Total War: ATTILA

Total War: ATTILA

Anno Domini: 919 AOC Overhaul Part I
402 Comments
Ligma Bababooey May 24 @ 12:33am 
toxotai are half invisible from a distance
Big Boss  [author] May 15 @ 5:32pm 
I have heard that, thought I had nerfed them a bit but guess I need to do some more. Will do that asap
Vsername May 15 @ 2:48am 
I dont know if something is wrong but ranged units in this mod are way too lethal like 50 missile damage for archie servants...
Big Boss  [author] May 1 @ 7:14pm 
Thanks for the heads up, we can fix
τζιμ μπουκης Apr 27 @ 12:40pm 
for some reason the byzantine units have lod model issues, when i zoom a bit further out the padding hanging around the legs disappears or the plumes turn black
D e i m o s Apr 20 @ 8:17pm 
is unit spacing supposed to be all messed up? the armies look like peasant mobs. is this a bug or a feature?
Krusarinn Apr 14 @ 3:57pm 
Why do some chainmail textures appear gray for me
Big Boss  [author] Apr 6 @ 9:22am 
Will fix that, havent touched settlements yet but we have our own custom ones coming
tiszert Apr 6 @ 1:18am 
Only issue in land army roster I observed is that the Klivanoforoi (the tier 3 heavy byzantine cavalry) hold bows but don't have any ammunition and their ammo type selection is greyed out. Also they don't have any lances so they charge with empty hands. Fortunately melee weapons are in place. But other than that it appears everything works as intended.

Didn't try the campaign yet, so I have a question. Byzantines got the ERE cities form main campaign or you sticked with basic WRE models?

Anyway great update, cheers!
Big Boss  [author] Apr 4 @ 1:30pm 
Byzantine unit roster overhaul and reskin has been released, let us know if you have any issues
Big Boss  [author] Mar 28 @ 8:30pm 
Yes, planning on doing a big unit visual overhaul once we get all the new models imported and textured for carolingian period
Nekatau Mar 28 @ 8:16am 
Will Europe's troops be more diverse?
captain farsight Mar 16 @ 11:04am 
hmm,ok.it seems you put alot of work into how the units looked, but i was kind of perplexed when an elite regiment with more funding than god,and combat traditions and techniques passed down from generation to generation. was somehow weaker than a band of viking ruffians.i thought it was kind of funny since many people take eastern roman history without context
Big Boss  [author] Mar 16 @ 10:46am 
Were working on a big overhaul for their roster right now, will address combat in a patch after that
captain farsight Mar 16 @ 10:40am 
why are the eastern roman units so weak compared t other factions.i get that your trying to make their strong suit their tagmas, but even their not that strong.
Dan Mar 12 @ 7:27pm 
Having a lot of fun with this mod but I wondered if it can be made more clear what exactly needs to happen to fulfill the theme of Lombardy's mission to become Exarch of Italy? It seems like I have to conquer the entire Italian Peninsula (military alliances and puppet states don't cut it) but I really would rather not incur the massive and long-lasting penalty you get for conquering Rome as a Christian faction...
Domenicus Jan 18 @ 6:59am 
I overall enjoyed this mod but I felt that the decision to give all units and factions their actual non english names detracted from the experience because:
A: I have to translate everything into modern english before I think about it which makes it harder to memorise factions and units
B: I cannot always tell how scary a unit is just be mousing over and reading the name
Domenicus Jan 14 @ 1:46pm 
If someone else kills all the target factions for a victory does that make it impossible to win?
Hetairoi Jan 9 @ 9:13pm 
This is a fantastic mod but I'm wondering why Henry the Fowler is an immortal character. I'd love to play as Otto the Great too but the king won't die. Is there a way to change that?
eryigid Dec 18, 2024 @ 3:14am 
I mean Grand Campaing was different like Byzantine and Arab Emirates were rivals etc.. Now only possibilitiy to play AOC
eryigid Dec 18, 2024 @ 3:07am 
i think there are some problems with this mod. Not working anymore
Big Boss  [author] Nov 21, 2024 @ 1:19pm 
Thanks for the feedback, have a unit update coming for the byzantines but then I will look into improving combat balance
Kuti Nov 11, 2024 @ 4:36am 
(2)The result is that levy melee infantry decisively defeats even elite cavalry (except generals) while paradoxically spear infantry (usually anti-cav) lose to cavalry over time because of their low damage and lack of AP. I've done a lot of testing in custom battle and currently cavalry is only barely able to contribute to the battle by flank and rear charging, however doing almost no physical damage in the process, only damaging morale. I'd be interested in hearing your thoughts about the design in this respect.

Just to clarify, I think this mod is great! Hope this didn't come across as super negative, I'm sure there was a lot of thought put into this! In principal I agree with giving the ottonian elite (not being called Panzerreiter in contemporary german historiography for nothing) a lot of armor and low charge bonus, however I'm not sure this has translated well into the game engine.
Kuti Nov 11, 2024 @ 4:36am 
(1) Hey, thanks for creating this, I think it's definitely an underappreciated time period! Just wanted to share some feedback about unit balance:
In vanilla Attila cavalry is balanced around shock cavalry having very high charge bonus (200-240) but low melee damage (~10), while melee cavalry has decent melee damage (30-40) and low charge bonus (40-70). I've noticed in the campaign I've played in this mod with the eastern franks that my and everyone elses cavalry (except the generals) combine the worst of both worlds, having low melee damage (10) and and low charge bonus (70) while being compensated with extremely high armor and melee defence. I've also noticed that most 1st and 2nd tier sword and axe infantry retain their vanilla 30+ melee damage, with around 20 of that being AP, cancelling out the armor, while having the usual high hit chance against the large hitbox horses.
Schnell_Scheisse Nov 5, 2024 @ 11:13pm 
Thanks for the answer. Looking forward to it as I don't think the vanilla settlements work that well for the 10th century setting.
Big Boss  [author] Nov 5, 2024 @ 5:45pm 
Hard to say at the moment, but were gonna do it
Schnell_Scheisse Nov 5, 2024 @ 12:11am 
Any news on when we can expect the battle map settlements to be updated?
(bob) Oct 26, 2024 @ 8:09am 
Awesome, you're doing a fantastic job!
Big Boss  [author] Oct 25, 2024 @ 7:26pm 
For the last one, that is just a weird unresolved bug with the hauberk model, we made a new one actually but just havent imported yet. Also working on a total byzantine roster overhaul this weekend so will look at cataphractoi again
Ligma Bababooey Oct 25, 2024 @ 2:28pm 
Great mod! Although some units have weird visual clipping issues for example, when you move the camera slightly away from the berserkers, shirts and mail start to pop up on them. This happens with a fair number of units.
(bob) Oct 23, 2024 @ 5:36am 
I checked, however the lances still don't show and they are also locked to melee whilst having a bow which is not and cannot be used (Also they are classified as melee cav. so maybe that affects it). Otherwise fantastic looking models and butiful textures! Great work ;)
Big Boss  [author] Oct 22, 2024 @ 6:37pm 
Works fine for me, maybe try resubscribing
(bob) Oct 21, 2024 @ 7:38am 
Yes indeed, the cataphracts dont have lances, only the charge animation with an invisible lance
alexgan.60 Oct 20, 2024 @ 7:56am 
the infantry have the same "charge bonus" than cavalry ????? strange.
Ligma Bababooey Oct 10, 2024 @ 1:28pm 
compatible with realistick battle pack or combat animation ?
Wazzila Oct 10, 2024 @ 3:01am 
i cant see them :(
Big Boss  [author] Oct 9, 2024 @ 3:42pm 
They should be armed with lances according to the sources
Wazzila Oct 9, 2024 @ 7:41am 
why byzantine catphracts dont have spears ?
Big Boss  [author] Oct 8, 2024 @ 2:53pm 
Dont have any plans right now to add more but it would be an easy update. Thanks for the feedback
Achetaton - Horizont des Aton Oct 5, 2024 @ 7:56am 
will more edicts come? until now i got 2 edicts when playing saxon. warrior rites and migration. it nearly dont influence any of the game.
Big Boss  [author] Sep 30, 2024 @ 6:20pm 
Should be fixed now and also added in new byzantine pikemen units
Big Boss  [author] Sep 30, 2024 @ 5:16pm 
Ya sorry its my fault, Im implementing some changes right now and will get it sorted.
BranActual Sep 30, 2024 @ 4:51pm 
Man, I don't know if it's just me, but the morale is incredibly broken. I'm having to resort to mods and troubleshoot to find something that works. My units will be fighting and winning, and when the enemy routes, the AI thinks they're being flanked and IMMEDIATELY route, causing my entire army to route. Anything morale based should be finely tuned and heavily tested due to its sensitive nature. It could simply be my game though.
Big Boss  [author] Sep 27, 2024 @ 4:01pm 
Updated the byzantine screenshots and going to add in the script fix now
sam.pidgeon Sep 27, 2024 @ 3:14pm 
not played this mod for ages only 2 factions left for me to play as i played all the others
Big Boss  [author] Sep 27, 2024 @ 11:49am 
Added in the latest byzantine shields too, hopefully can upload the latest script fix tonight too
sam.pidgeon Sep 27, 2024 @ 9:57am 
Ah ok I thought was a bug but it was bloody annoying that suddenly a city I built up as byzantines is in control of my enemies without a battle
Big Boss  [author] Sep 26, 2024 @ 6:08pm 
Its not a bug, it was actually scripted like that by Anisvara. He left modding tho so were just gonna change that haha
sam.pidgeon Sep 26, 2024 @ 6:05pm 
that bug always annoys people and confuses everyone
Big Boss  [author] Sep 26, 2024 @ 5:40pm 
Added in byzantine horse archers, also working on fixing the magyar invasion script that has them auto take over Taranto. You will be able to fight a battle