Total War: ATTILA

Total War: ATTILA

XAI: Complete Vanilla Unit Overhaul
41 Comments
Xeryx  [author] Jul 15, 2022 @ 1:40pm 
You'll have to fix them yourself I am modding BattleTech currently and do not have the mod installed .
thefinnishguy Jul 15, 2022 @ 11:14am 
My cavalry got completely owned by a Frankish medium skirmisher during campaign so I did some testing with custom battles.

Medium skirmishers are completely broken. All you need is a army full of them, advance in a line, and they will destroy everything. They can kill almost everything in 1vs1 melee, including cavalry and heavy infantry, without even needing the javelins.

It's a shame because I really liked some of the other things that this mod collection does.
RebirtheternaL Nov 15, 2021 @ 8:51pm 
U good i appreciate you respondin at all. But when i wrote this i wasnt aware that the "Radious very hard campaign overhaul" requires the Radious Total war mod to work so it's not compatible :/ . So I'm creating different profiles to have different mods with . Thanks again :)
Xeryx  [author] Nov 15, 2021 @ 2:20pm 
Sorry I have been away so long, I am still finishing up my Battletech 3025 mod, hopefully it will be done this winter. I really can't remember with out digging back into files. I maybe back someday. The big thing to understand is the load order of mods, and also the overlapping of other mods.
RebirtheternaL Nov 11, 2021 @ 12:32am 
hello thanks for making this. I'm interesting in this mod and the battle ai mod that needs this one. you said that radious isnt compatible. All i have is the radious very hard campaign overhaul mod. i do not have the radious unit mod or that radious total war mod. Would this mod still be incompatible with my current setup? Thanks.
sizarieldor2 Nov 25, 2018 @ 8:51am 
https://steamcommunity.com/sharedfiles/filedetails/?id=1574441593 I was testing it and I was surprised to find that t1 Celtic axemen now die to t1 Roman General :D:D

Other than that, have you compared battle length to other mods for slower combat?
BCTM Jun 10, 2018 @ 8:50pm 
I greatly look forward to seeing it develop! This mod seems to be the best at making the veterancy of units important, while still incorporating it into a competent overhaul... I respect other major overhaul works but yours seems to make the new units as important as the new strategies/characters and that's nice (and it doesn't discolour everything in the process).
Xeryx  [author] Jun 9, 2018 @ 9:04pm 
Hey BCTM, Very interesting information, currently I am offline modding due to building a new system. I still have to get Atilla back up and running. Things have beenn progressing slowing for me. I will get back with you on this, as this is just a preliminary release. I really appreciate the feedback though keep it comming and hopefully I can get back into Atilla and finish the darn units.
BCTM Jun 9, 2018 @ 2:35am 
Hello, Xeryx!
I've been doing some "stress" testing of your changes, and I must report that I have largely enjoyed them so far. I still, however, am noticing that I can take on heavy full vet spear infantry with very basic shock cavalry from the front (other cavalry does heavy damage sometimes, though not all the time-- I tried it with skirmishers and got little result but my horse archers devastated my opponent's spearmen in melee).
In other TW games, horses seemed to logically do damage based on the men mounted on them, which (I am guessing) probably was more realistic.
I read up on this abit and it seems that the cavalry are given a collision impact type of damage bonus which is also at least partly armour piercing?
I'm curious for your thoughts on this, if you have the time!
Xeryx  [author] Apr 2, 2018 @ 1:48pm 
I will be back, life just has me working on a lot of other things. I would never give up on this.
alexander267 Jan 4, 2018 @ 8:25pm 
Understood, and thank you for the quick response. Have a Happy New Year :)
Xeryx  [author] Jan 4, 2018 @ 1:34pm 
Later, when I have more time to play indidual factions, I will add in more formations for moe advanced units. I am taking a break right now, in order to avoid burn out of modding Atilla.
Xeryx  [author] Jan 4, 2018 @ 1:32pm 
On purpose, because a spear wall is not for missile defense it is an anti-charge formation. Keep your units in a normal formation for anti-missile. In a spear wall you loose the mobility of your shield, it is fixed in front of you. you cannot use it effectively to block missiles, just look at the animations
alexander267 Jan 4, 2018 @ 12:51pm 
So, I tried playing with only the listed mods but noticed that the Ebdaninans units spear wall ability listed "-25% missile defense" instead of "+25% missile defense". Was this done on purpose or by misstake? Seems odd that putting them into spear wall deployment with shields up would cause more arrows to hit them instead of protecting them.
Xeryx  [author] Dec 13, 2017 @ 7:14pm 
I have done tons of balancing over the past few days they should affect all aspects of the game, and Units should keep their uniqueness with the lower bonuses from generals, traits etc..
Xeryx  [author] Dec 10, 2017 @ 4:33pm 
I would like to apologize to the Desert faction players during the initial release. I am still unclear exactly what happened as to why they came out so poorly. I have spent the whole weekend redoing my work on the desert faction. You will find then significantly tougher and they can take on the Romans now offensively. You will have to be pretty aggressive with them. I still have some work to do with them of course, like with most factions. It is going to take numerous revisions with the factions for me to get units tuned exactly the way I want them. I also reworked many of the active and passive abilities. Feel free to give input.
Xeryx  [author] Dec 10, 2017 @ 4:32pm 
I have released the newest version
Xeryx  [author] Dec 9, 2017 @ 5:28pm 
I have removed some missile types from certain units because it makes sense. Xbow is now regular and heavy, Mounted units are Regular and heavy as well. I have been contemplating removing whistlers's all together from the game becuase the AI does not use them.
Xeryx  [author] Dec 7, 2017 @ 2:38pm 
I also did some tweaks to diamond formation to include extra damage to horses if it is a spear equipped unit. Also did some sword equalizations
Xeryx  [author] Dec 7, 2017 @ 2:34pm 
I did a ton more work on the Romans to balance out some of the units, with both costs and other stats. they should be in pretty good shape, please feel free to give constructive feedback
Xeryx  [author] Dec 4, 2017 @ 12:59pm 
Did some work on the Roman foot infantry today, there were some things I missed. I will work on the cavalry tomorrow.
Mackeroni Dec 3, 2017 @ 1:28am 
No problem, thanks for checking it out :D
Xeryx  [author] Dec 2, 2017 @ 11:39am 
Alright, I did find some numbers that were different, it is probably the sword for the chosen warriors that is making the most difference in damage. I will update ASAP. Thanks
Mackeroni Dec 2, 2017 @ 10:27am 
Nope, seems to be the same. Apart from the 9 more charge damage and 3 more melee attack, the Chosen outperforms the Royal Huscarl pretty handily.
Mackeroni Dec 2, 2017 @ 10:24am 
Similar, but not quite the same. In my game, Royal Huscarls have 70, 59, 32. Chosen Warriors have 61, 56, 40. (CH, MA, MD) But the Chosen also have more armor (40 vs 35) and melee damage (37 vs 31, 20% higher!) They both possess the same morale (65)

And the two Javelins that it can throw, of course.

The only mods that I use are yours from your XAI collection (with Skidvar's Garrison) and Don't Lie To Me Game (Reveals additional hidden attributes on units), and the Olympic Camera mod.

I'll try disabling the other two to see if they somehow conflict with the unit stats. I'm taking these stats from the Custom Battle rosters, if that makes any difference.
Xeryx  [author] Dec 2, 2017 @ 9:49am 
Chosen Warriors are 61,56, 32 so as you can see the Huscarls have much better stats. Please, people please post specific units info in the Unit discussion thread, that way I do not lose track of your input. Also be sure to put the faction, name of unit and specific issues you are having..and for the love of Freya please make sure not to have other unit mods installed.
Xeryx  [author] Dec 2, 2017 @ 9:44am 
Mini Mack, actually, I think you have something wrong, do you have any other unit mods installed?
Royal Huscarls have a stat CH=70 MA=59 MD=35 MOR=65
Xeryx  [author] Dec 2, 2017 @ 9:32am 
Thanks for taking the time to post, I did forget to add the cost adjustments based on difficulty for the mercenaries...good catch!! I am still adjusting base costs with units so you will see lots of fluctuations with them unit done. I have made units costs easy in my mod they are 50% of the unit cost but I may have to rethink that idea so people can use it as stand alone if they want. The dynamic movements mod adjusts their costs on the fly for maintenance.
Mackeroni Dec 2, 2017 @ 9:30am 
Huh. So Royal Huscarls have straight up worse stats than the Chosen Warriors? Chosen also have javelins, but will still win in a 1-on-1 fight even without tossing them. Vanilla Huscarls had a ridiculous charge, but as a unique unit it really should be on the level or slightly above the generic units that all the viking factions get.
Haven't checked the in-game costs, just custom battle. Maybe you reduced the Huscarl upkeep or something to balance it out.
kenjiii Dec 2, 2017 @ 3:37am 
Hi there,
thanks for this great mod.
Just started a campaign with the Franks. I noticed that mercenary upkeepcost are the same as normal units. Is that intended? That is only the case when i play with this mod
Xeryx  [author] Nov 30, 2017 @ 3:54pm 
Still feel like the heavier horses are a bit on the slow side. Ughh I wish I knew more about animations, cuz I think it is the speed of them throwing me off,
Xeryx  [author] Nov 30, 2017 @ 3:25pm 
I may need to actually go through each units mount to make sure they are right in the future, so if you are playing make a list.
Xeryx  [author] Nov 30, 2017 @ 3:21pm 
It is updated, and the mass to speed ratios were good, but I did decide to lower the Super heaver horse down a bit more, and the light camel was not fast enough.
Xeryx  [author] Nov 30, 2017 @ 2:52pm 
You did catch an error on my part though, I need to change some of the speeds of mounts, I missed some. I will have an update later.
Xeryx  [author] Nov 30, 2017 @ 2:48pm 
all horses are standardized, they are the same for all factions. but I will check them just to make sure there is not an error.
Xeryx  [author] Nov 30, 2017 @ 1:28pm 
Naval units have not been touched yet, and I think I will have to do the TLR separately.
Xeryx  [author] Nov 30, 2017 @ 10:05am 
I have not had time to balance each individual unit. So if you do have ideas, or I made an error with some units. Please feel free to post your suggestions in the units discussion forum.
Xeryx  [author] Nov 30, 2017 @ 9:53am 
I haven't adjusted costs for most factions yet. Can you be specific when you post, and please post in the units discussion forum above..Thanks

Charge bonuses are on par land units with their attack skills. Offensive units will have higher charge bonus. Higher tier units will have higher than the lower. Also the Romans are going to have overall better charge bonuses than other factions.
Xeryx  [author] Nov 28, 2017 @ 6:39pm 
Worked on the Huns quite extensively, they should be good to go.
Xeryx  [author] Nov 28, 2017 @ 2:50pm 
I don't know? you tell me! Try it out then give feedback in the units discussion thread. I think the updated description says it all?
Xeryx  [author] Nov 27, 2017 @ 10:03am 
This is the NEW 2.0 version. All land units are done and roughed out,naval units are still to be done. PLEASE post specific unit comments in the UNITS discussion thread..or I will ignore and possibly delete them. General comments are fine here.