Total War: ATTILA

Total War: ATTILA

Skidvar's Garrison Overhaul (Grand & Belisarius Campaign)
92 Comments
Big Boxus 20 Jul, 2023 @ 9:36am 
Mod is not compatible with Unofficial Attila Community Patch. I turned on the mods in a different order and it turned out that they conflict.
anve 3 Sep, 2022 @ 2:54am 
update plase
Esoteric knowledge enjoyer 29 Jul, 2022 @ 3:09pm 
I can't seem to get this to work properly. My own garrisons seem affected but no the AI's. Tried deactivating all my other mods but still the same.
Stix_09 20 Oct, 2021 @ 12:44am 
outdated in launcher is based date of launcher update , not when a mod was updated, last update on attila base game was feb 2016 , so its not an issue
danwright405 21 Jul, 2021 @ 8:42am 
can you use this mod still? says its outdated
Ryan_Kerensky 13 Mar, 2021 @ 5:46pm 
update? Please.....
Skidvar  [author] 19 Nov, 2018 @ 11:21am 
No. But they gain experience.
huntersw2 19 Nov, 2018 @ 8:52am 
is it possible for garrison units to be upgraded with tech tree?
Skidvar  [author] 27 May, 2018 @ 12:10pm 
Sure, no problem. ;)
Sheph 27 May, 2018 @ 7:31am 
This mod is brilliant. My garrison mod hit many snags but yours works with nearly any other mod. Can I borrow60% of it for my Radious overhaul mod? I will certainly credit you prominently.
Skidvar  [author] 13 Feb, 2018 @ 4:07pm 
Welcome
A2O2 13 Feb, 2018 @ 5:08am 
Thank you so much for your help, Skidvar. i Couldn't figure it out without you. Keep on doing the great work.
Skidvar  [author] 12 Feb, 2018 @ 1:08am 
Ha okay... That is something else. I think you are using the wrong version. You will need the mod that is compatible with my unit size mod. Try this one.
A2O2 12 Feb, 2018 @ 12:20am 
I meant all my troops are 200 except the garrison is 80 unless I demoloish the settlement and recolonise it again, the garrison becomes 200.
Skidvar  [author] 11 Feb, 2018 @ 1:58pm 
What do you mean with doubled? You will see the right amount of troops with other factions, but they are combined in one unit in the campaign map. However, they will be split in separate units (as they should) in battle.
A2O2 10 Feb, 2018 @ 4:03am 
I want to thank you for your work. I just have one issue that I need help with. The garrison doesn't seem to have doubled like an army unit, unless I colonise a new region. For example, I tried disabling all my mods, thinking there was a conflict, but still the problem isn't resolved. Would you please look at the issue? I would appreciate it your help.
ServusPecum 12 Jan, 2018 @ 3:05pm 
I published some on twcenter (OpusDei) Then I was out for about two years and lately I am trying to tweak some things left and right.
ServusPecum 12 Jan, 2018 @ 10:39am 
Skidvar never mind. All functions, including the db addressing is scripted via the cm (campaign manager, so retrieving and adding records in the db, episodic scripting, every function call goes through the cm. We are stuck with the db to properly edit the rdbms, but in some instances we can go around, unluckily not yet with the unit records needed to have full replenished garriossons. Right now I am trying to make a script, but I am not succesful.
Skidvar  [author] 12 Jan, 2018 @ 10:16am 
What campaign manager are you talking about?
ServusPecum 12 Jan, 2018 @ 8:06am 
It means that you would fill the garrissons directly via the campaign manager. (create_force(faction_key, unit_list, region_key, x, y, id, ). The internal table names for the parent, child records of the units I could not find. Therefore we need a new decompiler for the locked luac files.
Skidvar  [author] 12 Jan, 2018 @ 2:18am 
What do you mean with "script units into unknown tables"?... Of course I would like some to start with 100%, but I don't want to do it in the startpos for compatibility reasons, and otherwise I don't think it is possible.
ServusPecum 11 Jan, 2018 @ 4:18pm 
So, I am pretty happy with your garrison. And agressiveness I have a lot adusted to the CAI personalities so more categorised, but the characters from the nations will be a surprise every new game start (so it does not get boring).
Your units are strong enough, if you want them stronger(100% replenished) you would have to script sunits into unknow tables (also for me) or adjust the startpos so they begin with double numbers and rever back to original vanilla values (second line at unit record). But startpos editng leads to further more compatibility issues also with oeconomias 12tpy mod.
Thank you for the reply and keep up the fantastic work.
Kind regards.
ServusPecum 11 Jan, 2018 @ 4:13pm 
Hello Skidvar. I have seen them, he changes almost the same things as I have done since 2015, also with corrections like original misspelling (bettle instead of battle, etc). At the time I was working with Juniad on the more agressive CAI and we exchanged a lot of info and finding out bit by (damn db editing) bit. You have not overpowered the cities, it was my own scripted library from 2015 (spawning romans) that I could not see and forgot about because under the cloud. I also found that some scripts do not work anymore because of internal name changing, addressing by the core utils since dec last year. So thanks for that (without your mod and the freeze I would have probably not noticed this, or where to look).
Skidvar  [author] 11 Jan, 2018 @ 3:07pm 
Maybe you could try Xeryx' campaign AI mods, he did a really great job and the enemy attacks with multiple stacks there, which means cities won't hold out for long. Be honest, I haven't overpowered the garrisons, do you think? And they take a long time to regain their strength also.
ServusPecum 11 Jan, 2018 @ 12:28pm 
Thank you for your answer Skidvar, I know that the program ignores it's own tables when you use the same name and I understand now why you choose to do this. I did not see this because your armed citizen table is just 112 records and I thought just the one that should overwrite the originals instead of needing them gone, which is logic and makes sense.
I am using your mod the last three days, works perfectly, but trying still to balance, since the effect with my settings is that roman cities are merely conquered and hold by their enemies. I have my mods with @@ or ! so I needed to change the name of yours to !!. Love uyour mods btw.
Skidvar  [author] 10 Jan, 2018 @ 11:29am 
The tables you named there have the vanilla name for a reason... If you keep the vanilla name it will completely overwrite, replace the vanilla table, which is the intention as I don't want the vanilla garrisons to appear in the game... THAT would cause a game crash or other unwanted effects. The tables with a prefix merely add to or partially overwrite tables with the vanilla names, but they do not remove data which I do not want in the game. So they both have a different purpose.

Concerning the "!!" in front of the packname, I used "0" which should be close enough, it's the next thing to it coming before all the letters and other numbers. There can always be mods with names that will come before that, but they will be very rare... There are already very few mods that would interfere apart from huge campaign overhauls that come with their own factions and garrisons... This mod is not intended for those overhauls.
ServusPecum 10 Jan, 2018 @ 10:36am 
Skidvar you haven't changed the table names yet. So I am working a renamed copy of your mod and renamed tables to prevent freezing.
Skidvar  [author] 10 Jan, 2018 @ 8:11am 
Probably not. Nothing works with Radious :)
El Dyret 9 Jan, 2018 @ 6:07am 
@skidvar
Works with radious ? :)
ServusPecum 6 Jan, 2018 @ 5:48pm 
A lot of work, very nicely done. You should rename the file to !!gar.pack because there is really nothing else that you want loaded after this.... Furthermore there are three tables you forgot to rename and which wiil make a freeze with other topmods.
The tables are:
- armed_citizenry_unit_groups put "gar" before it (it does not replace the whole original)
- armed_citizenry_units_to_unit_group_junctions (same here)
- building_level_armed_citizenry_junctions (idem)
With that it works with every other mod (But I guess you already know but somehow forgot to rename them).
Anyhow great work, compliments!
VeCo359 2 Jan, 2018 @ 5:47am 
May you add that Administrator building/govenors palace give one or two units to city garrison that shold be elites because it protect governor
Skidvar  [author] 8 Dec, 2017 @ 12:34am 
The issue should be fixed now, save-compatible. You can just go on with your campaign(s). If you find any other issues, let me know ;)
Skidvar  [author] 7 Dec, 2017 @ 10:59pm 
I appreciate it, very helpful feedback. Wished that there were more people helping out like this. ;)
Rooster 7 Dec, 2017 @ 7:39pm 
Not a major issue, just wanted to make you aware of it! Thanks!
Skidvar  [author] 6 Dec, 2017 @ 12:37am 
Ha, okay... I hope I can do something about that. Thanks!
Rooster 20 Nov, 2017 @ 3:43pm 
All the garrison units I used as Saxons had this problem. Nordic levy, Nordic Warriors, Nordic Bows, Nordic Mounted Warband. I have a screen shot of it on my profile.
Skidvar  [author] 20 Nov, 2017 @ 1:28pm 
Ha, okay. Which unit was it?
Rooster 20 Nov, 2017 @ 12:57pm 
Playing as the Saxons, I noticed in the unit descriptions where it usually says "Light Cavalry or Medium Spear Infantry" it just says "light" or "Medium", etc and nothing else. Minor issue, I know, but I thought I'd make you aware of it.
Skidvar  [author] 12 Nov, 2017 @ 10:10pm 
It's not that simple... all the files and units are from a different game. It is similar for Rome II, but not the same. Compare the vanilla files with my own files. I changed quite a few things to make doubles (e.g. you need a unique ID number for a new unit), I have added units, unit categories, onager bastions, etc.
Gluteus maximus 11 Nov, 2017 @ 3:29pm 
In the Main units table, Rename the " UNIT" as Double and use the Key to rename on the other tables ?>
Gluteus maximus 11 Nov, 2017 @ 3:26pm 
Damn it. lol How is it done then ?
Skidvar  [author] 11 Nov, 2017 @ 2:05pm 
No, it's not that simple... :)
Gluteus maximus 11 Nov, 2017 @ 7:31am 
Do i just Replace the Regular unit with " double_att_rom_" Rather than the Vanilla variable ?
Skidvar  [author] 9 Nov, 2017 @ 10:38pm 
Yes, it could.
Gluteus maximus 9 Nov, 2017 @ 4:33pm 
I was wondering if the same Style of the Mod can work for ROme 2 ?
Chiron 9 Nov, 2017 @ 9:06am 
any chance you'll do a Charlemagne update, great work for TLR and GC
Skidvar  [author] 5 Nov, 2017 @ 10:08am 
I made it really simple, actually. They are doubles; copy-units. By copying them I could make sure that they don't upgrade like the regular army units and can have their own category icons which make garrison units easy to recognise in battles. They will have a slower replenishment also and by doing this the mod will be more compatible with other unit mods.
Sheph 4 Nov, 2017 @ 5:27pm 
What is the point of all the extra work in this mod? double_att_rom_comitatensis_spears? Why not use the normal ones in vanilla? It seems like you have a high level of understanding of the game, but I'm not grasping why you made it so complex. See Discussions.
Skidvar  [author] 1 Nov, 2017 @ 9:52am 
No idea about the horde strength in particular, but I can recommend Xeryx' campaign AI mod. It will give you a way more challenging campaign! ;)