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Yes it is compatible and the UPC is needed for other languages than English. As it is described above in the description.
Thanks a lot for your nice words and I'm glad that you like this mod.
Unfortunately due to my heavy work load in real life, I don't have time at the moment to mod.
Can you add a new archer unit for the Ebdanians? If you need something different for them than the other two maybe longbowmen with war dogs and/or shields and axes for melee? Not having a longbow unit like the other two celtic factions sucks so hard.
My second request is a better war dog unit for the germanics, nords, and slavs (longbows too). At the very least can you give them shields and some leather armor for durability? War dogs are shitty on auto resolve but great on manual for flanking and taking down runners. You could be the first to go for skirmisher war dogs (shields pls!).
My third request is more pike units for however many factions you want to create a pike unit for, light desert pikes, medium pikes for slavs and easterners? Celtic pikemen with chainmail or leather and small celtic square shields wouldn't be out of place either and look great.
Yes HD Roman should be compatible.
And of course my other mod "Romani Units Pack - Normal Version" too.
it's ok?
Thanks for your nice words :-)
Unfortunately due to my heavy work load in real life, I don't have time at the moment to mod or even play games.
Yes I created a special RADIOUS version of this mod.
It is here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=395694654
No there are no DLCs needed for this mod. You need to activate it within the official TW Mod Manager Launcher. It's working if you see the units in the custom battle screen. If you see them there, then they are also in the campaigns available.
Yes all custom units can be used either in Campaign or in custom battles.
I don't know the mod Forgotten Realms, but my vanilla version should be compatible with most other mods. But it could be that the stats/costs aren't that equally balanced if Forgotten Realms uses an own stats/costs system.
No problem :-) Good that it works now and happy gaming!
Did you download and install the required German Unit Pack Compatibility Project mod too?
Yes as I described it above in the description this mod increases the limits of the armies, fleets and governors available to the player and the AI.
Yes unfortunately deactivating a mod which adds units, can't be done within a campaign as otherwise the save-game wouldn't load anymore.
Basically it's possible to delete the corresponding database table from the mod itself, to revert the values back to vanilla.
Here's the Pack File Manager Tool:
http://www.twcenter.net/forums/showthread.php?759230
The Additional Units Mod - Attila (AUM-ATT) - vanilla version is located in this folder:
C:\Program Files (x86)\Steam\steamapps\workshop\content\325610\395693939
Then you could open the *.mod file with the Pack File Manager and delete the database table *fame* and save the file again. Then all is set back to vanilla.
Probably your Windows Explorer doesn't show the file extensions and therefore it doubles the ".txt". So please try this too.
General information about the Windows Explorer:
It could be that your Windows Explorer doesn't show the file extension like .txt. This can be activated in the "Folder Options" of the Windows Explorer.
- Go to the settings in your Windows Explorer
- Go to the "Folder Options" > Tab "View"
- Scroll down until you see "Hidden Folders and Files"
- There you can enable "Hidden Folders, Files and Drives"
Then do again these steps below:
1. download one version and unpack the files to a folder
2. copy the file aum_emp_mod.pack (vanilla version)
C:\Program Files (x86)\Steam\SteamApps\common\empire total war\data
AUM-EMP vanilla version = aum_emp_mod.pack
3. Create or edit the file user.empire_script.txt in this folder: (there are example files included within the download)
C:\Users\Username\AppData\Roaming\The Creative Assembly\Empire\scripts
You must save the script file in UNICODE.
Please put the AUM-EMP entry on top of the script file if you use other mods.
Add this line below if you play the VANILLA version:
mod aum_emp_mod.pack;
Yes I know that sadly for TW games before Shogun 2, the installation is a bit tricky because these older TW games don't support the Steam Workshop.
Probably something is wrong with your downloaded files.
Go again to my Empire TW thread on Total War Center:
www.twcenter.net/forums/showthread.php?t=250655
And download again the core AUM-EMP file and also again the UPC-EMP file from here:
www.twcenter.net/forums/showthread.php?t=340442
Hey man I really need your help, I want to install the AUM 3.7 for Empire total war, I already have the upc mod and everything needed installed, I run no other mods, just the graphics mod you made, but I cant get it to work, the part I dont understand is the script thing, I just renamed the script to user.empire_script.txt and added "mod aum_emp_mod.pack;" to the content but whenever I start the game I just have the vanilla units in custom battle, If anyone else could help me It will make my day
Yes the Radious mods feature a huge unit diversity. But also your other mentioned mods could work together with AUM-Vanilla. As I wrote the only not-so-balanced thing would be the balance itself. But I guess it shouldn't be that big problem and technically it should work.
No problem and asking is always good ;-)
Basically FoE and Europa Perdita are big gameplay overhaul mods which usually change lots of things.
The AUM-ATT vanilla version is balanced for the normal "unmodded" vanilla game. But it should work with big overhaul gameplay mods in terms of technical gameplay and usability.
The only thing which probably isn't so balanced, is of course the "balance" in terms of battle stats and recruitment costs/upkeep, as big overhaul mods usually change the balance to their own needs.
But otherwise AUM-ATT vanilla should work technically fine in the campaign and the custom battle screen.
STEAM > Library > Total War Game > Options > Betas > choose "launcher_release_candidate"
If you want to use later again the new launcher, then do the same process and choose > Betas > NONE - unsubscribe from all betas
Thanks for your feedback! I wasn't aware yet of it and no this should be the main mod and fully subcribable. I will check this issue and probably it has something to do with the new launcher update.
But does the mod appear in the Mod launcher? I ask because I as the creator see it of course.
Here are the detailed infos:
https://www.totalwar.com/blog/welcome-to-the-new-total-war-launcher
It's recommended that you put AUM-ATT as high as possible in the loading order of the new launcher.
http://www.twcenter.net/forums/showthread.php?680987
The UPC-ATT should work without the need to activate it manually in the new launcher.
As I described it in the installation instructions, the file just needs to be in the related data folder of Attila.
http://www.twcenter.net/forums/showthread.php?680610
All the vanilla units database tables are in the file data.pack here located:
C:\Program Files (x86)\Steam\SteamApps\common\Total War Attila\data
In the section "db" are all database tables listed and you need the special Pack File Manager tool from Total War Center to open, read and create your files.
Or what do you mean exactly?
Great that it worked!
Yes this is because I added my own fame_levels (Governors, Army, Fleet, Spy, Priest caps) to my mod and probably it overwrites the Unlimited Governors mod.
Basically you could delete my database table "aum_att_van_fame_levels" in the mod and save the pack again.
You need the Pack File Manager tool which is here:
http://www.twcenter.net/forums/showthread.php?759230
Then open the mod "aum_att_mod_van.pack" with the PFM and delete the mentioned database table above.
The Additional Units Mod - Attila (AUM-ATT) - vanilla version is located in this folder:
C:\Program Files (x86)\Steam\steamapps\workshop\content\325610\395693939
Unit Recruitment Strength
http://www.twcenter.net/forums/showthread.php?782077
The recruited units in Thrones of Britannia start with the unit strength percentage of 25% in the vanilla base game. This mod changes the starting value. I made also a tutorial how you can change this value to your favour.