The 634 Fire & Swords mod for Total War: Attila shifts the game’s timeline to the year 634. The team who made Fall of the Eagles also worked on a mod for Total War: Rome II called Constantine: Rise of Christianity. The mod includes lots of other small changes, too, including making the loyalty of troops a bit more precarious. In addition to the visual changes, the mod also amends systems to do with garrisoning and upgrading units, while the effects of seasons have been changed to have more of an impact on troops. Instead of shifting the game to another time period, Fall of the Eagles diversifies the textures and unit models in the existing game with new versions based on historical sources. Intended to flesh out the units and battles of Attila, the Fall of the Eagles mod is an overhaul with an eye on realism and historical authenticity. Instead of facing Attila as part of a great power able to muster vast armies, players can take on the governance of smaller fictionalised polities, including the Province of Hispania or a much reduced Byzantium. The mod takes the original game’s start date of 395 AD, as the Western and Eastern halves of the Roman Empire look eastwards towards Attila’s horde of terrifying Huns, and immediately shatters it further. It invents new identities for Romanised Greeks as well as for Germanic and Norse factions. It adds 14 new factions to the game, each of which is playable in the Grand Campaign, plus over a hundred new units. Terminus Total War – Imperium adds a new alternate history campaign to Attila: Total War. History Hit used the Total War: Attila mod to help recreate the Battle of Agincourt, the 606th anniversary of which took place on 25 October 2021. The huge complement of original units meant Medieval Kingdoms 1212 AD was ideal for History Hit’s series Battlefield Replayed series. The Pope accordingly has a role to play, alongside a host of scripted features including the ability to annex vassals, release vassals where rule is tenuous, and story events inspired by history. Its high medieval setting takes the campaign into the realms of the Albigensian Crusade in southern France, the 14th century Reconquista in the Iberian peninsula and the consequences of the 1204 conquest of Constantinople by Latin Christian forces. It’s a project of wide scope, implementing 57 playable campaign factions, a rework of provinces and some 4,000 units. Medieval Kingdoms 1212 AD accelerates Total War: Attila’s timeline to the next millennium, bringing new technologies, units, factions and scripted narrative features to the base game. We’ve collected some of the best Total War Attila mods, each of which is available for free on the Steam Workshop. Given it was released in 2015, you may be tempted to make use of player-made mods to improve on the original Total War: Attila experience. Set in 395 AD, it’s well regarded for the improvements it makes upon Total War: Rome II and for its dynamic, historically-inspired campaign. Thus I put in bows as a stopgap to atleast make it look less buggy.Attila is the ninth standalone instalment in the Total War series and one of the best. I am aware that some units have bows when they use throwing axes/blowpipes/etc this is due to the fact that to my knowledge there are no hero animations for those types of weapons. Fixed caltrops and smokes not deploying properly (added animations so that captains throw fixing a loop) Nanman Dlc.Will implement them along side nanman dlc. All unique dragon captain variantmeshes are now complete.Yue Remnant Warriors captain is holding his sword on his left hand by the blade instead of the hilt fixed.It does seem like he doesn't they just a bit slow. Chen Royal Guard captain does fire his arrow from his bow.All new mh unit captains have been created.They should die more easily but shouldn't get deleted instantly. Fixed positioning of some yellow turban captains.Added unique bandit/mercenary captains.Added new helmets to captains ensuring that most have either a tassel or feather.Adjusted captain health so they can survive a few more engagements.Added captains to the new eight princes dlc units.Fixed unit audio not actually playing but as a consequence I had to remove unique captain sounds for the time being.Add unique captains to the yellow turban roster.Ensure that each melee strike by a captain is heard as a distinct strike like full heroes.If they get close enough duel animations will play, however I do not think I will be able to make them seek each other out. Captains will act more like dismounted 1h heroes, they will use the unique animations, executions, and aoe melee strikes.Fixed incorrect unit count for Pearl Dragons.3 new/revamped captains for all elements (made the design more consistent).All captains are now scaled up to 1.05 which is equivalent to a commander class hero in scale.Creating new tiered captains for wood/metal units.
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