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If the mod is once enabled, then it must be enabled always in the specific save games which you play with this mod. Otherwise it would crash. This is the normal behaviour of all unit pack mods.
All units are already included in the Radious Mod. These version here is only if you don't use any other major overhaul mods like the Radious Mods.
Yeah Assembly Kit was always a struggle for me. And hard to find bugs with it. Yes I know the creator Frodo which did and does a marvellous and awesome job with his Rusted Pack File Manager.
Here are the three Radious AOR mods which I've created years ago.
http://www . mediafire. com/folder/cpk5bem2m61jf/Radious_Mods
Just remove the space after www. and mediafire. , because Steam blocks Mediafire links.
But otherwise I can't help you as I'm not anymore modding at the moment.
Basically I've built together with Ahiga a similar project like your years ago. But it isn't on Steam and can be used from any modder with credits.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1322135339&tscn=1586482763
You could use my startpos.esf file from the vanilla Romani units pack also in other adaptions.
I did all with PFM and only used Assembly Kit for Thrones of Britannia.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2048506500
Can you either provide your raw_data files or explain how you modified the startpos maps? I've been experimenting iwth startpos_regions_to_unit_resources.
I work with Assembly Kit, not PFM/EditSF.
Great to read that it worked now for you :-)
Oh man i am such an idiot, i did noy realize i also had Additional Units Mod - Attila in my load order, that is why i was so confused because i was looking for the Sagittarii Armati in This mod! :P
Edit: Worked like a charm, simply removed the entire aum_technology_unit_upgrades table, Sagittarii garrisons are back in normal numbers and i can still recruit Sagittarii Armati for my armies :)
No problem and as I wrote below the unit "Sagittarii Armati" is included in my other mod "Additional Units Mod - Attila" in the pack aum_att_mod_van.pack. The DB table which is for the tech upgrades ist this one "aum_technology_unit_upgrades".
The pack is found here if you subscribed to Steam:
C:\Program Files (x86)\Steam\steamapps\workshop\content\325610\395693939
If downloaded it manually then its here:
C:\Program Files (x86)\Steam\SteamApps\common\Total War Attila\data
Sorry to bother you again, since it's sunday and i have time to spare i thought id take a look at this right now, but im a novice so this proved difficult for me.
I use Pack File Manager 5.0 to open @@_romani_units_pack_aor_mod.pack as usual but in there i cannot for the love of me find any reference at all to the Sagittarii Armati, and especially not any Imperial Transport Service technology upgrade linked to the Sagittarii Armati.
I usually only use Pack File Manager 5.0 to change unit caps, recruitment regions, tech time and such simple things. Thats why i ask for help :)
Thanks a lot for your nice wishes!
Yes unfortunately it's not that easy with the garrissons, but I guess from there comes this issue. So if the tech upgrade is removed from the custom unit, then at least the normal Sagitarii should be again fine in the garrisions.
I understand ofc, wish you the very best with your health and parents mate. Also thank you for the many tips. When i get around to it i will fiddle around with the different tables you suggested, and post something here if i am successful :)
Might take some time, focusing on playin some other games now, Red Dead Redemption 2 & FO4 amongst others hehe :)
That is extremely disheartening to hear. if possible it would be nice if the Sagittarii Armati can be removed from garrisons altogether and regular Sagittarii be put back.
If that is not possible because garrison and non garrison Sagittarii is being force replaced by Sagittarii Armati then perhaps abandon the idea of replacing them alltogether.
Instead just have Sagittarii Armati as a separate unit recruited globally everywhere, as long as a T2 archery building is present?
I guess the garrison units are defined in the data.pack table "building_level_armed_citizenry_junctions" and there is the unit "att_rom_sagittarii". But there are no limits to choose. Strange...
No problem about your report and my mods are such complex "monsters", therefore small bugs could appear.
But I found the unit "Sagittarii Armati" included in my other mod "Additional Units Mod - Attila" in the pack aum_att_mod_van.pack. The DB table which is for the tech upgrades ist this one "aum_technology_unit_upgrades".
The buildings table is this one: aum_building_units_allowed. But there I can't set specific limits somehow and I added this unit only to the skirmisher buildings and not to the ones you mentioned.
And in my "Additional Units Mod - Attila" I didn't set any limits in the ***main_units tables for the units.
So this behaviour is somehow produced by the vanilla game, that there can only be 1 unit in your mentioned buildings.
That's really very strange and I don't know how to fix this unfortunately.
When you research the tech Imperial Transport Service as WRE the Sagittarii Armati is supposed to replace the Sagittarii.
But i think you have made an unintentional mistake because when the tech is researched all buildings that had one or more sagittarii now only have 1 single Sagittarii Armati. Making defending cities as WRE more or less impossible.
I made a list of all buildings that now only have ONE single Sagittarii Armati unit instead of their orignal multiple Sagittarii units:
Municipium 2 Sagittarii
Urbs 2 Sagittarii
Metropolis 3 Sagittarii
Town 3 Sagittarii
Fortified Town 3 Sagittarii
Veterna Garrison Quarters 3 Sagittarii
If you for some reason beyond my knowledge want to keep the Sagittarii Armati at One single unit for all buildings then can you point me to the correct DB table so i can change this myself? :)
Sure you're free to adapt the mod to your favours ;-)
We set the unit caps two times higher as there were complaints about the lack of the possibility to recruit the special units.
Excubitores 300 soldiers (cap: 2)
Transgritiani ~1000 soldiers (cap: 6)
Legio Palatina 800-1200 soldier (cap: 8)
Auxilia Palatina ~1000 soldiers (cap: 6)
Legio Comitatenses 800-1200 soldier (cap: 6)
Pseudocomitatenses ~500 soldiers (cap: 4)
Vexillationes palatinae (cavalry) 400-600 soldiers (cap: 4)
what do you think?
STEAM > Library > Total War Game > Options > Betas > choose "launcher_release_candidate"
If you want to use later again the new launcher, then do the same process and choose > Betas > NONE - unsubscribe from all betas
Here are the detailed infos:
https://www.totalwar.com/blog/welcome-to-the-new-total-war-launcher
It's recommended that you put the Romani Units Pack as high as possible in the loading order of the new launcher.
http://www.twcenter.net/forums/showthread.php?680987-Additional-Units-Mod-Attila-%28AUM-ATT%29-2-5-%28updated-17-10-2016%29-and-Romani-Units-Pack-%28updated-6-1-2017%29&p=14373259&viewfull=1#post14373259
The UPC-ATT should work without the need to activate it manually in the new launcher.
As I described it in the installation instructions, the file just needs to be in the related data folder of Attila.
http://www.twcenter.net/forums/showthread.php?680610
Thanks a lot for your nice words!
Yes it is not directly compatible to DEI as DEI uses also the special campaign file. Also all units are already included in the Radious overhaul and I created a special Radious AOR version on Total War Center.
I created on TWC a tutorial how Ahiga and I created the AOR for Attila.
http://www.twcenter.net/forums/showthread.php?694032
Unfortunately I don't have time due to my real life busyness to teach it directly.
Thank you, all the best.
In the second column (B) are the buildings listed and in the third column (C) are the units listed with their internal unit_ID and they use mostly the real in game name.
No you only have to subscribe to this mod and then you should be able to recruit the units in your new started campaign. For this special Romani AOR version it is mandatory to start a new campaign, as otherwise the units aren't activated in the campaign. It is technically mandatory to start a new campaign that my AOR system takes effect in a campaign.
If you use the normal Romani version on my other thread, then you can use also your existing campaign.
This mod is balanced to vanilla, but yes you could use it probably with other Overhaul mods too.
@Tree
I suggest to read my Total War Center thread here:
http://www.twcenter.net/forums/showthread.php?680987-Additional-Units-Mod-Attila-%28AUM-ATT%29-2-5-%28updated-17-10-2016%29-and-Romani-Units-Pack-%28updated-6-1-2017%29&p=14373259&viewfull=1#post14373259
I put there a link in the Download section to my "Romani Excel Guide" on Mediafire where all buildings are listed for each units.
Unfortunately I can't say it yet as I'm highly busy in real life and I have no time for modding at the moment.
Yes of course I understand what you mean.
Yeah, I saw... But looking at it, that too many new units to be reasonably available without AoR... ^^;
Yes indeed startpos editing is complicated and takes lots of time. The other "normal" Romani Units Pack version doesn't includes a startpos, but of course it doesn't have the AOR feature.
~JD
What do you mean exactly with tetrarchy mod?
Thanks a lot for your nice words and great that it worked!
No problem and I recommend to not use this version of the Romani Units Pack - AOR together with the Radious mods. As all units are already integrated in the Radious mods and properly balanced to the Radious mods.
I created a special Radious Romani Units AOR version here:
[Official Submod] Radious Romani Units - Area of recruitment (AOR) Mods
http://www.twcenter.net/forums/showthread.php?695099-Official-Submod-Radious-Romani-Units-Area-of-recruitment-(AOR)-Mods-(Updated-18-7-2017)
As I wrote it in the FAQ, the special AOR version includes a special campaign file startpos.esf which is needed for the AOR. But unfortunately this file does only load once at the campaign start. That's how all TW game engines handle the campaign start.
But in your specific case you could switch to this special Radious Romani Units mod and the save game should load. As you already started a campaign and I used for all AOR versions the same important startpos.esf file.
Thanks for your feedback. Hmm that's very strange. Do you use any gameplay or another mod which does change the vanilla costs, stats and upkeep values?