The frontal confrontation between heavy-armed units is very slow. You need to find ways to surround or attack from behind. About Cavalry: I weakened bow cavalry and now they have a range of At the same time, their power and speed are not as good as walking archers. It is now possible for players to use archers to counter cavalry. The impact cavalry has limited power in the face of heavy infantry armed with long spears and arrayed defenses.
There will no longer be a situation in which the original cavalry will break through the front line of the Lance infantry. But from the back, the power is as great as the original. I have greatly reduced the morale of the soldiers. Especially when fighting a brave but undisciplined barbarian, you will relive in the game the scenes which a little died in battle but a lot collapse that Caesar saw in Galois.
You may find that some countries were very weak in the early days, especially barbarians, not heavy armored units, and very hard to fight against Roman heavy infantry. Balance and authenticity are difficult to balance because reality is not balanced. Power is strong, weak is weak.
However, all countries have enough reliable heavy infantry to conduct frontal confrontation in the later period. Heavy enough heavy cavalry to attack behind In fact, there are not many changes in pfm. It took me a week to make this mod, and most of my energy was spent on searching data and history.
I carefully looked at various battle cases and tried to restore it in the game. Settlement walls and towers greatly increased in strength as well as reduced siege escalation effect - it will require more effort and time to breach the walls of a settlement instead of just annihilating the entire city defences in a few volleys or 2 turns of siege.
Siege engines reworked - now heavy machinery are much tougher and will be able to reach the walls easily while light towers and rams and ladders are susceptible to ignition and won't do much work against proper defence. Also creating siege units is slower so city assaults wont end with 16 ladders and towers available for the attacker after 2 turns of siege.
Unit stats like Melee attack, defence, weapon and missile damage, range and bonuses reworked so that battle will be slightly longer, will feel more realistic and more tactical. Less micromanagement - more tactics. Since engagements will be relatively less frequent there is no issue with increasing battle duration. Better Performance mod however is recommended.
Removed non-historical whistling arrows and useless heavy arrows. Town squares and towers require more time to capture. Unit morale and all ability, skill or environment effect on army's morale are adjusted to increase the tactical deepness and simulate more authentic battles of this period. And many many more Popular Discussions View All 3.
Troghf 11 Jun am. I'm glad you keep improving this great mod. Keep it up!!!! Juvelira [author] 11 Jun am. Troghf - no, starpos isn't affected. Do I need to update the startpos file after the last update of this modification? MykeMorbius 28 Apr pm. Are there no mods you can use with this? ZenToime 2 Feb am. Juvelira [author] 1 Feb am. ZenToime 1 Feb am. Another mod that might make the game a bit easier, but it creates a new balance that makes different strategies feasible through the course of your playthrough.
And it seems like most TW: Attila fans are in consensus when it comes to defensive towers. They can be particularly brutal in Attila, wiping out large portions of your armies from a distance.
Well Ammunition Refillmake it possible for missile units to replenish ammo, but keeps them balanced. Archers will not be able to move for two minutes while waiting for support to bring them a fresh batch of arrows. The Long Night is an interesting take on this. Set in 7th century Europe, most of the northern lands have been rendered inhabitable due to the ice age that has plagued the land for the last century. Most of the fertile land belongs to either the Roman or Sassanid Empires.
And with the northerners forced to move south for shelter, war is inevitable. This mod features an eternal winter setting, new events like a demonic invasion which explains the fantasy aspect of the mod , and even new units to explore.
Lots of fun to be had here. Unlike Rise of Mordor, Kingdoms Of Westeros actually includes a completely playable campaign converted to fit the world of Westeros. Community Patches are typically compilations of tweaks, balances, and changes that have been agreed on by most of the community to be beneficial to the overall vanilla game. The Total War: Attila Community Patch is a great source for this kinda stuff, from graphical upgrades to gameplay mechanics. With Forgotten Realms you have 28 unlock factions available, including new general models, individual traits, and unit rosters for each.
Battle balances have also been made, with increases unit speeds and makes battle more fast-paced than in vanilla. Malata Societa' Official 5 Aug am. Comrade Maarten [author] 5 Aug am. Malata Societa' Official 2 Aug pm. Comrade Maarten. Comrade Maarten [author] 2 Aug am. Malata Societa' Official no my guy it does not work with as that mod is under active development and I am not following their updates.
And no Realistic Charge Impacts is just a part of this mod so no need to run both. Malata Societa' Official 28 Jul pm. Malata Societa' Official 12 Jun pm. Share to your Steam activity feed.
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