Total War: ATTILA

Total War: ATTILA

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XAI: Complete Vanilla Unit Overhaul
   
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Tags: mod, Units
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Sep 14, 2017 @ 7:22pm
Dec 10, 2017 @ 4:25pm
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XAI: Complete Vanilla Unit Overhaul

In 1 collection by Xeryx
!XAI: Attila collection
13 items
Description
(NEW) This is comprehensive Grand Campaign vanilla units re-balance that is still undergoing changes. Land units are complete, with naval units in the works.

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.

(ALL NEW)
Going through the units really left me flabbergasted at the sheer number of errors, I am talking hundreds! I also know I haven't found all the errors yet, but they are mainly improper categories,weights and costs. You will see a huge difference in your campaign and on the battlefield with XAI!

Here are some of the things I have fixed.
There are no more OP units, I have a set range of values that have been used to allow for a units growth with experience, army and general traits.

Each regional group has strengths and weaknesses, I have tried to keep them as true as possible but have had to bring balance to many factions.

Moral has been raised to higher levels than vanilla for longer combat without units breaking as easily.

Spotting distances have been reduced, and all scout units have had their viewing distances cut about half. This will allow for more terrain tactics on the battlefield. Normal infantry have the worst distance viewing at 400m after that it can go upto 800m for recon units like mounted missiles. I have done this to make weather and viewing penalties much stiffer. You will actually have to move them to scout and be quite careful in the forests.

Health is now tied to training and type of unit. If they are a light troop that is poorly trained then they will have much lower health than that of a heavy well trained unit. ALL Generals get about 15-20 point more than regular units but they are also better at melee and defense than a normal unit to represent their elite nature.

All Mounted units now have useful stats when dismounted. Mounted troops while mounted will have a -10 applied to melee defense.

Charge power has been upped on all lower end horse units. Missile cav are the lowest @(approx)100, then melee in the middle @150, and charge cav on top and some of those were nerfed down a bit @175 -250. Also most melee fighters have decent charge power now.

Most mounted missile units will also have the Parthian shot, because they are quite worthless without it. All ammos have been increased, and all the units that had only 1 or 2 shots for bows have been corrected to normal numbers.

Pikes are fixed and should not do half of the goofy crap they used too, plus they are pretty powerful so their costs will increase. (I actually had to nerf them because I fixed them too good)

Wardawg units!! Have double the men and the hounds are now a 1 to 1 ratio with the men.

Onagers have reduced crew numbers to make them more fragile, and also have been reduced to two onager units because they were overpowered, but I did add a surprise.

I have given many units the formed formation ability, this will include elite and well trained units. Some factions will have more or less. I like it because you can turn it off when you want and it helps reduce the clumping effect on the battlefield. Note: I only did this to factions that it made sense to do so!

With the XBAI 2.0 I have changed formations penalties and bonuses to percentages, so they scale properly with the units and their equipment. They have been redesigned to make sense with penalties and bonuses.

Archer units have bit higher melee now, so they will be tougher but if you use you mounted units they shouldn't be a problem.

Armor, melee weapons, and shields have been adjusted to work with the formations in a logical and fluid manner. I have left most of the units equipment alone, unless there was a blatantly wrong use of equipment.

This is still a work in progress as it is a huge undertaking and very time consuming for one person, and I really need your help!! There will be mistakes that I missed from both me and Vanilla, if you want this mod perfect, then here is your chance!! You can give me lots of input. Here are some things that will need to be addressed. The tiers of the units 1,2, or 3 ; The weight class of the unit from Very light to super heavy ; Making sure they have the correct passive and active special formations. Also costs for units will have to be gone through. So what I need from you is to post detailed information in the Units discussion forum below! If you have ideas we can discuss them civilly there. Remember this is the FIRST units rebalance I have ever done, so be nice!

Currently this is for GC only since they were in need of the most balance, I did not have time to go through and make sure every unit was 100% but they are at least 85%
I still have naval units to work on.

This module is consided a core component when using XBAI 2.0
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.

This module is 100% 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!

This is still a WIP and there will be a lot of work to do on units, feedback is welcome
Xeryx's XAI: Total War Forum[www.twcenter.net]
Make sure to favorite, and like the XAI modules!!
Popular Discussions View All (1)
15
Jun 17, 2018 @ 7:26pm
PINNED: UNITS Discussion
Xeryx
41 Comments
Xeryx  [author] Jul 15, 2022 @ 1:40pm 
You'll have to fix them yourself I am modding BattleTech currently and do not have the mod installed .
thefinnishguy Jul 15, 2022 @ 11:14am 
My cavalry got completely owned by a Frankish medium skirmisher during campaign so I did some testing with custom battles.

Medium skirmishers are completely broken. All you need is a army full of them, advance in a line, and they will destroy everything. They can kill almost everything in 1vs1 melee, including cavalry and heavy infantry, without even needing the javelins.

It's a shame because I really liked some of the other things that this mod collection does.
RebirtheternaL Nov 15, 2021 @ 8:51pm 
U good i appreciate you respondin at all. But when i wrote this i wasnt aware that the "Radious very hard campaign overhaul" requires the Radious Total war mod to work so it's not compatible :/ . So I'm creating different profiles to have different mods with . Thanks again :)
Xeryx  [author] Nov 15, 2021 @ 2:20pm 
Sorry I have been away so long, I am still finishing up my Battletech 3025 mod, hopefully it will be done this winter. I really can't remember with out digging back into files. I maybe back someday. The big thing to understand is the load order of mods, and also the overlapping of other mods.
RebirtheternaL Nov 11, 2021 @ 12:32am 
hello thanks for making this. I'm interesting in this mod and the battle ai mod that needs this one. you said that radious isnt compatible. All i have is the radious very hard campaign overhaul mod. i do not have the radious unit mod or that radious total war mod. Would this mod still be incompatible with my current setup? Thanks.
sizarieldor2 Nov 25, 2018 @ 8:51am 
https://steamcommunity.com/sharedfiles/filedetails/?id=1574441593 I was testing it and I was surprised to find that t1 Celtic axemen now die to t1 Roman General :D:D

Other than that, have you compared battle length to other mods for slower combat?
BCTM Jun 10, 2018 @ 8:50pm 
I greatly look forward to seeing it develop! This mod seems to be the best at making the veterancy of units important, while still incorporating it into a competent overhaul... I respect other major overhaul works but yours seems to make the new units as important as the new strategies/characters and that's nice (and it doesn't discolour everything in the process).
Xeryx  [author] Jun 9, 2018 @ 9:04pm 
Hey BCTM, Very interesting information, currently I am offline modding due to building a new system. I still have to get Atilla back up and running. Things have beenn progressing slowing for me. I will get back with you on this, as this is just a preliminary release. I really appreciate the feedback though keep it comming and hopefully I can get back into Atilla and finish the darn units.
BCTM Jun 9, 2018 @ 2:35am 
Hello, Xeryx!
I've been doing some "stress" testing of your changes, and I must report that I have largely enjoyed them so far. I still, however, am noticing that I can take on heavy full vet spear infantry with very basic shock cavalry from the front (other cavalry does heavy damage sometimes, though not all the time-- I tried it with skirmishers and got little result but my horse archers devastated my opponent's spearmen in melee).
In other TW games, horses seemed to logically do damage based on the men mounted on them, which (I am guessing) probably was more realistic.
I read up on this abit and it seems that the cavalry are given a collision impact type of damage bonus which is also at least partly armour piercing?
I'm curious for your thoughts on this, if you have the time!
Xeryx  [author] Apr 2, 2018 @ 1:48pm 
I will be back, life just has me working on a lot of other things. I would never give up on this.