Total War: ATTILA

Total War: ATTILA

Athanasios' Attila Ultimate Fixes
793 Comments
Techpriest Enginseer 18 hours ago 
The slavic wonder of (att_slav_wonder_civic_2) and (att_slav_wonder_civic_3) have a bug with their "att_effect_faction_trait_barbarian_new_kingdoms_building_conversion" being in the positive instead of the negative in their current Slavic Nation Culture Pack that is not fixed here as well. The solution is to simple add a negative number to its current value.

It seems the intended effect is that the wonders reduce the conversion cost AND time, but instead it ends up increasing building conversion time but reducing the cost. It seems like a bad trade considering the time you're able to build the wonder, you can already afford the converting cost.
Emib 19 Jul @ 1:07am 
The Tanukhids can't recruit the Clibanarii once they settled down.

I thought it should be a bug because it's the only unit I saw they lose the recruitment.
Also it's a late game unit, on a faction that can't produce food, so it's very manageable to remain an horde only to recruit it.

Anyway it can be recruited by the Imperial Muster as an horde, but not by the Royal Stables as a settled empire.
Athanasios95gr  [author] 15 Jul @ 10:38pm 
Which bug?
Emib 15 Jul @ 9:06am 
Hi, is it too late to ask for fixing a bug in game?
sam.pidgeon 20 May @ 6:13am 
Oh poo
Athanasios95gr  [author] 19 May @ 9:33pm 
Unfortunately no.
sam.pidgeon 19 May @ 4:59pm 
can this work with faction unlockers?
Athanasios95gr  [author] 12 May @ 7:57am 
Great, have fun
Scythius 12 May @ 7:45am 
Found a workaround. I renamed the land_units table to something else and that made this mod compattible and prevented datacoring.

Not sure what the side effects of doing this are, but it seems to work in a more compatible way for now.
Scythius 12 May @ 7:24am 
Love this mod! Is there a way to make it compatible with AOC Fixes?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1198691574
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1198691671

This mod seems to datacore all land_units tables overriding any mods that edit unit stats, even if they're loaded after this mod in the load order.
Athanasios95gr  [author] 12 May @ 7:18am 
No
Azerbaijan Technology™ 12 May @ 1:53am 
is this compatible with 1212
Athanasios95gr  [author] 2 Mar @ 12:42am 
Can you upload a screenshot of the pre-battle screen?
Sr. Danchez 1 Mar @ 6:54pm 
I am having a problem with my legendary campaign, my fortified port got besieged by ai and there is a battle which caused autosave to rewrite my campaign save, however I cannot play battle nor auto resolve it because ai has no siege equipment. Are there any bug fixes or my campaign is doomed?
Much appreciate any comments on this matter
KG 25 Feb @ 9:45pm 
I was looking for the cause of my start-of-new-turn hang and RPFM's diagnostics was unhappy with a couple things that didn't look like false positives to me:

Variant mesh stuff is outside of my experience but "att_horse_lamellar_leather_threequarter_ornate" and "att_horse_lamellar_leather_threequarter" don't exist in "db/variants/variants_tables" where I think they should be?

In "db/faction_rebellion_units_junctions_tables/faction_rebellion_units_junctions" the faction keys look like they should be pluralized as "_avars" with an 's.' Warms my heart to see someone that isn't me also having problems with CA's choice of pluralization, British vs American English spellings, or just CA spelling in general.

A shame that neither of them (nor what looks like a false positive - identical to vanilla - in factions_tables) seem to be my culprit. :steamsad:
MagaJewKing 13 Feb @ 8:23am 
Hey, dude! Great mod! 10/10 work! But it looks like your Fixed Missing Building Slots mod is incompatible with this one; whichever one is in the top slot is the one that works. Any plans to incorporate that mod fully into this one?
Athanasios95gr  [author] 8 Jan @ 10:34am 
Since the Assembly Kit, the tool I use, produces unfragmented tables, I would have to spend time and chop them up for the sake of compatibility, which was not my intention.

Besides, if you play around with mod load orders, and place my mod in the bottom, other mods that use fragmented tables will be compatible, and most mods do use fragmented tables.

So you probably can use your own tables with mine as they are, if you place your mod above mine in your load order.
Athanasios95gr  [author] 8 Jan @ 7:54am 
I already have a standalone fix for the hull bonus, maybe it will be of more use for you

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1971474958
Athanasios95gr  [author] 8 Jan @ 7:52am 
The mod was designed for fixing vanilla issues and compatibility with other mods is beyond its scope.

However, feel free to plagiarize. Crediting would be much appreciated!
Tycherious 22 Dec, 2024 @ 9:27pm 
Oh wow, fantastic effort!
Athanasios95gr  [author] 7 Dec, 2024 @ 9:47am 
I see. Thank you. I will look into it.
Ratich 4 Dec, 2024 @ 1:12am 
Correction its when war is declared on a puppet and it counts the player as breaking a treaty
Ratich 4 Dec, 2024 @ 1:10am 
It happens when either a) Sassanids declare war on someone that has either Vassals or military allies or b) someone joins war against the Sassanids. Basically the game treats someone joining war against the Sassanids as an auto decline of the call to arms and as a result a rebellion, since it doesn't break the Vassal treaty and you can't be at war with your overlord you don't enter a war with the Sassanids but you enter a war with either all or some of their vassals
Athanasios95gr  [author] 2 Dec, 2024 @ 2:00am 
Γεια σου, can you remind me in which situation this bug happens? Because I remember it happening but not when it happens.
Ratich 30 Nov, 2024 @ 10:05am 
Hey Athanasios or should I say Γεια can you change the Lakhmids from a puppet to a tributary state to fix the player being at war with other Vassals bug?
WholeLottaWhiske 10 Nov, 2024 @ 8:18pm 
same, mod doesint work anymore :steamsad:
Gromitek 29 Sep, 2024 @ 4:17am 
It doesnt work. Allans units are tthe same (29.09.2024)
Solon 21 Aug, 2024 @ 12:19pm 
Sad how slapped together Attila is. It really is the best TW game...but left unpolished and incomplete.
Plok! 6 Aug, 2024 @ 1:57am 
Vandals (Last Roman) - Garrison quarters building chain is still bugged. Unable to recruit either Germanic Band or any tier of archer unit. (Hunters / Archers / Elite etc).
Athanasios95gr  [author] 24 Jun, 2024 @ 8:19am 
Thank you for the information!
Tyler 28 May, 2024 @ 6:38pm 
noticed in AOC as Mercia the assasins unit card is bugged (shows a rome 2 diplomat) and also they have invisible weapon.
Gutvald 17 Apr, 2024 @ 12:09pm 
Is it this mod that add Sarmatians warriors to all garrison/roster in the game ?
Imperator275 12 Apr, 2024 @ 5:45am 
Nice mod but it would have been great to have a non-startpos version for compatibility.
Tyler 24 Mar, 2024 @ 11:02am 
NOPE
Riekopo 23 Mar, 2024 @ 3:30pm 
Attila was updated in 2023. Does this mod need an update?
Justinian I 15 Feb, 2024 @ 7:27am 
as wre, can't recruit Liburnian Double Ballista Marauder after researching Militarised Society tech
JesusChristIsLord 8 Jan, 2024 @ 1:48pm 
idk if its mod conflict but whenever I play with this it just freezes my game upon launch
limith 7 Jan, 2024 @ 11:22pm 
Can you fix desert nations converting to slavic paganism not having any buildable Slavic religious buildings? (eg Lakhmids)
Krb 7 Jan, 2024 @ 8:26am 
Hi @Athanasios95gr just a question: is this mod compatible with "Roman Britain mod"? Thanks.
Argakyan 6 Jan, 2024 @ 8:39am 
between this compilation and unofficial patch, are there things one covers that the other does not?
Tyler 27 Dec, 2023 @ 12:28pm 
@legionaer20 no. It's own thing
legionaer20 25 Dec, 2023 @ 3:13am 
Is this working together with the unofficial patch?
Riekopo 12 Dec, 2023 @ 8:59pm 
ETA on new updates or overhaul mod?
FELDRIC 25 Oct, 2023 @ 11:17am 
Please repair the trade routes and leave them as they were in Rome 2
Giorgio94 22 Oct, 2023 @ 5:25am 
Hi, is this Radious Compatible?
Quimera 1 Oct, 2023 @ 3:36pm 
Does this mod have compatibility problem with the unofficial patch? Also, I see it change some units stats. Will this mod have compatibility issues with mods reworking units and skins?

Thanks. :goldensmile:
Athanasios95gr  [author] 20 Jul, 2023 @ 12:51am 
No, it only fixes bugs (mistakes). But I am making a new mod that makes the game better.
Asep_Hejo 18 Jul, 2023 @ 10:41am 
does this prevent the ai to spamming spear, archer and artilery?