Total War: ATTILA

Total War: ATTILA

No AI Razing and No AI Start Migration
17 Comments
El Chapo 28 Jan, 2019 @ 1:34pm 
I agree with @Non Serviam

You can easily influence subjects, it shouldn't be included in this mod.
Sheph 30 Sep, 2018 @ 3:56pm 
What happens when the Huns occupy? Don't they settle down and become vulnerable? I agree that we should minimize vassalizing by AI because even when you conquer and vassalize it, that faction will hate you after two tries. It's better to let them liberate. Letting barb hordes vassalize can be done separately and is a good idea. Most of them die out anyways. When the Huns vassalize, it imitates history and we need more of that.
Updates?
Serviam 7 Jun, 2018 @ 5:56am 
I strongly disagree with making the AI unable to subjugate other factions. Otherwise this is a great mod -- if only that part wasn't in it... With clever politics and patience you can make a vassal state forsake its host faction. Armenia is the best example, playing as ERE I just had to increase relations, give them some money, make sure they don't convert to another religion.. and then when Armenia likes me more than the Sassanids I declare war on the Sassanids and Armenia joined ME and willingly became my vassal!
Nick Naughty  [author] 6 Dec, 2017 @ 8:54am 
@Michael

While I have plently of information on building tables, I haven't tried artillery placements yet, and I haven't changed agent numbers before.
Michael_v_Anken 7 Oct, 2017 @ 4:04am 
Hello Nick,

thanks for the informations. I included them in my data.pack and I hope it will work ;)
Do you have an idea how to change and increase the number of defensive artillery per town and the number of agents. It seems that the agents are (hardcoded?) - normal chnages through the fame_levels_table and agents_table won't work.

greetings
Michael
Nick Naughty  [author] 25 Aug, 2017 @ 12:56am 
Np, I'm just very late, hope it helps.
Michael_v_Anken 24 Aug, 2017 @ 1:32am 
Hello Nick Naughty,

better late than never ;)

thx for your answer
Nick Naughty  [author] 20 Aug, 2017 @ 3:35pm 
Sorry for the very late reply, placed information in discussions as "Requested Modding Notes".
Michael_v_Anken 6 Apr, 2017 @ 8:12am 
Hello Nick Naughty,

can you tell me which datas you changed with PFM. I'm interested in: (1) no start migration (2) AI colonize 1 to 10 (3) AI resettle 1 to 10

I hope you can help me

greetings
Nick Naughty  [author] 25 Feb, 2016 @ 2:08pm 
No problem, just getting all my mods updated asap :)
MaxRavenclaw 25 Feb, 2016 @ 1:28pm 
Thanks for the quick update, mate. Cheers!
Greywulf 18 Jan, 2016 @ 7:03pm 
this mod makes for an exceptionally more enjoyable campaign, no more empty wasteland covering half the map. thanks for creating and sharing it!
Nick Naughty  [author] 21 Dec, 2015 @ 9:57am 
Haven't removed them, just the option for the AI to gain more.
Adrian Maximillian 21 Dec, 2015 @ 5:09am 
yeah... please remove puppet states from all ai factions especially that damn sassanid...
Nick Naughty  [author] 17 Sep, 2015 @ 12:29pm 
No idea.

Go to radious mod and ask there if it compatible.
CNR14 17 Sep, 2015 @ 10:02am 
is it compatible with radious mod?
Nick Naughty  [author] 15 Sep, 2015 @ 4:59pm 
Updated