Total War: ATTILA

Total War: ATTILA

Legions of Rome: Specialised Garrisons
30 Comments
TheBlackGrouse 6 Apr, 2021 @ 6:09am 
Interesting mod, fixed the clipping helmet issue of the Cohortes Urbanae, and right now I'm working on the garrisons. It shouldn't be too easy: 'Make Attila hard again' :steammocking:

It took some time but in the end the fix is easy, put the ''att_roman_heavy_ridge_helmets_crest.variantmeshdefinition'' from Models3 in the VariantMeshDefinitions file from the Cohortes Urbanae. Open these files with PackFileManager.

And I found the solution for some other small issues, for instance the disappering cavalry garrison units. Their code is overwritten in the building_level_armed_citizenry table.

Maybe I can adjust the mod and upload it again. The author has written that it's ok.
vicobengus 27 Oct, 2020 @ 5:27am 
did this mod remove the cav units from the garrisons? caus I kinda miss them :D
Sheph 14 Jul, 2018 @ 3:41pm 
I'll add in units for ERE and the other Romanic factions and send it to you.
flying_llama  [author] 14 Jul, 2018 @ 3:33pm 
@littleShepherd no problem
Sheph 14 Jul, 2018 @ 2:26pm 
Very nice work and mod. I would like to use this in my revised garrison mod. I will credit you. Can I have your permission? Can you point out any trouble spots.
@kyo. I have gotten it to work again. But what faction are you playing?
flying_llama  [author] 19 Feb, 2018 @ 10:35am 
Sorry, this is no longer being updated as I'm not playing ATW any more. Feel free to do whatever you like with the files.
Helios 30 Jan, 2018 @ 7:10pm 
Greetings, the units do not appear in the settlements' garrisons, any idea what could be causing this?
oksigen1 22 Jan, 2018 @ 11:49pm 
subscribed but the unites not seen in campaign. Buildings info showns only standart vanila garrison - limitanae bodyguard, cohors and equites.
New units are only in custom battles(((
cedric.soumille 30 Aug, 2017 @ 12:53pm 
Great mod, I gave such a blast playing it ! Would it be possible to recruit those units using the garrison building line (maybe tier 3 and 4, to keep a sort of balnce) ?
Artorias 14 Aug, 2017 @ 9:09pm 
great mod, love the blue colors! I'm not sure if its an issue in campaign, but in custom battle the helmets for the Cohortes Urbanae are clipping/missing
flying_llama  [author] 5 Aug, 2017 @ 8:13am 
Oh lol...next time I edit this mod I'll change it :steamhappy:.
Sofus 4 Aug, 2017 @ 7:11am 
Cool mod. I would like to point out that custos/custodes is a masculine noun, and that they would therefore be called custodes urbani, since the adjective has to agree in gender with the noun.
flying_llama  [author] 1 Aug, 2017 @ 10:35am 
Updated version uploaded.

So in testing it turns out unit HP is very important for missile survival, and I'd lowered the HP a bit to compensate for increased melee defence - so I've improved unit HP a bit. Additionally, I've made a new Roman shield type with slightly better missile block chance and gave it to these units. In testing now, missile survival is better than vanilla to counter barbarian missile spam.

Regarding shield wall animations - although in shield wall the soldiers do not put their shields above their heads, I think that the game damage engine disregards the animation. Shields will always try to block missiles on the left, front and above. So if you shoot a unit from behind or from their right (weapon hand side) then the shield will not add any armour or missile defence. So positioning is +++ important.
\/oron Agrrav 1 Aug, 2017 @ 8:35am 
from my Observation It might be that the Shield Wall would make the units vulnerable to Plunging fire unlike the Tetsudo (or how you write it), though that doesn't completely answer the mystery,
flying_llama  [author] 1 Aug, 2017 @ 8:31am 
@Voron - so I did some testing because someone else also commented on my other mod about missiles, and some of my units are definitely dying a bit faster to missile fire compared to vanilla. I'll look into it!
\/oron Agrrav 31 Jul, 2017 @ 3:43pm 
Did you try to have Only Flying_Llama's mods on? might be just a conflict somewhere with what you have,
Also, just noticed the Author's name, Awesome :D
Space_Void 31 Jul, 2017 @ 2:32pm 
Back with an update, the units appear in custom battle but regular units are avail in garrisons.
flying_llama  [author] 31 Jul, 2017 @ 3:42am 
Yeh, the old school system was much better I feel :(.
\/oron Agrrav 30 Jul, 2017 @ 8:24pm 
that's fair then, makes sense in any case, even though I'm not too much a fan of it, but then again I'm still used to the Old school system where one can pick and choose which units would be used to Garrison a certain province,
in any case quick lessons learned Don't leave the border without garrison buildings
flying_llama  [author] 30 Jul, 2017 @ 4:31pm 
Massed missiles are a problem, though I think the missile defence stats for these units are the same as for the vanilla units. I use them in formations using one of my other mods which helps with missile defence. Overall compared to vanilla, the lower level towns are perhaps a bit weaker, but at other levels the garrisons should be stronger than vanilla. I didn't want small towns to be able to hold out against large armies without extra buildings or outside help :steamhappy:!
\/oron Agrrav 30 Jul, 2017 @ 1:00pm 
the one thing I noticed is that any towns that aren't supported by Either a Military Warf or a Garrison are nothing more then just a Speedbump, especially against armies that have Archers (though I do run a mod that increases it's lethality which also doesn't help)
flying_llama  [author] 30 Jul, 2017 @ 8:29am 
@Voron thanks for the confirmation. I tested it on a different computer and it's working for me by itself and with legions of rome. The only table that might conflict with another mod is building_level_armed_citizenry_junctions which lists what garrison units come from different buildings. If the mod isn't working there might be another mod running that alters that table? The units also appear in custom battle, so that's one way to check to see if the mod is loading.
\/oron Agrrav 29 Jul, 2017 @ 8:58am 
Works for me great, they defend well even in the odds of certain death,
Maybe a little more Morale seeing they can't really Run anywhere once the line breaks and the city falls but it's quite good, until they just Pelt you to death while blackening out the skies with arrows
flying_llama  [author] 28 Jul, 2017 @ 10:52pm 
Strange...sorry its not working ill look into it tonight!
Moriarty 28 Jul, 2017 @ 2:37pm 
Yes I play WRE, started a new campaign and tried this mod and these new units did not show up, anyway I like your Legions of Rome ;-)
Space_Void 28 Jul, 2017 @ 2:07pm 
Hmm, I played standard WRE, no added garrisons (Due to guessing your previous answer) doesn't show up. What about other edited buildings stats, could that effect it?
flying_llama  [author] 28 Jul, 2017 @ 2:05pm 
@aj - are you playing WRE in the standard campaign? It won't work for any other factions. @Space-Void It won't work with anything else that modifies garrisons.
Space_Void 28 Jul, 2017 @ 1:48pm 
Does it work with larger Garrison mods?
Moriarty 28 Jul, 2017 @ 10:40am 
it doesn`t work with me, when I start a new campaign only archers have new look but the rest are just the same as regular legio
\/oron Agrrav 27 Jul, 2017 @ 1:54pm 
Hope this can soon be able to be used with the Last Roman Campaign,