Total War: ATTILA

Total War: ATTILA

More Realistic: Attila's Warfare
Maxsilv  [developer] Aug 25, 2015 @ 5:56am
Notes de version / Release notes
[En.] Discover here list of changes.

[Fr.] Consultez ici les améliorations apportées par chaque version du mod.
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Showing 1-15 of 17 comments
Maxsilv  [developer] Aug 25, 2015 @ 6:17am 
-------------------------------------
Version 1.0 ~ 25/08/2015
-------------------------------------

PACK size: 673 Ko

Fichiers ajoutés / Added files:
  • '_kv_fatigue'
  • '_kv_fire_values'
  • '_kv_key_building'
  • '_kv_morale'
  • '_kv_naval_morale'
  • '_kv_rules'
  • 'battle_entities'
  • 'land_units'
  • 'missile_weapons'
  • 'missile_weapons_to_projectiles'
  • 'projectiles'
  • 'special_ability_phases'
  • 'spotting_and_hiding_values'
  • 'ui_unit_bullet_points_generations'
  • 'ui_unit_stat_to_classes'
  • 'ui_unit_stats'
  • 'unit_fatigue_effects'
  • 'unit_ground_type_movement_modifiers'
  • 'unit_special_abilities'

Principales modifications / Main changes:
  • Extended melee duration
  • More significative fatigue
  • Decreased capture power
  • 100% animation chance
  • Reworked momentum in battle
  • Increased morale variations
  • Extended base time out for wavering and rout units
  • Added a shock penalty if recent casualties > 5%
  • Decreased missile range (in particular for artillery)
  • Reduced missile accuracy
  • Increased reload time
  • Added “stun” effect for few weapons (e.g. javelins)
  • Better stats display
  • Updated strength/weakness
  • Lower unit speed
  • More usefull detection
  • Longer ability duration
Last edited by Maxsilv; Sep 2, 2015 @ 2:33pm
Maxsilv  [developer] Sep 4, 2015 @ 2:33am 
-------------------------------------
Version 1.1 ~ 04/09/2015
-------------------------------------

PACK size: 672 Ko

Fichiers modifiés / Updated files:
  • '_kv_morale'
  • 'battle_entities'
  • 'projectiles'
  • 'ui_unit_stats'

Fichiers ajoutés / Added files:
  • 'unit_experience_thresholds'
  • 'unit_stats_land_experience_bonuses'
  • 'unit_stats_naval_experience_bonuses'

Fichiers retirés / Removed files:
  • 'spotting_and_hiding_values'
  • 'unit_ground_type_movement_modifiers'

Principales modifications / Main changes:
  • Rebalanced projectiles (damage, range, etc.)
  • Increased speed, especially for heaviest units
  • Routed units won't be shattered as easily as previously
  • Reworked experience system (decreased sooner fatigue impact)
Maxsilv  [developer] Sep 15, 2015 @ 2:24pm 
-------------------------------------
Version 1.2 ~ 15/09/2015
-------------------------------------

PACK size: 697 Ko

Fichiers modifiés / Updated files:
  • 'land_units'

Principales modifications / Main changes:
  • Now compatible with Lakhmids Update
Maxsilv  [developer] Sep 19, 2015 @ 9:34am 
-------------------------------------
Version 1.3 ~ 19/09/2015
-------------------------------------

PACK size: 451 Ko

Fichiers modifiés / Updated files:
  • 'battle_entities'
  • 'land_units'

Principales modifications / Main changes:
  • Fixed a crash at launch
  • Fixed some detection values
  • Deleted unused text files
Maxsilv  [developer] Nov 8, 2015 @ 10:49am 
-------------------------------------
Version 1.4 ~ 08/11/2015
-------------------------------------

PACK size: 469 Ko

Fichiers modifiés / Updated files:
  • '_kv_fatigue'
  • '_kv_morale'
  • '_kv_naval_morale'
  • '_kv_rules'
  • 'land_units'
  • 'special_ability_phases'

Fichiers ajoutés / Added files:
  • 'special_ability_phase_stat_effects'
  • 'special_ability_to_special_ability_phase_junctions'

Principales modifications / Main changes:
  • Fixed some detection values
  • Increased projectile lethality
  • Increased reloading and shooting fatigue
  • Increased under fire fatigue penalty
  • Reduced fatigue penalty for few abilities
  • Updated precision shot and quick reload abilities
  • Slightly reduced missile block chance bonus for tetsudos
  • Reworked melee combat duration
  • Improved mass collision system
  • Enhanced morale variations
  • Added a morale penalty for exhausted units
Mortiso Linkon Dec 10, 2015 @ 7:13am 
Let's start with this! (always i try to take refferences from the real combat situation)

My analysis of your mod (after have played it i tried to polish this aspects on my mod) :

Morale:
Yea, it´s more dynamic but all the units have a persistence including taking several casualities. In a real situation only exprienced combat troops can resist more than few casualties and only if the combat expects a victory they return or continue the engagement. Noob troops refuse the combat at the first time that they think they can take casualties. I think if a unit takes more than 6-10% of casualties they shatter the combat line and only if they are on very high morale or experience they reorganize on a second line expecting to find a better chance for a new attack or flee the battle if finally all the army can't carry the situation. I think this is the half of work in morale stats to earn a more realistic morale behavour.

Fatige:
In my experience whith my heavy equipment i can run at decent speed over normar forest or grassland terrain about 5-6 minutes before get a heavy exhaustion (not fully exhausted). After 3-4 minutes of running wth heavy equpment i can't manage decently a combat situation. Whith light equipment about 12 minutes or more. The shield and his size is the thing that fatige a soldier more. A unit whith a very small shield or without it is a lot less penalized on exhaustion. If a unit start the battle whith the first rank a little bit more fatigued than the enemy they probably take more casualties before the second rank more fresh after not engage after the running sustitue the first. I don´t know if the ranks sustitution could be reflected on the game with things like a several times ability "use the whip" (about 8-12 times before not could be used more on a unit) and reflect the fully unit exhaustion and the ranks replacement. I can combat with full power about 1-2 mitutes and before3-5 minutes i can´t manage the flontline pressure pushing my shield and hitting the enemy too and it would be the standard time for first rank replacement (2 minutes).

Mass and speed:
Your work is fine and simply but i change the parameters to reflect a standard human weight and adding the equipment weight on mass stats. I tried to do the same for animas bur when they charge it was like a canon shot, so i reduce it for a more realistic look and reduce the brutal casualties. I think the mass impact on a unit can be fixed somewhere to make realistic charges with real wheight equivalence on the mass stat. The speed was easy to change to a boat and offroad human velocity. All human units have the same speed walking normally as in reality on my mod.

Attack and defence:
I make a standard value: 10 for attack an 50 for defence. Better units have a little bit more (to a maximum of 15 and 53 for them) Your rebalance i think it i´snt enoug to avoid a high disadvantage because you need to think the unit earns experience that is the way to increment his abilities in reality. If you make a unit with a start stat of 5 attack an 20 deffence and other with 18 of attack and 50 defence and this one earns a lot of experience taking and advantaxe of more than the double than the enemy i think it couldn´t be a realistic combat. I think this two stats needs to be on less diference between units and it´s enough to be decesive on a battle. In reality i see that the heavy differences are on equipment ( shield size, weapon quality, projectile penetration, range, armor quality...) The cavalry charges effects and tactis it´s difficult to manage for me on this parameters. I reduced a lot for them with other changes but it could be do really better. Sometimes in my mod two units engage combat and don't suffer casualties. I don't know why but somethimg i made wrong i think.

Equipment:
As i say in my opinion this need to be the stats whith more diferences on the game. I see you don't include a retouching on this. I made several tests with axe, sword, spear, javelin and other weapons over armor types and shields to test effectivenes and ranges (i'm not an expert on the use of all of them but i can take a good behavour of that) I like the realistic speed for projectiles that you add. I reduce ammunition like javelins because i try it and i can't carry more than 3 light javelins handling my shield too and one more on the right hand, or one heavy with the shield. In a horse it's different. I need more work on the reloading times i think. Arrows and slings are nearly usseles in a front attack on a real battle if the unit have a considerable size shield. They are only more effective attacking by the rear or right flank. Some people says that ranged units without a decent ranged attack are usseles. Most of skirmishing units in reality could make aceptable attacks too on melee or defence himselves decently and not are useless melee combat units as in vanilla game.

Experience:
I reduced a little bit more the experience bonus on to avoid irreal heavy unbalancing.

Special abilities:
I'm chainging the parameters to avoid several umbalancing and trying to reflect the real bonus as far as is possible. It needs more recharge time to fit on a realistic battle times some habilites.

Animations:
The game have an awesome 1v1 combat animations but for a shield formation combat it fits better a more pushing shield type animations and a second line supporting with weapons. If the unit don't carry a shield its easy to push back and take several casualties in a heavy engagement. I don't know why you add a projectile knockdown power. A javelin it's a lot more probably bounce out of the shield or penetrate it without knocking down you. The cavalry need a charge an desengage animation or something. If the raiders are static is difficult for them take care of the hits an it's easy kill his rides. I try to reflect this on a better way but the IA non desengage, only rout after few casualties.

Campaign:
Your mod is only for battle, but I add a lot of campaing changes for make it more dynamic. A lot of balancing in unit upkeep, more realistic movement distances, forces integrity, food producticon and consuption with others. I thake as base Radious mod because implement a lot of interesting things. A lot of this mod is tweaked. I need to implement a realistic autoresoelver battles with realistic casualties.
Finally:
Your mod is the most realistc i found at the time, but in a way to make battles realistic as far as the motor engine can i think these are the crucial aspects and i'm working on it:
-Battle duration (20-40 minutes for skirmishing type battles/ 1-2 hours for big camp battles)
-Battle casualties. The normal numbers may be about 3-10% for the winner and 5-20% for loser.(The most common, not ever finishing like this)
-Implement organized army and unit retreat to avoid panic flee that now have the game (something like did the challenging AI of first Shogun game) This is easy to do for human players haha.
-Make use different formations, unit experience; deploying, tactics, general and units abilities more decesive on the battle and not the unit stats. The unit stats i think they needs to be only the final cut in the situation.
-The battlemaps are so much simple, not like in reality. Rivers (Including the smallest), big rocks, buildings, unpenetrable vegetation, more orographic accidents etc could make deploys and tactics more interesting.
I know some things can be never changed because the game engine can't reflect it and realism is not the most fun sometimes, but my attempt is to make the more realistic experience on the game.
----------------------------------------------------------------
Hope you find this extensive analysis interesting and help us on a discuss for make this better (in two different mods or if finally you consider to add my files to yours i have no problem) If i can share my file i'll try to shows you.
PD: sorry for my english mistakes. :D
Mortiso Linkon Dec 10, 2015 @ 7:16am 
My attempt on beta (i don't know if the link shows here)

{LINK REMOVED}
Maxsilv  [developer] Dec 12, 2015 @ 6:12am 
At first, I have to implement in my own mod the new DLC changes. Then, I will test your mod!
Maxsilv  [developer] Dec 13, 2015 @ 12:12pm 
-------------------------------------
Version 1.5 ~ 13/12/2015
-------------------------------------

PACK size: 647 Ko

Fichiers modifiés / Updated files:
  • 'battle_entities'
  • 'land_units'
  • 'missile_weapons'
  • 'missile_weapons_to_projectiles'
  • 'projectiles'
  • 'special_ability_phase_stat_effects'
  • 'special_ability_phases'

Principales modifications / Main changes:
  • Now compatible with Charlemagne Update
  • Sligthly rebalanced projectiles damage
  • Removed freeze fatigue for quick reload ability
  • Fixed bonus vs cavalry display for spear units with war dogs
Mortiso Linkon Dec 13, 2015 @ 12:31pm 
I needed to do all the work again with the new update. i'm testing it. Tomorrow i'll try to upload the new pack.
Maxsilv  [developer] Dec 13, 2015 @ 12:48pm 
Yep, the new DLC has changed many files. For example: 'battle_entities', 'land_units', 'main_units' and 'projectiles'.
Maxsilv  [developer] Feb 27, 2016 @ 2:46am 
-------------------------------------
Version 1.6 ~ 27/02/2016
-------------------------------------

PACK size: 668 Ko

Fichiers modifiés / Updated files:
  • '_kv_morale'
  • 'land_units'
  • 'missile_weapons'
  • 'missile_weapons_to_projectiles'
  • 'projectiles'
  • 'special_ability_phase_stat_effects'
  • 'special_ability_phases'
  • 'special_ability_to_special_ability_phase_junctions'
  • 'unit_special_abilities'
  • 'unit_stats_land_experience_bonuses'
  • 'unit_stats_naval_experience_bonuses'

Principales modifications / Main changes:
  • Now compatible with Slavic factions
  • Updated with latest CA patch
Maxsilv  [developer] Sep 6, 2016 @ 10:41am 
------------------------------------
Version 2.0 ~ 06/09/2016
------------------------------------

PACK size: 935 Ko

Fichiers modifiés / Updated files:
  • '_kv_fatigue'
  • '_kv_key_building'
  • '_kv_morale'
  • '_kv_naval_morale'
  • '_kv_rules'
  • 'battle_entities'
  • 'land_units'
  • 'missile_weapons'
  • 'missile_weapons_to_projectiles'
  • 'projectiles'
  • 'special_ability_phase_stat_effects'
  • 'special_ability_phases'
  • 'ui_unit_bullet_points_generations'
  • 'ui_unit_stat_to_classes'
  • 'ui_unit_stats'
  • 'unit_abilities'
  • 'unit_experience_thresholds'
  • 'unit_fatigue_effects'
  • 'unit_special_abilities'
  • 'unit_stats_land_experience_bonuses'
  • 'unit_stats_naval_experience_bonuses'

Fichiers ajoutés / Added files:
  • 'kv_experience_bonuses'
  • 'campaign_autoresolver_mod_group_modifier_values'
  • 'campaign_autoresolver_modifiers'
  • 'land_units_to_unit_abilities_junctions'
  • 'main_units'
  • 'melee_weapons'
  • 'mounts'
  • 'projectile_shot_type_enum'
  • 'special_ability_to_auto_desactivate_flags'
  • 'special_ability_to_invalid_usage_flags'
  • 'ui_unit_bullet_point_enums'
  • 'ui_unit_point_unit_overrides'
  • 'unit_armour_types'
  • 'unit_class'
  • 'unit_experience_bonuses'
  • 'unit_set_to_unit_junctions'
  • 'unit_shield_types'
  • 'unit_spacings'

Principales modifications / Main changes:
  • Reworked abilities
  • Better unit experience
  • Reworked mass system
  • Added various morale bonus/malus
  • Readjusted missile damage, shot spread and rate of fire
  • Optimum stats display (in my opinion)
Last edited by Maxsilv; Sep 6, 2016 @ 10:44am
Maxsilv  [developer] Feb 26, 2019 @ 4:29am 
----------------------------------
Version 2.1 ~ 26/02/2019
----------------------------------

PACK size: 929 Ko

Fichiers modifiés / Updated files:
  • 'land_units_to_unit_abilities_junctions'
  • 'missile_weapons_to_projectiles'

Principales modifications / Main changes:
  • Fixed flaming arrows issues
  • Updated with new Total War launcher
Maxsilv  [developer] Jul 4, 2020 @ 6:52am 
----------------------------------
Version 2.2 ~ 04/07/2020
----------------------------------

PACK size: 918 Ko

Fichiers modifiés / Updated files:

'_kv_rules'
'land_units'
'missile_weapons_to_projectiles'
'projectiles'
'ui_unit_bullet_points_generations'
'ui_unit_stat_to_classes'
'ui_unit_stats'
'unit_armour_types'
'unit_shield_types'

Fichiers supprimés / Deleted files:

'campaign_autoresolver_mod_group_modifier_values'
'campaign_autoresolver_modifiers'
'unit_class'
'unit_set_to_unit_junctions'

Principales modifications / Main changes:

Fixed issues preventing the mod’s non-Steam version from working on Linux/Mac
Removed "cav-axe" and "inf-slayer" units classes (partially added by previous mod update)
Updated stat display according to previous change (plus few tweaks)
Assigned extended shot for bow and precision shot for crossbow units (helping AI to deal with it)
Rebalanced projectiles according to previous change (plus few tweaks)
Phased units health bonus according to training level (poor=0, trained=5, well=10, elite=15)
Last edited by Maxsilv; Jul 4, 2020 @ 6:54am
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