Total War: ATTILA

Total War: ATTILA

139 ratings
Tuskmod, the great bag of fixes.
   
Award
Favorite
Favorited
Unfavorite
Tags: mod, Overhaul
File Size
Posted
Updated
2.180 MB
Apr 29, 2015 @ 7:39am
Oct 23, 2016 @ 8:03am
45 Change Notes ( view )

Subscribe to download
Tuskmod, the great bag of fixes.

Description
Tuskmod is a revamp to the games basic mechanics, a rebalancing of its units, and a partial retreading of the campaign as well. Focusing on harder battles that take more thinking, and a campaign which maximizes how often large pitched battles are likely to occur.

Tuskmod has won the 2015 "Best Overhaul" award.

New Mechanics:

  • Accuracy: This attribute hasn't really been used much since shogun 2. No, seriously. Base Attila, all accuracy scores were 0. Tuskmod fixes this by... Simply re-implementing it. Elite archers will actually hit their targets more often then levies.

  • New ammo types: Certain slingers have access to flaming pitch fire pots, a much weaker/smaller version of the grenades used further east. Slow to reload, but capable of inflicting large morale shocks and exploiting settlement fires.

  • (Submod) Dynamic garrisons: Town development increases your defending forces over time, so while hordes still often have the military advantage, town battles are more often worth fighting, and large memorable battles are more common.

Campaign tweaks:
  • Basic unit rosters will be available sooner in the campaign, giving the player, and the AI, a chance to make more interesting army early on.

  • Reworks of unit costs so using the cheapest units isn't strictly always optimal.

  • Huns have been tweaked, coming later but in a fewer larger batches. Their armies do not passively have elite level 3 units anymore in the early years, but instead they need to build up over time.

  • Units are unlocked, rather then replacing old units. That way your levy units aren't inaccessible with only elite troops being allowable, forcing players who research military techs to enter an unwinnable state where their army can't be afforded.
Tweaked Mechanics: (Incomplete list.)

  • Balanced cavalry collision damage: No longer will horsemen do more damage when hitting tight formations, and minimal damage to loose ranged formations. Light cavalries impact damage is no longer capable of inflicting 60% casualties to a braced medium infantry unit.

    • In the base game, cavalry were only inflicting like 5% of their kills with their weapons, because everyone was dying too quickly to the sheer weight of the units. Even horse archers were not innocent in this, killing close to as quickly as shock cavalry if their weight was high enough. This is a big part of why attila is divisive and considered "Broken." Its now fixed!

  • Formations efficiency has been improved: Combat formations in general are more effective and maneuverable, and lose formation has been tweaked to work better against archers. Defensive play has been given serious variety and depth.

  • Unit physics are tweaked, units can't run through each other as easily as they did previously, preventing strangeness where an enemy shock infantry is able to rush through your line and murder your ranged units.

  • Fatigue has been reworked to make army management more strategic. Starting a fight with well rested infantry gives you a serious advantage that lasts for longer, so be strategic about when you run your units.

  • Unit sizes vary more, expect to see melee infantry to commonly have unit sizes as low as 75/100, or as high as 135/180. Elite units often have a few men that do a lot of damage, but are prime targets for archers.

  • Fixes to broken stats. The slavic poison archers no longer cause an instant 90% casualties to units clipped by a single arrow, so many gamebreaking issues in base Atilla are gone.

    Its recommended to run this mod currently with the dynamic garrisons submod after it in the load order, one which improves garrisons in heavily developed regions, allowing for larger and more pitched battles to become a staple of the game with few auto-resolves being necessary. In about a week this will be re-integrated to the base mod so the game at its best just works.


Currently the last roman and age of charlemagne are still unsupported.
Popular Discussions View All (1)
3
May 10 @ 11:22am
Explanation for UI changes?
Riekopo
423 Comments
Ümit Seyhan May 21 @ 2:04pm 
Go on walrus, make the tuskmod great again.
WalrusJones  [author] May 15 @ 11:11am 
Wow there was a few typos in the old version of this mods files.
A few schema fixes and I might be able to start again. (???? Two major tables in unit abilities are just not loading in the new PFM.)
WalrusJones  [author] May 10 @ 11:13am 
My current plans are, in addition to what I was doing before is pretty simple:

- Grab the best submods, re-integrate them to the main mod and unlist the giant wall of submods so the mod isn't so confusing to install and we stop having crippling load orders that make people say "The mod doesn't work."

- Get proper game mechanic screenshots so some of the new features like the flaming pitch firepots on visigoth slingers is properly showcased, unit accuracy statcards, etc etc.

Whats already been done is just a re-organizing this workshop page so the garbage info/poor writing I used to do is cleaned up so what this does is very clearly expressed.
WalrusJones  [author] May 10 @ 11:13am 
I have lost a lot of my progress on the last patch cause my old computer did die, but what I remember was.

- Undid like a third of the memes on the giants, because I my salt at how poorly implemented the unit was a little undeserved.

- Second wave of slav fixes/finishing, because I never finished what I wanted the horse choppers to be. (Since anti-cavalry axes is just complete nonsense, they were going to be a bit complicated.)

- Tentative fix to the huns spawn waves coming like 5 years early.

Obviously, the sub campaigns are still unsupported, but it took years to support the base campaign, so don't expect a miracle on the other campaigns too quickly.
Kentathor May 10 @ 10:19am 
Hell yeah, this mod is great when I get the urge for some Attila.
WalrusJones  [author] May 9 @ 9:45pm 
So the second wave of hunnic fixes could easily be possible.
WalrusJones  [author] May 9 @ 9:27pm 
So it looks like CA replaced the old uploader that had stopped working for me a while back.

I need to test some things, but it might be possible to start fixing things again.
WalrusJones  [author] Aug 23, 2020 @ 9:55am 
That might be a really old description mind you, I remember changing the compositions of their waves so they *did* need to build up a little, since them outright spawning elite units was cheesy.

I also thought I set it up so the large waves of them only came out when they had lost a lot of forces.

Mind you, I am still remembering changes from a mod which I haven't been able to upload updates to on the workshop for years.
d_prac Aug 23, 2020 @ 6:49am 
Hmm, I was thinking it was something to do with the "fewer, more threatening waves" change.
I just counted 35 Hunnic stacks at mostly around 70-90% strength. Granted, this was my first Legendary campaign so I don't really know what's normal.
Or this could just be an anomaly. Never know with TW games.
WalrusJones  [author] Aug 21, 2020 @ 8:51am 
The Huns may work better overall as a faction, but their AI cheating is actually toned down a lot.