Total War: ATTILA

Total War: ATTILA

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Tycherious' 1212 All-in-one (Includes 4 submods + Additional Changes)
   
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Tags: mod, Overhaul
File Size
Posted
Updated
1.497 MB
26 Jan @ 10:24pm
30 Jun @ 3:29pm
15 Change Notes ( view )

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Tycherious' 1212 All-in-one (Includes 4 submods + Additional Changes)

In 1 collection by Tycherious
Tycherious' MK1212AD (Ready to play)
25 items
Description
A compilation of my smaller submods + gameplay improvements, combining original and updated content to enhance Medieval Kingdoms 1212 AD. Balanced to my personal preferences. I recommend using this submod with the lucky nations options ticked so that it is on. Released by popular demand to combine my submods. Note: Does not include my script fix, campaign map asset pack, battlefield asset pack, or effects asset pack.

These are my submods that are included in this overhaul so you will not need them:

Tycherious' Consistent Vassals and confeberation (Makes vassals always consistent and confederations can occur for all factions).
Tycherious' Updated Deployables (Added a few more deployable stakes and fireballs on ambush).
Tycherious' Agents for 1212 AD (Allocates a small amount of AI budget and priority for Agents in wars, larger amount in peace time with unfriendly neighbours).
Tycherious' 1212 Gameplay Tweaks - (A few small gameplay tweaks, mostly to do with improving gunmen damage in general, reducing accuracy in general and improving accuracy gain per level of unit experience). - Skilled gunmen are dangerous.

Please unsubbscribe from my above submods before playing with this submod as again, this submod includes them all PLUS the following tweaks:

UPDATE: REMOVED FACTION LEADER RESKINS.

>Additional Changes:
- Catholic Intervention Mission Fix for Catholics are in prolonged wars against each other (In Testing)!
- Refined gunshot/cannon effects with smaller smoke plumes
- Enhanced high-rank handgun units: Higher damage, progressive accuracy
- More impactful weather effects in battles
- Improved AI army composition and diplomacy
- Strengthened marriage alliance system
- More impactful Ground/Terrain effects including slopes.
- Refined AI unit recruitment priorities
- Enhanced resource management for empires (Resources are slightly more valuable and large empires use less).
- Large Historical faction buffs (Hafsids, Almohads, ilkhanate, golden horde, france, timurids, mumlucks and ildegizids.)
- General's influence system
- Enhanced terrain effects
- Improved fire mechanics
- More impactful plague system
- Adjusted marriage costs
- Resource-focused AI behavior
- Changes to unit spacing
- Changes to Moral and Fatigue.
- Changes to move speed - Unit and Faction
- Units now stay in combat and have more moral more often up until they lose 60% of their army and then they take a moral hit larger than the usual moral hit they'd take at 40% remaining troops.
- When the enemy general flees but manages to escape this also reduces moral more than it did previously.
- Hard and Very hard mode involve giving the AI 1.2/1.4/1.6 moral bonus over the players flat (1), I've changed this so now it is 1.2/1.3/1.4 so that very hard and legendary difficulty battles aren't so unfair.
-Similar Moral effect added for units rather than for the army as a whole. When 60% of the units are dead this makes them lose more moral then they usually would.
- Units that stand within 150 distance between each other give each other moral support, this was increased to 200.
- Units that stand within 60 distance have their 'flanks' secured if another friendly unit is within that distance, this has been reduced to 40.
- There is a limit on how quickly a unit can route again after routing once, I've reduced this a little.
- Increase chances of matched combat in various scenarios including on charge by a considerable amount.
- Increased agent move distance per turn.


Compatibility & Recommendations:
Check out my mod collection, that has the order.

This submod IS compatible with Said's AI aggressiveness submod so use his submod alongside mine for a resourceful AND aggressive AI.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2936420364&searchtext=aggressive

Support
For troubleshooting, verify your installation and ensure all required mods are up to date.
Reach out with questions or concerns—I’m happy to assist.
Enjoy the enhanced Medieval Kingdoms 1212 AD experience!
93 Comments
HEROSLAYER 12 Jul @ 1:03am 
why does it decrease starting fund for every faction. I played as ayyubids and before the starting funds is 7k now it down to less than 1k.
panzerboy0908 7 Jul @ 11:53am 
how to get swiss militia pikemen
Tycherious  [author] 6 Jul @ 2:22am 
@EnumaEllis Sorry man but my naming convention is such for a reason. You can rename them yourself after downloading them.
EnumaEllis 30 Jun @ 11:54pm 
Hey Tych, huge fan of your mods. I do have a suggestion.

Many, and I do mean many, people who came from newer Total War aren't using KMM, but Prop Joe's mod manager. His mod manager uses the file names to quickly organize the load order for games like WH3.

Since your mod still uses the common text form, do you mind adding a '@' or '!' in front of your 1212 overhaul files? This will basically automatically sort them out, as numbers and symbols like these set the file to load on top, meaning it overrides the base file.
Tycherious  [author] 29 Jun @ 6:46pm 
@Fenrir_PL Check out my collection that's ready for play, it's already preset into the correct load order, use that for your reference.
Fenrir_PL 25 Jun @ 12:58pm 
Hello, what is the mod order, does this mod go above or below the main MK 1212AD mod ?
咬怪物 20 Jun @ 6:18am 
@SrbLeX
Don't use aggressive ia and better ia's army.pack
Try to use the original challenge
SrbLeX 5 Jun @ 7:51pm 
This mod make start , mid and late( easiest part of game ) extremly easy since it provide a
player with huge boost in diplomacy at start and all the way during gameplay.
It also makes AI avoid declearing war on you even if you are lesser power then them and even if you have negative diplomatic attitude with them. AI also keeps spaming non aggression and aliance treaties and this mod makes you ( playing as Orthodox nation ) if "Join empire" in diplomacy option, to integrate any other Orthodox nation that if you are equal in strength or superior, you basically take them and that nation is gone ( they stop to exist ) , which is such a bullshit scenario. Also AI is doing this between Catholic nations and doing so makes game much more easier and lesser in nation numbers .... So dumb ...
In one word avoid this mod by far since its logical inaccurate and makes Campaign extreamly easy even on Legendary and boring asf.
costa_sc 2 Jun @ 12:59pm 
Can some one help please I am new to this.

I have all the 1212 AD downloaded and working. I have subscribed to this and downloaded but it was a really small download. A little over 400mb.

I can’t find it anywhere on the mod list with the rest of 1212AD when I try to play the game.

What am I doing wrong?
Asgahn 1 Jun @ 3:40pm 
Is your collection compatible with the realistic units overhaul mods?