Total War: ATTILA

Total War: ATTILA

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XAI: Advanced Battle AI 2.0
   
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Tags: mod, Battle
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2.924 MB
Sep 14, 2017 @ 5:59pm
Dec 14, 2017 @ 11:13am
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XAI: Advanced Battle AI 2.0

In 1 collection by Xeryx
!XAI: Attila collection
13 items
Description
(NEW V2.0) This is a required module for XAI and is designed to be used ONLY with the XAI: Complete units overhaul.

You can find the old version here (insert link) if using it stand alone.

XAI is a core improvement mod and designed to fix most of the vanilla issues that are present in the game. XAI modules are designed and balanced to work together as a complete mod. Its main purpose for being modular is easy adoption for other modders, easier troubleshooting, and updating. It is also designed in the "submod format" meaning that it has the highest compatibility with other mods!

What is in this mod:
Difficulty levels These are set in the game options and ONLY affect moral levels for the AI
Easy; Will be for the beginner that is just getting familiar with the game.
Normal; Is set up for the casual player but should still give an adequate challenge.
Hard; Is going to be just that and the AI can sometimes beat you with equal forces.
Very hard; The AI will fight you to the last man and can beat you more often than hard.

New for 2.0
Mostly percentage based formation benefits and penalties. Formations are undergoing many changes and your ideas are welcome. The goal is to make formations more realistic, scalable and keep all formations useful. Tightened formations to previous levels. Adjusted AP arrows points to be about 65/35 split. Customized UI displays for XBAI 2.0 and more.

Realistic Weather
Weather is way more realistic than vanilla, as I did not use such extreme numbers so even the fog is not as dense or annoying. Weather also now realistically affects combat fatigue and visibility and sometimes missile accuracy. I also increased good weather chances so that if you hate bad weather you most likely will get at least one instance of clear weather in combat.

Key strategic behaviors
An equal balance of flanking and front line combat. Ai will protect its missile units until ammo is depleted. AI will retreat and take cover if facing a large barrage of artillery. AI will use cover for the approach if feasible. AI will defend at the proper times unless they are a major power that isn't afraid of most armies.

Many bug fixes, plus
+ A realistic and working moral system. The XBAI morale and fatigue system is the largest contributing factor to your success or failure on the battlefield and at sea. Make sure to keep an eye on morale through the unit stats box, it is now imperative for your situational awareness on the battlefield.

A revamp of the fatigue system for great harmony with the new moral system. Increased and changed the fatigue bands, terrain will also realistically affect fatigue. Troops will not fatigue as fast to maintain balance between AI and player.

Spotting distances:XBAI proves that you do not need to let the AI see everything on the battlefield! Because the AI will search for you on the map to find your location, even when you are hidden in a forest ambush. When defensive the AI will set up ambushes for you and It is imperative to use and be aware of the recon units.

Sieges are fixed
Working in conjunction with all XAI core modules, the AI will now siege your cities when the opportunity presents itself, it will build siege equipment to take your city. Then on the battlefield, it will deploy, and properly use the siege equipment to go over your walls and take your city.

Unit class stats have been completely re-worked and balanced for XAI: Complete units overhaul.
+ Dramatically improved battles by fixing ALL spacing issues with the game.
+ Cavalry is a much more realistic mass, movement, charges and hit points
+ Missiles, artillery and projectiles: I also reworked all battlements, ranges, arcs, damages, velocities, spreads, and dynamic range accuracies to be closer to real life performance. Reload times reduced to 15 sec for bows and 30 for crossbows and 60+ for artillery.Mounted units 1/4 less range and increased re-loading to reflect working a bow on a mount.
+ Combat animations have been improved by a better animations pack.
+ Special abilities - reworked to be practical and scale with units and equipment.

This module is a core module and needs to be used with the other core modules.
XAI Modules- designed for the Grand Campaign
XCAI: Advanced Campaign AI * (1)
XBAI: Advanced Battle AI * (1)(4)
XDAI: Advanced Diplomacy *
XAI: Complete vanilla units overhaul ! (2)(4)
XAI: Dynamic stances and movement ! (2)
XAI: Realistic AI Unit recruitment +
XAI: Leaders, skills, and offices ! (3)
XAI: Family, integrity, loyalty, and honor ! (3)
XAI: Research and Buildings ! (3)
XAI: THARBBG module + (3)
XAI: Generals & Wives +
XAI: Double onagers for Skidvar's Garrisons + (5)
Skidvar's Garrisons + (5)

(*) is required, (!) highly recommended for best experience, (+) optional modules
The numbers denote they are balanced to work together with those modules.

Gerula for his Cantabrian Circle mod, Molotovsoda Vic and mai tuoisang for animations and Pizzaman6 for his All in One mesh fixes and finally Noif1988's Pikes fix!! which are included in this mod. Please stop by their pages and upvote their work.

This module is 90% my work and you may not use my work without permission on any other officially released mods or projects anywhere on the internet or for any other Total War game. Please be specific about issues you may find and use the modules to isolate issues, by deactivating or activating them.

This mod is not, or will ever be, Radious compatible because of the way that mod is designed. Once you have played 50 turns of XAI, you may never go back!

Xeryx's XAI: Total War Forum[www.twcenter.net]
Make sure to favorite, and like the XAI modules!!
Popular Discussions View All (1)
7
Dec 9, 2017 @ 4:29pm
PINNED: Battle AI Bugs and suggestions
Xeryx
214 Comments
Taste of Capitalism Jun 11, 2023 @ 9:44am 
This mod is really fun to play. Vanilla is great but sometimes ridiculously disastrous in ranged units..
Xeryx  [author] Jul 18, 2022 @ 9:21am 
This mod is not abandoned and I would not take my code and post it anywhere else, without my permission, I don't take kindly to that. You can do it on your own computer but that is it.
anixx99 Jul 17, 2022 @ 5:12pm 
@Brat using it with FOTE+EP will be great.Please post an update when you succeed.
胜利先锋号 Aug 1, 2021 @ 10:08pm 
Hello, this is a great work, amazing! But if you can extract the AI logic code, it would be better to use it as a mod alone, so that it does not affect the other data of the game and can be better matched with other mods. I mean, the changes in formation, ballistics, and damage efficiency are very different from the original version, so it is difficult to match other mods. I don’t know if you are still playing this game. If you have time, can you use the AI combat logic as a mod? Tribute to you and your great mod again!
English is not my native language. If there is a grammatical error, please forgive me.
Xeryx  [author] Sep 30, 2020 @ 6:34pm 
Well it has really been a long time since I have even looked at this code. The AI always has advantages in the higher tiers. It is the way the game and the mod are designed. This is mainly because the AI will not rest its troops.
pilad89 Sep 30, 2020 @ 3:29am 
Hello and congrats on the good work. I have tested a cav vs cav (same kind, both nordic mounted raiders) and the player always lose vs AI. On very hard, hard, and even on normal. Why is that?
Xeryx  [author] Jan 7, 2020 @ 9:50am 
Thank you, you should be able to use it with the mod if you put mine as last in the load order
Lyf1016 Jan 7, 2020 @ 3:34am 
Dear Sir.Could use your mod together with the AD 1213?I like your mod very much
xpldrox Mar 9, 2019 @ 1:44pm 
it does! :)
Xeryx  [author] Mar 9, 2019 @ 1:35pm 
Sorry guys, I have no idea because I haven't been around here. I am currently modding Battletech