Total War: ATTILA

Total War: ATTILA

Realistic Infantry Overhaul for 1212
302 Comments
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
DeathRioter 25 Aug @ 2:03pm 
Hello no idea if this is a bug but for some reason when i'm doing a siege battle most of their units run out of the gates and don't defend the settlements.
OfficeSpider 24 Aug @ 10:57am 
Are the unit sizes still accurate to your description?

I;m trying to figure out why my mod stack is causing Cav to be 30-40 men and infantry not much more than 100?
The Booty Connoisseur 20 Aug @ 1:01pm 
Hi, great work on the realistic unit mods! I noticed that the two-handed axe infantry from vanilla 1212 have been cut in this. Is this intentional?
EARL  [author] 5 Aug @ 3:09am 
TheDukeofSpinach 4 Aug @ 3:42pm 
Hey, great mod as always! Just wondering if there is a solution to a few of my problems, I really wish that the unit size could go even higher, but because of the change to units its not possible with this mod, is there any way to get them higher?
HarshBDSMmaster5324 4 Aug @ 3:09am 
damn you really did think about everything
EARL  [author] 4 Aug @ 1:11am 
@HarshBDSMmaster5324 In fact, you don't need more animated mods, the animations in this mod are already the best
HarshBDSMmaster5324 3 Aug @ 10:39am 
does it work with extended combat animations?
Saftschluerfer 28 Jul @ 5:18pm 
idk still working in crusader wars not in atilla itself
Saftschluerfer 28 Jul @ 4:51pm 
its crashing for me, probably since last 1212 update
EARL  [author] 15 Jul @ 1:49am 
@VforVendetta The initial unit data is not effective.There are two methods. 1, reduce the unit size by one level in the setting. 2, ignore them and recruit new units
VforVendetta 14 Jul @ 9:06pm 
why is the unit size still small? The number of unit is far less than in the description. The light infantry still has 120 instead of 230. Please help this is one of my favorite mods
Mingles 14 Jul @ 2:01am 
thank you for the wonderful mods
EARL  [author] 14 Jul @ 1:36am 
@Mingles Thanks a lot for your support.
Mingles 14 Jul @ 1:03am 
i understand you are trying to protect yourself from malicious reporting, and I know where you are telling me to look, is 2-3 years not long enough to use your mods? thats the part that confuses me
EARL  [author] 14 Jul @ 12:55am 
@MinglesYou know what? Some mods were actually taken down due to malicious reports. To protect them, I’ve hidden them all—they’re unsearchable and won’t show up on my profile. Only long-term subscribers who’ve followed my mods can still use them.
Mingles 14 Jul @ 12:50am 
thank you, I just found them, last thing your HRE fix only the chinese language version is uploaded not the english version, if that english version is still available please let me know, I appreciate you not de listing your mods.
EARL  [author] 14 Jul @ 12:48am 
@Mingles "1212AD Earl Self Use" and "Earl's Enhancement Overhaul For 1212"
Mingles 14 Jul @ 12:44am 
sorry which collection?
Mingles 14 Jul @ 12:43am 
i even went to your page and couldnt find them
EARL  [author] 14 Jul @ 12:43am 
You can find them in the collection
Mingles 14 Jul @ 12:43am 
i cannot seem to find them when i look them up
EARL  [author] 14 Jul @ 12:42am 
@Mingles They have not been deleted, and subscribed users can use them normally.I hid them so they wouldn't receive malicious reviews and reports.
Mingles 14 Jul @ 12:39am 
and if not could you make the files available for download so i can continue to use my old saves...
Mingles 14 Jul @ 12:33am 
earl without your abilities mod and your 2x unit mod my saves do not work, are you planning on re uploading them at all?
shutkar92.strelkov 13 Jul @ 9:59pm 
When should I expect an update? Will work continue on mechanics related to the animation of firearms? Will the main factions of the game be recycled by squad?
shutkar92.strelkov 13 Jul @ 7:45am 
I tried it again, and everything works for the thousandth order.
EARL  [author] 13 Jul @ 6:51am 
@shutkar92.strelkov Close Pike formation?
shutkar92.strelkov 13 Jul @ 6:48am 
hello! For the first time I came across such a mistake: the Zaporozhye army and the Donetsk order cannot fire.
EARL  [author] 13 Jul @ 6:23am 
@stonegodspeed On condition that Tech:Matchlock Design. Recruitment building:T3/T4 Castle or barrack.This is not your problem, thank you for your feedback. I just realized that the culture assigned to Abbsaid by the production team is not Arabic, but Iranian (Persian).I will fix it in the next version
stonegodspeed 12 Jul @ 5:51am 
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
shutkar92.strelkov 11 Jul @ 4:12pm 
Hi. I've been playing the campaign with your gorgeous honey for a long time, which adds new units to the factions, particularly Russia. I'm wondering if this list will continue to expand, and if Russia will add units consisting of Europeans in its service, as well as units from Lithuania, Mordovia, and Siberia. I'm also curious about whether other factions from the 15th and 16th centuries will have their units expanded.
SD Archer 8 Jul @ 3:17pm 
I love all the work you've put into these unit overhauls, TY! I was curious if there was a way to tone down the unit speeds though? Units are moving ridiculously fast, like Benny Hill level of comedy going on.
maslov1208 1 Jul @ 11:36am 
Постороение маневренаая черепаха не работает и прочее, все построения неподвижные, а как круто идти на штурм с построением с поднятыми щитами
maslov1208 1 Jul @ 11:35am 
After your work with the Russian language adaptation, it seems to be working fine. Is it possible to adapt this mod?
EnumaEllis 30 Jun @ 4:40pm 
Do you have time for a compatch then? I think they are the only few 1212 additional unit mods that have the cool factor for late game campaigns. Plus their high armor makes them last longer, so longer combat.
EARL  [author] 30 Jun @ 8:01am 
@EnumaEllis They can run together, but since I haven't implemented compatibility patches for their mod, their units might become weak in my system.
EARL  [author] 30 Jun @ 7:59am 
@notomgis. Sorry, I don't plan to operate a Discord at the moment.
EnumaEllis 30 Jun @ 5:47am 
Thanks for the changes! Would this be compatible with something like 16th Century Units (for MK 1212 AD)?
notomgis. 19 Jun @ 9:35pm 
greetings, may i ask if you have discord?
EARL  [author] 19 Jun @ 1:20am 
@harryytc Please tell me what situation your CTD is in
harryytc 18 Jun @ 3:31pm 
One of your realization mods is causing crushing for the battle regardless of localization mods. I have turned off all other 1212 mods and localization mods and it's still crushing. Need fixing
D.Reihard 18 Jun @ 2:48pm 
i am добавь, помощь с его модами нужна
i am fast as f boy 18 Jun @ 2:35pm 
Последний вопрос, Ваш мод нужно поставить выше или ниже?
i am fast as f boy 18 Jun @ 2:35pm 
Thanks a lot!
EARL  [author] 18 Jun @ 7:50am 
@i am fast as f boy You don't need it because I have already optimized the action, but it's okay if you want to load it, they are compatible.
i am fast as f boy 18 Jun @ 7:42am 
Этот мод совместим с вашим? https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2831650422
SrbLeX 16 Jun @ 12:30pm 
@EARL thank you very much for your time Earl.
Ill stick with your compilation since its more realistic to me and it looks
it has much more deeper impact on gameplay. Ive removed "MK1212 "The Battle Overhaul"
from my future mod list. I also added some new mods to my collection that Im going to
test in future playtrough. Im planning to remove AI mod and to replace it with BRAN's AI mods that are on my list, will see if the gameplay is going to be more challenging.