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Thread: Unreal Combat

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    The Great Khan of Rome's Avatar Civis
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    Default Unreal Combat

    "We want something unreal!"
    UNREAL COMBAT MOD:
    Atilla
    Unreal Combat (UC), is a total rebalance of all the factions and units. Using Warriors of Faith as a base and my understanding of how combat works in Atilla, this mod totally changes how combat feels and plays. I, the sole creator, will (hopefully) have the help of others in this endeavor. Otherwise, I will lay out what I will do to get my goal; a better balanced Atilla.

    Features:
    Spoiler Alert, click show to read: 
    - There is no AP damage at all. This is to make the combat simple and easier to balance.
    - Charges now make sense; melee cav now have better charges and shock cav's charges make sense.
    - Actual faction and culture differences; no strat will be the same for all factions.
    - Combat is slower and more tactical.
    - Missiles now better overall. They will be completely overhauled.
    - Hard counters; basically units that are outliers for the balance and combat.
    - Tiers are gone. Now it is replaced by quality, similar to Stainless Steel of M2TW. This also means no upgrading of troops.
    - Projectiles make sense now.


    Plans for Tiers:
    Spoiler Alert, click show to read: 
    Tier 0 - Peasantry (Ad-hoc units given weapons and thrown at the enemy with no idea what to do)
    Tier 1 - Levy (Ad-hoc units given some training)
    Tier 2 - Warrior (Combat units with previous experience in battle, but have untidy formations)
    Tier 3 - Fanatic (Units that are not affected by morale shocks. Usually religious, but often times are bloodthirsty warriors.)
    Tier 4 - Semi-Pro (Somewhat professional units; given training, but only for some time and don't have very orderly formations)
    Tier 5 - Pro (Professionals units; given years of training and is quite proficient in combat with great formations.)
    Tier 6 - Heroic


    Plans for Categories:
    Spoiler Alert, click show to read: 

    Type of Combat (this is before the weapon type):
    Ranged (long-range-missile, generally poor in melee)
    Skirmish (short-range-missile, more accurate and better in melee combat)
    Melee (can hold their own in prolonged melee combat, poor at charging when compared to shock)
    Shock (great at charging, but melts away quickly in melee proper)
    Artillery (poor overall, mostly used to destroy valuable targets or towns)
    Weapon-based:
    Sword
    Axe
    Flax
    Spear
    Pike
    Lance
    Bow
    Bomb
    Crossbow
    Javelin



    Plans for Cultures:
    Rather than all individual factions be all unique on their own, Unreal instead makes culture groups unique. There is, however, always one out layer, something to defy the normal balance scheme of the faction.
    Spoiler Alert, click show to read: 
    Roman factions (att_cult_roman)
    Generally very strong and disciplined infantry units, but have average cavalry that acts as a support, rather than a part of the main army. Missiles are also lacking, their units are often small in numbers, and are quite expensive.

    Barbarian factions (att_cult_barbarian)
    Strong, if not disciplined, infantry units. Their infantry is much faster than other factions, but lighter and has fewer wounds (-2, for heavy, -4 for light). To combat this, they have huge unit numbers, bigger than many other factions (light infantry only). Their cavalry varies; they generally have strong heavy cavalry, but poor light cavalry and most of them play a support role. Most of their missiles are average, with the best-being javelins. Most of their light units are cheaper also.

    Nomadic factions (att_cult_nomadic)
    Epic light cavalry, better than any other factions. They also have great missile units that are heavier, have more wounds, are faster, and can even act as infantry in melee combat. The cavalry, when dismounted, don't have debuffs, meaning that they too can also act like regular infantry. Their dedicated infantry, however, is quite poor, and act as a supporting role at best.

    Eastern factions (att_cult_eastern)
    Generally have strong missile units, specifically bows and have good cavalry overall, with special emphasis on very heavy shock cavalry. But they have rather poor dedicated infantry, and dismounted cav have bigger debuffs than average. Their cav units are rather small in numbers too, and they are expensive.


    Plans for Subcultures:
    Spoiler Alert, click show to read: 

    West Germans (att_sub_cult_barbarian_germanic_west)
    Generally great heavy infantry and cavalry. But rather poor archers and slingers; javelins are better. Light cav and infantry are also poor. Spears are avg.

    East Germans (att_sub_cult_barbarian_germanic_east)
    Opposite of West Germans; pretty nice light cav and infantry, with good archers, but still have poor slingers and javelins are worse. Spears are avg.

    Norsemen (att_sub_cult_barbarian_germanic_north)
    Awesome infantry all round; with their shield walls being better than even testudo for Romans. Still, they have poor missile infantry, and mounted units are the worst in the game. They are, however, better when dismounted. Spears are poor at best.

    Desert (att_sub_cult_eastern_desert)
    Very hit and run; most units don't have good armor, low wounds, but are way faster than most factions units. Slingers and javs have better range and fire faster. Charges aren't all that great, most units melt in a prolonged melee fight. Spears are avg but don't have a bonus vs cav.

    East Romans (att_sub_cult_roman_east)
    Have good cav, with a variety of options. Weaker infantry in general; having low wounds, but can block most attacks better. They have better missile units, with the ability to get the best crossbows, with higher range, fire rate, and accuracy. Spears are the best in the game, with the ability to counter most cav.

    Celtic (att_sub_cult_barbarian_celtic)
    Fantastic light infantry, with them being speedy and having good attack. They don't survive long in melee and their charge is poor, with cav being average overall. Javelin units are tanky with higher than avg wounds, and can even act like light infantry when needed. Spears are avg, but with the added addition being good against infantry.

    Hunnic (att_sub_cult_nomadic_hunnic)
    Great light cav overall, with best horse archers in the game, even handling themselves in a melee fight and acting like emergency light melee cav. Some of their horse archers even get buffs while dismounted. Their bows are better overall, with their arrows able to damage most armors, even those of cataphracts. However, they are a very mono faction, meaning that they are nothing special in most categories and the worst in some of them. Their dedicated infantry is poor at best, and their spears are the worst in the game, with them only being able to counter light units. Most of their heavy cav is poor, with fewer wounds and armor. They even have less attack and charge.


    Sassanidian (att_sub_cult_eastern_sassanid)

    West Roman (att_sub_cult_roman_west)




    Links:
    Spoiler Alert, click show to read: 
    The Obscure mechanics of Attila: https://steamcommunity.com/sharedfil.../?id=570444181 (Basis for our combat engineering)
    ARMOUR, ATTACK, DEFENCE, CHARGE BONUS AND BONUS VS MECHANICS: https://forums.totalwar.com/discussi...s-vs-mechanics (I think this still applies to Atillia?)
    Last edited by The Great Khan of Rome; January 16, 2019 at 03:29 AM.
    Creator of UNREAL, balance mod series that promises changes to everything Total War, and it's offshoots, MEGA for other games. Basically, I'm reject Radious.

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