Total War: ATTILA

Total War: ATTILA

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Strategic_Combat_Stable.pack
   
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700.535 MB
17 maj @ 1:46
1 aug @ 11:12
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Strategic_Combat_Stable.pack

Beskrivning
Hope you enjoy this mod I made for self use.

Self contained needing only MK1212 to prevent downtime during updates.

Easy to run just order above MK1212 files.

This version contains battle, animation, ai changes from the pure version.

And 1 turn construction and CAI aggression from the normal version.


Enjoy & I welcome any suggestions, balancing or missed unit stats.
Populära diskussioner Visa alla (2)
4
17 maj @ 3:08
Specific Changes
Daud
1
22 jun @ 5:31
BUG LIST
Daud
29 kommentarer
Daud  [skapare] 2 sep @ 11:09 
Then I think Missile units beat everything from a distance, especially in the sides and back. When tired they are beaten in melee by everyone, maybe apart from untrained mob who have never killed men before. Who are slaughtered by cavalry, who themselves are vulnerable to crossbowmen etc etc not to mention special units like gunmen, armoured plate armour halberdier formations, elephants etc.

I'm currently playing and getting a feel myself, as I want to change fatigue to reduce casualties to near zero for professional soldiers of equal parity (i.e inf vs inf as opposed to hard countering units like spearmen vs cav) during their Fresh and Active phases making more combat scenarios and then making Tired men easily killed.

There are also some units like assassins, pike vs elephant, and fire siphon that I don't use that I think can be weirdly balanced so welcome any suggestions if anything sticks out longer term.
Daud  [skapare] 2 sep @ 11:09 
I like to zoom in, let the detailed character models and new animations convey more of what is happening rather than just stats.

Then I think about how unwieldy stabbing over a shield, when shield to shield with an enemy, is with a spear as opposed to a sword.

How deadly a charge, 20 tonnes worth, of a plate armour Knight unit is. Only defeated by a deep bracing of men and spears if even.
Kuheylan 2 sep @ 3:54 
@Daut Ha ha :D I understand. The reason I ask is because I can't understand how strong my soldiers are :D Because everyone seems so strong :D How do you think I can solve this?
Daud  [skapare] 2 sep @ 2:40 
@Kuheylan Haha no nothing is wrong with you.

Those are the effects of this mod, do you have any specific feedback?

If you want more details feel free to ask or look at the specific changes discussion thread above. (Or sidebar on mobile)
Kuheylan 1 sep @ 23:22 
Hello, the armor of the soldiers is 1000. Their melee damage and other features have increased a lot. Is this normal? Or is there something wrong with me?
Daud  [skapare] 11 jul @ 7:31 
@Crystal Meth
Glad that others are enjoying the tweaks I made for myself, This stable version is self contained and will work without the obsolete versions. The mk1212 mods are the only requirement and this mod will work until those are updated.
Crystal Meth 10 jul @ 7:17 
hello there thanks for your work i wanna ask a silly quesstion,do we need both The Obsolete and this NEW UPDATE or just the last one for the mode to work?
Daud  [skapare] 4 jul @ 3:57 
@Akainu Could it be a bug when using Earl's Ability 1212? I do have some melee cav that has one of the abilities trigger a cav square which seems unintentional
Akainu 19 jun @ 9:34 
and why are some formations changed, for example, the wall of the kopecks of the Nicene Empire is a square formation
Daud  [skapare] 19 jun @ 9:06 
Thanks for the info, I am tweaking some stamina effect values so I will have a look if there is any weirdness with undefined projectiles, all my Genoa units seem to be ok