Total War: ATTILA

Total War: ATTILA

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Realistic Infantry Overhaul for 1212
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Tags: mod, Overhaul
Content Descriptors: General Mature Content, Frequent Violence or Gore
File Size
Posted
Updated
130.791 MB
27 Jan, 2024 @ 11:27pm
29 Oct @ 8:41am
92 Change Notes ( view )

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Realistic Infantry Overhaul for 1212

In 2 collections by EARL
1212AD Earl Self Use
48 items
Realistic Series For 1212
5 items
Description
It requires both Realistic Cavalry & Realistic Missiles

Only applicable to MK1212

Description:

A grand mod that meticulously modifies all Vanilla 1212 infantry units. Added a lot of interesting units, they will have some unique gameplay.

Mechanics Overhaul:
  1. Infantry training level classification
    The real army does not march in neat formations like the Olympic Games. I have divided them into five levels according to their training level in history

    • the mob units : in a mess

    • poor training units: beginning to form

    • training units: Vanilla station

    • regular units: more orderly

    • elite units: all in one

    Only the Elite unit were able to form a more orderly and dense formation, and a more orderly and dense formation was more advantageous in battle

  2. Unit size overhaul
      Due to the modification of realistic cavalry and realistic missiles, melee infantry is very weak and the game loses balance. Therefore, I mainly increase the unit size of melee infantry as compensation.Assign unit size according to armor(mass):
    • Melee Infantry:

      Very light : 250 per unit
      Light : 230 per unit
      Medium : 220 per unit
      Heavy : 200 per unit
      Very heavy : 190 per unit
      Super heavy : 180 per unit
      Light pavise : 200 per unit
      Medium pavise: 190 per unit
      Heavy pavise : 180 per unit

      Originally posted by Earl:
      In this case, the total health of all units is the same. Depending on the size, I compensated the fewer units for health.
      HP bonus:
      Very light →0
      Light →8
      Medium →13
      Weight →25
      Very heavy →31
      Super heavy →38
      In this way, units with good armor will have local advantages

    • Hybrid melee infantry:reduced 10 people according to the above table.Their total ammunition will maintain the quantity of vanilla.

    • Missile Infantry:About 20 more to balance

    • Cavalry:No change

      In order to balance the increase in manpower consumption, The rate of population growth will accelerate accordingly

  3. Mass adjustment

    Added very heavy, super heavy to infantry's mass.
    For example,heavy infantry = Medium cavalry

    Mass:
    Very light < Light < Medium < Heavy < very heavy < Super heavy < Light Pavise< Medium Pavise< Heavy Pavise

  4. Formation adjustment:
    PS:Due to space constraints, this data change will be put into the discussion group


  5. Melee weapons Overhaul:
    • The mix weapons are refined and divided into various categories of weapons.

    • Optimized weapon damage values

    • New weapons
      Added Scimitar, Double holding Scimitar, 0 ap, high anti-infantry bonus. some Eastern faction equipped.(Including infantry and cavalry)



Unit Overhaul:
  • Infantry categorize:
    1. Both-hander Infantry:
      (Vanilla Shock Infantry)

      Has high anti-infantry bonus
      Average anti-cavalry bonus
      Very high charge bonus
      Very slow movement speed
      Very high charge speed
      Charge skill

      (Now they're like lance with two feet).

    2. Melee infantry:
      Average anti-infantry bonus
      High HP bonus
      Fast movement speed
      Slow charge speed
      Fast wall climbing
      Fast capture ability
      (They act as a flexible all-rounder).

    3. Spear & Pike infantry:
      Good shock resistance.Pike having the ability to maintain formation.
      (The backbone of the army).

    4. Pavise unit:

      Low melee attack
      High melee defense
      High mass
      Excellent impact resistance
      Can't run

      (They act as a Tank in the battle).

    5. Mounted Infantry:


      These infantry are equipped with horses, so they have the same campaign action point as cavalry, Due to riding horses during the march, they have a relatively good fatigue value,but they are not good at fighting on horseback, so they must dismounted below in battle.

      In addition, all units in Vanilla that contain "dismounted" have mounted infantry bonuses, but they don't mount their horses in battle like the units above.
      (Like...... Motorized infantry?).

    6. Dual Holding Infantry

      Very high anti-infantry bonus
      Very low missile blocking

      (Infantry slayer)

  • New units:

    1. Mounted Infantry:




      Equipped with horses on the battlefield, they can use the horses for high mobility warfare, after reaching the designated place to step off the horse battle, do not try to let them ride the horse to the enemy, it will hurt them

    2. fidā'ī:
      Assassin special units.
      Features: Low numbers, stealth and sniping, strong anti-infantry, equipped with poison darts and cupping.
      Main tasks: Assassinate enemy generals in battle, destroy siege equipment, demolish towers, steal victory points, etc.
      Weakness: Very afraid of cavalry and ranged weapons attack, if exposed, they will be very dangerous.
      Only for Shia recruitment



    3. Dismounted Gothic:



    4. Levy civilians:
      War cannot be divorced from civilians.Your people will serve you, and enlisting them costs you no money, but it costs you precious human resources.


      Unlike the peasants, the burghers could not be conscripted, but they would be stationed in the city as garrisons, and if the enemy attacked the city, they would no longer stand idly by.


      Different cultures will have different peasants and burghers

    PS:Limited space, other newly added units are included in the discussion group

Animation Optimization:
Matching combat animation optimization.Some animation corrections.Some new Animation

Necessary:
Realistic Cavalry Overhaul For 1212
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3047562159

Realistic Missile/Range Overhaul 1212
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3065896492

Order:↓
Realistic Infantry Overhaul 1212 - (Not required)
Units/Bugs Fix Patch For 1212 - (Not required)
Realistic Missile/Range for 1212 - (Not required)
Realistic Cavalry Overhaul For 1212 - (This mod)
Handgun Graphic Optimization for 1212 - (Not required)
Any language pack (like French, Russian, Polish etc..) - (Not required)
All 1212 modules

Compatibility:

Incompatible with other Combat Overhaul and Unit size,no recruit cap mod

Attention:
This MOD is Gamesaves occupying.I recommend that you start a new game, and the initial unit size is the same, the newly recruited unit size is the mod adjusted.

Credit:
Some cards come from here.Thank you to Master Snoopy for making such exquisite cards.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2572938500&searchtext=cards
Popular Discussions View All (6)
36
9 Oct @ 10:12pm
Bug Collection
EARL
7
14 Jul @ 5:01am
New units update list
EARL
0
1 Oct @ 7:39pm
PINNED: Infantry Ability Detail
EARL
322 Comments
Mingles 22 Oct @ 8:34am 
@jjinfamous use spears to pin the enemy dowm, use sword or mace or axe armed units to do the killing and use your cavalry to hit em from behind all along the line, the swears in this mod pin down the enemy, work on army composition, I do 5 spear infantry 5 sword/axe/5 archers and 4 cavalry units, it never fails!
EARL  [author] 22 Oct @ 8:28am 
@jjinfamous It is normal for defensive-oriented units, especially pavise spearmen, to have high melee defense but low melee attack, making it difficult for them to actively inflict casualties. However, spearmen can serve as a deterrent against cavalry, as they possess relatively high anti-cavalry capabilities when deployed in formation and can cause some casualties to cavalry units. Similarly, other defensive unit types also have their own specific strengths—please refer to the MOD description for details.
jjinfamous 21 Oct @ 9:46pm 
Just fought my first battler and it took like 15 minutes to kill one spear unit with other spear units. Is this normal? First time using this mod.
EARL  [author] 21 Oct @ 7:58pm 
@Mingles Now you can go to the changelog to check it.
Mingles 21 Oct @ 4:36pm 
what did you update today those update took a few minutes, I already updated your latest changes so I wonder what you did today...
Mingles 21 Oct @ 2:19am 
ahh okay thanks for clarifying.
EARL  [author] 20 Oct @ 10:40pm 
Recruitment remains unchanged—only the bonuses differ. This time, the bonuses primarily apply to Crusader factions, while those for regular Catholic factions are relatively modest.
Mingles 20 Oct @ 7:15pm 
to clarify with knightly orders if my faction say england for example has the knightly order building which it does I can still recruit the same orderly knights? or is it in a new building I looked over your changes but I still had this question
EARL  [author] 12 Oct @ 10:13pm 
@Mingles Fixed
Mingles 12 Oct @ 6:11pm 
its your 2x mod