Total War: ATTILA

Total War: ATTILA

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Attila Campaign Community Bug Fixes and Indispensable Features
   
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Tags: mod, Campaign
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121.436 MB
24 Apr, 2020 @ 12:32pm
6 Dec, 2020 @ 3:01pm
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Attila Campaign Community Bug Fixes and Indispensable Features

In 1 collection by Sheph
Little Shepherd Innovations
36 items
Description
Major firing rate bugfix.
Modular Slots mod added

Attila (and CHA BEL to some extent) Campaign Bug Fix

Attila is loaded with bugs or oversights.
Most don't break the game but ruin the air of historic realism.
This mod attempts to assemble all known bug-fixes except those that would interfere with the main Attila mods.
It also adds a few new bug-fixes that were mostly discovered by the Sources below.
For compatibility, this mod focuses solely on issues that are clear bugs and not balance/bug combination issues.

Primary External Sources
Athanasios Ultimate Fixes. I try to keep up with the latest release.
The One Who Knocks Community Patch 1.7

Highly Compatible
It has been tested with Radious, FOTE, Perdita and a few other overhauls.
Not MK yet.
It does this by having no startpos or script files.
This mod also removes nearly all unit changes from Athanasios' mod except for a few select additions.

I made this to be highly integrated with Community Startpos Overhaul by Shep, but it is not necessary.

Main innovations
No more Hunnic Machine Guns!!
The "reload skill" is bugged in Attila.
CA uses "att_effect_force_army_battle_all_firing_rate" at every upgrade opportunity for reload skill.
What is shows in-game is a 300-900% increase in firing rate when it is advertised as 10%.
By late game, a hunnic horse archer unit will be firing 5 times faster than your land archers without this mod.
Units with high reload rates- principally cav archers - gain an incredible bonus of about 250% per 5% supposed increase.
Units with mid-tier reload rates increase about 30-60% while slow reloaders (artillery) increase about 5%.

I broke out the higher-reload rate units into separate categories for each effect bonus and gave them a lower rate increase.
Per Athansios, we've also relabelled the skill in the UI/text to say the more accurate "missile reload skill" rather than "missile firing rate". The units don't actually fire that much faster. For ex, on unit in Vanilla's "skill" is greatly improved from 2 shots/minute to 7 which is about a 350% increase after a 3 nomad upgrades. In this mod, it will only increase to about 4-5 shots/min.

Naval upgrade major innovation
Assembly Kit has a list of effects that don't appear in the game.
When tested these effects work and must have been forgotten due to simplicity or sloppiness.
Effects: These are the innovative effects not before seen in Vanilla by Athansios. The table is needed for the naval unit bonuses. They were created with Assembly Kit but should not need a startpos to use in-game.
Effect Bonus Value Unit Categories: Athansios idea to provide upgrade bonuses to naval units. Outstanding and original work.
Effect Bonus Value Unit Class Junctions: More Upgrade Building effects for naval unit from Athanasios
Building Effect junctions: The upgrade buildings will now provide the effects above to naval units.

Archer Range Bonus Innovation
The bonuses for effect "unit_missile_range" are bugged throughout the tables.
Techs, traditions and characters give bonuses from 3-20% to range.
However, CA only gave these bonsuse 3-20 value points. We tested this extensively and found that it takes 100 value points to increase the range 1 meter. All related effects have been updated in tables and descriptions.

Fixes for Traits, Characters and Ancillaries
Accumulative Experience Traits and Ancillaries by Javi_Wan
"It fixes a vanilla bug where some traits and ancillaries (Like Pankration Gloves[www.honga.net] or Pilum[www.honga.net]) did not provided the experience on recruitment effect that the description showed, allowing now to stack them and recruit veteran units of several chevrons as originally intended"
A few other ancillary and character bugs were fixed

Other Bug Fixes
KV_rules: Replicating mods that boosts morale of defenders who flee to quickly due to adjoining buildings being on fire. Vanilla has it at -20 which is absurd.
Reduced Friendly Fire Mod

Battle Camera: Shep with some help from Olympian

Building Units Allowed: Helped out broken factions unit recruitment - Alans, Franks in CHA and the desert/Judea factions

Map Attrition: Athansios expanded this from sources. Self-evident.

Naval Integrity: A little boost to naval integrity for experienced fleets. They fall apart in Vanilla 4-5 turns after recruitment.

New General Bodyguards from Athanasios
Added a new admiral ship for the ERE to prevent their easy demises
Commodities: Fixed missing price of the cloth resource (AoC)reimplemented by Athanasios

Effect Bonus Values and Bundles: Slavic Rework compiled by The One Who Knocks ("Knocks")

Factions: A number of new separatist factions are needed to enable the civil war mechanic. Some faction culture changes.
Grouping Miltary Tables: Athasios added a celt core group for new celtic rebel faction
Historical Characters: The Ebdani and Alaman special generals will emerge on turn 1151 rather than 1146. This makes them compatible with other startpos.

Political Parties: Supports Separatist Faction political dynamics. Works well with mods that add these group to rebellion tables in the startpos.

Slot Templates: Shep has been working on this for 3 years. Most of the changes have to do with Military Upgrade buildings now available in minor towns.
A few other fixes for options CA forgot, but nothing that will confuse the AI

Cheaper state gifts. Combine this with Shep's mod and you have a diplo powerhouse game.
See a better implementation at Shep's Diplomacy Mod

Unit_Variants: From Moon's bugfix of the CHA icons for large onagers
Unit Groupings: Units for emergent celtic rebel and separatist factions

Not included
Garrison Changes. Shep strong recommends Skidvar's garrison mod or Shep's Version of Skidvar's mod
Unit Changes (land_units, main_units, mounts, special_abilities)
Culture Settlement Options
StartPos changes
The goal is for the mod not to overwrite changes from your favorite overhaul

Graphics
Warscape LOD:
Performance Maker by WhyXelsink is a favorite of some. I haven't tested it extensively.
Terrain:
Fixed Campaign Lighting by DETrooper
Sea Color mod by dotvhs
Environment Lighting Collection by The One Who Knocks
UI:
Vanilla Faction Emblem Fixes by Knocks

Models, Icons and Animations
VAoC Large Onager Unit Card Fix by Moon Hoplite
Arms Fix for Celtic Axe Band and Celtic Marauders
by Filthy Heathen
Fixed models by stupidtallhotgirl
Longbow Animation Bugfix by Mr Jox and Caligula
Shield Bosses and Decals Fixed by wibblywobblywonder (from Community patch)

Help those improving Attila

Little Shep Modder Collection
Popular Discussions View All (2)
3
16 Oct, 2020 @ 9:20am
Troubleshooting
Sheph
0
20 Feb, 2021 @ 7:49pm
Recommendations
Sheph
90 Comments
Cold Stoned Steven 28 Jun, 2023 @ 12:31pm 
what do I use now then?
Sheph  [author] 25 Jun, 2022 @ 9:13am 
Note this mod is now deprecated due to the new bugfix release in 2022.
Yews 14 Feb, 2022 @ 12:06am 
Side note: guy’s name is Athanasios not Athansios :Dossenus:
RebirtheternaL 14 Nov, 2021 @ 12:06pm 
sorry but i do have another question. do you happen to use Kaedrin's Mod Manager v 1.8.15 ? I'm asking because i was hoping that this mod manager was able to overwrite this whole "table names matter just as much if not more than the pack file name" issue. That's the mod manager/launcher i use and i'm hoping it does something to overwrite that problem and only take it's load order into consideration.
RebirtheternaL 14 Nov, 2021 @ 12:02pm 
And i removed his startpos from the pack because i use your startpos https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2057851999 and i tweaked it to incoporate the changes this mod made https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1813896812
RebirtheternaL 14 Nov, 2021 @ 11:57am 
I was worried that would be the case. When i went into pack file manager to look for conflicts; seeing you and all the other awsome mod creators putting @_ and @@!_ and stuff like that in the individual tables i was worried that meant what you said said about table names and their order :( . Thanks for confirming that lol. I'm putting your mod above athanasios' mod so i'll let you know how it seems to work after i removed the prefixes off all these tables. Thanks for the reply.
Sheph  [author] 14 Nov, 2021 @ 10:09am 
1) This mod brings in fixes from many other earlier mods including the ones you list. Athanasios and I chose our bug fixes with different philosophies. I avoided 'fixes" that would interfere with overhaul mods.
2) If you start a game with Athanasios, you would probably still be able to proceed with this mod. I think the garrisons would be buggy though as his mod has a startpos for garrisons.
3) If you put the mods together, I think it would still work. I'd be interested in how you "put them in the proper order". I found that the table names in the mod matters more than the order unless you found a new launcher.
RebirtheternaL 11 Nov, 2021 @ 1:56pm 
i read through all the comments and it seemed like my question was touched on periodically. it seems like you have a majority of both mods incorporated but left a couple things out for compatibility. So as long as i put them in the proper order i can benefit from having all 3. Is this a good assessment?
RebirtheternaL 11 Nov, 2021 @ 5:11am 
Hello. thanks for sharing this hard work. i was curious if you could clarify what you meant by "Primary External Sources"? are you saying that this is a merge of those two mods? If i have this mod installed then is it safe to uninstall Athanasios Ultimate Fixes and Unofficial Attila Community Patch? Thanks again for this patch and any clarification provided.
twomillionupstarts 9 Jun, 2021 @ 2:05pm 
Littlesheppard: my comments were a reflection on the below as I agree with Maximus general comment


Maximus 1 May @ 7:57pm
Hi, I have an idea:
-Garrison only in the capital of the province.
-no garrison in minor cities, unless they have guardhouse or level 3.
Is there a mod that does this?