Total War: ATTILA

Total War: ATTILA

More Realistic: Attila's Warfare
65 Comments
Maxsilv  [author] Nov 26, 2020 @ 10:40am 
@Adafi Thanks! It is a pleasure to see that I am not the only one who still plays this game. ^^
Regarding crossbows, I will take a look! Yet, I cannot guaranty a tweak. Perfect balance is impossible to achieve, especially for crossbows. Indeed, they are still very effective in low-pace situations—sieges for example. ;)
Adafi Nov 24, 2020 @ 6:44pm 
I think this is the best combat mod for Atilla, and glad that you keep it up to date. Really, this is so accurate. I think the only thing I would ask if for some slightly better cross bows, but otherwise, this mod is perfect.
Maxsilv  [author] Aug 15, 2018 @ 12:21pm 
Thank you for your feedback @divoletta ! As I don’t play the Huns very often I haven’t seen this problem. I’m sorry for the inconvenience.
Divoletta Aug 14, 2018 @ 2:42am 
Hello congratulations for mod, what I see are the slightly slow loads of cavalry and the archers, cross-bows, little harm for the time that represents the game the Huns was his main weapon to give an example. Thank you for your work I sit it my Englishman google translate
Maxsilv  [author] May 18, 2018 @ 12:35pm 
I will quote Ancient Empires’ team: “This mod is so huge, there is no guarantee this will be compatible with most items.” My item is certainly not compatible with Ancient Empires, sorry.
Berton May 18, 2018 @ 12:28pm 
Is this compatible with Ancient Empire ?
Maxsilv  [author] Dec 15, 2017 @ 11:49am 
Yes, it is.
Razgrizz Dec 15, 2017 @ 11:48am 
is this up to date?
Maxsilv  [author] Nov 26, 2017 @ 5:04am 
I don’t think so.
Buck_Breaker Nov 25, 2017 @ 4:47pm 
battles*
Buck_Breaker Nov 25, 2017 @ 4:47pm 
Are the battle not a click fest with this mod?
Maxsilv  [author] Nov 8, 2017 @ 10:47am 
[TRUE] "unit_abilities_tooltip_text_att_gen_war_02"
[TRUE] "unit_abilities_tooltip_text_att_gen_war_03"
[TRUE] "unit_abilities_tooltip_text_att_gen_war_04"
[TRUE] "unit_abilities_tooltip_text_att_gen_war_05"
[TRUE] "unit_abilities_tooltip_text_cavalry_counter_tactics"
[TRUE] "unit_abilities_tooltip_text_chant"
[TRUE] "unit_abilities_tooltip_text_douse_fire"
[TRUE] "unit_abilities_tooltip_text_draco"
[TRUE] "unit_abilities_tooltip_text_focus_fire"
[TRUE] "unit_abilities_tooltip_text_frenzied_charge"
[TRUE] "unit_abilities_tooltip_text_frenzied_charge_inf"
[TRUE] "unit_abilities_tooltip_text_frenzy"
[TRUE] "unit_abilities_tooltip_text_headhunt"
[TRUE] "unit_abilities_tooltip_text_rapid_advance"
[TRUE] "unit_abilities_tooltip_text_screech"
[TRUE] "unit_abilities_tooltip_text_steady_retreat"
[TRUE] "unit_abilities_tooltip_text_use_the_whip"
[NEW] "unit_class_onscreen_cav_axe"
[NEW] "unit_class_onscreen_inf_sla"
[NEW] "unit_class_tooltip_cav_axe"
[NEW] "unit_class_tooltip_inf_sla"
Maxsilv  [author] Nov 8, 2017 @ 10:47am 
[TRUE] "unit_abilities_tooltip_text_att_gen_raise_04"
[TRUE] "unit_abilities_tooltip_text_att_gen_raise_05"
[TRUE] "unit_abilities_tooltip_text_att_gen_rally_01"
[TRUE] "unit_abilities_tooltip_text_att_gen_rally_02"
[TRUE] "unit_abilities_tooltip_text_att_gen_rally_03"
[TRUE] "unit_abilities_tooltip_text_att_gen_rally_04"
[TRUE] "unit_abilities_tooltip_text_att_gen_rally_05"
[TRUE] "unit_abilities_tooltip_text_att_gen_recon_01"
[TRUE] "unit_abilities_tooltip_text_att_gen_recon_02"
[TRUE] "unit_abilities_tooltip_text_att_gen_recon_03"
[TRUE] "unit_abilities_tooltip_text_att_gen_recon_04"
[TRUE] "unit_abilities_tooltip_text_att_gen_recon_05"
[TRUE] "unit_abilities_tooltip_text_att_gen_second_01"
[TRUE] "unit_abilities_tooltip_text_att_gen_second_02"
[TRUE] "unit_abilities_tooltip_text_att_gen_second_03"
[TRUE] "unit_abilities_tooltip_text_att_gen_second_04"
[TRUE] "unit_abilities_tooltip_text_att_gen_second_05"
[TRUE] "unit_abilities_tooltip_text_att_gen_war_01"
Maxsilv  [author] Nov 8, 2017 @ 10:47am 
[TRUE] "unit_abilities_tooltip_text_att_gen_inspire_01"
[TRUE] "unit_abilities_tooltip_text_att_gen_inspire_02"
[TRUE] "unit_abilities_tooltip_text_att_gen_inspire_03"
[TRUE] "unit_abilities_tooltip_text_att_gen_inspire_04"
[TRUE] "unit_abilities_tooltip_text_att_gen_inspire_05"
[TRUE] "unit_abilities_tooltip_text_att_gen_power_01"
[TRUE] "unit_abilities_tooltip_text_att_gen_power_02"
[TRUE] "unit_abilities_tooltip_text_att_gen_power_03"
[TRUE] "unit_abilities_tooltip_text_att_gen_power_04"
[TRUE] "unit_abilities_tooltip_text_att_gen_power_05"
[TRUE] "unit_abilities_tooltip_text_att_gen_presence_01"
[TRUE] "unit_abilities_tooltip_text_att_gen_presence_02"
[TRUE] "unit_abilities_tooltip_text_att_gen_presence_03"
[TRUE] "unit_abilities_tooltip_text_att_gen_presence_04"
[TRUE] "unit_abilities_tooltip_text_att_gen_presence_05"
[TRUE] "unit_abilities_tooltip_text_att_gen_raise_01"
[TRUE] "unit_abilities_tooltip_text_att_gen_raise_02"
[TRUE] "unit_abilities_tooltip_text_att_gen_raise_03"
Maxsilv  [author] Nov 8, 2017 @ 10:46am 
[NEW] "unit_abilities_tooltip_text_a_mp_test_6"
[NEW] "unit_abilities_tooltip_text_a_mp_test_7"
[NEW] "unit_abilities_tooltip_text_a_mp_test_8"
[NEW] "unit_abilities_tooltip_text_a_mp_test_9"
[TRUE] "unit_abilities_tooltip_text_att_gen_brace_01"
[TRUE] "unit_abilities_tooltip_text_att_gen_brace_02"
[TRUE] "unit_abilities_tooltip_text_att_gen_brace_03"
[TRUE] "unit_abilities_tooltip_text_att_gen_brace_04"
[TRUE] "unit_abilities_tooltip_text_att_gen_brace_05"
[TRUE] "unit_abilities_tooltip_text_att_gen_fast_01"
[TRUE] "unit_abilities_tooltip_text_att_gen_fast_02"
[TRUE] "unit_abilities_tooltip_text_att_gen_fast_03"
[TRUE] "unit_abilities_tooltip_text_att_gen_fast_04"
[TRUE] "unit_abilities_tooltip_text_att_gen_fast_05"
[TRUE] "unit_abilities_tooltip_text_att_gen_fear_01"
[TRUE] "unit_abilities_tooltip_text_att_gen_fear_02"
[TRUE] "unit_abilities_tooltip_text_att_gen_fear_03"
[TRUE] "unit_abilities_tooltip_text_att_gen_fear_04"
[TRUE] "unit_abilities_tooltip_text_att_gen_fear_05"
Maxsilv  [author] Nov 8, 2017 @ 10:44am 
[NEW] "ui_unit_bullet_point_enums_onscreen_name_att_has_weapon_poison"
[NEW] "ui_unit_bullet_point_enums_onscreen_name_att_has_weapon_poison_heavy"
[NEW] "ui_unit_bullet_point_enums_onscreen_name_att_mob"
[NEW] "ui_unit_bullet_point_enums_onscreen_name_att_pikes"
[NEW] "ui_unit_bullet_point_enums_onscreen_name_att_poorly_trained"
[NEW] "ui_unit_bullet_point_enums_onscreen_name_att_trained"
[NEW] "ui_unit_bullet_point_enums_onscreen_name_att_well_trained"
[TRUE] "unit_abilities_tooltip_text_a_mp_test_10"
[NEW] "unit_abilities_tooltip_text_a_mp_test_11"
[NEW] "unit_abilities_tooltip_text_a_mp_test_12"
[NEW] "unit_abilities_tooltip_text_a_mp_test_13"
[NEW] "unit_abilities_tooltip_text_a_mp_test_14"
[TRUE] "unit_abilities_tooltip_text_a_mp_test_15"
[NEW] "unit_abilities_tooltip_text_a_mp_test_16"
[NEW] "unit_abilities_tooltip_text_a_mp_test_17"
[TRUE] "unit_abilities_tooltip_text_a_mp_test_2"
[TRUE] "unit_abilities_tooltip_text_a_mp_test_3"
[TRUE] "unit_abilities_tooltip_text_a_mp_test_4"
Maxsilv  [author] Nov 8, 2017 @ 10:42am 
[NEW] "special_ability_phases_onscreen_name_flaming_arrows_horse"
[NEW] "special_ability_phases_onscreen_name_flaming_arrows_shp"
[NEW] "special_ability_phases_onscreen_name_focus_fire_0"
[NEW] "special_ability_phases_onscreen_name_focus_fire_1"
[NEW] "special_ability_phases_onscreen_name_focus_fire_2"
[NEW] "special_ability_phases_onscreen_name_focus_fire_3"
[NEW] "special_ability_phases_onscreen_name_focus_fire_4"
[NEW] "special_ability_phases_onscreen_name_focus_fire_5"
[NEW] "special_ability_phases_onscreen_name_focus_fire_6"
[NEW] "special_ability_phases_onscreen_name_focus_fire_7"
[NEW] "special_ability_phases_onscreen_name_focus_fire_8"
[NEW] "special_ability_phases_onscreen_name_focus_fire_9"
[TRUE] "special_ability_phases_onscreen_name_severe_morale_hit"
[NEW] "special_ability_phases_onscreen_name_severe_morale_hit_art"
[NEW] "special_ability_phases_onscreen_name_severe_morale_hit_fire"
[FALSE] "ui_unit_bullet_point_enums_onscreen_name_att_ammo_refill"
Maxsilv  [author] Nov 8, 2017 @ 10:40am 
I cannot tell you what are the unchanged texts but I can give you a list of all the text changes:

[TRUE=modified entry; FALSE=deleted entry; NEW=added entry]

[TRUE] "projectile_shot_type_enum_button_tooltip_text_artillery_default"
[TRUE] "projectile_shot_type_enum_button_tooltip_text_artillery_explosive"
[TRUE] "projectile_shot_type_enum_button_tooltip_text_artillery_flammable"
[TRUE] "projectile_shot_type_enum_button_tooltip_text_small_arm_default"
[TRUE] "projectile_shot_type_enum_button_tooltip_text_small_arm_extended"
[TRUE] "projectile_shot_type_enum_button_tooltip_text_small_arm_flaming"
[TRUE] "projectile_shot_type_enum_button_tooltip_text_small_arm_heavy"
[NEW] "special_ability_phases_onscreen_name_att_ramming_speed_3"
[TRUE] "special_ability_phases_onscreen_name_att_sling_projectile"
[NEW] "special_ability_phases_onscreen_name_att_throw_projectile"
[TRUE] "special_ability_phases_onscreen_name_fire_projectiles"
[NEW] "special_ability_phases_onscreen_name_flaming_arrows"
Maxsilv  [author] Nov 2, 2017 @ 2:47pm 
Yes, it works.
Greq7 Oct 7, 2017 @ 10:31am 
Im not asking about tables
Greq7 Oct 7, 2017 @ 10:31am 
just wanted to know what those scripts actualy do . I dont even need to know what stats or details . just general idea of what its for
Greq7 Oct 7, 2017 @ 10:30am 
its ok . I didnt asked for info about every file . I just asked about the script. there are two only in your mod
Maxsilv  [author] Oct 7, 2017 @ 9:31am 
Unfortunately, I can’t tell you precisely what I’ve changed in every file, because this mod was done one or two years ago.
Greq7 Oct 7, 2017 @ 8:28am 
thx but i couldnt find info on the scripts in there. Only general changes. I just wanted to know what those scripts you have used in your mod does. I am new to modding so just curious
Maxsilv  [author] Oct 7, 2017 @ 8:20am 
@Greq7 All the changes are listed in the "release notes" thread.
Greq7 Oct 5, 2017 @ 5:58am 
can i ask you what those scripts are actually changing in this mod? I am very curious :) This mod looks awesome btw
PSPSoldier534 Jul 8, 2017 @ 2:09pm 
It still works fine as is. I love mods like this.
Maxsilv  [author] Jul 1, 2017 @ 10:42pm 
I have reduced unit health (especially for cavalry), but it depends on so many features. It is really difficult to balance.
PSPSoldier534 Jul 1, 2017 @ 3:41pm 
Have you considered reducing unit health? I don't mind long battles but I do think it's odd to see units take no casualties for several minutes and then start dropping like flies. Not the biggest deal by any means but the only mods out there that did low or single HP systems are either no longer updated, overambitious with feature creep and unfinished, or just simply poorly balanced. I think this is one of the best mods out there for Attila at the moment.
Maxsilv  [author] Feb 11, 2017 @ 5:11am 
Ayant depuis peu arrêté le modding, je ne peux pas vous aider à élaborer un mod qui se concentrerait exclusivement sur cet élément, désolé.
Champagne Killers Feb 7, 2017 @ 5:59pm 
Salut je suis a la recherche d'un mode qui réduit l'accuracy des engin de siège qui sois naval ou terrestre si vous pourriez maider jen serais ravi
Maxsilv  [author] Dec 4, 2016 @ 4:39am 
Thanks for your feedback! ;)
UncleFu Dec 4, 2016 @ 12:01am 
Wow I just tried your mod after a pause from Attila, and it's the most intense and realistic-feeling battle I've ever played. Great work!
Maxsilv  [author] Sep 18, 2016 @ 12:25pm 
Because afer loosing 50%-55% of its men an unit cannot rally anymore in this mod. I cannot change this threshold individually, so I have decided that all units, the poorest and the best trained, rout definitely after 45%-50% casualties sustained.
Maxsilv  [author] Sep 18, 2016 @ 8:22am 
By the way, thanks a lot for all your feedbacks!
Maxsilv  [author] Sep 18, 2016 @ 8:10am 
Hum, I will see what I can do to fix this other flaming arrows issue.
Maxsilv  [author] Sep 18, 2016 @ 4:32am 
Yes, I agree with you: vanilla cavalry formations need to be improved and I will try to fix it in a next update. In addition, perhaps cavalry acceleration is too slow in this mod. That could explain the slow motion charges.
About changes in AoC, I simply use the same system as grand campaign’s units (with armour divided between shield and clothes). I don't know if it is more realistic or not, it is just more logical in my mind.
Finally, I'm not sure but it seems that mobile spear and shield walls have been added in vanilla game.
Larry le Malicieux Sep 18, 2016 @ 2:19am 
When a unit is exhausted even if it's cavalry it can be very slow. For example french hussars in Russia were slower than infantry while walking! But it's true that cavalry speed is really slowed down in this mod. I hope you will have fun playing this mod ;)
Maxsilv  [author] Sep 17, 2016 @ 7:37am 
Even in the vanilla game, cavalry formations are really slow when they are not use in order to directly charge a close enemy unit. They are not useful at all against routing units.
Without these formations, cavalry has about double run speed of infantry. Factors that can reduce it are: weight (an heavy cavalry is much slower than a very light unit, but charges are more powerful - obvious) and fatigue (an exhausted unit is almost 50% slower than a fresh unit!).
Maybe your cavalry was very heavy and tired?
Maxsilv  [author] Sep 17, 2016 @ 2:12am 
As far as I have tested, this mod is fully compatible with Age of Charlemagne.
Maxsilv  [author] Sep 6, 2016 @ 10:49am 
Version 2.0 has just been uploaded. Enjoy!
Cybermat47 Aug 4, 2016 @ 7:35pm 
No worries then, keep up the good work!
Maxsilv  [author] Aug 4, 2016 @ 6:10am 
It is not really a glitch. It is a failed attempt to make units’ detection more impactful on the battlefield. I am still working on an update to fix that.
Cybermat47 Aug 2, 2016 @ 1:40am 
I think this is a glitch. My units can only see things around 200 metres away, when it would be more realistic if they could see the massive formations of troops when they're kilometres away.
XTERMIN Jun 15, 2016 @ 12:14pm 
Merci de la réponse , ton mod est ouvert au modifications ? j'aimerais y apporter 2-3 truc en plus et quelques petit changement personnel :happy_creep:
Maxsilv  [author] Jun 15, 2016 @ 10:54am 
Le mod est toujours à jour. Par contre, je ne sais pas s’il fonctionne avec les mods d’animation; il faut voir au cas par cas. Pour ce qui a trait aux armes de siège, leur portée est réduite, mais c’est à peu près le seul changement notable.
XTERMIN Jun 15, 2016 @ 9:44am 
salut merci pour le mod, est il toujours à jours par rapport à la dernière version du jeu ?

Et il compatible avec des mods d'animation ? il y'a aucun changement pour les armes de sieges ?

merci
Maxsilv  [author] Feb 27, 2016 @ 3:50am 
No, it is not, sorry.
JohnDenver'sSister Feb 27, 2016 @ 2:51am 
Is it compatible with Radious?
Maxsilv  [author] Jan 19, 2016 @ 11:01am 
Content qu’il te plaise !