Total War: ATTILA

Total War: ATTILA

Attila Campaign Community Bug Fixes and Indispensable Features
90 Comments
Cold Stoned Steven 28 Jun, 2023 @ 12:31pm 
what do I use now then?
Sheph  [author] 25 Jun, 2022 @ 9:13am 
Note this mod is now deprecated due to the new bugfix release in 2022.
Yews 14 Feb, 2022 @ 12:06am 
Side note: guy’s name is Athanasios not Athansios :Dossenus:
RebirtheternaL 14 Nov, 2021 @ 12:06pm 
sorry but i do have another question. do you happen to use Kaedrin's Mod Manager v 1.8.15 ? I'm asking because i was hoping that this mod manager was able to overwrite this whole "table names matter just as much if not more than the pack file name" issue. That's the mod manager/launcher i use and i'm hoping it does something to overwrite that problem and only take it's load order into consideration.
RebirtheternaL 14 Nov, 2021 @ 12:02pm 
And i removed his startpos from the pack because i use your startpos https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2057851999 and i tweaked it to incoporate the changes this mod made https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1813896812
RebirtheternaL 14 Nov, 2021 @ 11:57am 
I was worried that would be the case. When i went into pack file manager to look for conflicts; seeing you and all the other awsome mod creators putting @_ and @@!_ and stuff like that in the individual tables i was worried that meant what you said said about table names and their order :( . Thanks for confirming that lol. I'm putting your mod above athanasios' mod so i'll let you know how it seems to work after i removed the prefixes off all these tables. Thanks for the reply.
Sheph  [author] 14 Nov, 2021 @ 10:09am 
1) This mod brings in fixes from many other earlier mods including the ones you list. Athanasios and I chose our bug fixes with different philosophies. I avoided 'fixes" that would interfere with overhaul mods.
2) If you start a game with Athanasios, you would probably still be able to proceed with this mod. I think the garrisons would be buggy though as his mod has a startpos for garrisons.
3) If you put the mods together, I think it would still work. I'd be interested in how you "put them in the proper order". I found that the table names in the mod matters more than the order unless you found a new launcher.
RebirtheternaL 11 Nov, 2021 @ 1:56pm 
i read through all the comments and it seemed like my question was touched on periodically. it seems like you have a majority of both mods incorporated but left a couple things out for compatibility. So as long as i put them in the proper order i can benefit from having all 3. Is this a good assessment?
RebirtheternaL 11 Nov, 2021 @ 5:11am 
Hello. thanks for sharing this hard work. i was curious if you could clarify what you meant by "Primary External Sources"? are you saying that this is a merge of those two mods? If i have this mod installed then is it safe to uninstall Athanasios Ultimate Fixes and Unofficial Attila Community Patch? Thanks again for this patch and any clarification provided.
twomillionupstarts 9 Jun, 2021 @ 2:05pm 
Littlesheppard: my comments were a reflection on the below as I agree with Maximus general comment


Maximus 1 May @ 7:57pm
Hi, I have an idea:
-Garrison only in the capital of the province.
-no garrison in minor cities, unless they have guardhouse or level 3.
Is there a mod that does this?
twomillionupstarts 9 Jun, 2021 @ 2:03pm 
Hi littleshephard. My comments were not a criticism about your mod. My comments were an elaboration on the comments made by Maximus


I could see a historical representation of certain factions having static garrisons, but not so much the WRE

Also the unit types in every City and Town for the WRE are not very accurate

Cheers
Sheph  [author] 9 Jun, 2021 @ 1:55pm 
To be clear: This mod doesn't even tough garrisons. I added you as friend so you can see my new garrison mod. There I am adding a few new Roman and barbarian garrison units and I might try to figure out their shields/armor. Your comments would help over on that mod.

Attila AI works best when garrisons are large (but not necessarily high-level). There are too many important but small factions that don't know how to guard their town and get snuffed out. Small barbarian garrisons even create conflict where it doesn't need to exist as they prefer to attack a weak neighbor than go after a more hated enemy (like Rome or Huns).

The historical question about whether Roman towns could muster a garrison is interesting to me since the faction doesn't die if a few towns get taken.
twomillionupstarts 9 Jun, 2021 @ 8:46am 
FOLLOWING ON:

IMO i do not think the Garrison stationed in the Italian mainland settlements are not correct in many ways.Perhaps a militia would be better for mainland settlement garrisons

Put simply; I feel the garrisons should be more accurately portrayed in the type of units and the amount contained in them. And more scope should be given to recruit more accurate troops to serve as Limitanei garrisons. Also these Limitanei should have the ability to be mobile as they were in real life.These forces were not just static garrisons

I think the earlier Barbarian Invasion settlement/Garrison/Limitanei set up was more accurate/playable
twomillionupstarts 9 Jun, 2021 @ 2:51am 
FOLLOWING ON:

HOWEVER; IMPORTANTLY TO YOU:

5. If you use the unit lists in the link,the maps I am going to post links of and look at the regions in the Attila game. You could work out to some degree where whole armies of Limitanei forces should be stationed. Then the garrison numbers and types of troops within these regions could be dispersed more accurately. For example; if you look at the Limitanei army dispersed in the region of Sopiane etc. Then the Dux of Valeriae has a substantial amount of Limitanei troops of auxillia foot, Equites Dalmatae and legio. In contrast the Duke of Belgica and Max Sequanicae have very few Limitanei with distinct units

twomillionupstarts 9 Jun, 2021 @ 2:50am 
FOLLOWING ON:


Then you could:

1. Allow the player to recruit and construct a force under the Emperor (approx 2,500 in real life Scholae) that can be used near Milan (Liguria province). Which will be the Emperors bodyguard and supplyment for campaigns with Stilicho's force

2. Allow the player to recruit and construct a force under Stilicho (approx 28,000 in real life Palatini) that can be used near Milan (Liguria province). Which will be the Empires central army

3. Allow the player to recruit a field army of Gaul

4. If you follow the maps and army organisation in the link you can follow this procedure for all the other regional armies such as Comes of Africa and Illyricani for example

twomillionupstarts 9 Jun, 2021 @ 2:49am 
Hi littleshepherd;if you look at the units attached to the Counts,Dukes and Magisters etc. You will see the difference in the unit designations. For example you will see if the force as a whole is generally a regional field army, a palace bodyguard force, an empire central field army under Stilicho or a Limitanei force

I'll post up some useful links of maps and diagrams with the designated areas of control for the 22 'armies' that are stationed across the WRE

If you use:

A) The lists from the lukeuedasarson link i posted earlier http://lukeuedasarson.com/NotitiaPatterns.html


B) The maps i'll post up shortly

C) A bit of 'artistic licence' from the Attila game's WRE City,Towns and region format




Sheph  [author] 8 Jun, 2021 @ 5:24pm 
Amazing website for unit development. I hope he keeps it up for future Attila/Dark Age modders? I don't find references to garrison sizes there though.
twomillionupstarts 8 Jun, 2021 @ 5:06pm 
http://lukeuedasarson.com/NotitiaPatterns.html

You should see the links with all the Dukes and Counts within the WRE with their associated units. If you need anymore info; such as maps to link units to regions, just give me a shout
Sheph  [author] 8 Jun, 2021 @ 7:56am 
"statistics of the Notitia Dignitatum". Can you provide a reference? I am working on a separate garrison mod and this might help.
twomillionupstarts 8 Jun, 2021 @ 2:53am 
Maximus has a great idea; I think the garrisons are way too big, especially for the WRE and ERE

One way round it is to have smaller or if the case arises, garrisons that reflect the statistics of the Notitia Dignitatum
Maximus 3 May, 2021 @ 6:53pm 
Hi Shepherd, okay, it just occurred to me, what would happen if ... I get the point, thank you very much for your answer!
Sheph  [author] 1 May, 2021 @ 6:49pm 
This mod doesn't touch garrisons as people have varying tastes. I believe the Attila AI and setup works best with significant garrisons. The AI doesn't guard towns and most provinces are divided between hostile factions. But this debate belongs elsewhere.
Maximus 1 May, 2021 @ 11:57am 
Hi, I have an idea:
-Garrison only in the capital of the province.
-no garrison in minor cities, unless they have guardhouse or level 3.
Is there a mod that does this?
Sheph  [author] 20 Feb, 2021 @ 7:08pm 
You have great taste in mods.
I've been busy so let's bring this one up to date
1) This mod was inspired by "Unofficial Community Patch" and borrows the most of the essential bug fixing elements there.
I made a very firm decision to exclude all garrison fix elements which I believe interfere with a superior approach to fixing Attila garrisons.
2) Longbow animations. I chose one archer animation fix that seems to do well. Please recommend another mod with a better animation fix in the Recommendations forum behind this mod.
3) Hunnic machine guns fix was developed about 1 year ago at the same time as Athanasios was creating his overhaul. We both saw the problem but this mod is the only one with an effective non-unit-based solution.

A bugfix mod in my mind will not touch features that overhauls usually change: specific units, garrisons, buildings.


I look forward to your suggestions.
Karmapowered 20 Feb, 2021 @ 7:54am 
Next, I'm really, really interested in your "hunnic machine guns fix", which in my mind is also a true bug fix, and not found elsewhere on the Workshop. I'd appreciate it if it was possible to isolate this feature and have it available as stand-alone mod.

I'd equally highly appreciate if this fine compilation mod could be made compatible with the Unofficial Attila Community Patch .

Perhaps is that mod is not complete enough to fit your needs, and I have no connection to its author(s), but it has the merit to exist, and should be seen as a foundation to build upon for any other mods. Your "hunnic machine guns fix" should obviously be included in it in the future, if you were so kind as to grant the permission.

In any case, thank you for reading and your consideration.

(2/2)
Karmapowered 20 Feb, 2021 @ 7:51am 
First, I'd like to genuinely thank you for creating and sharing such a large and useful mod with the community. I'm currently playing with several of your other mods. They work fine from what I can tell and really make my game better.

This being said, unless I misunderstand what the description here says, and please feel free to correct me if I'm wrong since I'm nowhere near as experienced with modding the game as you are, it's not what I'd call a compilation of bug fixes mod.

To give you a simple example, "cheaper state gifts", but I'd could tear the whole description apart and give you plenty more of these. One other jarring design decision is that you chose not to include what in my opinion are objective bug fixes, like the longbow animation bugfix, etc.

(1/2)
Sheph  [author] 6 Dec, 2020 @ 4:19pm 
I don't see an error there. That browserr summarizes the new building_upgrade_junctions and donwgrades junction tables that were edited to include a new version of this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1464841006 . The buildings are unchanged. You can just upgrade or convert to a different tree without tearing down the structure to the base. Only the major civic and military trees are inter-convertible. For example, a city that runs out of food or happiness can convert to a more effective building in a few years game time rather than 10 or so years.
What could I be missing as the downside to that?
MartiniusIII 6 Dec, 2020 @ 3:31pm 
Hmm, I'm still seeing the graphical glitch when I click the "City centre" tab on the building browser screen
MartiniusIII 6 Dec, 2020 @ 3:22pm 
Wow, that was quick! Thanks!
Sheph  [author] 6 Dec, 2020 @ 3:07pm 
Just uploaded a new version that removes that feature. Removed extra row in slots_template_to_buildings. I've been playing with that for years but see why it may confuse players. If it appears in some odd city, know that that the secondary slots in all cities has several "template" options that duplicate themselves. If you add more than one in the table, some buildings will appear like you can build them twice, but it's really only once. I altered this table mostly to allow one to build barracks and multiple military upgrade buildings in one city so you can build recruitment powerhouses.
MartiniusIII 6 Dec, 2020 @ 2:30pm 
How to replicate the building tree bug: start ERE campaign, open up the building browser in the capital settlement and select the "city centre" tree or the "military recruitment" -tree
Sheph  [author] 4 Dec, 2020 @ 7:40am 
I don't think the mod affects building trees. Maybe it's something I do not see. Can you be specific about where you are seeing the bug in your campaign. I did add building upgrade options: when you hover over a slot and look at options, I see duplicates sometimes. This is a downside of an improvement I made in the last upgrade. Although you can now build many more types of buildings from one building, they will appear in the selection graphic. Note that I didn't change rules limiting one of that type per town.
Maximus 4 Dec, 2020 @ 5:38am 
hi man, here again, in my new campaign with WRE i have a graphic problem with the building tree, military recruitment buildings icons appear twice. is weird. im not testing with out your mod, but, your mod can cause this problem? My other mods: FOTE + EP reloaded (updated both)
Tomes1805 8 Nov, 2020 @ 9:59am 
I see, thank you for responding
Sheph  [author] 8 Nov, 2020 @ 9:51am 
This is a feature. I am not sure how to test multiplayer, but there are no multiplayer-only sections in the original tables. I have added "rate of fire" to display from the list of possibilities. You'll see that this starts around 60-150 for most units, but when the unit gets a 3% boost from the general, it jumps above 1000. When you see 0 and red, it means that this measure has gone off the scale which I believe tops out around 3000. In-game, there only a slight improvement for even a 150 to 3000 rate of fire. I will have to come up with a better UI display.
Tomes1805 8 Nov, 2020 @ 7:20am 
Well, i ask you if you the think multiplayer can affect the mod because clearly its not working for the things i have stated earlier. Note that i have noticed that on the campaign unit tab and not on the battlefield yet (i didnt fought the huns yet), so maybe its only a display issue
Sheph  [author] 7 Nov, 2020 @ 3:29pm 
I'm not sure what you are asking. Can you restate it? This mod does reduce the firing rate of the upgraded horse archers but doesn't change foot archers.
Tomes1805 7 Nov, 2020 @ 2:32pm 
In my campaign with a friend, i have noticed that hunnic foot archers have 353 firing rate, but hunnic horse archers are 0 firing rate, do you think it is link to the game being multiplayer?
Sheph  [author] 12 Oct, 2020 @ 2:19pm 
Yes, go ahead. I think this mod might override some of his stuff because I renamed the tables. They overlap 80% so I don't see the purpose though. He has many troop, garrison and graphical fixes to troops that I have left out for mod compatibility.
MartiniusIII 12 Oct, 2020 @ 1:36pm 
Sorry if this is a dumb question, but is this compatible with Athansios's mod if I want to use them both?
Sheph  [author] 1 Oct, 2020 @ 11:54am 
I would guess yes. That's one of the reasons I created it. It adds features but doesn't remove them. Save a before mod version and run with it. Let us know. Ultimate fixes would be a definite no.
Bern 1 Oct, 2020 @ 10:23am 
Can i add this mod Mid-game?
gyrovolies 20 Sep, 2020 @ 6:43pm 
GREAT GREAT NEWS EVERYBODY !!!
Attila campaign map can be MODIFIED !!
https://www.youtube.com/watch?v=ob_Ch5HTVw4
Sheph  [author] 17 Sep, 2020 @ 3:12pm 
Updated to match Athansios' latest Sept 12 release.
Reminder:
1) This mod includes mostly material from Athanasios and The One Who Knocks Community Patch 1.7
2) removes the tables or rows that will interfere with the main Attila overhauls, esp anything dealing with buildings, units, specialized descriptions,
3) slightly decreases a number of upgrade that were fixed but are now overpowered.
4) 100% no dependency on startpos making it compatible with overhauls.

If you use an overhaul, try this first.
Alessar 🐺🦄🦅 31 Aug, 2020 @ 5:16pm 
Athanasios has made some new bugfixes
kokoon 17 Jul, 2020 @ 6:48pm 
sounds good
Sheph  [author] 17 Jul, 2020 @ 3:05pm 
It is built to be compatible with as many mods as possible. It does this by removing the scripts, startpos and units from the other bugfix mods. Give it a try and let me know if there is a problem. I have used it with FOTE and some of the more popular mods for Attila.
kokoon 17 Jul, 2020 @ 11:57am 
compatible with tuskmod?
Maximus 4 Jun, 2020 @ 6:39pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1363989463 i use this, but i dont know if work ok, i see similar units with FOE, and is only graphic mod (i think)