Total War: ATTILA

Total War: ATTILA

[MAGA] Region Trading & Standalone Supply System - Updated and Fixed
37 Comments
Tony Underlay [ROOKS] 20 Dec, 2024 @ 5:52am 
Will this work with Sebidee's Charlemagne Expanded by any chance?
My first thoughts are no, also - anyone know this to be working in 2024?
Thank you anyone for your assistance. Much love ❤️
dannazgu 5 Jul, 2024 @ 4:26am 
Region trading doesn't hsow for me on grand campaign.. I'm not using any other mod that should affect this, i'm only have the children and family mod, regal emperor (graphic for emperor), fertility and sanitation buildings @Brugarolas
Mrauksia 11 Jun, 2024 @ 5:18am 
Region trading does not work.
Andr 3 Jun, 2024 @ 11:28am 
like, another version of this mod
Andr 3 Jun, 2024 @ 11:28am 
may u add only the region trading + demanding? but not supply
JesusChristIsLord 5 May, 2024 @ 2:58pm 
SAME PROBLEM AS flaming poodle.
Flaming Poodle 17 Mar, 2024 @ 6:30pm 
So...I loaded it 1st and the supply thing appeared, didn't test but seems it works, although I'm only interested in the region trading which didn't work, so I can't deal with the frustration of my allies being to dumb to capture a city. Any ideas?
I'm using Age of Henric 919 btw.
TheChosenman 3 Dec, 2023 @ 10:04am 
such a cool mod though i'm gutted its not compatible with imperium mod
AugustDrake 27 Oct, 2023 @ 8:47pm 
A lot of your future mods are very exciting concepts.
Brugarolas  [author] 24 Aug, 2023 @ 4:47pm 
I have just tested it again to double check if it works in AoC, and it works for me. I think you are probably using some other mod with scripts that is overriding my script file. Script mods are incompatible with each other unless they are bundled together or are made co-dependant.

If you move this mod to the top of your mod list, you should see the trade region icon. But unfortunately the other mod's scripts will stop working.

Could you provide me an ordered list of the mods you are playing with? If it's easy I can make a compatibility mod
MR.F 24 Aug, 2023 @ 2:10pm 
Greetings, I still don't see the "trade region" icon when opening the diplomacy? I\m playing the age of Charlemagne campaign, I'm a doing something wrong?
Brugarolas  [author] 13 Aug, 2023 @ 8:42am 
It works perfectly with Radious in SP, but not in MP (either Radious or vanilla). This two mods I combined are not designed for MP

Region Trading by design it's SP only as only one user can interact with it, it won't display anything to a second player if someone tries to trade a region with him (game engine does not provide network communication features to script modders), and also the region transfer "event" is not synchronized between players (and it can't be adapted, sorry, UI interaction dependant script "events" can't be synch'ed in MP games)

Supply System in theory *could* work in multiplayer if adapted properly, but currently it does not support multiplayer games (I probably try to adapt it when I finish my current projects)
Mudabi 13 Aug, 2023 @ 7:59am 
Hello my friend :) Is that mod work on multiplayer with radious mod ?
Brugarolas  [author] 11 Aug, 2023 @ 11:07am 
As you can imagine it is a pretty massive work and I don't have a lot of free time, so bad news are it won't be released soon. I will release it at first as a big mod, first for Rome II and then for Attila, and after that I will probably consider dividing it into small modular compatible mods

I hope you like it :)
Brugarolas  [author] 11 Aug, 2023 @ 11:07am 
5) An UI mod, both for Rome II and Attila, that will add a wide variety of colored icons and allow to better display info like total population, population by class/culture, population growth, supply related things and, hopefully, checkboxes for enabling/disabling script features at the start of a new campaign
Brugarolas  [author] 11 Aug, 2023 @ 11:06am 
4) Some extra cool script-based small features, like a military cohesion system that will force generals to level up first if they want to command bigger armies (no more lvl 1 generals with 20 units armies, now retainers will be more important than ever to level up your very young generals and losing an experienced general can be a big issue if you can not replace him with a similar skilled general); or some more small features for the supply system similar to the ones in Divide et Impera mod for Rome II
Brugarolas  [author] 11 Aug, 2023 @ 11:06am 
3) A War Weariness mechanic for more civilized societies and a Military Approval mechanic for militarized societies: it does not make sense the Huns suffer from war weariness for simply being at war X turns or not having their armies in home land because hordes have no home land (that's why I have not included yet War Weariness in this mod, it is broken on main campaign and AI does not perform well with it), but their generals may rebel and the integrity/combat morale will go down if the faction leader lose too many battles and they think he is weak/incompetent
Brugarolas  [author] 11 Aug, 2023 @ 11:06am 
Good news are I'm already working on:

1) A re-done from scratch population mod for Attila, pretty similar to Magnar's People of Rome 2 (mod for Rome II) and its iterations (Para Bellum - Population mod or Divide et Impera mod, both for Rome II also)

2) A Community Script Framework, both for Rome II and Attila, that will provide a lot of scripting features/utilities/functions/event-listeners for modders and, hopefully, will allow all script mods to be compatible with each other (I'm working on a new kind of modular script mod loader, something that is being a lot harder than expected), if they are updated to follow a simple standard (if everything goes as planned: just moving the root file to a specific path)
Brugarolas  [author] 11 Aug, 2023 @ 11:06am 
I have spoken with XxRedHornetxX/Resonare Romanorum about this and sent him a modified Rome Era Population mod with some primitive fixes and a simple population growth system (a flat 25% per turn, it is unaffected by buildings, technologies, edicts, siegue/sack/razing, taxes, population density, etc) and he said he will make it compatible with this mod when he had time, so it's up to him, I don't have his permission to release it on my own
Brugarolas  [author] 11 Aug, 2023 @ 11:05am 
And it's not well designed in my humble opinion: for example, the way cultures are implemented in the scripts makes adding more cultures a titanic work (and there are no cultures for nomads or easterns, for example, there are only "Romans", "Barbarians" and "Others"), makes having foreign cultures in your region irrelevant, and also would make impossible to recruit units in a region that does not already have your culture's population (something that doesn't happen in base mod because all regions starts with the same population of all cultures, but would happen if we addressed that issue and, for example, removed that 33% of romans living in Scandinavia or Hyperborea or in the middle of Persia and also removed the 66% of barbarians & others living in all roman and sassanid regions)
Brugarolas  [author] 11 Aug, 2023 @ 11:05am 
Actually I don't want to include it in the bundle (or not yet) because Rome Era Population mod is incomplete and unpolished. It comes from an unfinished and discarded population system by Tommy March in Ancient Empires mod, it's missing some really important features like population growth, a population density sub-system that affects the economy or sanitation among other things, population in hordes, or a specific starting population for each region (all regions starts with the same population of all cultures)...
Brugarolas  [author] 11 Aug, 2023 @ 11:04am 
I'm going to write some probably very long comments, sorry, but I want people to know what I'm working on and to understand my decisions :)

No, it is not compatible with Rome Era Population: the way the game engine loads mods make all script mods incompatible with each other unless they are bundled together or are made co-dependant
TheBarker! 11 Aug, 2023 @ 5:42am 
Is the mod compatible with Rome Era Population / Attila Population Mod & War Weariness?
Brugarolas  [author] 4 Aug, 2023 @ 8:12am 
Hmmm that's strange, trading works for me. Are you trying to trade faction capital? That's the only case where you are not allowed to trade
TheBlackGrouse 4 Aug, 2023 @ 4:57am 
Am I missing something? You can demand a region and the AI will give it. That works! But I can't trade. To make it a bit more realistic, why not the trade option? Then it's easy to change the startpositiion without modding the file.
Brugarolas  [author] 22 Jul, 2023 @ 2:27am 
(And add new things, like Supply Trains, which are not finished in current version, and tecnologies, skills, more buildings, etc. that improve supply production or max reserves in cities/towns)
Brugarolas  [author] 22 Jul, 2023 @ 12:43am 
Great! Please let me know any bug/issue you find, mi plan is to keep this mod updated
Sheph 20 Jul, 2023 @ 8:15am 
That's great. I'll test this weekend for bugs.
Brugarolas  [author] 20 Jul, 2023 @ 4:06am 
Yes!
Sheph 19 Jul, 2023 @ 6:14pm 
Did you fix the supply system bug where the penalties vanish when you save and reload the game?
Brugarolas  [author] 17 Jul, 2023 @ 6:18am 
To be honest, I don't know if that is possible. I'm still pretty new to scripting
bropossible 16 Jul, 2023 @ 4:31pm 
Is it possible to make it so that gifting a region gives a significant increase to relations?
markartur 15 Jul, 2023 @ 2:02am 
Sculptor go away, nobody wants you here, btw great mod Brugarolas  thanks!
Brugarolas  [author] 14 Jul, 2023 @ 2:21pm 
What?
Sculptor 14 Jul, 2023 @ 5:26am 
FASCIST GO HOME.
Brugarolas  [author] 13 Jul, 2023 @ 10:47pm 
Thanks! Yeah, it is a great mod and it is pretty underrated.

It still has some minor bugs though, I'm trying to fix them. And I am concerned about the AI. I will probably give the AI some bonuses so they don't starve to death because they don't know about this particular mechanic.
Ciaphas Cain 13 Jul, 2023 @ 12:17pm 
Nice one dude! That supply line mod is really good when you think about it, it encourages players to think ahead and plan their attacks. Plus, it encourages you to create alliances with some factions in the region you're attacking. Kinder like Julius Caesar's divide and conquer of the Gauls.