Total War: ATTILA

Total War: ATTILA

No more HP system
56 Comments
jabbothehut Jan 11 @ 4:35am 
Thanks for your answer and shame as it is a sorely needed way of doing battles that was abandoned in post shogun 2 games for some silly reason!
InquisitiveAnt  [author] Jan 11 @ 3:56am 
i kind of gave up on it lmao but yeah no this doesn't affect dlc units i don't think
jabbothehut Jan 10 @ 5:27pm 
Is this mod still in development and does it work for the dlc's?
Eisen Nov 12, 2024 @ 7:04pm 
Are you aiming to make it like the AE combat preview?
Cyanide Salesman Sep 21, 2024 @ 7:54pm 
@imperatorchris so don't download the mod
InquisitiveAnt  [author] Aug 19, 2024 @ 10:07am 
@absd I use RPFM to make mods. You can find plenty of tutorials on youtube
InquisitiveAnt  [author] Aug 19, 2024 @ 10:06am 
I've completely neglected this. I have Attila uninstalled but hopefully I can get round to balancing at some point
ImperatorChris May 26, 2024 @ 6:37pm 
Imagine that you dont insta die when some sharp steel object touches your armour :D Guy in armour could take multiple strikes if it wasnt some vital area or it didnt penetrate armour.
Orendiz May 12, 2024 @ 8:23am 
ImperatorChris If the attack cripples or kills then it hits, if it only wounds you but does not kill then it misses. As simple as that. 1hp perfectly represented it realistically and HP didnt get bloated with every new total war. How is it even good at representing injuries in the first place if you say some units have more hp then others? So your average person can take 3 hits from a sword to the chest. But that other guy has abs that are made from steel so he tanks 6 sword hits before he dies.
ImperatorChris Apr 26, 2024 @ 4:20am 
Not covninced... HP system is good as it represents injuries sufferred before fight even starts... + removing it makes half units useless bcs their value is in high hp. I dont think thats any good. If i wannaplay medieval2 or older titles, i´ll go forit thanks :D
Chrissant Apr 22, 2024 @ 1:07am 
These are all issues inherent to the engine. No improvements can be made without flaws.
Ümit Seyhan Apr 16, 2024 @ 11:42am 
I really liked the idea. But the way this mod built not only makes it very unbalanced but also incompatible with most other mods. You need to think of another way to achieve this goal. My last 2 cents.
Apr 2, 2024 @ 8:10pm 
Low health, the data for armor is useless. Leather armor has been changed to 50, chain armor has been changed to 80, plate armor has been changed to 100, small shield has been changed to 40, and large shield has been changed to 80.
There is no need to change melee attacks, melee damage, or melee defense (there is a mod in the workshop that upgrades and adds a lot of defense)
The troops wearing heavy armor were quickly eliminated by bows and arrows, which is unreasonable. The original attack data does not need to be modified, and the workload of modification is also difficult to balance.
The Germanic Spearmers have turned into Berserker, with a high hit rate that kills heavily armored Roman troops. I can only rely on archers, and this mod archer is very useful.
B.F.M II Apr 1, 2024 @ 11:35pm 
Balancing unfortunately still needs work., but overall it's got potential
Delicia Suprema Mar 24, 2024 @ 4:31pm 
Hm roger
InquisitiveAnt  [author] Mar 24, 2024 @ 1:25pm 
it won't change their HP so they'd become overpowered gods
Delicia Suprema Mar 24, 2024 @ 12:11pm 
Is this compatible with mods that adds new units ?
InquisitiveAnt  [author] Mar 5, 2024 @ 2:24pm 
attack and defence are different from damage and HP. Attack and defence calculate the hit chance. If the hit is successful then a certain amount of damage will be delivered. I've made it so the damage delivered is equal to HP
pavlo Mar 5, 2024 @ 9:36am 
"Attack is now halved and defence doubled to balance battle pace" ??? finally the mod increases or decreases hp because I'm getting lost? Sometimes you increase and sometimes you decrease. what is its final version
Imperial Jiv Feb 24, 2024 @ 11:05am 
This mod would be great but the units are still balanced around the hp system this has rendered some unit completely useless. For example basic Germanic spearman now body legio comitatenses. Some units had half their value in their high hp to hold out but now a gust of wind destroys them.
Archer Feb 22, 2024 @ 12:12pm 
Thank you for this mod dude, I've wanted this every since Rome 2 came out
InquisitiveAnt  [author] Feb 22, 2024 @ 8:07am 
In the pre Rome 2 games, each soldier has 1 hit point (save for a few exceptions like generals) and usually, one successful hit= a kill
In Rome 2 and after each soldier has a healthbar that ticks down with multiple successful attacks. Technically the whole unit shares the health pool but at the same time, not really. That detail is only really relevant for the Warhammer/Pharoah casualty morale penalty that is calculated with an entire unit's remaining health rather than the number of men killed
JesusChristIsLord Feb 21, 2024 @ 5:39pm 
same as the person below me, can someone explain how this really works?
Mr. Tabasco Feb 21, 2024 @ 10:12am 
HI, if someone is willing to explain:
I grew up with medival 2, played a ton of it and shogun, also attila in all its modded glory.
I noticed that the battles felt very different, and especially in the warhammer titles looked very gamy to me.
Is it true that not each soldier has an individual health stat, but the whole unit shares it? How does this work?
Bram123 Feb 19, 2024 @ 11:23am 
Very satisfying mod to use, but it kinda makes elephants redundant (or at least the unarmored ones) due to the fact that a gust of wind will kill half their unit.
mechslayer_23 Feb 18, 2024 @ 11:04am 
I had a feeling that battles ended faster than vanilla
SaveThePandas Feb 17, 2024 @ 12:01pm 
Medieval 2 had no HP system and yet the armour felt good in the game, so that´s not an argument really
InquisitiveAnt  [author] Feb 17, 2024 @ 11:28am 
It's impossible to not have that. The HP system does not suddenly reflect realistic penetration of armour
Nefil͡imP͠L̀ Feb 17, 2024 @ 9:13am 
I don't know why, but I have a feeling that this mod will do with armor the same thing that happens in most movies, that is, a guy in full plate armor dies from one sword strike and magically cuts him through. This is not realistic
InquisitiveAnt  [author] Feb 17, 2024 @ 3:16am 
never heard of it
pavlo Feb 17, 2024 @ 1:42am 
work with terminus?
InquisitiveAnt  [author] Feb 16, 2024 @ 2:32pm 
yes
pavlo Feb 16, 2024 @ 2:11pm 
If I already have this mod, will it update itself?
InquisitiveAnt  [author] Feb 16, 2024 @ 7:45am 
That being said, there's a very real possibility I accidentally doubled what I should have halved so I'll go over that
InquisitiveAnt  [author] Feb 16, 2024 @ 7:40am 
I've merely doubled defence and halved attack for all units- I haven't changed any balancing at all (except for missiles which I'm still working on)
B.F.M II Feb 16, 2024 @ 5:28am 
I like what you did with the combat system, but I wanna mention some of the balancing: It's a bit too scuffed. Germanic Spearmasters with a whopping 80 melee attack? Elite roman infantry with a paltry 31?

Overall, decent idea, horrible execution in terms of balancing.
InquisitiveAnt  [author] Feb 16, 2024 @ 3:40am 
I'm working on the archers don't worry
chubbyninja89 (TNB) Feb 15, 2024 @ 5:51pm 
I think that this is sort of a silly mod, as I played a lot of Rome 2, and I found that no units ever felt like they just wouldn't die.

I think it just depends on what units and how much armor and such they have.

I mean, a unit with high armor SHOULDN'T be losing tons of guys to arrow fire unless the unit literally just sits there and takes all the fire.

But I'm going to make a discussion about this mod, as that'd be a more appropriate than making this comment any longer.
pavlo Feb 15, 2024 @ 1:54pm 
I think the archers are too strong, bro
KAITA Feb 14, 2024 @ 9:01am 
Now I see, thanks!
InquisitiveAnt  [author] Feb 14, 2024 @ 2:04am 
The HP system is merely built off what is in older games where a unit has usually 1 - maybe a few more for generals and such - hit points. One successful it always delivered one hit point of damage. The new system just gives units way more hit points and weapons way more damage. All this mod does, for now, is reverse that- sort of. Everything actually has 10 hit points/10 damage so things like armour can still work.
KAITA Feb 14, 2024 @ 1:30am 
I don't quite understand what does this mod do. Is there any other system that replace HP? A random critical hit chance or stronger unit will ALWAYS kill weaker in one hit or something else?

Or you just removed HP sytem with no substitution whatsoever and it works somehow lol
the_moon_wolfy Feb 13, 2024 @ 7:19am 
"I do have an even more broken version of this for MK 1212 AD that I will work on and release soon"

Sounds good. I'd love to see if it actually improves the 1212AD experience lol
Birdinmotion Feb 12, 2024 @ 4:47pm 
i love you for working on mods for multiple games, which is your favorite especially when modded?
InquisitiveAnt  [author] Feb 12, 2024 @ 3:24pm 
no but read my previous comment
pavlo Feb 12, 2024 @ 2:41pm 
work with 1212?
InquisitiveAnt  [author] Feb 12, 2024 @ 2:34pm 
@SaveThePandas not if it has new units or affects the hp/damage of existing units. That being said, I do have an even more broken version of this for MK 1212 AD that I will work on and release soon
InquisitiveAnt  [author] Feb 12, 2024 @ 2:28pm 
I do plan to balance this mod but I just haven't got round to it. I've been focusing on a bigger mod for pharaoh but now that is nearing completion, I'll do some more work on this soon
InquisitiveAnt  [author] Feb 12, 2024 @ 2:27pm 
@vater it makes them absurdly fast for now
Floki Feb 12, 2024 @ 12:05pm 
Very interesting mod, but it needs balancing. I tried it as WRE vs Aksum and my archers destroyed most of their units before they reached my line.