Total War: ATTILA

Total War: ATTILA

(OBSOLETE check desc for update) Medieval 3 COMBAT BAI CAI Earl's MK 1212 AD tweaks by Daud.pack
17 Comments
Daud  [author] 16 Feb @ 12:50pm 
Thank you all for beta testing this mod, an updated version, along with a pure version containing just the unit battle tweaks is available on https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3428777309
I have also updated archer fatigue to work again, nerfed the throwing tower rocks and flaming pots in this version.
Daud  [author] 4 Jan @ 11:04am 
@ChuckyBalla If you mean the rocks and explosive barrels - I've lowered their damage to 1 (in an offline version) and even that is quite strong because of the splash damage. Just waiting for 1212 to update to polish this and reduce scope

I think it's earls projectiles "Realistic Ranged/Missile Unit Overhaul for 1212" or the inf one, its in one of the projectile db tables.

The 1 turn build times is only for fun/gameplay, since units still take default build turns its okayish for combat balance and the fast building helps not waste time idling defence armies or getting in gross micro death loops when ai likes to attack and not commit. (I did end up using above mods for less siege battles but dont know if either works)

If you want some head cannon the one I use is just thinking of it as the same as the damage building repair over time mechanic, its not real life 240 turns if 4tpy, but the cost is a cumulative indicative cost of saving up money and craftsmen to then build it.
ChuckyBalla 4 Jan @ 9:43am 
It's decent. My main gripes are as posted earlier, + it seems some sieges the AI bugs out hard and essentially walks back and forth until the battle timer runs out, also the speed of cavalry charges seems wildly overdone.

Which of the 31 listed mods above is the one that make the siege towers so strong? Its a bit over kill imo

Also, whats the thought behind 1-turn build times? When certain units take a few turns to build. Building a medieval cathedral would have takes decades or more IRL
Daud  [author] 25 Sep, 2024 @ 8:18am 
That is great feedback, I will have a look if there are other weights other than the culture type.
campaign_difficulty -1 will make armies more defensive but I there are some implications with diplomacy.

What has your early/mid/late-game experience been like?
ChuckyBalla 16 Sep, 2024 @ 12:34pm 
AI aggressiveness should be lowers for far away factions. AI sending armies across the map creating border core and leaving their provinces undefended. IA Venice marching around Russia
Daud  [author] 29 Aug, 2024 @ 2:55pm 
It does seem that way. What would you replace it with? Units that missed a charge already stop, turn around and join combat, inf sometimes hits the wall too early but honestly that seems like a bad charge set up to me.

Do have a play with the charge distance values in the Battle entities tables, maybe the unit radii too make them smaller maybe together these will make inf charge directly into the enemy instead of as a formation.
Witherking1257 28 Aug, 2024 @ 8:13pm 
So, it is impossible to change the air wall?
Daud  [author] 28 Aug, 2024 @ 6:03am 
Also I recommend this mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3219286202
if enemy only builds levies and enemies have no chevrons

If enemies don't attack defended cities/game is too easy change
AppData\Roaming\The Creative Assembly\Attila\scripts\preferences.script.txt
campaign_difficulty -2;
battle_difficulty -1;

Better camera around walls change to debug camera:
default_camera_type 2
Daud  [author] 28 Aug, 2024 @ 5:56am 
@ghart81 Also to answer your question on a different thread the values you are looking for to delete the "Air Wall" are the three "Charge Distance..." values.

There are hardcoded changes in charge behaviour between broken and fighting units (you probably want to mimick the free flowing behaviour of running down broken units) so to do this you might want to extend one of the charge distance values... you will reach a hardcoded air wall distance however as the system is archaic. There is probably a solution like Earl's to this where the unit changes to a different entity at the end of the charge to keep moving instead of hitting the air wall - but there is consideration to what bugs arise like stuck in charge animation, dying to pikes behind the unit, morale flanking breaking, the models which did not hit the air wall performing badly, units going at super speed to go back into formation etc. - good luck with your submod of a submod of an overhaul!
Daud  [author] 28 Aug, 2024 @ 5:35am 
@ghart81 Cav behaviour is unchanged from Earl's cavalry overhaul which adds new units and overwrites standard 1212 cavalry. There is a gif on his workshop page that shows 2 heavy knights charging into each other https://gtm.steamproxy.vip/workshop/filedetails/?id=3047562159

Light cavalry is quite loose and is best against units out of formation + chasing broken units, Heavy cavalry is quite close together and has the mass to smash unbraced formations from the front,
But if you are asking how well the cavalry maintains formation then they need some micro as they have large personal space when out of combat and large turning circle needing time to form up before a big charge.

Earl made cav Battle_Entities_Tables almost parametric with each part of the charge with different mass speed etc its very advanced and but can feel too fast.
Witherking1257 27 Aug, 2024 @ 3:24pm 
I have a question about how cavalry works in this mod. Is cavalry very spread out or in close formation? Also how are cavalry charges? Also how is unit speed? This mod looks like an amazing addition to 1212
Daud  [author] 26 Aug, 2024 @ 2:59pm 
TLDR: Morale = fight to death in frontal 1v1, exposed flank exploiting make even peasants deadly if they aren't scared to charge or don't die too quickly.
Unit counters more important: plate armour axemen can 1v1v1v1 etc 10 times in a row, archers can do 0.1 kills per archer with all ammo, or 15 kills if up close and behind, shields can hold an enemy for 10 minutes.
some merges as this is the mod I use might not be for everyone like 1 turn building build or small deployment zones, if 10 people comment they care I will split it to just the combat and animation changes.
Daud  [author] 26 Aug, 2024 @ 2:59pm 
Polearms and pikemen very strong from front , can be overwhelmed in frontal 1v2 when fighting tank unit like pavise and damage anti inf unit like armoured dismounted knights, or heavier armoured or longer reach pikemen
no shield means very vunerable to missiles.
peasants/weak cav sprinting into polearm = instant death. Heavy armoured with shield will stumble and lose like half hp on the front few ranks.

The high values mean all the blacksmith upgrades, 20%+ armour character items, +6% melee attack/defence are like having 2 extra units in a 20 stack army as opposed to like 2% increase like having 40 more men in the 4000 man army.
Daud  [author] 26 Aug, 2024 @ 2:58pm 
Very high Melee defence (80 to +200) means frontal combat is more dictated by the slightest changes in melee attack and larger importance of armour (plate can be 1000 armour with highest normal weapon damage being 200-ish) with the idea being plate will give something like a 1/5 armour save on top of melee defence which can make hit chance go to 0% in fair front vs front combat only hitting when 1vMany or wandered around the side of the enemy. armour formula is [1 + (weapon damage - % randomized between 0 and armor/2) + AP = damage dealt. Exhaustion = -60%-ish armour I recall

Morale:
Units flee and comeback
Exposed both flanks - like losing 1/2 your men (40 morale) most units rout - extreme bad
loss of captain - very bad
Cav attacked - scary -10%
under arrow fire - 5% bad
charging - 20% bad - scary to charge
once in frontal combat - 20% good
Killing enemies quick (usually when flank charge) very good - 30%
Winning combat - 20% good
Daud  [author] 26 Aug, 2024 @ 2:57pm 
Mod Summary:

To make combat more gameplay system driven, more focus on morale superiority, positioning, armour, unit type, flanking and weapon type. lethal missiles but high shield block and armour negation
Armour x10 buff
Weapon normal damage 10x (AP unchanged)
Shield defence x10
Missile damage x10
Missile block chance 100-((100-{x})/5) -> block chance 80% to 99% with some pavise inf in stationary block formation can block all arrows from front when stationary

New animations allow 100% matched combat (more stable) with Rome 1 style stab, shrug, block reactions while not feeling like 100% matched combat.
New animations make units stay in place which can result in some units pushing others based on attack frequency.

Most combat anims is 1vMany with lighter units dripping around the sides of enemy. This gives better hit chance.