Total War: ATTILA

Total War: ATTILA

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Supply System With MAGA!
   
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Tags: mod, Campaign
File Size
Posted
Updated
7.640 MB
10 Apr, 2020 @ 9:46pm
23 Apr, 2020 @ 3:19pm
2 Change Notes ( view )

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Supply System With MAGA!

In 1 collection by Sheph
Little Shepherd Innovations
36 items
Description
Purpose
Armies can still troop across the map, but they need to loot or camp to stay fully supplied.
Based on Memo's ground-breaking supply mod at https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1394466763
What's new?
Thank you mementomori420 and causeless for this mod.
See the original at: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1394466763
It's an amazing script to which the AI adapts well.
I believe that the original script has a few mistakes in it that have persisted.
Additionally, that version is not compatible with MAGA.
MAGA is indispensable in the madness caused Attila.

1) The impact of poor supplies is lessened by about 40%. This is primarily to help the AI which insists on never staying on home territory.
2) Positive Supplies are no longer overpowered. You can no longer trounce all the hapless AI stacks that wander through.
3) Supplies run out quicker than in the other mods, so you need to camp/raid/fight/garrison.
Positive numbers below increase supply. Comments welcome.

Stance_effects
stance_effects = {
["MILITARY_FORCE_REGIONAL_STANCE_TYPE_OWN"] = 1,
["MILITARY_FORCE_REGIONAL_STANCE_TYPE_FOREIGN"] = -3,
["MILITARY_FORCE_REGIONAL_STANCE_TYPE_SEA"] = -2,
["MILITARY_FORCE_ACTIVE_STANCE_TYPE_AMBUSH"] = 3,
["MILITARY_FORCE_ACTIVE_STANCE_TYPE_ASSEMBLE_FLEET"] = 1,
["MILITARY_FORCE_ACTIVE_STANCE_TYPE_DEFAULT"] = 0,
["MILITARY_FORCE_ACTIVE_STANCE_TYPE_DOUBLE_TIME"] = -2,
["MILITARY_FORCE_ACTIVE_STANCE_TYPE_LAND_RAID"] = 7,
["MILITARY_FORCE_ACTIVE_STANCE_TYPE_MARCH"] = -2,
["MILITARY_FORCE_ACTIVE_STANCE_TYPE_MUSTER"] = 2,
["MILITARY_FORCE_ACTIVE_STANCE_TYPE_PATROL"] = 4,
["MILITARY_FORCE_ACTIVE_STANCE_TYPE_SEA_RAID"] = 8,
["MILITARY_FORCE_ACTIVE_STANCE_TYPE_SETTLE"] = 8,
["MILITARY_FORCE_ACTIVE_STANCE_TYPE_SET_CAMP"] = 5,
["MILITARY_FORCE_SITUATIONAL_STANCE_TYPE_BLOCKADE"] = 3,
["MILITARY_FORCE_SITUATIONAL_STANCE_TYPE_DOCK"] = 8,
["MILITARY_FORCE_SITUATIONAL_STANCE_TYPE_GARRISON"] = 7,
["MILITARY_FORCE_SITUATIONAL_STANCE_TYPE_LAY_SIEGE"] = 3,
["MILITARY_FORCE_SITUATIONAL_STANCE_TYPE_UNDER_SIEGE"] = -8,
["MILITARY_FORCE_SITUATIONAL_STANCE_TYPE_NONE"] = 0
Nomads have trouble with supplies so they have been given an extra boost above.
Battle_effects
Reduced the damage done by losses. Testing shows that it basically is devastating even for a close-defeat.
["siege_victory"] = "refill",
["heroic_victory"] = 8,
["decisive_victory"] = 6,
["close_victory"] = 3,
["pyrrhic_victory"] = 2,
["valiant_defeat"] = -6,
["close_defeat"] = -8,
["decisive_defeat"] = -10,
["crushing_defeat"] = -12

Setup required
If you have another mod with its own scripting.lua, this mod won't run unless you require it in this mod's scripting.lua in the correct campaign.
Or you can call this mod from your mod's scripting.lua with
require("supply_scripts.supply_system.main");
require("maga/init");
It is so simple that I do not wish to answer questions more than once on this.

Original Developers
Thank you Niklas and Mementomori420!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1394466763

Help those improving Attila


LS collection: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1420203491
8 Comments
Sheph  [author] 7 May, 2022 @ 10:56pm 
Yes. Anything with MAGA modifies a key script. It's important to ask if it's compatible because it's one or the other that will work unless the dev renames the script.
Sheph  [author] 17 Feb, 2021 @ 2:40pm 
I don't know about the limit. I wouldn't use 37. I would combine them myself like you see here. But the real question is whether the mods are loading right and you are seeing what you expect. I recommend using Kaedrin's Mod Manager for Attila over the Steam/CA one
Karmapowered 17 Feb, 2021 @ 2:24pm 
Yes, the game seems to have its fair number of quirks. I was aware of the limitations of 1 script and 1 starting position only, but didn't immediately connect the dots before @gyrovolies mentioned it. Thank you for confirming it.

Do you by chance also know if there is limitation of maximum number of mods that the game can load in the mod manager ? I'm currently running into that issue, where mods subscribed on the workshop don't appear in the /data folder, and I read conflicting information .

More importantly, thank you again for creating and sharing all these fine mods with us.
Sheph  [author] 17 Feb, 2021 @ 1:59pm 
If you subscribe to the mods separately, only one or neither will work. They need to be combined in the same script file. I think the more recent mods have this working better than here but this still works for me.
Karmapowered 17 Feb, 2021 @ 9:56am 
Got it, it seems to a limitation of the engine that requires it. Thank you for answering my question.
gyrovolies 17 Feb, 2021 @ 9:49am 
It is implemented inside the scripts i think
Karmapowered 17 Feb, 2021 @ 9:27am 
I'm currently browsing through your mods, and I find most of them intriguing and well thought out. I intend to probably add a couple of them to my next game.

Excuse me for the semi-newbie question, but what is MAGA ? If it's the region trading mod, how does it connect to any supply system mod like this one ?