My realistic combat mod for Attila Total War.
- Armor, shield, and melee weapon values overhauled. Armor piercing damage is reduced for slashing weapons and reserved more for stabbing and blunt-force trauma weapons. Different armor types now have a bonus or weakness modifier against missiles.
- Combat is made as matched as possible and as a result engagements are shorter and more brutal. Probabilities for matched combat animations are equalized, making the combat look more cinematic.
- Hit point values changed to be consistant, like in the Charlemagne DLC. Hit points are a gradient of the soldier's health, exclusive of armor, and as all men bleed all have the same hitpoints. Horses also have much reduced hitpoints, the logic being that it would either be the rider or the horse that is primarily engaged, not both.
- Unit spacing changed slightly so that the barbarian hordes actually look like hordes and that the Romans don't move perfectly in sync like robots.
- Projectiles changed to be more deadly and actually have variation in ranges and velocities based on weapon and ammunition type. Arrows, bolts, and thrown projectiles also do 'shockwave' damage which pushes the hit unit back. Fire projectiles do greater morale damage but have less armor penetration.
- Artillery projectiles are more inaccurate, better for attacking static defenses than moving bodies of men.
- Thrown projectiles range reduced to 50 m from 80 m. I wanted to reduce it to a more realistic 30m but toggling the skirmisher ability would make your men retreat before the enemy got within range to engage. Thrown projectile velocity is also reduced to a realistic speed.
- Fatigue is overhauled so that your armies get tired now. As a guy in real life whose job is to run around in approximately the same weight in modern ballistic armor, I know what it feels like. Soldiers can recover by standing still or walking.
- Unit visibility is also far increased so that the AI will act and respond a bit more intelligently.
- Cavalry charges will now run through an unbraced unit with considerable effectiveness.
- Unit movement speed changed on different terrain types.
- Walk speed of infantry, cavalry, artillery, and siege engines changed to be consistant with each other like in the Charlamagne DLC. This makes moving troops in an orderly fashion easier and with less micromanaging. Also, the speed of siege engines are reduced because in vanilla they could go faster than heavy infantry could walk.
-Formed/disciplined units maintain their formations better.
- Morale overhauled; more factors now both positively and negatively influence unit morale, such as surrounding defenses, terrain, formation, and flank security.
- All precursor projectile weapons now act like standard skirmisher weapons, like back in Rome 1. You no longer have to break a defensive posture to have the benefit of your skirmishing weapons, and they can be used at your discretion.
- Shield and spear wall can now be used in an attack, and will not break formation.

Steam workshop, subscribe to download: Steamcommunity.com

*Marian-style legions not included, just advertisement, I like to play them. They are available on workshop as well and are compatible with this mod.

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joaottomas415
joaottomas415 - - 1 comments

En.wikipedia.org(weapon)
Combat[edit]
Ancient peoples used the sling in combat—armies included both specialist slingers and regular soldiers equipped with slings. As a weapon, the sling had several advantages; a sling bullet lobbed in a high trajectory can achieve ranges in excess of 400 metres (1,300 ft).

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Could you put a link for download?

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