Total War: ATTILA

Total War: ATTILA

Logistics, Stances, Integrity and Campaign Movement Overhaul
14 Comments
Sheph  [author] 10 Jun @ 9:28pm 
Probably not but it's worth a try! I plan to test all my old mods soon.
SrbLeX 9 Jun @ 7:08am 
Is this compatible with 1212 AD ?
Ligon Flarius 4 Jun, 2019 @ 12:15pm 
Question. This mod increases the Ambush success chance by 33%. But does it change the likelihood of the AI to decide to set ambush? Because as it is in vanilla, they never ambush the player. And that sucks.
SPIRONIS 3 Mar, 2019 @ 7:51am 
вере вере гуд
Comrade_Xue 2 Mar, 2019 @ 8:39pm 
Calv on charge has it's damage split, charge bonus which is put into melee damage, and what i call physics damage. Collision damage can be only be inflicted on infantry in this game (thus war elephants peform like shit compared to Rome 2), and it depends on mass, the lighter the infantry vs the faster and the heavier the calv, the more impact damage it's going to do. It seems that soldires that got knocked to the ground and stepped on don't get back up even without charge bonus. Here is a good video that pretty much explains it for Rome 2 and since Attila run on the same engine, the damage model would be simillar. https://www.youtube.com/watch?v=_VmIAKHnqLc
formyer 2 Mar, 2019 @ 6:55am 
Hey, Google Cache is your friend! You can google for "Logistics Stances Integrity and Campaign Movement Overhaul site:gtm.steamproxy.vip" and open the cached page to get your old text back, or you can accept my invite and I'll send you the source HTML via private message!
Sheph  [author] 28 Feb, 2019 @ 9:08am 
Yes. Very.
kubelin 28 Feb, 2019 @ 6:03am 
Is this compt. with Radious mods?
formyer 27 Feb, 2019 @ 1:34pm 
No, no, in that case, feel free to ignore the horses. Cav is already really effective in this game, they need no silly increase in their effectiveness.
Sheph  [author] 27 Feb, 2019 @ 1:14pm 
It takes quite a bit of time to align a heavy shock unit for charge. They are barely faster than troops. They can be pretty deadly when they finally come in. Speed will allow them to pull out easier and charge again. I think I will add in a minor cav speed boost to this mod, but not so much. You can't just hire horse trainers to make them run faster. It takes generations of selective breeding which is why I excluded it.
formyer 27 Feb, 2019 @ 4:53am 
Does speed increase the impact of a charge, or how exactly does faster cav = deadlier cav in this game? I'll admit I didn't look into how cav works at all yet.
Sheph  [author] 26 Feb, 2019 @ 6:12pm 
Thank you for the feedback. I find that I only get use out of my core armory province for about 20 turns in most games. That never pays off. This mod makes it just barely pay off. I didn't include horse speed in the mod, but I could consider it. It would not be useful for most light horses, but the heavy ones would become far more deadly than they already are. I worry about balance...
formyer 26 Feb, 2019 @ 4:47am 
I like the new road system, the tradeoff between other benefits like raw income/squalor/PO and road development seems to be pretty well balanced (at first glance).

I already love the stances, they're so useful, make so much sense (and do not - yet - seem to be OP)!

The weapon/shield upgrades might be a bit too strong now (especially when compared to tech upgrades), but since I haven't had the chance to use them yet, I can't say for sure.
Not sure whether it's intended or not, but the buff for horse speed on the horse breeders doesn't seem to have changed. Do you feel 15% speed bonus is comparable to 30% melee bonus?

Can't wait to see more of the changes from this mod!
formyer 26 Feb, 2019 @ 1:39am 
This sounds awesome! Especially since it seems to touch on every one of my gripes with the game at once (except maybe corruption and trolling AI, but those are outside the scope of this mod).

Small note: "Reduced the cost and quality of equipment upgrades [/h1]" seems to have lost its header tag and is now normal text. Made it a bit confusing since it seemed like that change was part of the navy changes in the paragraph above.

But enough about the presentation: I'll dive into this mod and give feedback soon!