Total War: ATTILA

Total War: ATTILA

Fall of the Eagles + Europa Perdita Revised
1,749 Comments
Aurelinus  [author] 14 Jul @ 12:01am 
Must be something wrong with your order, if you do it correctly no issue like this exists.
Sir_emanual 13 Jul @ 11:56am 
Love this mod, being playing it since it came out. However I seem to be having an issue now with the diplomacy tab. it does not show any other factions at all. I am using in this order

- athanasios Attila Ultimate fixes
- FotE+EP Revised Additional units for WRE
- English faction name
- english unit name
- FotE+EP revised - Fx for Maga
- All occupation and diplomatic options - confe excluded
- FotE+ Revised
-FotE part 1
-FotE part 2
- EP reloaded
- MAGA region trading
Aurelinus  [author] 11 Jul @ 2:29pm 
Mod has its own mercenary system, much more realistic than AoR which about 400 AD seems to be kinda joke.
Timujin 11 Jul @ 12:26pm 
Awesome work, many thanks for continuing on these great mods.

Is there an AOR system in this akin to fireforged and DeI? (Find it to be much more interesting and historically representative of the armies)
Yo Gabba Gabba! 7 Jul @ 12:11pm 
Please keep this up. This is the DEI for Attila that we've always needed.
Lomanta 5 Jul @ 7:15am 
That sounds interesting.
Aurelinus  [author] 5 Jul @ 7:07am 
Not really. I think of making faction map more realistic for 395 AD (Saxons horde, introducing Ripuarian Franks, more Berbers and eastern eastern faction hordes), but nothing guaranteed.
But that's gonna be another mod definitely, not update here.
Lomanta 4 Jul @ 7:48am 
Any updates soon?
Aurelinus  [author] 10 Jun @ 5:12am 
It is unplayable only if you don't know how to use tax level and do some economic planning.
Feanorius Artorius Castus 9 Jun @ 7:14am 
Can I ask why WRE starts with -8k income ? Is this an attempt to make it harder ? WRE has already hardest campaign in the series. This income problem makes it unplayable.
Aurelinus  [author] 23 May @ 5:13am 
Ostrogoths are not allowed to use them. They didn't even exist untill about 425 AD while Italy raid happened 100 years later.
Dragonlaw 23 May @ 4:39am 
Cant upgrade the roman military buildings as ostrogoths, only using mods from the recommended collection and correct loadorder
Aurelinus  [author] 14 Apr @ 3:48pm 
RNG can be a sneaky beast.
Jom 13 Apr @ 11:53am 
Not sure 1300 hours with other mods or none at all and never had my family members dying like flies this way. Doesn't mean it can't happen on the other hand.
Aurelinus  [author] 13 Apr @ 10:22am 
Totally not mod related. And you can always use last save to avoid that.
Jom 13 Apr @ 9:48am 
The slower game seems interesting, but i guess i ran into an ugly bug after about 20 rounds. Had 5 familiy members, oldest 40 years old, 2 below 20, 4 rounds 1 dying every round. No plague going around, they simply were gone. Doesn't make much sense playing the game this way. And no, i had no other mods running.
abarc113 23 Mar @ 11:13am 
Understood. Thanks for letting me know.
Aurelinus  [author] 23 Mar @ 12:47am 
As it should.
abarc113 22 Mar @ 9:39pm 
Sorry to bother, but I noticed that the Crocea Mors (1) trait is providing negative authority and morale.
Lomanta 16 Feb @ 8:11pm 
Aurelinus, thank you.
Aurelinus  [author] 16 Feb @ 2:50pm 
Fixed.
Lomanta 16 Feb @ 1:28am 
There's missing Tanukhid horde and roman horse breeding building names. Sorry for bad englisgh.
Aurelinus  [author] 3 Feb @ 11:46am 
No, because you can miss some depending on the way you play.
Smiling Knight 3 Feb @ 10:53am 
Is there a list of events for WRE?:roman_shield:
Aurelinus  [author] 3 Feb @ 10:44am 
Most probably it does.
Smiling Knight 3 Feb @ 10:29am 
Does this mod makes historical events that blow my empire in pieces? Like Visigoths settled in Spain or rebellion in Gaul etc? :bust:
Aurelinus  [author] 3 Feb @ 4:15am 
Mod works and doesn't do any CTD if you use compatible mods in correct order.
Any comments suggesting there is otherwise will be removed as stated in FAQ.
Aurelinus  [author] 26 Jan @ 4:37am 
Happened that i made Lakhmids and Ghassanids possible to be horde as well, so Tanukhs needed some additional fixes i forgot.
Nemo 26 Jan @ 4:19am 
oh really? that was quick. gonna check it now
Aurelinus  [author] 25 Jan @ 4:24pm 
Yeah, fixed.
Nemo 25 Jan @ 1:14pm 
there seems to be a problem with the tanukhid faction. they have no building except religious and resources.
VOTRR 18 Jan @ 7:11am 
I know, still it's 100% more hp, even more than cavalry units.
Aurelinus  [author] 18 Jan @ 4:08am 
That is the question regarding FotE, not Revised, but anyway - no, they are expensive, unique and 2-handed (no shield protection) and they are meant to melee charge so they should survive heavy fire.
Alkhon Huns (White Huns for FotE/EP) and Nords have similar units as well.
VOTRR 18 Jan @ 3:26am 
Veles Chosen Infantry - 110HP - isn't to big?
Aurelinus  [author] 16 Jan @ 8:36pm 
THAT IS the issue, FotE uses WQHD textures and models that intel graphics cannot handle. Probably expanded men per units (180 to 240) also is problematic for those cards.
Alkaline 16 Jan @ 8:18pm 
Even FotE only doesnt work. She does have an Intel Iris, which is what the other people with this issue also have, but she can run vanilla just fine...It's only with mods that it crashes. Atleast, with FoTe. Havent tried any others
Aurelinus  [author] 16 Jan @ 8:15pm 
I can't say what that would be so all you can do is trying to eliminate issue one by one. Start with FotE only and check all works, then add Europa Perdita (Reloaded), then next mods one by one until you find which one makes that.
Essentially those types of crashes (when get to battle) can be indication there is something wrong with graphic card as well, so be sure it is not Intel crap for instance:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/429279205/598515043738321027/

There is also a possibility that some other mods still interfere like MK1212, so if you have them in manager you must remove them, 1212 is highly intrusive even deactivated.
Alkaline 16 Jan @ 12:31pm 
Hi! My gf and I are trying to play a coop campaign with the compatible modpack, but everytime she is about to load into a battle her game crashes. Is there any way to fix this? Vanilla battles work fine
Aurelinus  [author] 15 Jan @ 3:36am 
It seems that faction is shared with Attila campaign faction, so changing that name would do confusion there.
0zzie 14 Jan @ 7:45pm 
In regards to The "Last Roman", in the future can you change the name of the "Imazighen" to "Mauro-Roman Kingdom" (Or what you feel is proper) and add leader "Masuna" as it's leader. I know it's not a playable faction but it'll add more immersion even as a non playable. Good job once again!
Aurelinus  [author] 14 Jan @ 6:12pm 
@0zzie
I just lack of place to describe all changes so essentially you have to read modification list to follow details.
:steamthis:
0zzie 14 Jan @ 5:19pm 
Really impressive what you are doing moving the mod forward and expanding and becoming much more immersive.
Chassy_D 4 Jan @ 5:01am 
wow, just realised you changed the limitaneii - look really good now must say :)
Aurelinus  [author] 31 Dec, 2024 @ 3:31am 
I suppose we still are talking about some old version of the mod, so i suggest checking how units look now. :steamhappy:
Then the point in discussion makes sense.
Chassy_D 30 Dec, 2024 @ 11:41pm 
no i completely understand. i was just thinking that replacing the units with the blue and red shield with the vanilla skin of the unit would simply add more variety thats all. it is a lot more noticeable when in sieges with stock garrisons when all the roman soldiers have blue and red shields, thats all :) there is a however a blue and red shield that features a sort of blue star in the middle that i think would look better, but as you said, you have already added so many unique units, you most likely have already used the design i found already :)
Aurelinus  [author] 30 Dec, 2024 @ 11:35pm 
If there was a way i would limit regular units to AI only but even if this is possible, amount of time and efforts is not worth any of them. So you see them, but you are not expected to bother with them.
Changing some objectives is simply a great risk and i do it only for justed cases.
Chassy_D 30 Dec, 2024 @ 11:04pm 
Please don't take it as a criticism aurelinus. The work you have done with the mod is absaloutely incredible. I was just thinking that the vanilla style comitstenses and so on looked slightly better that's all :) the reason I talked about it is that I've found some of the objectives are limited to vanilla units and having different 'vanilla' units would make as you said rebel armies a bit more diverse and a bit more immersive (in my view)
Aurelinus  [author] 30 Dec, 2024 @ 3:59pm 
I'm pretty sure you would do better designs, but unfortunately it was me who had to choose something.:steammocking: Don't get me wrong, but being sceptical about few massive patterns in contrast to hundreds of individual for various units seems a bit unfair.
Anyway there are no blue/red shields anymore since they were temporary until i found patterns that would be usefull and didn't contrast to Notitia patterns and all other designs. And since you play Revised you are expected to recruit named units which have unique shields leaving regular unnamed ones to rebels.
And ofc, it is mp compatible if players use exactly the same mod list.
Chassy_D 30 Dec, 2024 @ 5:31am 
is the mod multiplayer compatible? love the mod btw, been playing an ere campaign and its a blast. only thing i don't like is the design of the default roman units with the blue and red shield, i was wondering where the inspiration for it came as i couldn't find that specific design anywhere.
Aurelinus  [author] 17 Dec, 2024 @ 6:35am 
That surely is not update related but an unknown submod that you used. Diplomatic options that allow confederations maybe?