Total War: ATTILA

Total War: ATTILA

WFactionUnlocker.pack
65 Comments
WB97  [author] 13 Jun @ 2:00pm 
Alright, thank you
sam.pidgeon 5 Jun @ 12:43pm 
ok just thought i mention the bugs i found as for the resource buildings you could do a buff for them but i got a sub mod running that increases income a little for some buildings

age of justinian reduced food consumption and squalor mod i also made it so certain buildings now reduce corruption
WB97  [author] 5 Jun @ 11:48am 
Another future update planned either this month or the next month. Also I would appreciate a suggestion, do I slightly buff the resource buildings income for all of them? or only for some? or no changes at all?
WB97  [author] 5 Jun @ 11:38am 
In response to the CTD, that hasn't happened to me yet, but I will play again at some point and let you know your mod if it does.
Also thank you for bringing the eight armies comment, that has never happened before I will try out Armenia to see if it happens to me.
WB97  [author] 5 Jun @ 11:34am 
Oh, I didn't press enter on my response damn it.
Anyway, I see you found the same bug I did. It has nothing to do with the mod as far as I know, because this would happen all of the time playing the Lakhmids. I even disabled my mod and tried out the Lakhmids to see if it would happen and it did. For some reason puppet states/client states in Attila are bugged.
For example playing Nobatia the ERE client state, when WRE declared war on factions or called for aid, depending on ERE's response you would be at war with them. I have a little theory and I think it thinks that the client state declined to help, therefore it takes that as you breaking a treaty, even though you didn't.
sam.pidgeon 5 Jun @ 4:10am 
Armenia faction seems bugged end up at war with lakhmids after one turn but both are puppet states of sassanids and normally you cannot declare war on any faction.

unless you want to break away from the sassanids
sam.pidgeon 4 Jun @ 3:47am 
i also had issues being able to recruit more than eight armies when playing as armenia i had to restart my campaign guessing i had a corrupted save somehow
sam.pidgeon 20 May @ 7:10am 
have you had CTD when ending turns? i have a few times now i am using sub mods and some unit reskins however.

i tried to re arrange load order as well and i have now created a compilation pack that contains small mods into one pack as well as fixes for western romans to better army stances mods and various other changes to reduce amount of mods activated in mod manager
sam.pidgeon 14 May @ 5:57pm 
i also added new unit to marcomans roster as well as langobards,quadians and thuringians germanic falxmen. instead of them getting germanic heavy axes now get two germanic falxmen as part of garrison
sam.pidgeon 14 May @ 3:24am 
rugians you may wanna check lugians as well
sam.pidgeon 14 May @ 3:24am 
for rguains you get more slavic spears then germanic ones i suggest remove germanic spear and axe line keep the slavic ones
WB97  [author] 13 May @ 11:10am 
I thought I would have to mess with some other file, hence thinking it would affect all, but yeah probably the easiest option since that file is easy to play around with.
WB97  [author] 13 May @ 11:09am 
Oh, that makes things easier, I will have to give it a try thank you. I was worried it would affect all, like the tech upgrades.
I might keep the slavic axes, because more upgrades and variety, remove the germanic ones, whilst removing the slavic spears, but keeping the germanic ones. Might be a good blend/middle ground.
sam.pidgeon 12 May @ 3:14pm 
perhaps it will be a good idea to enable slavic noble spearmen upgrade for rugians and remove germanic levy,germanic spearmen line
sam.pidgeon 12 May @ 2:52pm 
one way to remove them from garrisons for a faction without affecting others is go to grouping military permissions remove a unit from rugians grouping and unit does not appear for them
WB97  [author] 12 May @ 2:02pm 
Hmmm, I am going to have a think of which to remove/change, or find a middle ground for that one. Definitely one of the axes is going.
Also, I could find this out but, which files are needed to change the garrisons? I could also add that to my list of fixes with the default garrison bugs. If you are able thank you.
sam.pidgeon 12 May @ 1:42pm 
i would suggest for rugians garrison maybe remove germanic levy,germanic warband units and upgrades from roster and perhaps keep slavic axemen and slavic spear units and their respective upgrades available and maybe i can increase baltic warriors unit by one.

in my sub mod and you can share the mod with them or maybe make a unit specifically for rugians to replace the two units you removed.
WB97  [author] 12 May @ 1:28pm 
I do appreciate you/people telling me about these things, so when I do get around I will actually not forget to change some of these things.
sam.pidgeon 12 May @ 1:22pm 
ok i just thought i let you know about some bugs i found
WB97  [author] 12 May @ 11:10am 
I will review the mod when I get time. Also yeah there are a whole host of bugs in the base game the devs missed. (Understandable in any large game for this to happen)
An example, is if you look at the Germanic garrisons the major city get one less archer than the minor garrison.
A couple of others, my mod has already adjusted was the alani swords/warriors having the same recruitment cost.
The cataphract archers being dissolved into a grey hair, so you never get to see the unit.
The Suebi Oath Takers being worse than the Germanic Spear Masters.
sam.pidgeon 12 May @ 5:13am 
it does work thankfully i would also recommend removing the Samatian band and sarmatian warband units from the bastarnians and gepids it can balance garrisons out more.

maybe reduce amount of germanic bows as well as garrisons by one perhaps at higher levels.

i have also noticed a bug when you upgrade major cities and towns to level 3 you get one extra alani cavalry warriors but once you reached higher level you only get one rather than 2 of them
sam.pidgeon 12 May @ 1:31am 
Gotta test it out in battles make sure the visuals work
sam.pidgeon 12 May @ 1:30am 
I am adding a new axe unit to the sub mod for gepids and bastarnae to replace Germanic heavy axemen as they are part of garrison now so by using different unit for them garrison is not affected
WB97  [author] 11 May @ 3:20am 
Alright nice, and yeah the varini was the other one I did know about for massive garrisons.
sam.pidgeon 10 May @ 5:23pm 
I updated the sub mod so if you play Thuringians you get the new units I forgotten to add them to their roster while back also removed Germanic heavy axes from gepids and bastarnians roster as they are used for garrisons now.

And gepids and bastarnae get Sarmatian and Germanic units which is making garrisons very large so removed one unit to try and balance it more
sam.pidgeon 10 May @ 3:39pm 
i also found some reskin mods that work with this one and not noticed any bugs yet...

they use anno domini assets
sam.pidgeon 10 May @ 3:37pm 
remove some from roster of rugians to varini and lugians and keep the others
WB97  [author] 10 May @ 1:09pm 
Fair enough. Sure I will leave feedback when I try it out.
Yeah, I think it is the only garrison, I have had a gripe with being fairly large. At some point when I do get around to the next update, I will probably review the units.
sam.pidgeon 10 May @ 12:59pm 
If you share it that would be great news many to test it out
sam.pidgeon 10 May @ 12:55pm 
I managed to increase garrisons in my sub mod but as rugians I am getting very large amounts of vanilla units as garrisons as you used Slavs and Germanic units a suggestion I make is remove Slavic levy and Slavic axe levy as well as upgrades and keep the other basic units makes it far more balanced.

Slavic axe levy got same coats and upkeep to stats as Germanic warband.

I added Baltic archers,Nordic heavy cavalry and Baltic warriors for rugians and lugians garrison one of each
sam.pidgeon 10 May @ 11:04am 
i see how my campaign goes before picking a mod like that i am also wanting to find a decent reskin mod that i can use thats compatible with this mod and my sub mod
WB97  [author] 10 May @ 7:48am 
I can also tell you the name of the one I am using, if you want it. It works and doesn't conflict with anything. (It lowers it to a 5% requirement, rather than 35%)
WB97  [author] 10 May @ 7:46am 
I highly recommend using a religion mod that lowers the requirement to change out religions. I use one all the time, unless you like the vanilla requirements.
sam.pidgeon 10 May @ 3:42am 
oh ok i wait for my population to become 35 percent slavic and then convert my factions religion
WB97  [author] 10 May @ 1:55am 
There was a reason for that, let's say I took something out of the creative assembly handbook, and took some creative liberties. (Like the Greek Fire/Ships that where not around in this period. They would have to be removed completely if you wanted 100% accuracy, but they are fun)
Slavic Influence does happen in that region, but just a lot later in history.
Since, I thought it would be nice to have a Germanic, minor Slavic roster blend, as they also border the Slavic tribes.
So the 1+ is a nod to that.
sam.pidgeon 9 May @ 4:28pm 
As part of the trait since they have edicts for Germanic tribes
sam.pidgeon 9 May @ 4:28pm 
I noticed rugians got a trait that says they have 1+ religious influence of Slavic paganism but they start as Germanic paganism this needs changing to have Germanic paganism
WB97  [author] 5 May @ 5:34am 
I responded on the sub unit mod
sam.pidgeon 4 May @ 6:04pm 
I need it tested and see if there is any bugs someone told me Kurdish light boatmen missing helmets in my mod but I don't recall doing any Kurdish naval units so it maybe a unit from this unlocker
WB97  [author] 1 May @ 1:52pm 
Yes, sure I have been busy also lately. I will download it and try it out.
sam.pidgeon 1 May @ 2:23am 
@WB97 I managed to complete my unit pack and need people to test it out in campaign would you and others mind testing it out?

All factions rosters been increased I also used assets from Age of Justinian overhaul to likes of anno domini stuff as well as some of sebidee work.

It had taken me ages to do it and when I am back from holiday I may add tiny custom garrisons to it.

The mod uses unit upgrade system for some factions

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3473531016
sam.pidgeon 18 Apr @ 6:58pm 
If you make it more historical more people may download it especially if it's unlocking factions I have nearly done Germanic units for factions like goths,Lombards, Thuringians etc will take a while to get all units done
sam.pidgeon 18 Apr @ 3:05pm 
maybe if you ask on discord someone who is experienced in modding could help and someone may know more about the time period i am working on a sub mod pack specifically for this mod
WB97  [author] 18 Apr @ 10:02am 
To answer the other question about making it more historical? I will have to think about that, personally I would love to. However, I am not sure about it doing that really, or how to even do it right. So probably a no for now.
WB97  [author] 18 Apr @ 9:56am 
I totally forgot about that, I was like what? Lugii having moorish cavalry nah no way, but yeah no that is a good idea actually I might just make a separate roster for them rather than copying the Vandals. In a future update....
sam.pidgeon 18 Apr @ 4:42am 
replace it with a nordic like unit instead
sam.pidgeon 18 Apr @ 4:42am 
for likes of the lugii you should remove light moorish cavalry from the faction
sam.pidgeon 18 Apr @ 4:35am 
will you be making it more historical in the future?
WB97  [author] 21 Feb @ 11:25am 
Just putting it out there before I do it at some point in the future (probably the end of next month). I will be updating this mod and it will be to do with the Arran traits/roster(Sassanid roster for the Caucasus one e.g. Abasgia, Kartli etc it just never felt right), Kartli traits, gaetuli + mauri getting the Garamantes roster(which is 2 units added everything else is the same, don't know why I didn't do this).
Fixing and slightly buffing alan swordsmen unit(an "upgrade which doesn't feel like an upgrade" also the custom battle cost is wrong in the base game). Also maybe redoing a bit on religious buildings don't know yet we will see but, it won't be anything major.
I just wanted to put that out there so people don't just lose their saves by surprise.