Total War: ATTILA

Total War: ATTILA

Total War: Classical Empires
464 Comments
Poni 18 Jul @ 12:19pm 
Have the same problem as Uther, Macedonia turn on turn 1 makes the game crash
Poni 18 Jul @ 11:00am 
I kinda only play on legendary difficulty, will this break the game?
Uther 18 Jul @ 10:49am 
keeps crashing while the ai is taking its turn as macedonia
delta_flier 13 Jul @ 10:15am 
I have tried many times starting with the most recent load orders, but I cannot get this to start. I have all the essential mods, but it won't start game. Not sure why.
robert-l- 12 Jul @ 11:17am 
i am unable to get slaves is this a function off the mod ??
Naifu 11 Jul @ 9:55am 
TBH on the long run the game starts having many issues, I played Rome and mid game offices get grayed out and you can't assign them except for your own family tree
Uber Kruber 9 Jul @ 8:56am 
@C C D F

1. Blood & Gore DLC better performance (Not essential)
2. Classical Empires: 12 TPY + Expanded Building Slots
3. Classical Empires: Supply Mod (Not essential)
4. Total War: Classical Empires
5. Classical Empires - Unit Models
6. Ancient Empires: Dust Particles (Not essential)
7. Ancient Empires 2.0 - Part 1 of 2
8. Ancient Empires Models & Assets - Part 2 of 2
C C D F 9 Jul @ 8:31am 
Load order? need help
Uber Kruber 5 Jul @ 5:21pm 
@Naifu I have talked to Garviel about this in the past, and while he did reduce research and build times as a result, his opinion still remained that CE is supposed to be slower paced overall. However, it's been a while since then, I'll bring it up again and see if maybe a 4tpy mod would be feasible. :>
Naifu 5 Jul @ 2:04pm 
can we please have a 4TPY mod? 12TPY takes for fucking ever dude!!
Mingles 5 Jul @ 3:21am 
have the eastern factions unit rosters been fleshed out?
Uber Kruber 1 Jul @ 1:55am 
@Zeikko_ sorry to hear this. The ctd definitely shouldn't happen, but the fps problem is a common issue with Attila in general and sadly there's nothing we can do about that. I've seen the game run good on bad hardware, I've seen the game run horribly on very good hardware, that's sadly just the unoptimised mess CA left us with :/
There are a couple ways one may or may not be able to increase the performance, just google for it, but as your hardware really shouldn't have any problems I don't know whether any of it will work.
Zeikko_ 30 Jun @ 5:30pm 
good mod but less than 30 fps with a 4080 and 9800x3d just doesn't make sense and after 3 rounds ctd with crete
Uber Kruber 28 Jun @ 11:40pm 
@Voltaic glad to hear that it worked. There shouldn't be any problems using reshade as I've seen other people use it aswell ^^
Voltaic 28 Jun @ 6:18pm 
@Uber Kruber, thank you for the reply. Your suggestion worked, I suspect the fact the Ancient Empires Supply Lines being present might have had a conflict(?). I was able to load the game, campaign, and battle. Q: does Reshade affect this mod? Thank you for the support.
Uber Kruber 28 Jun @ 3:25pm 
@Voltaic sorry to hear that. As you said this is the only mod installed, did you also install the other mods required for Classical Empires to work?

The load order would be:
1. Blood & Gore DLC better performance (Not essential)
2. Classical Empires: 12 TPY + Expanded Building Slots
3. Classical Empires: Supply Mod (Not essential)
4. Total War: Classical Empires
5. Classical Empires - Unit Models
6. Ancient Empires: Dust Particles (Not essential)
7. Ancient Empires 2.0 - Part 1 of 2
8. Ancient Empires Models & Assets - Part 2 of 2

To play Classical Empires you need to at least have mods Nr. 2, 4, 5, 7, 8 installed.

Should that already be the case please let me know
Voltaic 28 Jun @ 1:46pm 
I've tried several times, including a clean Attila install, but the game crashes on launch. This is the only mod installed, what is going on?
Uber Kruber 28 Jun @ 9:55am 
@rayray we are aware of the issues with trade, the main reason being that the AI doesn't construct any resource buildings. It is an issue we are trying to fix, however as we are a very small dev team I cannot promise whether we can actually fix that at this moment. But thank you for the feedback nontheless, it really helps us structuring future updates ^^
rayray 28 Jun @ 9:22am 
The balance is very weird, units having an absurd amount of damage with a proper general, the trade is insanely broken due to absurd prices of trade goods (had my whole max army limit filled with full stack armies and a bunch of fleets and still had 50-70k income per turn), plagues I think tend to be a bit too common.
It's way too easy to outresource the AI and keep spamming troops, most of the fights I genuinely didn't have to fight cause I had an absurd amount of elite and medium units so I just autocalculated them (and this time I decided to change the difficulty from decisive to hard, the only difference I felt was early on).
If the trade mechanic would get a redo then it would be much better, and gameplay wise imo it should be a priority, rn it feels like a beta test with endless money.
Uber Kruber 27 Jun @ 3:03pm 
@KingMoogoe There is no AI art used in the mod
KingMoogoe 27 Jun @ 6:58am 
Not a fan of the AI art
Uber Kruber 27 Jun @ 1:09am 
@Degurechaff Tanya most likely not.
The main reason for that being the same as for many other things, atm we sadly don't have anyone in the team who could create new tnits :/
Degurechaff Tanya 26 Jun @ 11:32pm 
in next update will parthian or median faction will get another cavalry ??
Megarian 26 Jun @ 1:55am 
It is a great mod but needs more work .
Revan 25 Jun @ 8:22pm 
Thanks, Garviel! Great work and much appreciation for your efforts.
Dekkar 25 Jun @ 6:21pm 
Hell yeah thanks for the update @Garviel Loken much love to you!
Garviel Loken  [author] 25 Jun @ 5:13pm 
version 1.07 is live!

The key change is in the campaign AI: by tweaking how threatening the AI finds enemy armies, and ESPECIALLY settlements, you will see the AI actually attack and take over settlements decisively.

During testing as Galatia, I went from Pergamon circling Bithynia with 60 units vs their 30 units, and refusing to attack for 8 turns, to Pergamon subjugating Bithynia within 2. The Seleucid Empire proceeded to conquer Persia, conquer nearly all of Media, and drive the Ptolemies out of Anatolia. Minor factions are also going for each other's throats, like Colchis against Armenia, beseiging their capital with a full 40 unit stack.

I also tweaked supplies to be less unforgiving on 40 unit army mode: previously the AI would often run out of supplies mid campaign, whereas now they get a few extra key turns before they run out of supplies. Autumn and Winter cost less supplies

The next major update will be GARRISONS
Revan 24 Jun @ 6:41am 
Appreciate the follow up, thanks Garviel!
Garviel Loken  [author] 24 Jun @ 6:07am 
@snackzor garrisons are tricky because of the high amount of main settlement chain buildings. I appreciate your comment, and will look to completely overhaul all garrisons as we built on the existing work done by the Ancient Empires team, which led to duplicates. this also clashes with some hardcoded Attila garrison limits so you get these weird garrison issues
Garviel Loken  [author] 24 Jun @ 6:04am 
@Revan: the Germanic Axemen Retinue are a mercenary-esque unit meant to give an expensive but well equipped option to bolster armies. its basically a faction recruitable mercenary unit. its purposefully meant to be weaker in stats to Noble units
$nackzor 11 Jun @ 7:34am 
Could you fix/update the Roman garrisons? For example level 3 Tribute has fewer units than level 2. And lots of settlement types/levels have a seemingly random amount of mobile Ballistae, for example level L5 independent gets 8? Rome gets a weirdly high amount of mobile Ballistae too. At least for the pre-marian garrisons.
Revan 21 May @ 4:56pm 
Germanic Axemen Retinue are weaker than South Germanic Nobles. Axemen takes a building upgrade. You start out with being able to recruit the Nobles. Is this intended? worst offense, charge bonus and moral.
KoryusaiPL 17 May @ 7:50am 
So... what are changes in this mod?
kumanly 16 May @ 2:42am 
right, im stupid....thank you uberkruger
Uber Kruber 14 May @ 1:59am 
@kumanly please have a look at the discussions right above this comment section, there I posted a non-expired link
kumanly 14 May @ 1:24am 
does anyone know why the discord link doesnt work?
Uber Kruber 13 May @ 3:32am 
@Trigger afaik the soundtrack isn't uploaded anywhere, sorry.
Uber Kruber 13 May @ 3:28am 
@Scrappy101 should definitely be fixable. I know the issue has been ongoing for a while now, but sadly I'm not the one who can fix it. I passed it on and will keep track of it along a couple other issues ^^
Trigger 13 May @ 1:26am 
Where can I find the campaign soundtrack?
Scrappy101 12 May @ 6:33pm 
Hey Uber Kruber. Appreciate the response. Is the neo-phoenician infantry issue something you guys will be able to fix?
Chiken Fetus 12 May @ 4:27am 
Worked perfect for me thank you Uber Kruber

1. Blood & Gore DLC better performance (Not essential)
2. Classical Empires: 12 TPY + Expanded Building Slots
3. Classical Empires: Supply Mod (Not essential)
4. Total War: Classical Empires
5. Classical Empires - Unit Models
6. Ancient Empires: Dust Particles (Not essential)
7. Ancient Empires 2.0 - Part 1 of 2
8. Ancient Empires Models & Assets - Part 2 of 2
ariabagheri2 10 May @ 7:28am 
Do agents work yet?
Uber Kruber 9 May @ 12:40pm 
@[ØⱠĐ]Meteor thanks for the report, we´ll take a look
Uber Kruber 9 May @ 12:39pm 
@UM JUN SICK atm there is sadly no way to only get the combat-related parts of the mod, sorry
Uber Kruber 9 May @ 12:38pm 
@Syndiacalist Cat

1. Blood & Gore DLC better performance (Not essential)
2. Classical Empires: 12 TPY + Expanded Building Slots
3. Classical Empires: Supply Mod (Not essential)
4. Total War: Classical Empires
5. Classical Empires - Unit Models
6. Ancient Empires: Dust Particles (Not essential)
7. Ancient Empires 2.0 - Part 1 of 2
8. Ancient Empires Models & Assets - Part 2 of 2
Syndicalist Cat 9 May @ 12:22pm 
What is the load order can someone tell?
[ØⱠĐ]Meteor 2 May @ 11:47pm 
please fix saka cataphracts legs
yhey dont hav leegggsss
and some other units dont hav hand
UM JUN SICK 2 May @ 5:06am 
i love your incredible work.especially battle. but i wanna ask , is there a way to get only the combat-related parts as a separate mod? The changes in the campaign seem a bit excessive. Many values like general abilities, technologies, and trade seem a bit off (something like +6 fertility, +50% civil tech speed from general and governor , too much trade income etc.)
Uber Kruber 30 Apr @ 7:07am 
@Lone The AI not constructing resource buildings is a bug we are aware of and trying to fix, thx for the report
Lone 30 Apr @ 6:49am 
Ive notice that the campaign ai is pretty bad in constructing settlements. Almost all factions visible to me have not built resource node buildings when applicable ie gold mines in gold trade good province.
I feel like it might be some bug because in the vanilla the AI definitely managed that much at least.