Total War: ATTILA

Total War: ATTILA

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Horde Variables
   
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Tags: mod, Overhaul
File Size
Posted
Updated
82.469 KB
21 Jul, 2015 @ 10:34am
25 Feb, 2016 @ 4:18pm
6 Change Notes ( view )

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Horde Variables

Description
This mod makes changes to the cai_task_management_system_task_generator_group_generator_junctions and campaign_variables tables for some improvements.

Artillery Capture Chance increase to 20%.

Regionless factions now keep clients and vassals, if you start migration you will still keep vassals, without this mod you would lose all your vassals if you started a migration.

Spawning new hordes will only cost 4 developement points, its no longer 6, 8, 10, 12, 14, and so on determined by the number of hordes the player currently controls.

The developement points carried over to the new hordes being spawned has been reduced to 2, this is to take into account of developement points being spent in creation of plots 2 and 3.

Full refund of developement points spent when deconstructing migrating horde buildings, instead of losing halve.

The extra developement building slots cost has been reduced to 0.5, making the costs 1, 1, 2, 2, 3, 3, 4, 4, and 5 for the last plot. This replaces the vanilla's 2, 3, 4, 5, 6, 7, 8, 9, 10 for the last plot.

Colonise Cost reduced from 10000 to 5000, cost for tier 1 settlement building and turns to create remain unchanged.

AI values tweaked to move and colonise nearby abandoned provinces and regions.

AI values tweaked to set War Coordination, higher value than AI colonise abandoned provinces and regions.

Barbarian and hunnic hordes don't get enough developement points, and everything has a high cost, hopefully this mod points in the right direction.

Note: Developement points for upgrading migrating buildings still remain and it hasn't been edited, so upgrading a building from tier 1 to 2 will cost 2 developement points, tier 2 to 3 will cost 3 developement points, and it will cost 4 developement points to upgrade to the highest tier building. Thats 90 developement points needed in total to completely upgrade all tier 1 buildings to tier 4 in one horde, that is the normal developement point upgrade cost.
Barbarian Hordes Expanded mod will now be removing additional developement points costs when upgrading migrating horde buildings instead, this is to keep developement points at a much lower and more sensible costing.

Save compatible.

Updated to latest patch 25/02/16

Other mods
Barbarian Hordes Expanded
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=447307792

No AI Razing except Huns and No AI Start Migration
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=485654082

No AI Razing and No AI Start Migration
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=488491462

Note: No AI Razing except Huns and No AI Start Migration, No AI Razing and No AI Start Migration, and AI Occupy Only use the same db tables, they will conflict, only use one at a time.

Unit Tweaks
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=599049692

Very Heavy Cavalry 65
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=599051335
15 Comments
Yeazzal 4 Jan, 2024 @ 6:02am 
@Marshmallow There's a mod called "No Horde Rivalry Debuffs" that does this.
Guilherme01SS 7 Jan, 2022 @ 9:33am 
THIS IS JUST WHAT I WAS LOOKING FOR. NOW MY HUNS ARE GOING TO BE AS POWERFUL AS THEY WERE ON REAL LIFE.
Marshmallow 21 Apr, 2018 @ 5:22pm 
could ya remove Rivalry between the hordes maybe please?
UnderworldKilla 27 Aug, 2017 @ 12:55am 
thanks for letting me know. i wish there was a mod for me go from unreliable back to reliable, because i haven't betrayed factions for a while, and only they betrayed me.
any thanks for letting me know.
Nick Naughty  [author] 25 Aug, 2017 @ 1:01am 
@Underworldkilla Nop, this mod doesn't include settlement buildings for nomadic hordes.
UnderworldKilla 22 Aug, 2017 @ 7:04am 
just to clarify if you download this would I be able to change my White Huns' horde status to the settlement status?
nsheon 27 Mar, 2016 @ 9:56pm 
One suggestion I have for this is to reduce or remove the AI's desire to colonize desolate regions. I find that, because they rely on razing territory to defeat their enemies, this makes it very hard for nomadic factions to really get anywhere. Whenever the Huns or White Huns burn down a settlement, the faction fighting them seems to recolonize quickly, stalling the Hunnic campaign a lot
Nick Naughty  [author] 6 Feb, 2016 @ 3:21am 
Probably conflict, the table for the AI has had its values increased to encourage colonize of desolated regions.

cai_task_management_system_task_generator_group_generator_junctions is the only table that effects the AI's decision to move towards colonize, note it doesn't effect hordes as commands are completely missing from the game.
nsheon 5 Feb, 2016 @ 12:34am 
Will this conflict with mods that encourage the AI to colonize desolate regions? You say you tweaked the values, but at the top I don't think you say you changed that table
Jesus Loves You^_^ 12 Jan, 2016 @ 9:43am 
A very good mod. Many thanks.