Total War: ATTILA

Total War: ATTILA

Realistic Infantry Overhaul for 1212
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
ChickenMan 12 月 4 日 上午 12:48 
also just in a battlefield map i see it happen with cav, 1 unit of cav kills enemies quicker then 2 units of cav a decent amount of the time
ChickenMan 12 月 4 日 上午 12:47 
they carged in with full sprint. But i think its a problem is see a few times and thats pushing. I've got an video of it where you can see that the ramp at the gate is stacked with troops of mine like horses and inf and a routing enemy unit is in the middle of an very big blob of my units that are clipped into eachother and for like 5 minutes my entire blob didn't kill a single routing unit. My goedendag militia was in a similar situation on the walls(they entered with siege tower) and were pushed into the wall by the swords.
EARL  [作者] 12 月 3 日 下午 9:36 
@ChickenMan Really? Did you use skills when commanding the goedendag militia, or did you have them charge? From my testing, their elimination rate against sword sergeants when charging is incredibly fast.
ChickenMan 11 月 30 日 上午 10:42 
for example goedendag militia of brabant against sword sargeants is a very long battle
ChickenMan 11 月 30 日 上午 10:38 
are melee units supposed to be very slow with killing. it takes a long time for infantery to kill eachother, even units without shields like goedendag militia take very long to kill and die.
EARL  [作者] 11 月 27 日 下午 7:09 
@TheCrimsonFakr The dedicated formation for pavise units has been removed. The formation they use now depends on whether their weapon is a spear or a sword. The characteristics of pavise are more reflected in their animations and stats. The situation you described is actually abnormal; normally, they should remain crouched consistently. What you mentioned probably refers to pavise units equipped with swords, right?
TheCrimsonFakr 11 月 27 日 上午 7:02 
Does this mod add new formations for soldiers with Pavese? When I give the order to form a Pavese wall in battle, only the front row kneels for a moment and then stands up while the back rows stand idle. Is this on purpose?
Von Lieb 11 月 23 日 上午 5:52 
and then the arab armies get packwatched by the most lowliest of pavise crossbowmen in melee
Italicstorm 11 月 22 日 上午 10:56 
in multiplayer battles arab armies can just outnumber western armies and beat them because of the costs
Orphana 11 月 5 日 上午 11:09 
I also found two mounted units without rider textures:
Poland
General's Bodyguard (Early)
Golden Horde
Khan's Turghagut (Early)
EARL  [作者] 11 月 5 日 上午 2:50 
@Orphana Thx for feedback.
Orphana 11 月 4 日 下午 4:12 
Thank you very much for your work, I found a bug with the Noble Demesne building, Halbbrüdern (Late) can be hired from the first turn.
Mingles 10 月 22 日 上午 8:34 
@jjinfamous use spears to pin the enemy dowm, use sword or mace or axe armed units to do the killing and use your cavalry to hit em from behind all along the line, the swears in this mod pin down the enemy, work on army composition, I do 5 spear infantry 5 sword/axe/5 archers and 4 cavalry units, it never fails!
EARL  [作者] 10 月 22 日 上午 8:28 
@jjinfamous It is normal for defensive-oriented units, especially pavise spearmen, to have high melee defense but low melee attack, making it difficult for them to actively inflict casualties. However, spearmen can serve as a deterrent against cavalry, as they possess relatively high anti-cavalry capabilities when deployed in formation and can cause some casualties to cavalry units. Similarly, other defensive unit types also have their own specific strengths—please refer to the MOD description for details.
jjinfamous 10 月 21 日 下午 9:46 
Just fought my first battler and it took like 15 minutes to kill one spear unit with other spear units. Is this normal? First time using this mod.
EARL  [作者] 10 月 21 日 下午 7:58 
@Mingles Now you can go to the changelog to check it.
Mingles 10 月 21 日 下午 4:36 
what did you update today those update took a few minutes, I already updated your latest changes so I wonder what you did today...
Mingles 10 月 21 日 上午 2:19 
ahh okay thanks for clarifying.
EARL  [作者] 10 月 20 日 下午 10:40 
Recruitment remains unchanged—only the bonuses differ. This time, the bonuses primarily apply to Crusader factions, while those for regular Catholic factions are relatively modest.
Mingles 10 月 20 日 下午 7:15 
to clarify with knightly orders if my faction say england for example has the knightly order building which it does I can still recruit the same orderly knights? or is it in a new building I looked over your changes but I still had this question
EARL  [作者] 10 月 12 日 下午 10:13 
@Mingles Fixed
Mingles 10 月 12 日 下午 6:11 
its your 2x mod
Mingles 10 月 12 日 下午 6:07 
game wont start i have checked with your current updates and the game wont start...
notomgis. 10 月 2 日 上午 5:23 
hey i have something to ask
Mingles 10 月 1 日 上午 10:03 
also have units that disappeared from roasters been restored?
Mingles 10 月 1 日 上午 10:00 
besides mods that have mechanics that use your mod what other mods would be affected by your changes, my game wont even start so far with just your mods enabled but I am trying to find stuff i am maybe missing, thanks for all your hard work, cant wait to test out the changes.
Classicsniper00 9 月 27 日 下午 7:17 
I am not sure if this mod is conflicting with another, but my infantry are dying way too fast. Even Tier 3 vs Tier 1 and lose 80% of the unit. Is this intentional or do I have a bug somewhere? Is it because I'm on hard difficulty?
OfficeSpider 9 月 27 日 上午 10:54 
@Classicsniper00 oh yeah I didn't update but that was it. Thanks
Classicsniper00 9 月 27 日 上午 10:52 
@OfficeSpider Not sure if you figured it out yet, but check your Unit Size in the game settings. Cav at 30-40 is usually the medium unit cap
coldwheat 9 月 26 日 上午 6:10 
Two-handed units movement speed is set to around 20 expect Denmark. This is too slow.
Yasha 9 月 11 日 上午 4:55 
Hello, I was wondering how do you make the mounted longbowmen and yeoman guard to fire their bow and arrows. When I send them to attack another unit they just stand there and hold their swords. They never use their range weapons.
kinojang 9 月 5 日 上午 7:41 
Does this mod lift the unit cap limit?
crazylolllllll 8 月 29 日 下午 1:32 
I am also having a similar problem where enemy units during a siege run away and don't actually fight me
DeathRioter 8 月 25 日 下午 2:03 
Hello no idea if this is a bug but for some reason when i'm doing a siege battle most of their units run out of the gates and don't defend the settlements.
OfficeSpider 8 月 24 日 上午 10:57 
Are the unit sizes still accurate to your description?

I;m trying to figure out why my mod stack is causing Cav to be 30-40 men and infantry not much more than 100?
The Booty Connoisseur 8 月 20 日 下午 1:01 
Hi, great work on the realistic unit mods! I noticed that the two-handed axe infantry from vanilla 1212 have been cut in this. Is this intentional?
EARL  [作者] 8 月 5 日 上午 3:09 
TheDukeofSpinach 8 月 4 日 下午 3:42 
Hey, great mod as always! Just wondering if there is a solution to a few of my problems, I really wish that the unit size could go even higher, but because of the change to units its not possible with this mod, is there any way to get them higher?
Báró Cage 8 月 4 日 上午 3:09 
damn you really did think about everything
EARL  [作者] 8 月 4 日 上午 1:11 
@HarshBDSMmaster5324 In fact, you don't need more animated mods, the animations in this mod are already the best