier infantry units, and mounted units
- camels have more mass and HP than cavalry, though slower
- chariots have higher HP
- fixed countless incorrect table entries that were leading to units being identified as incorrect class (spearmen that counted as pikemen to the AI, etc)
- fixed naval units being set in the same weight category, and given the same weight

Campaign
- fixed vanilla Attila issue where naval defense had no autoresolve values set
- navies are manned by higher tier marine units (no more big ships manned by levies)
- military integrity takes bigger losses from losing battles
- raiding causes more PO debuff
- raiding causes major cultural debuff towards the culture of the raiding faction
- taxes cause larger military integrity hit, however, lower taxes will be very benevolently seen by the military
- fixed tax effects not working
- military ports give extra naval recruitment points, non military ports to a lesser degree (no more weird 2 naval units per turn cap for 90% of ports)
- famous ports give more trade income, more naval recruitment points, and bigger buffs to ships armor and speed
- plagues are less transmissible, but now there exists a chance that characters in province, leading armies or governing cities, suddenly die of an acute attack of the plague

Recruitment
- Roman main settlement buildings now allow hastati and principes to be recruited, avoiding Roman armies made up of low tier levies
- AOR and merc units are now a distinct category when AI chooses to pick its armies (before they would all be in one category such as land infantry melee, land infantry missile etc)


Battle Campaign
- naval unit incorrect table entries, leading to AI recruiting very strange navies, fixed
- marines manning naval units have been upgraded, units manning the ships have been improved at high tiers (no more t7 thureopoi melee ship, t7 hellenic ships will be manned by marines, thorakitai, galatian mercs etc)


Politics and family
- infant mortality rate halved


Traits and Attributes
- Popularity impacts military integrity at high/low levels

Tax effects

Campaign AI
- autoresolve overhaul that impacts both player v AI and AI v AI
- fixed vanilla Attila issue where naval defense had no autoresolve values set
- navies are manned by higher tier marine units (no more big ships manned by levies)
- increased AI confidence in its strength to attack settlements
- slightly increased AI priority in defending its capital settlement
- Ratio between offense and defense overhauled to have the AI prioritize defending more in general
- fixed issue where modifier for navy strength was treated as a multiplier (difference between adding a total sum of 0.5 to a value of 1, vs multiplying 0.5 to the same value): now the modifier subtracts from navy strenght and army strength at sea when AI calculates its naval attacks
- lowered conversion cost for buildings


Army Traits
- certain factions get to give attrition to enemy armies in their provinces (barbarians with hillforts, factions with guerrilla warfare traditions etc)


New Units
- 20+ units recruitable

Opdatering: 22. juni 2023 kl. 17:29

Opdatering: 17. apr. 2023 kl. 7:55

Opdatering: 17. apr. 2023 kl. 6:04

Opdatering: 17. apr. 2023 kl. 5:55

Opdatering: 10. apr. 2023 kl. 10:17

issues with custom animations causing CTDs (cavalry units)

ability buffs/debuffs incorrectly set to vanilla values

Opdatering: 9. apr. 2023 kl. 22:43

Opdatering: 4. apr. 2023 kl. 10:28

---- Unit selection and Army Composition -----

Army composition, and the way AI chooses units has been overhauled: AI armies will have higher percentage of infantry, and lower overall percentage of low tier units (when recruitment options allow). Fixed melee units being thought of as ranged, and viceversa.

AI will place more value on better units, less on lower tier levies

AI naval composition and unit quality overhauled: previously AI thought of all ships within the same tier as the same quality: even though the crew might be royal marines, vs armenian levies, the AI only ranked ships on their class (bireme, trireme, quadrireme etc). You will see far more competitive navies, particularly as docks are built up.

Fixed issue where barbarians would not build navies: this was due to a typo in a table entry

---- Battle AI v 4.2 ------

Battle AI enhanced even further: individual unit models now have a basic AI. it stops them from taking orders if they are engaged in combat. the unit will respond, individual models in combat will not.

Battle AI will be more aware of player offensive maneuvers, especially flanking and rear attacks, as well as ambushes from forests

Opdatering: 31. mar. 2023 kl. 6:39