Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
@Jeffy There is no scripting pushing the AI to focus on certain regions. It just follows a somewhat different set of priorities from Vanilla Attila. That might be more realistic. It is less aggressive in first 50 turns and does more building but not for all factions.
Sorry if it’s a stupid question, but how much do your mods affect both DLC campaigns overall?
I know they won’t crash or anything while using the mods, but will the factions present in them benefit in any similar way to those of Grand Campaign?
I guess those from Last Roman will do, as they’re mostly reused from GC, but AoC seems much more tricky in this regard.
will this work with age of charlemagne
@Beeve: This mod did accelerate climate change. I just removed that table so climate change happens as in Vanilla.
bug fixes, building slot fix, no legacy tech loss, more armies balanced, loyalty penalties from offices fixed, fertility increasing sanitation buildings, weaker rebels, WRE enriched game and reduced friendly fire.
I've had the no Attila bug 2 campaigns in a row, however. Playing with FOTE+EP Revised (and all accompanying mods), Athanasios' Ultimate Fixes (FOTE+EP version), the Tatar whisperer accompanying mod and Better AI recruitment and army composition mod.
This mod is taking active suggestions as I plan a new release in May.