Total War: ATTILA

Total War: ATTILA

Improved ERE, TLR, & WRE Units & Stronger Romans
20 Comments
Amaranthen  [author] Sep 25 @ 4:54pm 
@Dovahkin - Yeah the unit stats should be the same in the campaign and battle map.

Did you want different unit stats? I had to make them to same to test them against enemy elite units and strong early units to see how the Romans fared.
Dovahkin Sep 25 @ 3:15am 
The unit stats are the same in the campaign and in the battle map. I have put it on the top load order, activated and deactivated with other unit mods. No changes, except unit price and stats
Amaranthen  [author] Jan 14 @ 10:21pm 
UPDATE! Added Greek Fire Ships to WRE campaign and custom battle, Skuatoi and Cornuti Seniores to ERE Campaign
Amaranthen  [author] Jan 13 @ 7:59pm 
UPDATE: Added Numeroi (bath bois!) to The Last Roman and The Western Roman Empire - recruitable at lv 3 infantry compound/barrack. Removed Hippo Toxotai from ERE roster.

Slightly reduced melee attack of Eastern Armoured Legion, Herculiani Seniores, and Antesignani
geyo831 Jun 30, 2024 @ 6:57pm 
This is the best mod
Albert Apr 6, 2024 @ 1:50am 
could you disable the replacement of the eastern legion by the legio comitatenses, I would like to be able to recruit both in campaign with the WRE, or if you can make a mod with the same stats but with the ERE and WRE units separate and no replacements. Thank you very much :)
Amaranthen  [author] Mar 19, 2024 @ 3:39pm 
@Albert a "+15" melee attack and skill to Roman units would make them super OP, your late tier sword units would mow through horde infantry lol. For perspective, it would instantly make a Tier I unit into a Tier III unit.

In this mod, I already buffed Tier I-III units' attacks slightly to allow them to hold out longer. The most significant buffs were to their armour, defence, and morale to allow them to hold out longer in siege battles, and against overwhelming odds early game.
Albert Mar 15, 2024 @ 8:46am 
Can you make a version of the mod the same as this one but improving more melee attack skills of Roman troops as well as +15 melee attack points. thanks :)
Erzherzog Habsburg Mar 3, 2024 @ 8:02pm 
The missile weapons' purpose is to let Romans have a chance for aggressive play style, stand a chance against late game cavalry, and for history's sake.
Erzherzog Habsburg Mar 3, 2024 @ 7:53pm 
I don't think the missile weapon will make the Romans too OP, because it's the Romans' job to use javelin and plumbata to wash those foolish charges lol
Amaranthen  [author] Mar 3, 2024 @ 4:10pm 
@Erzherzog Habsurg Good idea! I think I gave Numeroi javs in this mod.

Would it push the balance even further towards a waaayyy too op ERE and WRE?

My mod gives good buffs to late Roman elite-tier units, the earlier and mid-game units only received slight melee buffs but mostly morale and defence buffs to allow them to hold a bit longer.
Erzherzog Habsburg Mar 1, 2024 @ 9:14am 
If you want, I can also offer a idea about projectiles for Roman infantry. Late Roman army commonly used missile fire to oppress the enemy.

Melee Infantry

Palatina guard:
Heavy javelin
2 ammo

Cohort:
pilum
2 ammo

Exploratores:
Javelin
2 ammo

Praeventores:
plumbata
4 ammo

Palatina:
Javelin
2 ammo

Protectores Domestici:
Javelin
2 ammo

Armigeri Defensores:
Plumbata
4 ammo

Elite Palatina:
Plumbata
4 ammo

Herculiani Seniores:
Heavy javelin
2 ammo

Numeroi:
Heavy javelin
2 ammo

Spear infantry

Limitanei:
Javelin
2 ammo

Comitatensis spears:
Javelin
2 ammo

Western Auxilia:
Javelin
2 ammo

Eastern Auxilia:
Javelin
2 ammo

Lanciarii Seniores:
Javelin
2 ammo
Amaranthen  [author] Jan 25, 2024 @ 1:49pm 
Mod updated.
Amaranthen  [author] Apr 30, 2023 @ 3:41pm 
@chevalier1982 It is balanced for the TLR "Legendary" campaign context: when your expedition armies would likely have to fight 2:1, 3:1, or 4:1 against Germanic armies late game. You will face waves and waves of Veterans. I buffed the EAL to help hold and dish out punishment against units 2-3 times their number (EAL > Veterans).

Antesignani is recruitable from Lvl 3 Barracks, EAL is from Lvl 4
chevalier1982 Apr 30, 2023 @ 12:42pm 
Eastern Armoured Legio is more powerful, has more abilities and cheaper that Antesignani in TLR. Aren't EAL too overpowered?
goose32 Mar 17, 2023 @ 12:28pm 
Thanks for the list Amaranthen.
Amaranthen  [author] Mar 6, 2023 @ 6:53pm 
@goose32

Terminator's Unit Pack
Additional Units Vanilla
Sebidee's Charlemagne Units
Romani Units Pack
AoC Unique Units Expansion
AoC Bodyguard Expansion
Legatum Aquilarum
Attila Elites v. 1.0
Varganian Guard Unit
Warriors of Middle East
(my own unit pack mods)

No conflicts.
goose32 Mar 5, 2023 @ 2:05pm 
Hi Amaranthen - can you tell us what unit packs you are using?
Amaranthen  [author] Feb 17, 2023 @ 9:44am 
@Tweetus - if it is cosmetic, it wouldn't affect the mod at all. I did not touch the looks of the units.

Stats wise, it wouldn't crash your game. But if another mod that modifies the stats is above mine, my mod would be overwritten for the same units (loading priority matters). Vice versa, if my mod is above the other unit stat mods, it would still be active.
No Mic Tweetus Feb 15, 2023 @ 2:40am 
If we use a mod that changes up units like the Eastern Armored Legio and Auxilia Palatina in the Grand Campaign, be they cosmetic or stats, will it affect this mod?