Total War: ATTILA

Total War: ATTILA

DrKing's Total War
38 Comments
Lekolyde ッ 28 May, 2018 @ 10:45am 
Great mod, such a nice job man!
P.S.: if i can give you a hint: the legio's and legio comitatrnsis' helms are too homogeneous, you should add some sprengenhelms (conical ones) among the actual berkesovos.
Black Knight  [author] 26 Jun, 2017 @ 8:28am 
Should be, but make a backup just in case the war weariness scripts cause trouble.
BENNI.RoR 26 Jun, 2017 @ 7:37am 
Savegame compatible?
Lord Monarchus 27 Nov, 2016 @ 5:28am 
Hi, for my own mod. I wonder if you can actually add minister slots? I have tried myself but despite changing the numbers in the files there is no change in-game. help please.
Black Knight  [author] 15 Sep, 2016 @ 9:54pm 
I haven't played Attila in a long time...
Atmo 11 Aug, 2016 @ 3:03pm 
ok, thanks man.. have those tables but am just trying to understand the values in them. Thought you might be a quick source of info. No worries. I'll try the forums. Thx
Black Knight  [author] 11 Aug, 2016 @ 2:46pm 
It's somewhere under cai_personalities... something. I have no way to check the exact tables and entries because I don't have my computer right now but you could ask around the total war center forums.
Atmo 11 Aug, 2016 @ 2:27pm 
Dude - you seem like the right person to talk to; Which tables and what values would you change to make a mod to make all the AI declare war against everyone else all the time? ie Total war (and they never accept peace). Just want to try it for a laugh.
Black Knight  [author] 11 Feb, 2016 @ 11:29pm 
Most of the "light" changes might, but definitely not all; I don't own the DLC, so I can't be sure.
[IKG] Kaiser Doggy II 10 Feb, 2016 @ 7:34pm 
Do these features work for Age of Charlemagne?
Black Knight  [author] 13 Jan, 2016 @ 12:20pm 
Minsters slots are still age-locked, so you can't directly make the emperor's 16-year-old son the master of offices.

No changes to Sassanids.
Commodus 13 Jan, 2016 @ 10:00am 
Also trying this mod atm, my minster slots are locked as usual:(
Commodus 13 Jan, 2016 @ 8:53am 
Any changes to sassnids in this mod? seems all my camps add up to watever faction vs them in the end:P
democracy 9 Jan, 2016 @ 8:06am 
The original version is not hygienic penalty
But this is a -5 penalty garrison hygiene
Black Knight  [author] 4 Jan, 2016 @ 2:32pm 
It's a feature, don't park armies in cities - nothing else is changed other than the garrison penalty.
democracy 4 Jan, 2016 @ 5:23am 
Hygiene levels are a problem
democracy 30 Dec, 2015 @ 9:56pm 
thanks you.
:)
Black Knight  [author] 30 Dec, 2015 @ 11:03am 
Just uploaded with another fix. It's working for me now as the Lakhmids, but I don't have Axum - so please let me know if it works now for you.
democracy 30 Dec, 2015 @ 9:26am 
still not able to produce soldiers.
Black Knight  [author] 30 Dec, 2015 @ 6:50am 
Fix uploaded.
Black Knight  [author] 29 Dec, 2015 @ 9:49pm 
Thanks for the heads up, gonna fix it today.
democracy 29 Dec, 2015 @ 9:46pm 
Axum(empire send) is not able to produce soldiers.
Black Knight  [author] 29 Dec, 2015 @ 1:24pm 
Uploading new version.
-Bugfix: Tanukhids properly enjoy -20% upkeep when raiding.
-Reverted: Loyalty changes. Was a bad idea, in Charlemagne it's balanced differently, and let it not be said I don't acknowledge a mistake made.
-Some of the previously disabled "AI cheating" is turned back on.
-Garrisoned armies are once again +5 squalor (from +3).
-ERE spy bonus is +3% (from +2%).
-Includes the Dark, Dark Uniform Recolor mod and my own versions of Avetis' byzantine reskins for the ERE (pictures will follow).
Black Knight  [author] 29 Dec, 2015 @ 9:20am 
I didn't want to edit land_units, but it was the only way I know to decrease the charge bonus for lance cavalry down to Age of Charlemagne levels. That's the only change there-and increased ammo for slingers, but that's minor.
Caliban 29 Dec, 2015 @ 8:58am 
HEY DrKing,
I'm trying to play your mod with a Reduced CAMPAIGN MOVEMENT for land units, but I'm having problems, so my question is, did you make any important chances in the land_units_tables? for now i replaced the whole table but...
Black Knight  [author] 24 Dec, 2015 @ 12:09am 
MERRY CHRISTMAS!
https://www.youtube.com/watch?v=_1qsGUbhiNk

New version uploaded:
-The Campaign AI is even more aggressive
-The ERE treasury interest bonus was severely reduced to 1,5%
-Limitanei now only have cloth armor (as their new appearance) and slightly increased attack/defense to compensate
-Age of Charlemagne adjustments to armor/weapons/shields and shock cav charges
-Now includes the Natural Water mod
-Battle AI smarter
Black Knight  [author] 22 Dec, 2015 @ 2:37pm 
Power to loyalty effects were changed to go with the Charlemagne changes to ministers (they are practically permanent so now loyalty has to be interesting in other ways).
Dr. Oz The Great And Powerful 22 Dec, 2015 @ 12:24pm 
This mod seems to give all people -2 loyalty due to "power & imperium" can you please explain this.
Black Knight  [author] 20 Dec, 2015 @ 5:49am 
New version uploaded - Other than bugfixes to the Fatigue system, it includes some Age of Charlemagne tweaks to Diplomacy, Ministers, and War Weariness, and also (by demand) reduced Squalor penalty for garrisoned armies to +3.
Jaeger 20 Sep, 2015 @ 7:53pm 
yeah you were on a roll with this mod until i read +5 squalor to garrisoned armies, and removing bonuses for the AI when the main issue with this game for most veteran players is the AI being too easy. Upping the cost of research doesn't that crap on the AI again?
Dr. Oz The Great And Powerful 11 Aug, 2015 @ 3:13am 
Also, could the tech research requirement for barbarians be reduced to 500 or so? Barbarian economies are generally weaker than eastern and roman ones and 1000 per turn puts a major strain on you if you are trying to get ahead of the game.
Dr. Oz The Great And Powerful 10 Aug, 2015 @ 6:09pm 
Honestly the 5 squalor thing is not needed at all imo. Squalor is already a delicate dance and hard enough to get control of in vanilla, without any buffs to sanitation building, the 5 squalor for garison troops makes things needlessly hard. Barbarians are hit hardest as their sanitation buildings are the least effective. The 5 squalor forces you to make the lose lose choice of risking disease while occupying a new territory, or putting down rebellions and losing money due to unhappy populaces because you have to sit your army outside the settlement.
Dr. Oz The Great And Powerful 9 Aug, 2015 @ 12:12pm 
5 squalor is a bit much for garrisoned troops, and it makes things a lot more difficult when conquering. Is there any way it could be reduced to like 3?
Jesus Loves You^_^ 11 Jul, 2015 @ 8:27am 
Oh, yes; I forgot that....curiously in vanilla Attila seems not....
Black Knight  [author] 10 Jul, 2015 @ 5:50am 
It was true in Rome 2.
Jesus Loves You^_^ 10 Jul, 2015 @ 2:39am 
Could somebody confirm this ? I read somewhere in vanilla morale drop when missile fire...maybe I'm wrong
Black Knight  [author] 10 Jul, 2015 @ 1:22am 
"ume_concerned_attacked_by_artillery", "ume_concerned_attacked_by_projectile" and "ume_concerned_under_friendly_fire" are all 0 by default.
Jesus Loves You^_^ 9 Jul, 2015 @ 2:08am 
'' many additional factors now affect morale, such as missile fire and fatigue'', but in vanilla missile fire always affect morale.