Total War: ATTILA

Total War: ATTILA

Tycherious' 1212 All-in-one (Includes 4 submods + Additional Changes)
93 Comments
HEROSLAYER 12 Jul @ 1:03am 
why does it decrease starting fund for every faction. I played as ayyubids and before the starting funds is 7k now it down to less than 1k.
panzerboy0908 7 Jul @ 11:53am 
how to get swiss militia pikemen
Tycherious  [author] 6 Jul @ 2:22am 
@EnumaEllis Sorry man but my naming convention is such for a reason. You can rename them yourself after downloading them.
EnumaEllis 30 Jun @ 11:54pm 
Hey Tych, huge fan of your mods. I do have a suggestion.

Many, and I do mean many, people who came from newer Total War aren't using KMM, but Prop Joe's mod manager. His mod manager uses the file names to quickly organize the load order for games like WH3.

Since your mod still uses the common text form, do you mind adding a '@' or '!' in front of your 1212 overhaul files? This will basically automatically sort them out, as numbers and symbols like these set the file to load on top, meaning it overrides the base file.
Tycherious  [author] 29 Jun @ 6:46pm 
@Fenrir_PL Check out my collection that's ready for play, it's already preset into the correct load order, use that for your reference.
Fenrir_PL 25 Jun @ 12:58pm 
Hello, what is the mod order, does this mod go above or below the main MK 1212AD mod ?
咬怪物 20 Jun @ 6:18am 
@SrbLeX
Don't use aggressive ia and better ia's army.pack
Try to use the original challenge
SrbLeX 5 Jun @ 7:51pm 
This mod make start , mid and late( easiest part of game ) extremly easy since it provide a
player with huge boost in diplomacy at start and all the way during gameplay.
It also makes AI avoid declearing war on you even if you are lesser power then them and even if you have negative diplomatic attitude with them. AI also keeps spaming non aggression and aliance treaties and this mod makes you ( playing as Orthodox nation ) if "Join empire" in diplomacy option, to integrate any other Orthodox nation that if you are equal in strength or superior, you basically take them and that nation is gone ( they stop to exist ) , which is such a bullshit scenario. Also AI is doing this between Catholic nations and doing so makes game much more easier and lesser in nation numbers .... So dumb ...
In one word avoid this mod by far since its logical inaccurate and makes Campaign extreamly easy even on Legendary and boring asf.
costa_sc 2 Jun @ 12:59pm 
Can some one help please I am new to this.

I have all the 1212 AD downloaded and working. I have subscribed to this and downloaded but it was a really small download. A little over 400mb.

I can’t find it anywhere on the mod list with the rest of 1212AD when I try to play the game.

What am I doing wrong?
Asgahn 1 Jun @ 3:40pm 
Is your collection compatible with the realistic units overhaul mods?
user93eu 28 May @ 8:06am 
How I can unlock smaller countries like Duchy of Silesia?
TalosCw 24 May @ 6:50pm 
Hi I really enjoy your work so keep it up! I was wondering is there a way to remove fortify stance as a submod? I hate the fact the enemy just enters it all the time I have more fortify stance battles than opens or sieges its just boring. The AI just enters your territory and stays on that stance
Vagabond 18 May @ 4:36am 
@Sir Palmer (Lord of Finglas) I tried your collection, but unfortunately, I'm experiencing crashes when I try to do a custom battle.
Vagabond 18 May @ 2:59am 
@Sir Palmer (Lord of Finglas) Thanks, I'm trying it right now!
Magnus Furius 16 May @ 1:33am 
As a part of your overhaul, would it be possible to add the "ammo reload" function to ranged troops (even if you introduced it in a limited fashion), if only to help alleviate compatibility issues?
SirAlbertCamus 12 May @ 3:07pm 
It isn't 100% compatible but I haven't had any major issues, Just that the unit sizes are quite large so I'd just suggest that you should use the performance maker with it.
SirAlbertCamus 12 May @ 3:06pm 
Yes it is, If you check my collection on my workshop Ive outlined a sufficient load order for all the EARL overhaul mods for 1212.
Vagabond 11 May @ 9:33pm 
Forgive me for the silly question, but would this mod be compatible with the mod Realistic Infantry Overhaul for 1212 (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3148909626)?
Onubiuss 28 Apr @ 12:31pm 
is it newer/better than typical 1212?
KennyKen11B 22 Apr @ 2:12pm 
and its the only mod im using
KennyKen11B 22 Apr @ 2:11pm 
is the mod suppose to stay stuck in the load up screen buffering? no to mention it makes me have to restart my pc every single time.
Beachie 7 Apr @ 1:52pm 
Hey whats the load order for 1212 mods or is this a replacement for 1212? I want to try it but I don't want to go through loops installing it haha. looks promising though.
Nynex 6 Apr @ 5:09am 
Creating Buffer state makes faction your "puppet" not "vassal"
SirAlbertCamus 1 Apr @ 9:41am 
Well try a campaign without this compilation, could be some little tweak from this mod Tycherious could give you a better answer, failing that you can always use the submods individually if you can't figure out what the issue is, Ive had no problems with my campaigns at all, but I have tweaked this mod and some others myself to make them work nice with each other.
Nynex 1 Apr @ 8:58am 
So with all this stuff im kinda confused of what causes that crashes, is this mod of yours or something Earls
I dont think that 24 tpy may cause those crashes cuz all scripts and stuff works fine.
Nynex 1 Apr @ 8:56am 
The reason why im asking is because using Earl's fixes and realistic overhauls plus 24 tpy killed my Latin Empire save twice, in first look everything works fine, battles, global map, no crashes, but randomly 3-6 turns it starts crashing without fix chances.
First time it crashed when i just press "End turn" button on turn 3, the second time is when i ended my turn, then ais did their turn and when it suppose to be my turn it crashes.
Also i played Kingdom of Jerusalem for 45 turn and suffered no crashes with all these mods, everything was perfect.
SirAlbertCamus 1 Apr @ 8:05am 
And 24tpy not sure, I wouldnt see why it wouldnt but Im sure the missions and that need to be factored into the 24 turns. Worst case just try it and see, Id reccomend placing it instead of the 4TPY mod I have in my collection for proper load order.
SirAlbertCamus 1 Apr @ 8:04am 
To a degree works with EARLs I had to removed the combat "kv_" tables with PFM in order to get complete compatability, It does work anyhow but just less conflict, Ive a collection on my workshop with the load order if needs be.
Nynex 1 Apr @ 5:59am 
Works with Earl`s realistic mods and 24 TPY?
Joseph Bailey 9 Mar @ 12:24pm 
ahhh...Makes the ai cheating and almost unbreakable. Especially when they have shield crossbows. They run around mowing down units with too much ammunition.
cezar_sobr95 6 Mar @ 7:32am 
Hello everyone. How to avoid civil war when playing as the Mongols? Is there a submod or mod that eliminates this? It is very difficult to play when a civil war starts and settlements are razed to the ground.
Kabimbi McTroll 3 Mar @ 1:29pm 
Confirmed the issue stopped after unchecking your Overhaul. The morale of the enemy was worse when their king died, but honestly it is better than not knowing if I will have to waste my time for the battle playing out with the enemy sitting outside the walls not attacking me.
Kabimbi McTroll 3 Mar @ 12:26pm 
FYI I like your HRE fix, and other fixes, but yeh some other stuff is either not for me or broken. I don't use the Assets either.
Kabimbi McTroll 3 Mar @ 12:25pm 
I just want the stand alone vassal mod please. Your overhaul is screwing with the the battle AI fighting seige battle in Swabia. Denmark seiges the city then just screws around outside the walls marching up and down and path finding of units bugs out and lets the AI run tiny groups of men against the walls.
SirAlbertCamus 3 Mar @ 5:03am 
@BarrelBomber read the description it literally states you can find it in his mod collection.
Alpine Molester 2 Mar @ 8:40pm 
Where does this go in the load order?
CommonSwindler 26 Feb @ 12:26pm 
The Sicilian faction should have some more Muslim infantry units, considering Frederick's Luceran colony.
EvilBoy 21 Feb @ 10:56am 
@Tycherious , thank you so much for your effort man <3 and keep going , i have 2 questions if i may , why the time of building castles & fortress's is turnring on to 1 turn , and is it possible to get more than 1 general in 1 army??
Tycherious  [author] 20 Feb @ 5:42pm 
@EvilBoy Earl isn't the sharing type. He has files that make his submods not compatible with anything else. He will not let other modders edit these, though it is a very easy fix that would take 30 seconds to make Earls mods compatible with everything else but that's not going to happen without his permission and I couldn't get that.

@AutarchSpar09 If you reach out on discord and be patient with me I'll provide instructions on how to make your own submod to increase army cap limit, shouldn't take you more than an hour to figure out.

@Sir Palmer (Lord of Finglas), My man! ;)
SirAlbertCamus 14 Feb @ 5:47pm 
@EvilBoy I will bring it to his attention worry not friend.
EvilBoy 14 Feb @ 2:15pm 
@ Tycherious please help !!
AutarchSpar09 14 Feb @ 10:20am 
@ Tycherious just wondering if it's possible to up the army limit from 15 to maybe 20?
SirAlbertCamus 14 Feb @ 9:54am 
@EvilBoy yes I noticed that as well not sure what it is but yeah its a bit odd.
EvilBoy 14 Feb @ 9:08am 
thank you , is it me or the time of building castles & fortress's is turnring on to 1 turn ??
EvilBoy 13 Feb @ 1:12pm 
@Sir Palmer surething please share it. thank you.
SirAlbertCamus 13 Feb @ 7:11am 
@EvilBoy sure thing if you want my exact load order feel free to check out my collection its arranged in that.
EvilBoy 13 Feb @ 6:57am 
Excellent i will try it my self, thank you