Total War: ATTILA

Total War: ATTILA

Realistic Cavalry Overhaul For 1212
369 Comments
Mingles 28 Oct @ 12:13pm 
@feanor3791 I will be releasing an older more historically less anti western bias version of his mods soon, we should talk more in private tho if you would like.
Mingles 28 Oct @ 11:54am 
@feanor3791 message me
EARL  [author] 28 Oct @ 8:22am 
@feanor3791 I suggest you carefully review my MOD description. I've clearly stated that Western Lancers rely on mass impact damage,Lancers depend on charge bonus for damage output, while Cataphracts excel in melee combat. Let me make this clear: horse mass is the decisive factor in my MOD ecosystem. Charge bonus is secondary.
Units with mass advantage will achieve absolute dominance in head-on charges. Western Lancers and Cataphracts can overwhelm regular Lancers under any circumstances, whereas the latter only stand a chance when using duel skills or ambush tactics.
Regarding your comment about Eastern units having higher melee stats - this again proves you didn't read my "Realism Series Overhaul" description. In my MOD framework, melee stats are exclusively tied to unit tier/eliteness, with zero correlation to Eastern or Western origins - that's simply unfounded. In fact, this is a matter of balance—dueling skills or strength.
feanor3791 27 Oct @ 7:53am 
I just had a look through the land_units table after wondering why my French knights were performing so poorly against frigging bedouin horsemen. You've got all the light desert and steppe lancers, Mongols and Muslims, equal to or better than Western knights in charge and melee. If one thing is consistent across historical sources, both Western and Eastern, it's how devastating the European knights were against the lighter Eastern forces.
EARL  [author] 12 Oct @ 10:07pm 
@Mingles I will soon be doing an overhaul for the Knight Order units; along with an infantry framework overhaul (new health and mass systems); once I finish that, I'll move on to my naval mod.
Mingles 12 Oct @ 4:33pm 
how many more updates are you planning on doing?
Daud 9 Oct @ 4:03am 
@EARL I really like how you made armour a multiplier, you are doing amazing with all this work :O :)
刑事组之虎 6 Oct @ 9:53pm 
I really feel that it's completely changed beyond recognition.:steamhappy:
EARL  [author] 6 Oct @ 9:10am 
@Mingles Go check the update notes.
Mingles 5 Oct @ 2:12pm 
im just curious im going through all your data, why do you spell "cataphract" with an I in it instead of an A so you spell it Cataphrict, you do a bunch of very odd things which im just not sure why, wondering if you had some answers was all, thanks for the hard work!
Mingles 5 Oct @ 10:55am 
what did you balance?
PJhshd 4 Oct @ 2:06am 
突骑兵有点离谱了
EARL  [author] 4 Oct @ 1:09am 
For any suggestions or feedback on the new version, please head over to the link below to ensure I don't overlook your messages:
https://gtm.steamproxy.vip/workshop/filedetails/discussion/3047562159/592909603985305042/
EARL  [author] 4 Oct @ 1:04am 
@Swirly_Skyshock_11 Fixed,thanks for the feedback
Swirly_Skyshock_11 3 Oct @ 2:12pm 
Hey, just letting you know there’s a small bug in the Cavalry Animation “rome_man_destrier_lance_knight” where the Units sometimes stands up (on their horse) and stares down menacingly. It’s quite funny but certainly immersion ruining.

I hope you feel better soon. Prayers to you.
lmaolo 2 Oct @ 3:59pm 
man, whatever you're going through, it's gonna be okay.!! i have to say that your mods have brought me a lot of joy and made me play this game again and actually enjoy it, something i have honestly not felt in a long time. having said that, my game crashes when loading a save
HuoShan 2 Oct @ 2:25am 
@EARL 辛苦啦,不用太在意个别评论,大过节的发布更新,我们体会到你的良苦用心。
EARL  [author] 1 Oct @ 11:25pm 
Just so you know, I could've ended my work without updating the 2x version. But I still stayed up until early morning to finish it—all so you could launch the game properly. These months have taken a real toll on me physically. Please don’t just think about yourselves—I wasn’t obligated to do this.especially for this kind of optional feature patch.
EARL  [author] 1 Oct @ 10:31pm 
@Mingles About a week. I'll be back then.
EARL  [author] 1 Oct @ 9:53pm 
@Mingles That mod was just casually updated to ensure it can launch normally. For now, just use it as it is. Personally, I don’t really recommend using the 2X version due to its imbalance. I’ve been working at high intensity for several months for this major update and need to take a few days off.
EARL  [author] 1 Oct @ 7:22pm 
@Mingles Make sure all MODs are updated - check in the folder, at least the three Realistic Overhaul series must be up-to-date.
Mingles 1 Oct @ 5:11pm 
game wont load even with just your mods enabled, please take a look.
Mingles 1 Oct @ 4:25pm 
okay so you are saying they would conflict, got it.
EARL  [author] 1 Oct @ 4:02pm 
@Mingles You might have misunderstood, horse allocation is a fixed mechanism and cannot beupgraded.
Mingles 1 Oct @ 10:18am 
where horse upgrades added to appropriate buildings with this update for all cultures ?
Sharrkk3691 8 Sep @ 9:33pm 
Can you make a submod that removes unit caps for custom battles at least?
VinnieTheGuy 27 Aug @ 1:06pm 
This rules, ty
Orbis 21 Aug @ 10:58pm 
I am having an issue where the base game ritter are greyed out and I cannot recruit them, only the banneret version.
ARNO.VIC 14 Aug @ 4:37am 
大佬太强了,Make the Cavalry Great Again
MrLook 22 Jul @ 9:38am 
@EARL I have posted a discussion here with one weird bug with Abbasid units, can you please take a look?
南丸 18 Jul @ 9:10pm 
@EARL大佬,现在战马不能正面冲击长柄武器/长矛编队,在他们前面会停下,是削弱了吗。
EARL  [author] 15 Jul @ 6:46am 
@maslov1208 Incompatible with other mods that alter battle.
maslov1208 15 Jul @ 6:36am 
Is it possible to adapt this mod so that formations work in motion? Otherwise, there is a mod conflict, and the maneuverable turtle becomes stationary.
stonegodspeed 12 Jul @ 5:52am 
hello, i need some advice here: is there any way to recruit these abbsaid caliphate units : zamburakchi, caliph al-bunduqiyyah, cannon cameleer, zamburak cameller? i unlocked every tech, build every kind of recruitment building, still can't find these units in the rooster
Bobi 26 Jun @ 1:05am 
I don't know if it's a bug, or if it's intended, but comparing the health of units of say bulgaria and hungary i noticed substantial differences in health. Pavise spears tier 3 units of hungary have 100 more health than ones in bulgaria (222 vs 145 respectively). It's similar situation across the board with inf/cav. I think it's because 1212ad devs didn't make a single unit in bulgarian army comp very heavy, so with the calculation of mass and health it introduced such discrepancy in stats. Other factions are likely affected. Can I ask you to check for similar discrepancies and if you plan to make adjustments to improve the balance?

Additionally there are some units that cannot be recruited on the campaign map (for Bulgaria). The units are: Free Company Men At Arms(Early), Reisige Soldknechte(Late), Lanze Spezzarte(Late). Can you make them recruitable on the campaign map?

Thanks for all of your effort and time spent developing your mods!
Kypchak 24 Jun @ 1:21pm 
COOL MOD!
but Golden Horde and Cuman barded horses are buggy. Can u guys please make an update about it?:steamhappy:
EARL  [author] 24 Jun @ 4:55am 
@MaxCrow I am planning the next version of the cavalry overhaul, and these skimmish cavalries may be improved in the next version
MaxCrow 24 Jun @ 2:37am 
Hello @EARL, I think there's something to be changed in MK1212: fast skirmish cavalry can't skirmish against heavy shock cavalry. I tested it many times and the result is that, somehow, the charge speed of heavy shock cav makes it faster than light skirmish cavalry, so these units are almost useless.
EARL  [author] 13 Jun @ 2:04am 
@maslov1208 Perhaps you can provide me with the URL of your Russian language pack so that I can give it a try
EARL  [author] 12 Jun @ 7:54pm 
@maslov1208 Regarding crashes: I cannot personally fix this issue since my development environment is English-only and I cannot reproduce your specific crashes.
​​Temporary workarounds:​​

1.​​Never hover cursor over ammunition buttons​​ during battles
​​2.Disable Localization patches​​
maslov1208 11 Jun @ 5:53am 
Вылетает во время битвы. Тут уже наш русификатор, какой то патч выпускал. Теперь не надо оригинальные скрипты отключать, но все равно, как только ты начинаешь выигрывать битвы в тяжелых условиях просходит гребаный вылет
Kaltrad 9 Jun @ 8:41pm 
Hey Earl,

Great mod. I agree with Srblex that something feels and looks off with the cavalry "full sprint" ability. I think that cavalry plays far better with this mod and I am happy to use it.. I think the biggest issue is their acceleration is too high, when they turn corners or start their charge the change in speed is what is causing it to look off. I think you may be able to fix some of the visual issues of cavalry with that rather than modifying the overall speed.
Mingles 9 Jun @ 11:28am 
what was updated today
maslov1208 7 Jun @ 8:32am 
Во время сражения вылетать начало
maslov1208 7 Jun @ 4:44am 
Когда пробуешь сменить стрелы, игра вылетает.
EARL  [author] 6 Jun @ 10:28pm 
@Brunetkin @FeenrirRR I recently implemented a portion of my stamina system, causing units to consume stamina differently based on armor weight. For example: light cavalry can sprint without stamina drain, while heavy cavalry may exhaust themselves rapidly – demanding greater stamina management skills from players. The full stamina system is currently being fine-tuned and will initially release as a standalone module. In the current mod version, only the varying stamina recovery rates across units are active.I will take into account the situation you mentioned. And try to do some optimization
EARL  [author] 6 Jun @ 10:25pm 
@SrbLeX Hello, I will consider your suggestion after testing, but I have made this setting to balance gameplay, allowing cavalry to leave the battlefield like nitrogen acceleration or quickly enter the optimal charging state. This is cool.