Total War: ATTILA

Total War: ATTILA

Tuskmod: Celticus Battle Overhaul Alpha 2.7
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Update: 29 Sep, 2016 @ 8:53pm

Update: 2 Apr, 2016 @ 11:53am

General:

-Balance tweaks to various aspects such as entity radius, missile damages, ammo amounts, and minor stats tweaks to some units.

Battle:

-Added Age of Charlemagne factions to Attila Custom Battles for fun and what if fighting.
-Incoprorated Fatigue System into Age of Charlemagne units
-Incorporated minor bug fixes thanks to feedback.


NOTICE: Unit Reskins were not to my liking and I assume many players wanted to use their own. For those who do not use reskins but would like corrected or more accurate vanilla looking VMDs, I will most likely do a non-custom asset reskin as a Sub Mod to go along with this mod in the future.

Update: 21 Mar, 2016 @ 7:37pm

*AOC Units will be altered at a later date*

Missile Overhaul:


1. Broadhead Arrows are the effect given to all normal shot type arrows in the game. It is only a small effect that reduces unit speed by 5% on contact for 15 seconds. This is to simulate men pausing for a moment or taking notice of being under fire from missiles. Normal arrows no longer cause men to tumble or stumble either due to their lighter weight and reduced AP damage.

2. Early Bodkin Arrows are the effect given to Heavy show ammo. This effect is used to simulate the armor piercing effects of the bodkin arrow beyond base AP damage. Bodkin Arrows will slow a unit by 10% due to wounds and the shock of being hit by the heavier arrows. Charge acceleration has also been slightly slowed and shield defense is reduced due to the damaging effect on the shield. This effect lasts for 20 seconds but it can damage friendly units. Ideally, you will want to fire a volley into the enemy before charging and switch to other targets not near your own men.

3. Normal Javelins still cause enemies to stumble and fall but also reduce unit speed by 25% and charge speed by 15%. Shield Defense is reduced by 35%. Effect lasts for 15 seconds.

4. Heavy Javelins and Pila cause enemies to stumble and fall and reduce unit speed by 35% and charge speed by 25%. Shield Defense is reduced by 55%. Effect lasts 20 seconds.

5. Francisca Throwing Axes historically caused enemies to become frightened due to the volume and ferocious nature of the volley and are now represented similarly in game. They reduce morale by 12 points and lower melee defense, shield defense, and charge bonus for 15 seconds.

6. Other ammo types such as Fire and Whistling shot have remained the same as I felt their current place in the game balance was fine.

7. Slings have had slight balance adjustments done to spread and rate of fire.

General Range and Velocity changes:


1. Various bow and javelin types as well as shot types have had their ranges and missile velocities changed to more accurate values. Expect to see a wider diversity of ranges among units.

Unit Fatigue and Training System (Experimental)

This system was designed to allow further freedom in assigning precise fatigue rates as well as have control over other hidden Attila values. This system allows for fatigue rates to differ between seven types of soldiers and allows for emulation of unit experience and training on a specific unit basis.

1. Poorly Trained: Used to simulate untrained levy units. These units will fatigue faster than the standard rank and file due to the lack of physical training. Their skill in combat is also reduced.

2. Minimal Training: Used to simulate garrison or semi-trained levies. These men fatigue slightly slower than normal and have some combat skills.

3. Standard Training: Used to simulate the standard trained soldier of the time. They fatigue at the standard rate and fight with the skills they have learned.

4. Advanced Training: Used to simulate men who have trained for specific situations and have slightly more experience than the average soldier. They tire at a slightly slower rate than normal and have better combat skills.

5. Elite Training: Used to simulate veteran soldiers or elite soldiers. They fatigue slower than normal and fight with much better effectiveness than the rank and file.

6. Professional Training: Used to simulate the professionally trained men of the day. Fatigue at much slower rates than normal and have honed combat skills.

3.5 Heavy Armour Training: Used to simulate the heavier armored soldiers of the time. They fatigue faster than normal due to the weight of their Armour but fight just as well as standard and even some advanced soldiers.


This is a system I am eager to implement in the best ways possible and hope that people enjoy. I will be tweaking and testing further based on any user feedback I get. The names of the training levels are subject to change but for now these will be the placeholder names.

Update: 17 Mar, 2016 @ 4:32pm

General:

-Minor balancing edits to melee weapons
-Fixed VMD's of Slavic units so they carry their missile weapons on the march.
-Various other small bug fixes.
-Reverted Camera back to the Vanilla Tuskmod Camera.

Update: 28 Feb, 2016 @ 10:25pm

General:

-Small update to fix crash with Age of Charlemagne battles
-Fixed guerilla deployment for Slavic units

Update: 28 Feb, 2016 @ 7:51pm

Update: 28 Feb, 2016 @ 7:25pm

General:

-Updated to feature all campaign changes of base Tuskmod

Battle:

-Modified factions and units that can sprint around the map and jog.
-Tweaked Slavic units to be in line with base Tuskmod

Update: 26 Feb, 2016 @ 6:27pm

General Fixes:

-Minor updated to Slavic tribes entities so that they can run and charge to symbolize their historical battle style.

Update: 26 Feb, 2016 @ 2:56pm

*UPDATED FOR THE SLAVIC TRIBES DLC*

General:

-Balancing improvements to db files in line with Vanilla Tuskmod
-Incorporation of Slavic units into balancing system
-Vandalic Kingdom has been unlocked for custom battles.

Battle:

-Unit Entities have been diversified further into infantry and skirmisher types. Infantry will only be able to speed walk while skirmisher units will be able to run freely. Some barbarian units retain the ability to run.
-Weapons have been rebalanced to be in line with normal Tuskmod
-The new entity system has produced interesting results with the BAI. I can only confirm it on my end but the AI should be more prone to using its Skirmisher and Missile units before charging immediately.
-AI Army Formation should be generally better.

Slavic Tribes:

-Slavic Poison shot has been rebalanced to impede unit speed, innitiative, and reduce unit stamina over time.
-Slavic Attack has had its innitiative multiplier removed.
-Minor Slavic VMD edits to some units.

Update: 23 Feb, 2016 @ 9:03pm

Battle:

Experimental Missile Changes:

-Heavy Shot has been tweaked so that it is more effective versus armoured opponents while being less effective against unarmoured units.

-Normal Shot is now less effective versus armoured opponents but more effective versus unarmoured units.

-Projectile combat should be quicker with more initial casualties. This is to fix an issue where missile units would take 1-2 volleys with direct arrow hits with few if any casualties.