Total War: ATTILA

Total War: ATTILA

Anno Domini: 919 AOC Overhaul Part I
408 Comments
Big Boss  [author] 16 Aug @ 9:20am 
Ya we have a full visual overhaul coming for both 3d and 2d art, just getting 1051 done first for now
Legit 13 Aug @ 12:27am 
Yassss perfect mod 👍 thank you for your dedication to this era 🤍 but please change unit cards😪
vaquero 30 Jul @ 2:50am 
Will you rework victory conditions? Cause right now it's just too much.
FELDRIC 29 Jul @ 3:23am 
all playable factions pleaseeee
Big Boss  [author] 20 Jun @ 12:47pm 
Yes unit cards will be overhauled at some point
MarZio 20 Jun @ 11:40am 
Toxobalista has the wrong icon
Ligma Bababooey 24 May @ 12:33am 
toxotai are half invisible from a distance
Big Boss  [author] 15 May @ 5:32pm 
I have heard that, thought I had nerfed them a bit but guess I need to do some more. Will do that asap
Vsername 15 May @ 2:48am 
I dont know if something is wrong but ranged units in this mod are way too lethal like 50 missile damage for archie servants...
Big Boss  [author] 1 May @ 7:14pm 
Thanks for the heads up, we can fix
Tree 27 Apr @ 12:40pm 
for some reason the byzantine units have lod model issues, when i zoom a bit further out the padding hanging around the legs disappears or the plumes turn black
D e i m o s 20 Apr @ 8:17pm 
is unit spacing supposed to be all messed up? the armies look like peasant mobs. is this a bug or a feature?
Krusarinn 14 Apr @ 3:57pm 
Why do some chainmail textures appear gray for me
Big Boss  [author] 6 Apr @ 9:22am 
Will fix that, havent touched settlements yet but we have our own custom ones coming
tiszert 6 Apr @ 1:18am 
Only issue in land army roster I observed is that the Klivanoforoi (the tier 3 heavy byzantine cavalry) hold bows but don't have any ammunition and their ammo type selection is greyed out. Also they don't have any lances so they charge with empty hands. Fortunately melee weapons are in place. But other than that it appears everything works as intended.

Didn't try the campaign yet, so I have a question. Byzantines got the ERE cities form main campaign or you sticked with basic WRE models?

Anyway great update, cheers!
Big Boss  [author] 4 Apr @ 1:30pm 
Byzantine unit roster overhaul and reskin has been released, let us know if you have any issues
Big Boss  [author] 28 Mar @ 8:30pm 
Yes, planning on doing a big unit visual overhaul once we get all the new models imported and textured for carolingian period
Nekatau 28 Mar @ 8:16am 
Will Europe's troops be more diverse?
Lost Astronauts 16 Mar @ 11:04am 
hmm,ok.it seems you put alot of work into how the units looked, but i was kind of perplexed when an elite regiment with more funding than god,and combat traditions and techniques passed down from generation to generation. was somehow weaker than a band of viking ruffians.i thought it was kind of funny since many people take eastern roman history without context
Big Boss  [author] 16 Mar @ 10:46am 
Were working on a big overhaul for their roster right now, will address combat in a patch after that
Lost Astronauts 16 Mar @ 10:40am 
why are the eastern roman units so weak compared t other factions.i get that your trying to make their strong suit their tagmas, but even their not that strong.
Dan 12 Mar @ 7:27pm 
Having a lot of fun with this mod but I wondered if it can be made more clear what exactly needs to happen to fulfill the theme of Lombardy's mission to become Exarch of Italy? It seems like I have to conquer the entire Italian Peninsula (military alliances and puppet states don't cut it) but I really would rather not incur the massive and long-lasting penalty you get for conquering Rome as a Christian faction...
Domenicus 18 Jan @ 6:59am 
I overall enjoyed this mod but I felt that the decision to give all units and factions their actual non english names detracted from the experience because:
A: I have to translate everything into modern english before I think about it which makes it harder to memorise factions and units
B: I cannot always tell how scary a unit is just be mousing over and reading the name
Domenicus 14 Jan @ 1:46pm 
If someone else kills all the target factions for a victory does that make it impossible to win?
Hetairoi 9 Jan @ 9:13pm 
This is a fantastic mod but I'm wondering why Henry the Fowler is an immortal character. I'd love to play as Otto the Great too but the king won't die. Is there a way to change that?
eryigid 18 Dec, 2024 @ 3:14am 
I mean Grand Campaing was different like Byzantine and Arab Emirates were rivals etc.. Now only possibilitiy to play AOC
eryigid 18 Dec, 2024 @ 3:07am 
i think there are some problems with this mod. Not working anymore
Big Boss  [author] 21 Nov, 2024 @ 1:19pm 
Thanks for the feedback, have a unit update coming for the byzantines but then I will look into improving combat balance
Kuti 11 Nov, 2024 @ 4:36am 
(2)The result is that levy melee infantry decisively defeats even elite cavalry (except generals) while paradoxically spear infantry (usually anti-cav) lose to cavalry over time because of their low damage and lack of AP. I've done a lot of testing in custom battle and currently cavalry is only barely able to contribute to the battle by flank and rear charging, however doing almost no physical damage in the process, only damaging morale. I'd be interested in hearing your thoughts about the design in this respect.

Just to clarify, I think this mod is great! Hope this didn't come across as super negative, I'm sure there was a lot of thought put into this! In principal I agree with giving the ottonian elite (not being called Panzerreiter in contemporary german historiography for nothing) a lot of armor and low charge bonus, however I'm not sure this has translated well into the game engine.
Kuti 11 Nov, 2024 @ 4:36am 
(1) Hey, thanks for creating this, I think it's definitely an underappreciated time period! Just wanted to share some feedback about unit balance:
In vanilla Attila cavalry is balanced around shock cavalry having very high charge bonus (200-240) but low melee damage (~10), while melee cavalry has decent melee damage (30-40) and low charge bonus (40-70). I've noticed in the campaign I've played in this mod with the eastern franks that my and everyone elses cavalry (except the generals) combine the worst of both worlds, having low melee damage (10) and and low charge bonus (70) while being compensated with extremely high armor and melee defence. I've also noticed that most 1st and 2nd tier sword and axe infantry retain their vanilla 30+ melee damage, with around 20 of that being AP, cancelling out the armor, while having the usual high hit chance against the large hitbox horses.
Schnell_Scheisse 5 Nov, 2024 @ 11:13pm 
Thanks for the answer. Looking forward to it as I don't think the vanilla settlements work that well for the 10th century setting.
Big Boss  [author] 5 Nov, 2024 @ 5:45pm 
Hard to say at the moment, but were gonna do it
Schnell_Scheisse 5 Nov, 2024 @ 12:11am 
Any news on when we can expect the battle map settlements to be updated?
(bob) 26 Oct, 2024 @ 8:09am 
Awesome, you're doing a fantastic job!
Big Boss  [author] 25 Oct, 2024 @ 7:26pm 
For the last one, that is just a weird unresolved bug with the hauberk model, we made a new one actually but just havent imported yet. Also working on a total byzantine roster overhaul this weekend so will look at cataphractoi again
Ligma Bababooey 25 Oct, 2024 @ 2:28pm 
Great mod! Although some units have weird visual clipping issues for example, when you move the camera slightly away from the berserkers, shirts and mail start to pop up on them. This happens with a fair number of units.
(bob) 23 Oct, 2024 @ 5:36am 
I checked, however the lances still don't show and they are also locked to melee whilst having a bow which is not and cannot be used (Also they are classified as melee cav. so maybe that affects it). Otherwise fantastic looking models and butiful textures! Great work ;)
Big Boss  [author] 22 Oct, 2024 @ 6:37pm 
Works fine for me, maybe try resubscribing
(bob) 21 Oct, 2024 @ 7:38am 
Yes indeed, the cataphracts dont have lances, only the charge animation with an invisible lance
alexgan.60 20 Oct, 2024 @ 7:56am 
the infantry have the same "charge bonus" than cavalry ????? strange.
Ligma Bababooey 10 Oct, 2024 @ 1:28pm 
compatible with realistick battle pack or combat animation ?
Wazzila 10 Oct, 2024 @ 3:01am 
i cant see them :(
Big Boss  [author] 9 Oct, 2024 @ 3:42pm 
They should be armed with lances according to the sources
Wazzila 9 Oct, 2024 @ 7:41am 
why byzantine catphracts dont have spears ?
Big Boss  [author] 8 Oct, 2024 @ 2:53pm 
Dont have any plans right now to add more but it would be an easy update. Thanks for the feedback
Verstüwungsmittel 5 Oct, 2024 @ 7:56am 
will more edicts come? until now i got 2 edicts when playing saxon. warrior rites and migration. it nearly dont influence any of the game.
Big Boss  [author] 30 Sep, 2024 @ 6:20pm 
Should be fixed now and also added in new byzantine pikemen units
Big Boss  [author] 30 Sep, 2024 @ 5:16pm 
Ya sorry its my fault, Im implementing some changes right now and will get it sorted.
BranActual 30 Sep, 2024 @ 4:51pm 
Man, I don't know if it's just me, but the morale is incredibly broken. I'm having to resort to mods and troubleshoot to find something that works. My units will be fighting and winning, and when the enemy routes, the AI thinks they're being flanked and IMMEDIATELY route, causing my entire army to route. Anything morale based should be finely tuned and heavily tested due to its sensitive nature. It could simply be my game though.
Big Boss  [author] 27 Sep, 2024 @ 4:01pm 
Updated the byzantine screenshots and going to add in the script fix now