Total War: ATTILA

Total War: ATTILA

Medieval Kingdoms 1212 AD Base Pack - Campaign Alpha
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Actualizare: 11 dec. 2020 @ 23:31

1) New content :
- Functional technology tree fully implemented for all factions
- All 3 tiers available in campaign
- 10 Building Slots per Settlement Applied
- Navarre now playable
- Antioch, Jerusalem, Swiss, England, France, Aragon, Castile, Portugal Toulouse revamps now implemented
- Working Battle Replays (Credits to Sara Temer of Last Alliance Total War Mod for Shogun 2)
- Larger Field Battle Map (Credits to AveMetal of Rome 2's Larger Battlefields)
- Trebuchets now available
- Family portraits fully implemented for all factions
- Catholic heresy now present in Western Europe
- New building chains : silver mines, sugar cane plantations
- Added more faction descriptions
- Added emergents
- Added extra fertility level

2) Gameplay changes :
- Every year now has 2 turns (summer and winter)
- Economy overhauled
- Unit stats and recruitment/upkeep cost overhauled
- Attributes: more units are given attributes, e.g. cold/heat resistance, ignore terrain penalty, impetuous, etc. (e.g. almost all javelin skirmishers get ignore terrain)
- Attributes-based calculations: Tags for more stats calculation are now attached to Attributes. As an example, disciplined units are more expensive.
- 69-unit limit per faction is no more - in tradeoff "Randomize Army" feature cannot be used. (Credit to SwissHalberdier - and NPCWar which made me aware of the mod)
- Refined Battle System (Credits to KAM2150 of Divide et Impera for the help)
- Reduced Cavalry Casualties when pulling out (and stats adjustments to induce cycle charges by the AI)
- Adjusted morale rules for reforming after routing
- Reduced Missile Unit men count, increased projectile lethality
- Garrisons were reduced to account for the economy being more punishing
- Public order reorganized, easier to manage early in the game
- Development is slower, building slots take longer to unlock
- HRE no longer has starting vassals
- All HRE factions now have military access with each other
- Religious traditions rebalanced
- Diplomacy should be less predictable, cultural and religious bonuses/maluses in diplomacy changed
- Wheat farms now produce grain
- Forced march now disables replenishment
- Bohemia, Bulgaria, Cilicia, Epirus, Flanders, Ildegizids, Lorraine, Poland, traits changed
- Armories no longer provide recruitment experience
- Oman now Ibadi
- Importing food values changed, much less punishing
- Attrition values changed
- Jewish community now can only be built once per faction and gives a number factionwide effects
- AI handicaps modified
- Road system modified (requires more investment to provide max move range)
- Sieges are shorter, siege engines quicker to build
- Imperium and war weariness bonuses/maluses modified
- Reduced Artillery accuracy
- Nerfed Sicily trait so it is in line with current research bonuses
- New Mount Entities (light charger, light pony, heavy, semi-armoured)
- Removed Grand Bombard campaign limit
- Reduced Siege Vehicle speed
- Reduced Catapult range
- New fletched javelin projectile model
- Pike Wall not toggleable while in combat
- Increased Sling ammunition for reduced damage
- Added Seljuk of Rum Ghazi Warrior recruitment to Settlements
- New melee weapon stats types added (lance arret, sidearm_lq, short lance, short spear)
- New Shock Inf 2h axemen for Hungary and Bohemia


3) Bugfixes :
- Fixed replays crashing
- Fixed Timurids not being in the campaign
- Fixed horde infighting debuffing armies
- Fixes for the Provence region
- Fixed Hungary trait
- Fixed Venice and Khwarazm traits
- Fixed Marinid and Lithuania unit key issues
- Fixed Arabic Imam skill tree
- Fix to AI offering to become vassal
- Fixed vassalizing picture in the occupation options menu
- Fixed Cilicia having unavailable units
- Fixed a number of start pos mistakes
- Fixed icon issue for Briton pretenders
- Fixed a number of string errors
- Fixed Trebuchet animation so the projectile doesn't float and the launching point
- Fixed Ulus of Jochi starting units
- Fixed Steppe Nomads receiving an autoresolve debuff for sieges (now at even odds)
- Fixed Almohad intro text
- Navarre now has military access with Aragon and Castile
- Fixed Cilician unit names
- Portugal capital now Lisbon
- Fixed bank income not giving any income
- Fixed ancillary effects
- Fixed Krakow and Halych religious traditions
- Fixed T-posing Makurian, Swedish, and Norwegian generals
- Polish Axemen set as Shock Inf
- Fixed artillery engine number
- Further adjustment to Pike weapon range
- Separate garrison Military Order units added (no longer counts for unit cap)
- Other fixes


Actualizare: 11 dec. 2020 @ 22:02

Actualizare: 11 dec. 2020 @ 21:42

Actualizare: 11 dec. 2019 @ 21:03

Campaign Alpha

Actualizare: 30 mai 2019 @ 16:16

UPDATE 31/05/2019

>Reverted Mass to Knockback/Stepback calculation
Previous version was too severe, cavalry can drag through infantry blocks without getting hit in return.

>Collision Damage Calculation Tweaks
Now with Higher Maximum Damage cap than the previously lower cap, but lower normaliser (1.2 compared to the normal 1.5). In simple terms, now units (especially cavalry) can deal higher collision damage, but they'll need to maximalize more of their use of speed x mass to reach that damage

>Increased Bracing per Rank
7x mass per 6 rank instead of 5x mass per 5 rank

>Increased Javelin Range
Now closer to vanilla ranges for gameplay concessions. Now with 45 degrees trajectory. The previous version's 50m range renders skirmishers rather useless

>Increased Handbow ranges.
5-15m more depending on bow types, especially on heavy and normal shots

>Fixed alternate shots on some bow types

This update concentrates more on mechanics and not on visuals, so it does not offer many visual bug fixes.



Actualizare: 12 apr. 2019 @ 16:22

UPDATE - 13/04/2019

> Model Updates
- Lorraine
- T3 Almohads
- Marinid and Hafsid European Units
- Several Byz Units

> New Units
- Hungarian T1 Archer

> Flanders, Lorraine Roster Downsizing
Testing the waters, suspending some redundant units.

> Removed Timed No-Collision at Command
To stop unit dragging exploit. There was a 2 second timer, where collision are disregarded when move command is ordered to a unit.

> Add Shield to Bow Sarawit, Bow Sewa, and Nubian Archers
To help survivability

> Bugfixes
- Scotland now can be played again
- Wrong Bow animation for Arceri (the shieldless raise shield animation still in however, will be addressed later)
- Fixed Dismounted Hospitaller Knights having 60 melee def
- Remove Testudo and Spearwall from Ministeriales, swapped with Wedge
- Fixed missing melee weapon for Jund al Nasara and Malughun
- Leon V now disciplined and encourages
- Wedge for Serzhantner (all tiers)
- Remove Parthian Shot from Estradiots
- Fixed Armenian Italian Colonials block chance
- Fixed English Longbows stats across units
- Increased Yeomen of the Guard armour
- Add Spearwall to Pavoisiers Leves
- Made Garde Ecossaise disciplined
- Readjusted French Crossbow stats and pricing
- Readjusted Coutiliers stats and pricing
- Add Wedge to Gentilshommes a bec de Corbin
- Add Pikewall to Saxon Militia Halberds
- Fixed missing Templar Bodyguard texture
- Fixed Jerusalem Mounted Crossbow Unitcard
- Increased Charge Bonus for Makuria T3 Bodyguards
- Removed Knekts Cap
- Increased Sicilian MAA melee def
- Latin Empire unit stats and pricing readjustment
- Antioch unit stats and pricing readjustment
- Italian Archers pricing check
- Bulgaria unit stats and pricing readjustment


Actualizare: 31 mart. 2019 @ 9:27

UPDATE
-------------

> New Faction: Khanate of Volga Bulgaria

> East African Tier 2 and 3 Units Added
The Nubian Kingdom of Makuria and Ethiopian Kingdom of Zagwe's Roster are now completed. Unitcard still Work in Progress

> Raised Faction Selection Drop Tray
Now players with lesser resolution can see more factions.

> Trebizond and Epirus playable again in Custom Battle
Thanks to the new UI tweak, We can confidently add once-removed factions back to the mod.

>New Unitcards
Cilician Armenia, Croatia, Teutonic Order, Lithuania gets Unitcards for their Tier 1 and 2 units.

>New Unit: Greek Fire Cheirosiphonatores

>Revised Charge Mechanics
Collision Damage-based Charge mechanics as in the older version is great for Cav vs Inf scenario, but proves ineffectual for Cav vs Cav engagements. We backtrack

>Increased Knockback Chance to Mass for Formation Pushing
I'm experimenting with this feature to hopefully make it viable to emulate pushing mechanics.

>Some Melee Infantry removed from Cuman roster

BUGFIXES
- Nerfed Dog stats
- Hospitaller and Templar Sergeants missing impostermodels fixed
- Ghurid Dhanuks are now classified as Light
- Ghurid Afghan Infantry cost fixed
- Polish T1 King, Marinid T2 Mushud unitcard fixed
- Ayyubid and Abbasid T1 Mounted Crossbow unitcard now mounted
- Fixed Flemish Bowmen stats
- Fixed Polish T1 Axemen stats and pricing
- Fixed Bern Macemen stats
- Lorraine T3 Pavise Spearmen cost raised
- Fixed Ghurid General Units attributes
- Serb Militia Spearmen have spear wall
- Adjusted Rus Bogatyri and Horse Archer pricing
- Fixed Khwarezmian T3 General attributes
- Fixed Khwarezmian Muqti and Turkoman Cav spacing

Actualizare: 20 mart. 2019 @ 10:30

UPDATE
-------------

Mostly nothing of note. Its essentially just reupload. Thanks to Steam Workshop and Creative Assembly's new launcher, many Total War mods got its size erased to 0.00MB, from Warhammer 2 to Rome 2.

CA, please, fix the launcher.

Actualizare: 20 dec. 2018 @ 19:25

UPDATE - 21/12/2018

>Reduced Cavalry Acceleration
>Reduced Crossbow AP damage, traded with Normal Damage
>Reduced Halberd range
>Additional Almohad Units added to Hafsid and Marinid Roster
>Thagri Frontiersmen now have Javelins
>Granadine Cavalry now uses Spears instead of Swords
>New T3 Swiss Halberdier and Pikemen Variantmodels
>Khushdashiyya Lancer armour reduced

FIXES:
- Removed cap from Flemish Knights
- Foot Riddere now Shock Infantry
- Bohemian and Bulgarian Dogheads are now classified under Wardogs
- T2 Swiss Axemen to Shock Inf
- Polish Axemen to Melee Inf
- Spearwall for all Ghurid Spear Infantry, Ghumara Tribesmen, Smerd Spears, Bourdjes Spears, Spear Bondir, Welsh Spearmen, Maronite Spearmen, Candlemen, and Bulgarian Levy Spears.
- Wedge for T3 Swiss Bodyguard, Trier Mounted MAA, Mongol Heavy Lancers, Savaran,
- Remove Shieldwall for Kharash and Bulgarian Halberdiers
- Pikewall for Bulgarian Halberdiers
- Remove Pikewall from HRE Armoured Sergeants

Actualizare: 15 dec. 2018 @ 9:30

UPDATE - 15/12/2018

> Major Unit Cost Readjustment
Costs are made to be more consistent. Nobles and Elite Professionals are now more expensive (e.g. T1 Knights costs more than T3 Sergeants). Mongols and Cumans have big cavalry discount, but higher infantry cost to encourage more cavspamming as Steppe faction.

> Additional Units, Fire Siphon Siege Tower, and New Variantmodels for Byzantine Factions
T2 Militia Spearmen and T3 Kavallarioi added. Yes, you heard that right: Siege Towers with Fire Siphon installed at its top. Its non-controllable, so it'll auto-fire at anything near.

> Additional Crusader Units for Principality of Antioch
Principality of Antioch has received Crusader units dumped from Jerusalem's old roster. After Jerusalem roster was trimmed off its bloat to fit the 69 unit limit, we have lots of unused Crusader units. Because Antioch only have its Tier 1 and 2 finished, I decided to pour Jerusalem's spillovers to them. Subhanallah, the things we do to keep DEUS VULT crowd happy...

> Swiss Mercenary added to many European Rosters
Swiss Pike and Halberd Mercs. Now the Genoese Crossbowmen have friends.

> Increased Bracing Bonus per Rank
The thicker your infantry formation, the better its chance to withstand cavalry charge when stationary. Keep them thick, spaghetti lines can easily be punched through even with light cavalry.

> Added Range and Accuracy Bar to Missile Unit UI
Note that the Range bar in the Custom Battle selection shows the shortest ranged shot i.e. AP in direct shot mode (no, Crossbowmen don't shoot farther than Longbowmen). In battle, when you change the shot type to other shot, the range bar will change accordingly (e.g. Archers when swap ammo to extended arrows, can reach 200 or even more)

> Arrow RoF nerf
Reload time reduction by skill still applies (e.g. trained archer don't get affected much by it)

> New Artillery Crew Variantmodels

> New Civilian Variantmodels

> Fixes
- Missing Knyaz Guard and Kievan Noble Torso
- Missing Marinid/Hafsid Italian Mercenary weapons
- Mongol Spearmen not having spear wall
- Company of Caroccio now capped
- Vlach Guard Archers now capped
- Missing Helm for Italian T2 units
- Missing Helm for Italian T2/T3 Officers and Standard Bearers
- Appearing-disappearing weapon of Armenian Bardzhraharker
- Concergius Guard now counted as Shock Inf
- Polish Heavy Axemen now counted as Shock Inf
- Gasmouloi only have 80 men