Total War: ATTILA

Total War: ATTILA

243 个评价
Realistic Infantry Overhaul for 1212
6
5
2
2
   
奖励
收藏
已收藏
取消收藏
标签: mod, Overhaul
内容描述词: 常见成人内容, 频繁出现暴力或血腥
文件大小
发表于
更新日期
131.167 MB
2024 年 1 月 27 日 下午 11:27
12 月 7 日 上午 7:03
95 项改动说明 ( 查看 )

订阅以下载
Realistic Infantry 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
It requires both Realistic Cavalry & Realistic Missiles

Only applicable to MK1212

Description:

A grand mod that meticulously modifies all Vanilla 1212 infantry units. Added a lot of interesting units, they will have some unique gameplay.

Mechanics Overhaul:
  1. Infantry training level classification
    The real army does not march in neat formations like the Olympic Games. I have divided them into five levels according to their training level in history

    • the mob units : in a mess

    • poor training units: beginning to form

    • training units: Vanilla station

    • regular units: more orderly

    • elite units: all in one

    Only the Elite unit were able to form a more orderly and dense formation, and a more orderly and dense formation was more advantageous in battle

  2. Unit size overhaul
      Due to the modification of realistic cavalry and realistic missiles, melee infantry is very weak and the game loses balance. Therefore, I mainly increase the unit size of melee infantry as compensation.Assign unit size according to armor(mass):
    • Melee Infantry:

      Very light : 250 per unit
      Light : 230 per unit
      Medium : 220 per unit
      Heavy : 200 per unit
      Very heavy : 190 per unit
      Super heavy : 180 per unit
      Light pavise : 200 per unit
      Medium pavise: 190 per unit
      Heavy pavise : 180 per unit

      引用自 Earl
      In this case, the total health of all units is the same. Depending on the size, I compensated the fewer units for health.
      HP bonus:
      Very light →0
      Light →8
      Medium →13
      Weight →25
      Very heavy →31
      Super heavy →38
      In this way, units with good armor will have local advantages

    • Hybrid melee infantry:reduced 10 people according to the above table.Their total ammunition will maintain the quantity of vanilla.

    • Missile Infantry:About 20 more to balance

    • Cavalry:No change

      In order to balance the increase in manpower consumption, The rate of population growth will accelerate accordingly

  3. Mass adjustment

    Added very heavy, super heavy to infantry's mass.
    For example,heavy infantry = Medium cavalry

    Mass:
    Very light < Light < Medium < Heavy < very heavy < Super heavy < Light Pavise< Medium Pavise< Heavy Pavise

  4. Formation adjustment:
    PS:Due to space constraints, this data change will be put into the discussion group


  5. Melee weapons Overhaul:
    • The mix weapons are refined and divided into various categories of weapons.

    • Optimized weapon damage values

    • New weapons
      Added Scimitar, Double holding Scimitar, 0 ap, high anti-infantry bonus. some Eastern faction equipped.(Including infantry and cavalry)



Unit Overhaul:
  • Infantry categorize:
    1. Both-hander Infantry:
      (Vanilla Shock Infantry)

      Has high anti-infantry bonus
      Average anti-cavalry bonus
      Very high charge bonus
      Very slow movement speed
      Very high charge speed
      Charge skill

      (Now they're like lance with two feet).

    2. Melee infantry:
      Average anti-infantry bonus
      High HP bonus
      Fast movement speed
      Slow charge speed
      Fast wall climbing
      Fast capture ability
      (They act as a flexible all-rounder).

    3. Spear & Pike infantry:
      Good shock resistance.Pike having the ability to maintain formation.
      (The backbone of the army).

    4. Pavise unit:

      Low melee attack
      High melee defense
      High mass
      Excellent impact resistance
      Can't run

      (They act as a Tank in the battle).

    5. Mounted Infantry:


      These infantry are equipped with horses, so they have the same campaign action point as cavalry, Due to riding horses during the march, they have a relatively good fatigue value,but they are not good at fighting on horseback, so they must dismounted below in battle.

      In addition, all units in Vanilla that contain "dismounted" have mounted infantry bonuses, but they don't mount their horses in battle like the units above.
      (Like...... Motorized infantry?).

    6. Dual Holding Infantry

      Very high anti-infantry bonus
      Very low missile blocking

      (Infantry slayer)

  • New units:

    1. Mounted Infantry:




      Equipped with horses on the battlefield, they can use the horses for high mobility warfare, after reaching the designated place to step off the horse battle, do not try to let them ride the horse to the enemy, it will hurt them

    2. fidā'ī:
      Assassin special units.
      Features: Low numbers, stealth and sniping, strong anti-infantry, equipped with poison darts and cupping.
      Main tasks: Assassinate enemy generals in battle, destroy siege equipment, demolish towers, steal victory points, etc.
      Weakness: Very afraid of cavalry and ranged weapons attack, if exposed, they will be very dangerous.
      Only for Shia recruitment



    3. Dismounted Gothic:



    4. Levy civilians:
      War cannot be divorced from civilians.Your people will serve you, and enlisting them costs you no money, but it costs you precious human resources.


      Unlike the peasants, the burghers could not be conscripted, but they would be stationed in the city as garrisons, and if the enemy attacked the city, they would no longer stand idly by.


      Different cultures will have different peasants and burghers

    PS:Limited space, other newly added units are included in the discussion group

Animation Optimization:
Matching combat animation optimization.Some animation corrections.Some new Animation

Necessary:
Realistic Cavalry Overhaul For 1212
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3047562159

Realistic Missile/Range Overhaul 1212
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3065896492

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

Compatibility:

Incompatible with other Combat Overhaul and Unit size,no recruit cap mod

Attention:
This MOD is Gamesaves occupying.I recommend that you start a new game, and the initial unit size is the same, the newly recruited unit size is the mod adjusted.

Credit:
Some cards come from here.Thank you to Master Snoopy for making such exquisite cards.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2572938500&searchtext=cards
热门讨论 查看全部(6)
38
11 月 14 日 上午 7:35
Bug Collection
EARL
7
7 月 14 日 上午 5:01
New units update list
EARL
0
10 月 1 日 下午 7:39
置顶: Infantry Ability Detail
EARL
344 条留言
EARL  [作者] 12 月 13 日 上午 6:15 
@YuutoriX Buddy, if it's just for your own use, you can modify as you like. After all, it's your own game, right? Enjoy!
YuutoriX 12 月 9 日 上午 9:57 
Good afternoon Earl. Asking a little help here: Can you point me were I can do the changes to increase the speed of 2handed infantry in your mod? I find them too slow for my taste, so I want to do some personal tweaking on he PackFileManager. Thx in advance
EARL  [作者] 12 月 9 日 上午 6:09 
@F-4F [HE2] You're right, the combat between these two units is indeed dragging on. I'll consider balancing their offensive performance later so they won't be so extreme.
Street_man 12 月 9 日 上午 5:00 
Some units like the infantry units of Lithuania seem to be missing their banners
F-4F [HE2] 12 月 9 日 上午 3:39 
@EARL HRE Doppelsoldners and Sicilian Pikemen
EARL  [作者] 12 月 8 日 下午 9:50 
@F-4F [HE2] Based on my tests, their killing efficiency is just slow, not 0 damage as you mentioned. Without external interference, they can fight each other for about 30 minutes because they are both defensive infantry. Could you specify which two units you mentioned? Let me replicate your data. I'll think about balancing if it's really as you said.
Additional: in the early stages of combat, casualties are minimal, but after a certain point, the mortality rate increases sharply as their health can no longer hold up. This issue exists in all Total War games since Rome II, stemming from the unit health bar mechanic.
F-4F [HE2] 12 月 8 日 上午 6:39 
@EARL Its still not historical that pikes deal 0 damage to infantry
EARL  [作者] 12 月 7 日 下午 7:39 
Upon deploying their formation, although they are not highly efficient against infantry, they are very resilient; they are particularly lethal when facing cavalry. There are also different types of pikes: the shorter the pike, the stronger their advantage against infantry, and the weaker their advantage against cavalry. In fact, short pikes have recently been reclassified as polearm units in recent updates. Their shared weakness is their vulnerability to ranged attacks.
EARL  [作者] 12 月 7 日 下午 7:29 
@F-4F [HE2] In my mod's setting, the pike formation serves primarily as a protective and defensive unit. It acts more like a mobile barricade or a living wall rather than a main killing force. Historically, during this period, the primary means of inflicting damage were firearms, and the key role of the pike formation was to screen and protect these gunpowder units. Following that, soldiers like round shield swordsmen or zweihänder wielders would advance to exploit openings and break enemy formations.
F-4F [HE2] 12 月 7 日 下午 2:43 
Why late medieval pike units deal no damage? When two pike formations are fighting they are not killing anyone