Total War: ATTILA

Total War: ATTILA

34 ratings
Bug Fix for #Medieval Warfare
   
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Tags: mod, Campaign
File Size
Posted
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19.228 MB
4 Dec, 2023 @ 7:05am
27 Aug, 2024 @ 2:27am
12 Change Notes ( view )

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Bug Fix for #Medieval Warfare

Description
//What the mod does:
~Some of you fellas might remember this mod as the 'Faction Unlock' submod, but Axxxe the author of the original mod has a no-submod polity, since unauthorized edits could compromise his constant updates. So here we are, a heavily truncated version of the original one offers some bug fix, cosmetics and quality of life changes, WITHOUT faction unlock. that page is behind us now..


//Not quite finished, might continue to work on it:
For now,most changes involve everyone's favorite faction: Nicaea/Byzantine rework(right?). If users ask kindly with frequent urgency, I might take a look at other factions.



//Contains:
~Byzantine buildings revamped.

~Added 'Guard Mode' for most Byzantine ranged units, they won't chase out-of-range enemy units. At least the recruitable ones in campaign map has them. And yes, it works.
(Credits to https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1273134736
Menumorut, I sing praise to ye, great lord.)

~Various bug fixes and localization/graphics improvement:
1. Catholic and Orthodoxy religious buildings now have significantly reduced upkeep, and gives corruption reduction+tax modifier. They are now a powerful mid/late game building, the richer the province they're constructed in, the greater the benefits. They still retain some ducats upkeep tho, as completely free churches, like in Age of Chalemange DLC, would be a bit too OP, imo.

2. Greek buildings on the campaign map now retain some Roman look, to give it more visual variety. Namely domed public infranstructures, decayed aqueducts, and WRE apartment buildings. Orthodoxy Pentarchy See building now use Lvl4 Basilica model. the default one looks nothing like Hagia Sophia.

3. Byzantine 'true' capital changed to Constantinopole. Once you've reclaimed it, your capital automatically relocates there by vanilla mechanism. Cheers.

4. Byzantine cultural circle's academy buildings now simply provide local State Religion influence, instead of that of the respective branches of Christianity, making the building compatible for either Byzantines, Latins or Russian Principalities.
Localization text for Slavic Paganism changed to 'Russian Orthodoxy'.
(By MW designs, everything is a vanilla reskin, which while simple and reliable, does have its downsides. Like how Slavic Paganism was simply renamed to 'Orthodoxy Christianity', Lol.)

5. Byzantine naval commander units now use unique names, and have Castled Dromon Warship. So you don't mistake them for regular unit upgrade in the tech tree.

6. Other trivial stuff.

7. Naval boarding action now sorta fixed, troops now fight each other on the Battle Maps. Heaven be praised.

8. Fugit, can't remember eh? Silly me.



//Bonus & Assistance needed:
~Known major issues inherent within Medieval Warfare base mod that I havn't found a fix for yet:
1.Naval boarding actions are... sorta fixed. But kill rate between professional marine are very high, still no combat animation, just an inta kill. Something to do with kv_rules. Still need help on this one.

2.Base mod's Graphic module might lead to the battle map looking all orange sunset no matter the time of the day or the season when fighting on the steppes. Recommend deleting all the 'Weather' related entries in the 'Graphic' module, or just outright desable it and find alternative battlemap mod. Settlement and campaign map alterations are all in Base pack, no worries.

3.I'm sure there's more.



//Join the Discord, where you can make TWA modding suggestions, work on MW, share your thoughts and skills, I myself can only work with DB tables for now. Most important of all, help me fix MW boarding action.(or perhaps I accidentally broke that myself. Do let me know if your copy is working fine.)javascript:ValidateForm()
https://discord.gg/uMsenQp8



Oh right, here's my other mod that prevents the disabling of Legacy techs in Medieval Warfare. Not included in this mod, I want it to be optional.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3089563494

Peace. No. War, kill'em all!

Load Order:
Legacy Tech
Faction&Tech
MW-Graphic
MW-Pack 1
MW-Pack 2
MW-Base
MW-Models

First two inter-changeable, consult MW-Base Pack for more info
49 Comments
1193814223 19 Jul @ 10:28am 
great mod
CadianCastellan  [author] 6 Feb @ 9:27pm 
I'll have to work on the faction names, that was rather strange, didn't think axxxe would change those. I did fry my computer and lost all the editors and mod packs though, so it night have to wait.
CadianCastellan  [author] 6 Feb @ 9:25pm 
well my bad, a bit of a false advertising on my part. the pics have been removed now.
the author of the MW mod has a strict no-submod policy, and he is especially against the idea of StartPOS editing. Hence the faction unlock function of this submod has been removed.

Don't freak out bro, it's just a game, there are far better things to do, like... pray a rosary or smth... Chill.
giulio2008 6 Feb @ 8:59am 
I need some help.
I downloaded this mod to fix some problems but it did not work.
I downloaded the mod in the correct order but still i cannot play with venice, genova, latin empire and more.
This factions just do not appear to be available in the main capaign.
How can i fix it?
What's more the names of the nations in the campaing are those of total war attila and did not change...
Thank ypu for your help
[S.P.Q.R.] Kefkaius 19 Nov, 2024 @ 8:27pm 
Hello, if you can fix Rome city crash on battle, would be great!
Iviatus XII 19 Oct, 2024 @ 1:34pm 
Please make a submod for 2x unit size
CadianCastellan  [author] 29 Dec, 2023 @ 4:26am 
Well, kek kek, announcement: I got in touch with the Medieval Warfare devs, they are still working on and constantly updating the project so this mod will just constantly get outdated. I do not fully comprehend its workings, and this submod could very well have compromised the base mods and tarnished MW's reputation, creating bugs that weren't there.

This mod has been put on hold, indefinitely. It's been nice working for you folks, but eh... yeah. Good luck.
CadianCastellan  [author] 27 Dec, 2023 @ 9:12pm 
AFAIK nothing I've done cound have lead to this. KV rule is just string of modifier, no mechanic-disabling function in there. An di think I've found more byzantine bugs, *sigh, it's almost like there's no end to this...
CadianCastellan  [author] 27 Dec, 2023 @ 9:08pm 
Also I haven't made changes to Kiev. Not yet, not before my current Byzantine campaign is finished.
CadianCastellan  [author] 27 Dec, 2023 @ 9:07pm 
I'll run some tests... guh this is going to be pain. Also, maybe you can't sally forth when you have no field army in the settlement, with just a garrison. Maybe it requires a general, a character?

AI frequently sallies forth to meet me in the fields. Maybe it's before I made changes to KV rules and re-enabled naval battles. Don't know(