Total War: ATTILA

Total War: ATTILA

193 ratings
Medieval Kingdoms 1212 AD Script Update 0.9 (WIP)
2
2
2
   
Award
Favorite
Favorited
Unfavorite
Tags: mod, Overhaul
File Size
Posted
Updated
1.246 MB
8 Jan @ 4:53am
14 Feb @ 9:28pm
34 Change Notes ( view )

Subscribe to download
Medieval Kingdoms 1212 AD Script Update 0.9 (WIP)

In 1 collection by Tycherious
Tycherious' MK1212AD (Ready to play)
25 items
Description
This is Tycherious & Fedacking's Medieval Kingdoms 1212AD Script Update.

This submod is under frequent updates that may impact long campaigns. It is designed specifically for the Medieval Kingdoms 1212 AD core mod and continues to evolve for optimal refinement.

This mod addresses significant issues with the script files in the Medieval Kingdoms 1212 AD mod and introduces several enhancements to improve gameplay and have the script run as intended. Check change log for extensive update information.

Fixes & Updates as of 0.7
HRE Elections: Resolved various election-related issues.
HRE Emperor Transitions: Now function correctly.
HRE Voting Systems: Improved and refined.
HRE Voting Factions: Fixed an issue where non-HRE Empire States could participate improperly.
Strongest Faction Constitutions: Now consider the treasury as part of the calculation.
Civil War Debuff Bug: Fixed the issue where the debuff wouldn't be removed afterward.
HRE Election Event: Added a proper title, description, and image—tested and working.
Regent Takeover Crashes: Fixed crashes occurring when a Regent assumes control of the HRE.
Pretender Systems: Updated and resolved previous issues.
HRE Reform #1 Adjustments: Now includes a player bias—if the player faction is part of the HRE Empire States, they retain voting privileges alongside the six strongest HRE states after the first reform.
Dynamic Factions: Improved functionality with Holy Roman Empire title transitions.
Frankfurt Transition: Tested and now works under more conditions.

Further testing and bug searching needed!!

Lucky Nations are:
"mk_fact_goldenhorde",
"mk_fact_ilkhanate",
"mk_fact_lithuania",
"mk_fact_mamluks",
"mk_fact_ottoman",
"mk_fact_timurids",
"mk_fact_france",


Acknowledgments
A huge thank you to the Medieval Kingdoms 1212 AD development team for their incredible work! The issues addressed here pale in comparison to the immense effort and dedication of the team, especially DETrooper, whose contributions continue to bring joy to countless players. Your work is deeply appreciated!

Load Order
Place this submod above the 1212 AD core mods in your mod manager.
Disable my Border Dispute Submod and the original HRE Fix submod if you still have them enabled.

Contact
For feedback, suggestions, or support, reach out via the 1212 AD Discord. I’m active there under the username Tycherious and happy to assist!

Help Needed:
Reach out if you have time on your hands and want to learn how to assist in my ongoing projects, we could really use more hands on!!!
Popular Discussions View All (2)
16
26 May @ 12:37pm
Bugs
Tycherious
0
13 Apr @ 1:38am
Pretender
Gutte
202 Comments
Robert.G 17 Jul @ 4:48am 
Alright, when i have spare time i'll write to ya!

I appreciate this approach, teaching new people is a very good thing.

I do some small modding for ARMA 3 so there's a chance i might have the patience for this ;D
Tycherious  [author] 16 Jul @ 10:26pm 
@Robert.G Reach out on discord I'm just "tycherious" there too, we'll show you how to make your own. It might take a couple hours to get everything together and learn how to do it but in effect it should be very simple and straightforward. Plus the more people modding the better. :)
Robert.G 16 Jul @ 5:36am 
I'm suggesting this as a stop-gap solution for players who want to enjoy the T2/High period rosters and units.

Going through the game normally until you get access to them is tiring, and doing it with 1Turn research is not only tiring, but also does not guarantee that the AI get that research.

This is an opportunity as nobody has made a mod like that so far from what i know, and the 1380AD campaign is still far away.
Robert.G 15 Jul @ 8:28pm 
Greetings, i've been using many of your mods/submods for a while now and they are great.

I wanted to ask if it would be possible to make one/how much work would it actually take.

For a really long time now i've been looking for a mod that makes it so the 1212ad campaign uses high period units as thats my favourite timeperiod. So far no luck there.

Just waiting in the campaign for research or using 1turn research mods also doesnt help as the AI will always quickly get to the late units.

Is there any way to unlock the high period units and lock access to the late ones? Or the possibility of making a mod like that?
Tycherious  [author] 2 Jul @ 2:46pm 
@Lyrithus You'll have to be more specific, titles of what? Feel free to add me on discord I might be able to help.
Lyrithus 2 Jul @ 5:10am 
I will be doing a gaming/history stream soon with the 1212 AD mod. The thing is, names for the forces I am using are not correct for the period. I'd like to ask you if you know any way we can get either a script to enable and work a console/command interface to make changes, or just clip the script and UI graphics from existing renaming features in RPFM and build one for characters.
Tybert 29 Jun @ 7:09am 
Thanks guys, amazing work <3
Sovreign 23 Jun @ 10:59pm 
ty ty
Tycherious  [author] 23 Jun @ 10:37pm 
@Sovreign Use my workshop collection for reference. It's setup in the correct load order. The only mods that are needed are the core mods, add whatever ones you like on top of that and just follow the order you see em in.
Sovreign 23 Jun @ 10:33pm 
what is correct load order for your modlist?