Total War: ATTILA

Total War: ATTILA

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Sebidee's Charlemagne Expanded - Unit Roster Overhaul
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Tags: mod, Units
File Size
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22.558 MB
Apr 9, 2016 @ 7:09am
Mar 6, 2021 @ 9:54am
44 Change Notes ( view )
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Sebidee's Charlemagne Expanded - Unit Roster Overhaul

Description


- Updated 25.09.2024
- Save Game Compatible.

Hello everyone! This mod has been updated!

Please also check out my new mods for Warhammer 3.



I proudly present Charlemagne Expanded, a massive overhaul of the campaign's unit rosters. This mod replaces the vanilla rosters and adds almost 300 new units to the playable factions. Each faction now has 37-40 units which appear throughout the playthrough ensuring that your armies are always interesting and fresh.

It's made with great attention to detail with handmade unit cards and detailed unit variants. Each unit is balanced and fits seamlessly into the campaign and are as historically accurate as gameplay will allow. But that's just a brief summary, here's what this mod attempts to do!


MORE INFORMATION

When you start a campaign I advise you to study the tech tree and also to check out the forum page[www.twcenter.net] for more information on your chosen faction.


ALTERNATE VERSIONS

There are also alternate turn per year versions of this mod.



FEATURES

  • Realistic and diverse unit variants - Each unit has a unit variant packed with variety with dozens of items of clothing which attempts to make no man identical.

  • Gradual unit progression - In my opinion a good roster will progress and continue to feel new from turn 1 to 300. Even in the late game you will be unlocking new units. This will prevent your campaign from becoming boring in it's later stages.

  • Technological Upgrades and Unlocks - This mod makes use of Attila's upgrade and unlock systems and is built on each faction's tech tree. I believe such a system is vital for variety and player choice, it also cuts down on roster bloat meaning that you won't have dozens of obsolete units clogging up your recruitment menu. As the player you will be responsible for deciding how to develop your units as you must decide which must be unlocked or upgraded. The choice is yours and as we all know, choice is fundamental in strategy games!

  • Permanent Levy Options - In the Attila grand campaign tech upgrades would make levy units unavailable past the early game. In this mod they are untouched so you will always have cheap options for your army.

  • Updated garrisons and mercenaries - Garrisons and mercenaries have also been updated to fit with the new units, nothing has been left out.

  • Faction diversity - Though each faction has a wider selection of units I have made sure that each still retains their original strengths and weaknesses. The Avars have the strongest lancers and horse archers, but have relatively weak infantry. The Danes have strong melee infantry but relatively weak cavalry. Each faction also has a unique look to their units so none of your campaigns will feel the same.

  • New UI Unit Groups - Each unit type with a unique role on the battlefield will now have it's own UI unit group. This means they will have their own icon and information on their tooltip. The new UI unit groups include Berserkers, Cataphracts, Macemen, Two Handed Axemen, Ambushers and Clubmen.

  • Cavalry Animations - Melee cavalry have been given new animations so that they now carry both a spear and sword and wear their shield on their back when not in combat.

  • New Realistic Shot Types - Heavy and whistling shot have been replaced with Rapid Volleys and Precise Shooting. Now Archer's tactics depend on their method of shooting rather than their projectile.


FAQ

  • Is this mod compatible with small unit mods and others?
    This mod will likely function with most small unit mods, though balancing may be an issue. If you are the kind of person who just likes as many units as possible then I say go for it! Other small tweak mods including all of mine will also work. Needless to say it will not work with reskins of units that have been removed.

  • Is this mod compatible with major overhauls?
    This mod will more than likely not function with major overhauls installed, and if they did then the balancing would be completely wrong. I can't say for sure though because I don't use those mods.

  • Why did you remove the vanilla units?
    The vanilla roster was very generic which made it difficult to add new units. It also would have been impossible to add in upgrade chains with such a system and to add in units which are weaker than vanilla units that are avalible in the first 5 turns. Don't worry though, the new rosters are based on the vanilla ones and each new unit is of far better quality. You won't miss them, I promise!

  • Can I use assets from this mod in my mods?
    I have made a modder's resource which includes all the new armour variants used in this mod and you can find that here (Sebidee's Charlemagne Expanded - Modder's Resource). It also includes the UI groups and cavalry animations which are free to use, though please give credit

  • How can I find out how to unlock, upgrade and recruit units?
    Upgrades will be displayed in the tech tree and recruitment will be displayed on buildings and in the building browser. Unlocked units will not be displayed on buildings until they unlock and the information on them will be in the technology descriptions.

    When you start a campaign I advise you to study the tech tree and also to check out the forum page[www.twcenter.net] for more information on your chosen faction.


THANKS

This mod would not be possible without the help of my Beta testers, Rewan, Job 4 a Cowboy, Philip O'Hayda, jwalsh and Ares Total War who played countless custom battles and campaigns to make sure this mod was fit for relase. Special thanks also goes to Job 4 a Cowboy for his help on artwork for the mod and The Big Bad Wolf for his help in making a new leather armour model in the game. I must also thank everyone on the forums who followed the making of this mod on the forums for their motivation!


If you like the mod then please leave a comment and like it. You should also join my steam group to keep up with new update. Thank you and enjoy!


- Sebidee
Popular Discussions View All (3)
35
Dec 7, 2023 @ 3:53am
Balancing and Bug Reports
Sebidee
1
Jun 25, 2018 @ 9:19pm
Updates Log
Sebidee
0
Apr 9, 2016 @ 7:29am
More Sebidee Mods!
Sebidee
758 Comments
Tony Underlay [ROOKS] Dec 20, 2024 @ 11:14pm 
Thank you Sebidee for your prompt response.
The campaign you've made is so incredibly fun!
I had success with [MAGA] Region Trading (Reloaded) by Aurelinus, loading that mod before yours enabled me to be able to force swap regions with the AI.
I had hoped to be able to gift and trade, but hey! This is the next best thing and at least it's possible to move the pieces of the puzzle around, different strategy required 😊
Anyway, thanks again - I will be checking out the rest of your content, good Sir 😍
Sebidee  [author] Dec 20, 2024 @ 1:25pm 
I have no idea about that. I'm pretty sure there was a mod for Rome 2 and the same things should more or less apply for Attila
Tony Underlay [ROOKS] Dec 20, 2024 @ 5:59am 
Hey there @Sebidee !
Absolutely love what you've done here, brought me back to the game many years later and enjoying myself so far 😊 Great to see you're still active on here too!
Is there any way that you know of where we can trade regions in game?
Been playing lots of Troy and it is SUCH an amazing feature. Even if it is purely a gift, as I understand the AI might not know how to value the deal.
I am trying to use any of the later versions of the [MAGA] Region Trading mods to find something that still works these days.
Any advice would be incredible mate, thank you so much for what you've done for the community!
❤️
Sebidee  [author] Nov 28, 2024 @ 1:19pm 
I would love to do it if I had about 6 months free!
HOCK3Y81 Nov 8, 2024 @ 2:14pm 
Brilliant Mod. Any chance we get one like this for regular grand campaign unit rosters?
76561198863903875 Aug 29, 2023 @ 8:35am 
probably not @Tun4Flake5
Hattori Hanzo Jul 14, 2023 @ 9:44am 
does this work with radious?
Malata Societa' Official Jul 1, 2023 @ 10:52am 
another ask, this mod "Sebidee's Danish Cavalry for Age of Charlemagne" its inside this mod??? (Sebidee's Charlemagne Expanded - Unit Roster Overhaul)
Malata Societa' Official Jul 1, 2023 @ 10:51am 
Will the unit names and descriptions appear? the problem is that I use a language other than English, in a few words is this mod compatible or is it inside the translation program of the "upc project mod"?
Malata Societa' Official Apr 14, 2023 @ 12:02pm 
another ask, this mod "Sebidee's Danish Cavalry for Age of Charlemagne" its inside this mod??? (Sebidee's Charlemagne Expanded - Unit Roster Overhaul)