Total War: ATTILA

Total War: ATTILA

349 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
181.153 MB
2023 年 10 月 7 日 下午 11:18
12 月 7 日 上午 7:38
180 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
386 条留言
Earl 12 月 7 日 上午 7:05 
Thanks mate - that's understandable, Arab Horsemen do fulfil a similar role for Makuria as medium cav!
EARL  [作者] 12 月 7 日 上午 6:45 
@Earl Another Earl! Hello, the main reason for this is gameplay design (greater variety of troop types), but I’ll take your suggestion into consideration. In fact, I do have other ideas in mind.
Earl 12 月 7 日 上午 6:40 
Hello fellow Earl, I don't suppose you might consider changing Nubian Knights back to horsemen?
I feel like the camels (particularly the armoured ones) go against their description/history/role, and Makuria already have a good light camel unit. Keep up the good work!
VOTRR 12 月 7 日 上午 4:58 
Thank you, now I understand, fantastic mods. I really like your creative tactics, diverse and historic approach to game mechanics.
EARL  [作者] 12 月 7 日 上午 4:55 
@Asgahn As for the unit size of 35 you mentioned, this is abnormal. Have you subscribed to any mods that alter combat and unit data, or what is the unit size setting in your game? Under normal circumstances, they should be 70
EARL  [作者] 12 月 7 日 上午 4:53 
@Asgahn Pronoiaroi are a type of Cataphract. Please refer to the workshop description above, which includes details about this cavalry unit. In my mod environment, they are designed to function as tanks, with their primary role being to engage and crush enemies in frontal melee combat. Their secondary function is to act as tanks, shielding ranged infantry behind them (they have high health, high missile block chance, and strong melee capabilities). Using charges for damage output is one of their least significant functions, typically reserved for finishing off battles by charging into the enemy’s rear.
EARL  [作者] 12 月 7 日 上午 4:49 
@VOTRR What it actually means is the upper limit of charge speed, not acceleration. Therefore, it might be hard to perceive in terms of feel. In practice, after activating this skill, the charge distance becomes unlimited, meaning he can initiate a charge from any range. However, as a trade-off, his acceleration slows down. This is essentially a strategic decision: if conditions are right (e.g., the range is sufficiently long), you can choose to maximize the charge damage (by charging from an extremely far distance). The ultimate maximum charge speed will be twice that of the normal state (actual calculation should be around 1.5 times).
Note: Impact damage ≈ mass × charge speed.
Your feedback is great. Maybe I can revise the description to avoid this kind of misunderstanding.
Asgahn 12 月 7 日 上午 4:45 
@EARL Pronoiaroi is the unit. They somehow don't charge properly. And why are they so few? I am playing as Trebizond btw.
VOTRR 12 月 7 日 上午 4:32 
Ok, I'm asking because description says there's 100% charge speed buff, but I don't see any difference in cavalry speed when charging
EARL  [作者] 12 月 7 日 上午 4:29 
@VOTRR It works properly.