Total War: ATTILA

Total War: ATTILA

Medieval Kingdoms 1212 AD Supply System [FIXED]
125 Comments
Stiefellecker² 6 Jun @ 9:18am 
Why doesn't it function in MP? Seeing as there are different supply systems that do one of them in Rome 2 with the DEI supply system.
jankuczynski5 25 May @ 2:04pm 
Great idea! Sadly the AI can't handle the system and gets its armies starving all the time. Had to turn off.
Seethus 31 Jan @ 10:10pm 
@mementomoria Hi, I love your work in all the Attila mods of this name. Can I ask is this abandoned forever? or just until the medieval mod is compatible again?
junaedkhan609 25 Jan @ 2:50pm 
whichever is easier to implement, would be good either ai raiding or foraging. both historically accurate.
junaedkhan609 25 Jan @ 2:48pm 
another solution could be instead of armies having to go into raid stance. they can have a foraging system like divide et impera. tress passing already gets u diplomatic penalty, raiding would definitely cause war. instead foraging makes sense historically most countries let passing armies forage as long as they didn't raid, but foraging for too long would cause war. so maybe a depleting diplomatic standing while army is foraging. this way the modder also doesn't have to worry about making ai armies raid
MJD 17 Jan @ 11:30am 
Is there a way to see the reserves stored in a city? The green symbol in your screenshot above doesn’t appear in any cities (tried multiple new campaigns). Thanks.
junaedkhan609 3 Jan @ 8:15pm 
can u make raiding more frequent for the ai when supply starts plummeting? that way ai wont be acting stupid when supply runs out. historically thats what armies did anyways.
Oh for Fox Sake 18 Dec, 2024 @ 1:05pm 
not sure if this is the cause of some issues. im working things out, but I don't know how i feel about putting this at the top of the mod load order, because messing with 1212ad load order at all will most likely break it.
And for that reason alone, I don't think I would recommend any add-on mod for 1212 ad that suggests changing said load order.

Generally I have no issues with this mod, however I'am currently working on why 2 months skip per turn, so its summer, then winter, over and over again.
Jurand of Cracow 4 Aug, 2024 @ 12:10am 
My experience in mid-2024 is that the AI runs into supply shortages and then suffers attrition - it makes it much easier to defeat aggressive AI armies: you just wait behing the walls (with the MKTW large garrisons) until they bleed out. For the human is doesn't make much difference as it's customary to keep armies close to your settlements.
Warboy 10 Jun, 2024 @ 3:45pm 
Does this work as intended with latest release of 1212AD mod?
mementomoria  [author] 5 May, 2024 @ 6:55am 
@VO wdym? Like a vanilla standalone supply system? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1394466763
VO 27 Apr, 2024 @ 2:04am 
possible to do a 1212 standalone supply system?
Evan 3 Apr, 2024 @ 8:38am 
Does this work?
mementomoria  [author] 19 Mar, 2024 @ 4:15am 
AI, as all armies in history occasionally runs into supply shortages. This is intended. Crusades far away from home should be possible. There is a modifier that grants additional supplies to crusade armies. If this needs to be increased, please tell me.
Breepzz 16 Mar, 2024 @ 5:12pm 
AI handle this now? + Go in crusade is possible far away from home?
mementomoria  [author] 26 Feb, 2024 @ 5:15pm 
No, this is a supply system.
Chuck Noris on bathsalts 24 Feb, 2024 @ 5:57pm 
hey is this the mod that adds more building slots to cities?
mementomoria  [author] 21 Feb, 2024 @ 2:38pm 
I fixed the issue that broke the mod by disabling the settlement reserve system. Adjustment may be coming in the next few weeks. Leave feedback and report on bugs.
Solon 3 Sep, 2023 @ 11:52am 
This mod is broken.

"That is realistic. Wasn't it a French crusader army that needed to sack several Catholic cities on it's way to crusade? Or was that an English army?"

Wasn't really necessary and no, not realistic, attacking catholic cities was forbidden by the Church, most catholic cities were hugely supportive. Marauding crusader armies sacked the cities of political enemies over ancient rivalries. They were, in essence, just assholes.
Ignaeon 2 Aug, 2023 @ 12:37pm 
@Reckle$$ That is realistic. Wasn't it a French crusader army that needed to sack several Catholic cities on it's way to crusade? Or was that an English army?

Bah, same thing.
RECKLE$$ 30 Jul, 2023 @ 11:04am 
base cunsumptionn is a bit high in my opinion, means things like crusades are virtually impossible as any army marching from france would never make it to the holy land
chico 28 Dec, 2022 @ 12:32pm 
Is it just me, or does this mod no longer work?
Ligon Flarius 20 Nov, 2022 @ 10:46am 
This might be too complex for the AI. Doesn't it break the gameplay seeing the AI get screwed for not knowing about the supply system?
Ivan Teurer 11 Sep, 2022 @ 9:35am 
does this one work like it DEI for Rome II?
GrumpyPanda 7 Aug, 2022 @ 7:23am 
Absolutely love this mod but, just wish it worked better we with the AI
KehRibaRr 7 Jul, 2022 @ 6:37pm 
lütfen şu oyunun türkçe yamasını çıkartın :/
Gladiator 1 May, 2022 @ 3:01pm 
Thanks for this mod. No war-game without a supply system should be called that name.It would be great if we had something like supply wagons to add to the realism.
NPC 12 Mar, 2022 @ 6:30pm 
So this does not work with mulitplayer? or just makes it harder?
hacked dont accepd 10 Mar, 2022 @ 4:30am 
Thats a realy nice mod i playd it since today, but it feels a bit the enemy armys have no feeling for it to make fortifications to save it. Lot of times they hungerd out before there can attack a city for example.
Stix_09 15 Jan, 2022 @ 10:33pm 
@Drax70
AI work fine with this in Rome 2 DEI supply system, should be same here.
Stix_09 15 Jan, 2022 @ 10:32pm 
Its an interesting mod.

It's simpler to the supply system in DEI for Rome 2.

Thoughts on improvements:
Baggage trains units would be a cool addition, as well as ports having effect on supply. I would think all food producing buildings should feed into this more than at present. Only farms currently appear to increase reserve production, and there are several other food producing buildings in the game. Roads I would think would also impact logistics efficiency,(currently no improved road buildings appear to do this).
I may be wrong on some of this as I'm just basing this on what building descriptions are saying with mod enabled.
Stix_09 15 Jan, 2022 @ 9:34pm 
Current MK1212 has extra mod requirement "Models Pack 8" so I would guess not with current version.

however it appears to be working for me.
wingwing92 15 Jan, 2022 @ 5:04am 
MK 1213 mod updated in 1wth January 2022. Please check it is compatible
Redin5ide 13 Jan, 2022 @ 12:46am 
Does it work with the last update?
Drax70 20 Nov, 2021 @ 5:08am 
I agree with you BUT the vanilla poor AI can't "handle" this mechanic...
By the moment they reach, if it is a distant faction, my city/castle, there are only 3-5 units left in their army!
In the current state the mod is more like a cheat than a realistic feature.
Like I said, you will need to tweak the AI so when they start to lose units, the only option will be to raid (maybe) for supplies or return to the nearest ally city to replenish.
But, the replenish option to the city will be a back and forth process, which it will be ridiculous.

Another option is, every turn they raid, they get a new full replenished unit, low tier of course and random.
mementomoria  [author] 19 Nov, 2021 @ 6:04am 
The AI should be subject to the same features the player is, iirc.
Drax70 19 Nov, 2021 @ 5:17am 
Hello @mementomoria420!
Excellent mod, thank you!
By the way why didn't you implement the raiding for supplies? Player AND the AI?!
The AI armies don't seem to replenish and they become very weak and unbalanced...
It's only logical!!! :)
Sokar 28 Oct, 2021 @ 6:50am 
So can i starve an AI army using a supply system ?
Breepzz 21 Jul, 2021 @ 4:39pm 
If I understand well, the AI hasn't this feature in actual version?
Emir Ismael 13 Jul, 2021 @ 5:20pm 
@Vanten95 why did not you think that someone else had come with such an exquisite question ?!
most of us here are masterminds
mementomoria  [author] 18 Apr, 2021 @ 6:14am 
ppl were complaining about AI getting an "unfair" bonus, so I removed it. Will probably reintroduce it with the next update. Or maybe just remove the attrition for AI armies. I'm not at my pc atm though, so it might take some time for me to update. In the meantime, you can edit the ai_consumption_mod in the lib/changes file.
Ducko 17 Apr, 2021 @ 6:35pm 
Figured it out by editing the files. If I could suggest, could you upload a version that is player exclusive? I don't mind the extra challenge as long as it doesn't cause AI armies to disintegrate.
Ducko 17 Apr, 2021 @ 6:26pm 
Any way to disable it for the AI? I have noticed it seriously screwing them over sometimes. I don't mind suffering from supply but I would rather the AI just doesn't die.
mementomoria  [author] 4 Apr, 2021 @ 4:11am 
In general the AI "knows" very little, and it doesn't know how to deal with supplies specifically. It's balanced in a way that won't make them incapable and take attrition all the time and still make the system challenging for the player. When AI armies are in enemy regions, they usually raid, which helps keep them supplied for a long time now. You don't need to worry about AI armies constantly dropping dead, without reason. However, when an enemy force gets stuck hundreds of kilometers from their settlement they will start to take attrition at some point, of course. I can't mod the AI specifically in such a way as to avoid this.

On another note, please try to read the other comments first. I have answered this question literally 3 comments below your question.
mementomoria  [author] 2 Apr, 2021 @ 8:32am 
@fe2521 Ma'am, this is a supply mod
fe2521 1 Apr, 2021 @ 6:00pm 
Byzantium armor is broken! Bug - showing nothing at all!!!!!!
mementomoria  [author] 25 Mar, 2021 @ 7:05pm 
Can't mod the AI. Trying to balance it in a way that won't make them incapable and take attrition all the time and still make the system challenging for the player
PrinceOfWales 25 Mar, 2021 @ 11:59am 
Does the AI change its strategy based on this, or do they just take the damage anyway?
mementomoria  [author] 24 Mar, 2021 @ 4:02pm 
Sadly I don't know how to fix it. I can take a closer look at it in the next few weeks maybe.
LilGige 24 Mar, 2021 @ 1:20pm 
Me and my friend love some much this mod ! Thank you for all your work :)
But yeah, we play together in coop and there are a lot of desync. Is it normal ? Any idea of how to fix it ?