Total War: ATTILA

Total War: ATTILA

336 个评价
Realistic Cavalry Overhaul For 1212
6
6
3
2
2
   
奖励
收藏
已收藏
取消收藏
标签: mod, Battle
文件大小
发表于
更新日期
181.146 MB
2023 年 10 月 7 日 下午 11:18
10 月 29 日 上午 8:41
177 项改动说明 ( 查看 )

订阅以下载
Realistic Cavalry Overhaul For 1212

在 EARL 的 2 个合集中
1212AD Earl Self Use
48 件物品
Realistic Series For 1212
5 件物品
描述
Cavalry Core Mechanics Overhaul

Preface: Infantry "Charge Destroyer" Property
• Infantry units with the Charge Destroyer trait (activated by formation skills) significantly weaken cavalry charge impact forces. Some cavalry charges may be forcibly halted when hitting these units.

I. Horse Mechanism (4 Types)
  • Giant: Ignores all obstacles, calculates mass collision without speed loss – Trample Cavalry
  • Destrier: Fearless charge, unaffected by "air walls," calculates full mass collision with speed decay – Cataphract/Advanced Lancer
  • Charger: Charge halts if blocked, unaffected by "air walls" with full mass collision and speed decay – Cataphract-BOW/Standard Lancer
  • Courser: Charge halts if blocked, weakened by "air walls" with reduced mass collision and speed decay – All Other Cavalry

II. Unit Class Design Philosophy
  1. Western Europe (Lancer)
    • Role: Bear-like – Devastating charge impact, low maneuverability. Can penetrate non-spear infantry lines effortlessly but vulnerable if trapped.
    • Skills: Couched Lance Charge, Engaged Charge
    • Elite Tier: Determined by strength value
    • Horse Type: Destrier/Charger
  2. Steppe (Shock Cavalry)
    • Role: Wolf-like – Relies on kite-and-pull tactics. Archers bait enemies while shock cavalry flank. High mobility, low mass impact.
    • Subtypes: Shock Cavalry (melee), Bow-Shock Cavalry (ranged, no shield)
    • Skills: Wolf Pack Tactics
    • Elite Tier: Determined by charge bonus
    • Horse Type: Courser
  3. Oriental (Cataphract)
    • Role: Tank-like – High mass/HP, poor mobility. Excels in melee grind with formation skills but requires infantry support.
    • Subtypes:
      • Cataphract (lance+sword): Destrier + Iron Cavalcade Array (melee grind)/Wedge Tactics (charge boost)
      • Cataphract-BOW (sword+bow): Charger + triple-shot arrows (16 ammo)
    • Elite Tier: Determined by horse/rider armor and combat prowess
  4. Other Cavalry
    • Camel Cavalry: High HP/mass, slow speed, weak charge (similar to Cataphract but extreme)
    • War Elephants: Two types (melee/ranged). Extreme HP/mass with terrifying charge impact, low morale, prone to rampage.
    • Spear Cavalry: Anti-cavalry melee bonus, low charge bonus (similar to Shock Cavalry)
    • Melee Cavalry: 176 units across factions (revised originals + new). Half the unit count of equivalent infantry. Unbreakable formation horses.
    • Hybrid Archer-Melee Cavalry: Medium+ armor archers redesigned as hybrid units.

III. Attribute & Combat Roles
  • Lancer: High anti-infantry, strong charge bonus
  • Cataphract: High anti-cavalry, extreme mass
  • Shock Cavalry: High anti-infantry, extreme charge bonus

引用自 Earl
Optimal Tactics:
vs Infantry: Lancers charge then melee | Cataphracts flank/grind | Shock Cavalry cycle-charge
vs Cavalry: Lancers frontal charge | Cataphracts duel | Shock Cavalry ambush after baiting

IV. Mount System
  1. Horse Tiers:
    • Low/Mid/High/Top(replaces light/medium/heavy)
  2. Attributes: HP, Mas"if you could please fix it, its literally the reason I use your mod, you have the 2x please fix it before you take a few months "s, Speed, Charge Speed, Acceleration/Deceleration, Turn Rate, Stamina
  3. Entity:
    • Lancer: Standard (charge speed+0.5)
    • Cataphract: Standard (charge speed+1.5)
    • Normal: Standard/Shock
    • Precursor: Acceleration = Move Speed | Charge Range: 30
  4. Baseline Stats:
    • Lancer: Med Charge | Low Speed | Low Accel | High Mass | Med HP | Min Turn | Max Impact • Cataphract: Min Charge | Min Speed | Low Accel | High Mass | High HP | Low Turn | High Impact • Shock Cavalry: High Charge | High Speed | High Accel | Low Mass | Low HP | Max Turn | Med Impact • Standard: Low Charge | Med Speed | Med Accel | Low Mass | Low HP | High Turn | Min Impact

Comprehensive data table for all mounts:
https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/3047562159/592909603985303372/


V. Horse Armor System
The models of horse armor are all in one-to-one correspondence.
  • Armor Tiers:
    • T1: Body (No penalty)
    • T2: Gambeson/Caparisoned (HP+15, Missile Res+2 | Speed-0.5)
    • T3: Leather/Semi (Missile Res+5/HP+20 | Speed-1)
    • T4: Chainmail/Lamellar (HP+30/Missile Res+10 | Speed-1.5)
    • T5: Brigandine/Plate Mail (Missile Res+20/HP+40 | Speed-2)
    • T6: Plate Armor (HP+250, Mass+1000, Missile Res+30 | Speed-2.5, Accel-1.5, Turn-5)


    VI. New Skill System
    • Custom mount-specific abilities and cavalry skills redesigned for all units:
    https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/3047562159/592909603985303409/



    New Units

    A variety of new units have been added to the game:
    https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/3047562159/592909603985303611/

    引用自 Earl
    • Knightly Orders/General's Guards use adjusted Superior-tier horses despite "Well-Trained" classification.



    Realistic Overhaul

    *(Requires All 3 Mods)*

    Core Features:
    • Diversity of Arms: Every unit type has unique tactical value.
    • Equipment Panel: Displays armor, shield, and weapon for all units.
    • Dynamic Stamina: Drain affected by soldier quality, armor, and mount.
    • Weapon Variety: Massive arsenal categories with distinct roles.
    • Unit Caliber > Armor: Replaces Light/Medium/Heavy with Elite/Superior/Levy....etc

    Recommend:
    Realistic Missile/Range Overhaul 1212 (Enhance the experience of missile units which will make cavalry appear less powerful)
    https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3065896492

    Realistic Infantry Overhaul 1212 (Improve the weakness of infantry)
    https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3148909626

    Order:↓
    Realistic Infantry Overhaul 1212 - (Not required)
    Realistic Missile/Range for 1212 - (Not required)
    Realistic Cavalry Overhaul For 1212 - (This mod)
    Any language pack (like French, Russian, Polish etc..) - (Not required)
    All 1212 modules

    Compatibility:

    Incompatible with other Combat Overhaul and Unit size mod.
热门讨论 查看全部(4)
10
10 月 28 日 上午 10:46
Realism Series Overhaul
EARL
0
10 月 1 日 上午 9:07
置顶: Cavalry Abilities Detail
EARL
0
10 月 1 日 上午 9:07
置顶: Mount Detail
EARL
369 条留言
Mingles 10 月 28 日 下午 12:13 
@feanor3791 I will be releasing an older more historically less anti western bias version of his mods soon, we should talk more in private tho if you would like.
Mingles 10 月 28 日 上午 11:54 
@feanor3791 message me
EARL  [作者] 10 月 28 日 上午 8:22 
@feanor3791 I suggest you carefully review my MOD description. I've clearly stated that Western Lancers rely on mass impact damage,Lancers depend on charge bonus for damage output, while Cataphracts excel in melee combat. Let me make this clear: horse mass is the decisive factor in my MOD ecosystem. Charge bonus is secondary.
Units with mass advantage will achieve absolute dominance in head-on charges. Western Lancers and Cataphracts can overwhelm regular Lancers under any circumstances, whereas the latter only stand a chance when using duel skills or ambush tactics.
Regarding your comment about Eastern units having higher melee stats - this again proves you didn't read my "Realism Series Overhaul" description. In my MOD framework, melee stats are exclusively tied to unit tier/eliteness, with zero correlation to Eastern or Western origins - that's simply unfounded. In fact, this is a matter of balance—dueling skills or strength.
feanor3791 10 月 27 日 上午 7:53 
I just had a look through the land_units table after wondering why my French knights were performing so poorly against frigging bedouin horsemen. You've got all the light desert and steppe lancers, Mongols and Muslims, equal to or better than Western knights in charge and melee. If one thing is consistent across historical sources, both Western and Eastern, it's how devastating the European knights were against the lighter Eastern forces.
EARL  [作者] 10 月 12 日 下午 10:07 
@Mingles I will soon be doing an overhaul for the Knight Order units; along with an infantry framework overhaul (new health and mass systems); once I finish that, I'll move on to my naval mod.
Mingles 10 月 12 日 下午 4:33 
how many more updates are you planning on doing?
Daud 10 月 9 日 上午 4:03 
@EARL I really like how you made armour a multiplier, you are doing amazing with all this work :O :)
刑事组之虎 10 月 6 日 下午 9:53 
I really feel that it's completely changed beyond recognition.:steamhappy:
EARL  [作者] 10 月 6 日 上午 9:10 
@Mingles Go check the update notes.
Mingles 10 月 5 日 下午 2:12 
im just curious im going through all your data, why do you spell "cataphract" with an I in it instead of an A so you spell it Cataphrict, you do a bunch of very odd things which im just not sure why, wondering if you had some answers was all, thanks for the hard work!