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  1. #1

    Default 10 issues with Attila and how to improve them for the next iteration of Total War

    So, having sunk a measly 100ish hours into the game since having bought it several months ago, I thought I might suggest some possible improvements for the next historical iteration of the franchise. Don't get me wrong, I think there are a lot of great new features in Attila, but sadly the only reason I still play the game as opposed to Medieval 2 mods is that CA never bothered porting Medieval 2 for mac. I Would happily buy it now if they did and wouldn't give Attila a second glance.

    Issue 1: End of turn wait times desperately need fixing. My system specs are as follows and it is not unusual for me to wait 1 min+ for turns to end, particularly as the number of factions discovered increase as game progresses. For a £2,000 laptop, playing on lowest possible settings this is really shockingly bad and is without a doubt the single largest barrier to my enjoyment of the game.


    MacBook Pro (Retina, 15-inch, Mid 2015)
    Processor: 2.5 GHz Intel Core i7
    Memory: 16 GB 1600 MHz DDR3
    Graphics: AMD Radeon R9 M370X 2048 MB


    Issue 2: Research trees really need changing/updating. When I play the game, I seem to spend 90% of turns insta-ending as I wait for a 30 turn research timer to tick down. Might be to do with the fact that I play on legendary with small 1 town/city factions, but I think the CA team could learn a lot from the med 2 mod scene. Mods like Europa Barbarorum linked unit upgrades, reforms, etc to in game faction progression & were a much more interesting way of creating a sense of accomplishment behind technological advances. Having to win 5 land battles against armies with 5+ units to be able to upgrade your levies to spearmen is a much more interesting mechanic than researching a 3 turn thing, then a 5 turn thing, then a 12 turn thing, etc, etc, etc. It also allows you to progress on multiple fronts at once, as opposed the rather gamey military or culture choice thing you have at the moment. For me, this basically entails 150 turns (or 2 and a half hours with turn times as they are) waiting around to upgrade my military then another 150 while i fix my economy to be able to recruit more than 1 stack without going bankrupt because I can no longer recruit cheap low tier units. By this point Attila will have come and gone and I'm just getting ready to get started on my offensive campaigns as the game is coming to an end.

    Issue 3: Unit upkeep and stats are in serious need of balancing. It's a bit of a joke once I've got my fully upgraded military tree that I'm left with a choice of either elite spearmen/infantry/huscarls, etc with an upkeep of 300 per turn, or as the next cheapest infantry(ish) choice I can have some skirmishers with an upkeep of 50ish. Either the AI spams low tier slingers and archers which seem to comfortably kill 200 of my elite troops per unit even when they're in shield wall mode when playing as the Jutes, or alternatively if I play as the romans, I can just dump one crappy limitanei unit close to all the archers in testuedo formation and lose maybe 5 or 10 men while they unload their whole quiver on them. All factions should have cannon fodder levy melee units like this to supplement the main army, even after you have unlocked the higher tier units. Finding the right balance between cost vs army strength was always a big part of the earlier TW games, but with Attila I'm often left with the choice of Elite super expensive warrior or the dirt cheap very light skirmisher with no happy middle ground between the two to form the bulk of my army from. Also several mercenary units have higher upkeep costs than their initial recruitment cost, which makes zero sense whatsoever. Similarly, if my unit has taken a beating in battle and has only 10% of its troops remaining, upkeep should reflect this, not stay at the same level as if the unit had 100% of its troops.

    Issue 4: 20 unit army sizes. I suppose the issue here isn't so much the number of units (since the AI will use this as the basis for stack forming), but the difficulty in deploying multiple stacks in battle. If I place 3 stacks side by side on the campaign map, having moved all 3 in unison only to be attacked by 5 stacks of huns, it becomes basically 5 stacks vs 1 as my other 2 will just be butchered by enemy reinforcements while trying to make their way to my main army. On legendary without a strat map or the ability to issue orders while the game is paused, this becomes increasingly tedious to manage. Similarly just moving multiple stacks across the campaign map is something of a drag. A suggestion to improve on this would possibly be the stacking of armies (like how you can stack 20 land units onto 20 naval units for ocean travel, but only need to move the navy).

    Issue 5: AI micro management of units. While people have been clambering for more sophisticated AI for a long time, and it is admittedly tougher than on other total war's, I feel the balance has shifted too far from the reality of pitched field battles. At present, the AI does't seem to get the concept of a cohesive army, and instead micro manages each and every unit on the field. While this does make for a tougher fight, I find it becomes increasingly tedious, as all the enemy ever does is micro manage it's infantry/cavalry to smash your flanks/rear, regardless of if they are already engaging another unit, how wide your defensive line is, and in spite of any guards on your flanks, which are never quite fast enough to respond to the cavalry's hyper-sensitive movements, which allow them to go from a full on charge to a 180 degree turn in under a second. The battle should really be won or lost in the set up of your lines and troop roster, not because a skirmisher cavalry unit cancels its charge several times over after you counter manoeuvred before finally smashing into your general from behind while you've turned to focus your attention elsewhere.

    Issue 6: Battlefield maps. At the moment, every single battle basically takes place on an open field with some scattered bits of hill and forest in no kind of helpful defensive position. The only real exception is river crossings, which can serve as choke points for the enemy. I'd love to see some historical locations thrown into the mix, providing natural chokepoints inside of the map, like the gates of Thermopylae, a Hadrian's wall that actually appears on the battle map, or even just a hill at Hastings that would make for a useful defensive position. The same is true for cities, where it seems stupid to me that there are some really great choke points to be held, but they are made redundant by the fact that your troops morale will have crashed to nothing because the AI burned a bunch of peasants houses before getting there. Places like the Athenian Acropolis were designed specifically with the intention of being defensible choke points on high ground inside the city, so that even if the rest was burned, it could be held. In Attila, if you try to deploy in one of these choke points, you can watch your 2000 strong army occupying high ground with 1 hillside approach mass rout with barely any casualties because of this morale mechanic. Fair enough they shouldn't go back to the no routing town square of early total wars, but it makes zero sense for an army with equal numbers to the enemy holding the strategically superior position to surrender (to be slaughtered) just because a few houses/watchtowers were burned (particularly when the army isn't even from that town!).

    Issue 7: City building just sucks. I'm not really sure what inspired the change from the earlier iterations of total war, but to me the current 6/4 building formula per town/city really detracts from the fun and simplifies the game in a really undesirable way. Combined with the arbitrary squalor and public order penalties, you managed to completely ruin what I used to find a very enjoyable aspect of the game. Not that it's hard to find the right balance in order to keep public order (even with the -30 insta penalty for legendary difficulty), but you basically have your village slot, a food slot, a sanitation slot and then 1 free slot to pick something else from (provided you don't have a harbour in your village that isn't being used as your food slot). At the moment you just upgrade everything, everywhere, until you can't upgrade any more in every town/city you own. On previous iterations there were serious considerations to be made about what would be built where, and how long this would take to accomplish, how useful it would be vs money spent, etc, etc. On the old games, the only times I would typically have say 12000 gold was having saved for a few turns for a specific building. On Attila, I'll find myself sitting on 60k that has been building up over time despite owning only 1 city and which I just end up blowing in a turn or 2 recruiting a stack which will put my monthly income from +1000 to -4000 then using that to sack/raze an enemy town or 2 until my army is dead or I have to disband them to prevent myself going into Bankruptcy.

    Issue 8: Resources are ridiculously rare. I think it's a great idea having different resources such as iron/wood needed to build certain structures, but in the entirety of Western Europe, I think I saw only 2 towns capable of producing iron and maybe 3 capable of producing wood! I mean seriously 90% of the continent is made up of forest and only 1 or 2 specific towns can build a bloody lumber mill! Despite having trade agreements with the Saxons, The Franks, the Angles and a bunch of other European factions, salt is my only import and I'm the sole exporter of wood to all these factions. The only iron producing towns were both razed long ago and are yet to be reoccupied on a campaign roughly 200 turns in.

    Issue 9: Starting faction variety. Like 99% of other gamers, I would obviously prefer not to have to pay to play with my favourite factions, but I think it is perfectly possible to achieve a balance between the two systems of paid DLC and decent starting rosters that CA clearly haven't found yet, or have wilfully ignored in search of greater profits. I would recommend that the game starts with at least 1 faction (preferably a popular one) from each of the different cultural subsets. If I want to play as the celts, it seems reasonable that the Caledonians for example would be a free faction in the game from the start, and then the Ebdanians and Picts would be optional extras for DLC. Why spam us with 20 germanic factions at the start, then charge people to play with Celt or Viking factions, which are obviously going to be highly desired by most of the games players? DLC should be an optional extra for people who have already gotten their money's worth from the initial game and are hungry for more, not a mandatory additional purchase to play in your desired starting location or with your desired culture.

    Issue 10: Unit sprites when zoomed out. Once again, like 99% of other players, I typically play battles from a birds eye view (at least for the vast majority of the battle). It's painful to see the ugly blobby sprites moving around the battle with graphics that are most definitely worse than Medieval 2 was at that zoom despite the game being 10 years older. There's absolutely zero point in me cranking my graphics up to max, when these low resolution sprites still appear the second i zoom out far enough to get a strategic view of the battlefield. There's no sense of an epic battle between several thousand troops, just a lot of blobby masses colliding with one another until i zoom right in for a close up and get to see the blood and gore and unit textures which I paid for.
    Last edited by IlluminatiRex; October 28, 2015 at 09:31 PM. Reason: hard to read text

  2. #2
    Darios's Avatar Ex Oriente Lux
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    Default Re: 10 issues with Attila and how to improve them for the next iteration of Total War

    I 100% agree with issue 9. Attila was released almost a year ago and I am still waiting to play with a real Eastern European/Steppe faction. By "Steppe" I am not referring to a gimmick faction like the Huns with everything from the best cavalry to the best heavy infantry in the game, or even the terribly done Alans with a Germanic roster at its core, but a real nomadic horse archer faction like the Scythians in Rome 2 that are designed harass enemies with hit-run tactics. In the meanwhile, the game started off with 6 playable Germanic factions, we're nearing 20 of them now, yet we have had to pay money in order to play with Celts or Semitic factions while other cultures have been completely ignored.

    I understand the desire for profits but it should not come at the expense of leaving huge sways of the campaign map blank and empty simply because CA feels that they'd make slightly more money from another new Germanic campaign/faction than they would with something from a less "pop-culture" region/culture. The game should have been released from the beginning with a single playable Celtic, Slavic, Viking, Semitic, etc faction then they could have with time made DLC to give fans more options for their favorite cultures. What we have now is people fighting on the forums over whatever scraps CA will toss down from the table next. Even worse, people are being branded as nationalist, militant, and racist due to arguments over the worthiness of a particular culture. A game should never make people say things like "Slavs aren't important" or "I'm sick of so many Germans" and for that I put the blame squarely on Creative Assembly.
    Last edited by Darios; October 26, 2015 at 03:38 AM.
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  3. #3

    Default Re: 10 issues with Attila and how to improve them for the next iteration of Total War

    Make the campaign AI more aggressive and coherent, it erodes my soul to no end when I turn up in a strong enemy province expecting a massive war, only to find out all of their armies are sailing off the coast of North Africa for a few years.

    If the campaign AI is broken, the entire game is broken, as having a functional, logical, even simple gameplay should be the backbone of any TW session.

    Also, they need to work on the amount of troops they can fit into battle. It's 2015 and we should at least be pushing for at least 20,000 troops on the field with no FPS drops.

  4. #4
    Humble Warrior's Avatar Vicarius Provinciae
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    Default Re: 10 issues with Attila and how to improve them for the next iteration of Total War

    Good points. But I think it`s fair to say these issues will never be fixed.

  5. #5

    Default Re: 10 issues with Attila and how to improve them for the next iteration of Total War

    OP your font is obnoxiously small - why don't you edit your post so that it is readable? On the substance, you make some good points but they wouldn't be my top 10 issues with the game.

    Quote Originally Posted by Bingbangbong View Post
    Issue 1: End of turn wait times desperately need fixing. My system specs are...
    I think it's your system. My PC is not good (can't play Fallout 4) but end turn waits are not an issue.

    Issue 2: Research trees really need changing/updating. When I play the game, I seem to spend 90% of turns insta-ending as I wait for a 30 turn research timer to tick down. Might be to do with the fact that I play on legendary with small 1 town/city factions...
    Could be. I play Romans and my first WRE turn lasted almost an evening. I've got faster, but still....

    ...I can no longer recruit cheap low tier units.
    I agree, this doesn't make much sense, from a historical perspective.

    Either the AI spams low tier slingers and archers which seem to comfortably kill 200 of my elite troops per unit even when they're in shield wall mode ...
    Don't play legendary.

    ...alternatively if I play as the romans, I can just dump one crappy limitanei unit close to all the archers in testuedo formation and lose maybe 5 or 10 men while they unload their whole quiver on them.
    That's surely accurate. A Roman tetsudo formation should be virtually invulnerable to archers.

    Similarly, if my unit has taken a beating in battle and has only 10% of its troops remaining, upkeep should reflect this, not stay at the same level as if the unit had 100% of its troops.
    My interpretation is that you are paying for the recruitment, training and transport of the replacements. It creates a nice tension - do you want to save money by consolidating half strength units or the convenience of getting automatic replacements?

    Issue 4: 20 unit army sizes.
    I think 20 units is enough to manage. I usually don't have a problem deploying close to where the reinforcing army arrives, but when I do, it can be a fun challenge.

    Issue 5: AI micro management of units.
    Maybe another legendary only issue. If you can pause and give orders, it's less of a problem. I rather admire how well the Attila AI uses its cav and I think it moves its armies more cohesively in battle than in most post-MTW games.

    Issue 6: Battlefield maps. ... it makes zero sense for an army with equal numbers to the enemy holding the strategically superior position to surrender (to be slaughtered) just because a few houses/watchtowers were burned (particularly when the army isn't even from that town!).
    Another legendary issue? On normal battles, you have enough morale. Unless fighting the Huns. There are many choke points in cities.

    Issue 7: City building just sucks.
    It's not very exciting, I agree. It seems to lead to very "cookie cutter" builds.

    Issue 8: Resources are ridiculously rare.
    I think it's fine. It's a wargame, not a trading simulation. Having a few provinces being economically valuable to merit interest is fine. Chopping down every wood in Europe would be tedious. Play a bigger faction and you will have a lot of resources to trade.

    Issue 9: Starting faction variety.
    I don't think it's an issue. The Celts, Vikings, Aksum etc did rather little of interest in this period. DLCs for minor factions seems a good use of the concept.

    Issue 10: Unit sprites when zoomed out.
    You have a point, but it's been true since RTW, hasn't it?

  6. #6

    Default Re: 10 issues with Attila and how to improve them for the next iteration of Total War

    The campaign AI is still terrible, without that being at least decent it's a lost cause. I have not played this game in 4 months, hoping when AE comes out it might be worth a shot. I am playing Mount and Blade's "Viking invasion," which is not my ideal game, but is far more enjoyable than this game.
    Shogun 2, no thanks I will stick with Kingdoms SS.

  7. #7

    Default Re: 10 issues with Attila and how to improve them for the next iteration of Total War

    Quote Originally Posted by ThorHa View Post
    10 issues with the one thousandth posting of a useless list of personal improvement wishes. Repeat 10 times.
    If people don't suggest ways that the future games can be improved they have no right to complain when CA come out with another substandard game further down the line.

  8. #8

    Default Re: 10 issues with Attila and how to improve them for the next iteration of Total War

    Quote Originally Posted by Bingbangbong View Post
    If people don't suggest ways that the future games can be improved they have no right to complain when CA come out with another substandard game further down the line.
    If people would read what a lot of others wrote already before writing themselves, the suggestions might be worthwhile reading because: new. Lists of improvements already discussed to death are nothing than self promotion. And a waste of time for readers.

    Regards,
    Thorsten

  9. #9

    Default Re: 10 issues with Attila and how to improve them for the next iteration of Total War

    Quote Originally Posted by ThorHa View Post
    If people would read what a lot of others wrote already before writing themselves, the suggestions might be worthwhile reading because: new. Lists of improvements already discussed to death are nothing than self promotion. And a waste of time for readers.

    Regards,
    Thorsten
    I suppose that's like saying once any game has received one good or bad review, no further reviews are needed, as they'll just be repeats of one another... If 1 thread exists suggesting a change, developers will tend to ignore it. If 10,000 say the same thing, they might begin to take notice.

    Also, if you aren't interested in a list of flaws with Attila because you've read 100 others like it, just don't read it. Nobody forced you to and it's not like your comments are particularly helpful to anybody. And please do direct me to a thread which lists all 10 of my issues and suggested solutions. I'd love to offer my support to whoever wrote it, because I think they're spot on.

  10. #10

    Default Re: 10 issues with Attila and how to improve them for the next iteration of Total War

    Quote Originally Posted by Zebbe View Post
    Issue 1, your text size is too small. Issue 2, you use a mac (I stopped reading when I saw that)
    Bearing in mind I can partition my hard drive and run windows using half the power my mac has i think your comment is pretty stupid. Also bearing in mind Attila is designed to be played on a mac, since I have the most up to date mac possible and the game isn't running well on the lowest settings once it gets going, that's a pretty serious issue. If you don't have anything worth contributing just don't...

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