Total War: ATTILA

Total War: ATTILA

Aksum Historically Authentic Reskin
82 Comments
kungfu18 12 May, 2020 @ 8:57am 
I think the crescent blades should be changed from spears to being axes mounted on L-shaped shafts. It would be more practical that way. Below are real axes from Ethopia that have L Shafts
https://live.staticflickr.com/576/22955271374_e8037b9039_b.jpg
https://i.pinimg.com/originals/67/42/ce/6742ce17e3baf6365c5e3e02d8ae64d4.jpg
https://www.aljazeera.com/mritems/Images/2016/1/12/da7dc851444141e9aea838b984c54cc5_6.jpg
Admiral Obvious 16 Oct, 2019 @ 11:29am 
plz update mod ):
iftlc 10 Jan, 2019 @ 9:38pm 
how do i get the faction to 100% for to contsrct the building for the behers chosen
tater_99 23 May, 2018 @ 8:27pm 
could you make a himyar version?
Samuël 18 Feb, 2018 @ 8:42pm 
Your mod is great, you might want to share it or include it in Fall of the Eagles! :D
RealOreoCookie 7 Apr, 2017 @ 6:01pm 
This may sound bad but I cheated and made the Aksum empire basically unstoppable (I might conquer the world)
Rhetorikolas 19 Feb, 2017 @ 5:11am 
Well done on this! The Aksum Empire doesn't get enough representation. Hopefully a mod will expand regions into Africa, Middle East, and further into Asia.
charles88hubbard 30 Jan, 2017 @ 5:35pm 
we need more African factions like the KUSHITES♥♥♥
James 4 Sep, 2016 @ 3:45am 
I like what this mod does but is there any possibility of a version that gets rid of that terrible mop hairstyle a lot of the units have?
bli-nk 10 Feb, 2016 @ 8:37pm 
Thanks for this- bought Attila mostly to play the Sands DLC and AoC and this mod is looking great so far in my first Aksum campaign for Attila!
LoneStarRuach 7 Nov, 2015 @ 10:47am 
It's really hard to find historical reskins so thank you great work
LoneStarRuach 7 Nov, 2015 @ 10:47am 
Yeah, I know what you mean to both of them and I have a feeling that Sega is forcing these dlcs out the door.
Will  [author] 7 Nov, 2015 @ 9:33am 
There will in the end be inaccuracies but i have tried to be as authentic as i can. One of the main things i wanted to do was increase variety in the appearance. CA seems to love their clone units too much.
LoneStarRuach 7 Nov, 2015 @ 9:02am 
Thank you for responding,
Yeah, that's why I was a bit skeptical, because sources are a bit rare on axum, but you are right. I guess the question is did you capture the look of the era? Jk great work!
Will  [author] 7 Nov, 2015 @ 8:57am 
The names are social and economic names which make much more sense than strange vague words. Sources are rare on Aksum, a lot of it comes from looking at their medieval descendants as well as even today, such as the clothing and equipment used. There are also a fair few paintings and graffiti which give us clues. If you read the unit descriptions of each unit it explains them, though bear in mind i had to work with the unit set up CA gave us such as the elite Christian units.
LoneStarRuach 7 Nov, 2015 @ 7:08am 
Hello, I just have one question about this mod. I am not saying its not historicall, but all of these mods that reskin say they may be historical but I can never tell xD. Where did you find the info for aksum if I may ask?

btw I do like the reskin
Will  [author] 31 Oct, 2015 @ 8:36am 
It's easy, it's just a problem, you simply open it like you'd open any document.
Nelson 31 Oct, 2015 @ 5:57am 
*sigh* i would not even know how to open the mod file with PFM, but thanks anyway
Will  [author] 30 Oct, 2015 @ 4:04pm 
It wouldn't be worth it for me to make a separate mod just for that but you can do it quite easily yourself by downloading pack file manager, opening this mod file and simply deleting the text section, which contains the names. http://www.twcenter.net/forums/showthread.php?680538-PFM-3-5-0-Attila-support
Nelson 30 Oct, 2015 @ 3:46pm 
could you do a mod with only the reskins? I don't "feel" the new unit names and honestly don't bother about historically correctness, as far as i know, there isn't much knowledge about aksumite military anyway.
How Tuts/WINS 15 Oct, 2015 @ 5:41am 
How can I reskin Units...??
Will  [author] 15 Oct, 2015 @ 3:31am 
The African wild dogs are the animal CA set up for these, which isn't particularly historical. I don't currently know of any way to change the visual dog in use though sorry.
ŁetsĢet Franx 15 Oct, 2015 @ 3:15am 
I noticed you have african wild dogs in your warhound unit. Is there any way you could put wolfs for the nords and celts?
Hubris423 7 Oct, 2015 @ 7:15am 
ah I turned on Alliance colouring ! so sorry man my apologies !
Robas 6 Oct, 2015 @ 9:30pm 
sweet mod m8, btw Tor means spear and masqal means cross.
Will  [author] 5 Oct, 2015 @ 10:43am 
They are not bright green for me they are the colours they should be, black and red. And no one else has complained about this. I think you may have a problem with your game, try verifying your cache.
Hubris423 5 Oct, 2015 @ 8:52am 
dude, they're all green i have the other advanced uunits, my factions units are still green? why do yours look normal? the aksumite militia spearman have the gear you put on but it did not change the colour of the units, that is what i want, this tacky highlighter colour is crap. Can you please change it please.
Will  [author] 5 Oct, 2015 @ 7:55am 
Those aren't Aksumite units... Those are generic desert units all the desert factions get. There's a list of which units are changed in the mod description.
Hubris423 5 Oct, 2015 @ 7:53am 
And i have no other unit mods or alike
Will  [author] 5 Oct, 2015 @ 6:24am 
Aksum doesn't have a green colour scheme, i think you're looking at a different faction
Hubris423 5 Oct, 2015 @ 5:47am 
This doesnt work all my guys are still green with turbans
Stratigeni 30 Sep, 2015 @ 2:41pm 
CA has NEVER put so much thought into one of their titles. Attila is CA's crowning achievement.
Stratigeni 30 Sep, 2015 @ 2:40pm 
@hperezw - CA has designed the game to intricate distinction. They balanced the influence of religion according to what happened in that time period. They do this in order to help recreate the volatile situation where religious ferver caused Arabians & Europeans to go nuts for their newly formed religious orders. Thus, causing them to "fight in the name of their lord" instead of their king! This is why CA decided make religion & military prowess symbiotic for some factions.
hperezw_6 30 Sep, 2015 @ 11:58am 
Ah! Thank you so much sir, I'll give that a try.
Will  [author] 30 Sep, 2015 @ 11:53am 
I don't know entirely but isn't it more like they dont actually need a religion requirement, but it's the building they're recruited from which needs the religion requirement. So if you switched them to be recruitable from the regular barracks you should bypass the religion. Or i could be wrong.
hperezw_6 30 Sep, 2015 @ 11:25am 
Guys, I don't know if I should be posting this here but I can't find any other mod regarding this.

Is there any way to remove the religion req for the new units? If so, what table should I be looking at?

Thanks.
Stratigeni 29 Sep, 2015 @ 7:03pm 
@William - Well said. Oh, R2 has a mod like that! I'll have to look for it. Thanks for'da 411. :steamfacepalm:
Will  [author] 29 Sep, 2015 @ 1:21pm 
Well North African berbers did become mixed with Blacks from below the Sahara but this only really happened after Camels really took off, allowing for much easier crossing of the desert. This was beginning to happen around the Attila time period. But i still don't feel it's enough to justify altering all the default desert units, especially when it definitely wouldnt make sense for the arabs. Your idea would be cool, you might be interested in the bronze age mod for R2, it's sort of similar.
Stratigeni 29 Sep, 2015 @ 11:31am 
I think it would be cool to have a REALLY ancient TW theme titled something like "TW: Out of Africa".

Being set during the time when early man was using bronze weapons, & establishing early kingdoms during the early first two waves of migrant tribes to travel outside of Africa. During this time period, African nations/tribes were VERY powerfull indeed. It isnt remembered today because it happened 10,000 + yrs ago.
Stratigeni 29 Sep, 2015 @ 11:25am 
On behalf of @Delicious,...I can say that the Berbers recruited gobs of African/Saharan mercs while defending against the attacks of the Muslims which happened a few years after this period.

So, that would be a good mod. I do think that black soldiers (have been) neglected in TW. However, we must remember that this is only because they were less likely to embark on imperialistic ventures. And therefore, less likely to be seen outside of sub-saharan Africa.
Will  [author] 29 Sep, 2015 @ 9:06am 
I don't think it's a good idea to do that. Those desert units are recruitable for all the berbers in north africa and all the arabs, it would be kind of weird that for african blacks to be in them in that case. That does mean the same desert units used by Aksum have no african blacks which is disappointing i agree, but if i added them in, it would look better for Aksum but not for all the rest, whereas currently it looks right for all the rest but just not Aksum, which is a better trade off.
EyeBags.On.Fleek 29 Sep, 2015 @ 7:23am 
Looks good. Can you mix some of the more african looking models in with the generic "desert" units? Id be cool if more units looked african/ethiopian
Stratigeni 27 Sep, 2015 @ 4:21pm 
True. Btw, good job on the mod.
UnderTaker 27 Sep, 2015 @ 11:17am 
you aret he best <3 omg ^_^
Draner3 27 Sep, 2015 @ 9:50am 
its cool
Will  [author] 27 Sep, 2015 @ 9:39am 
Thanks, just trying to keep it historical thats all
Draner3 27 Sep, 2015 @ 8:56am 
@William
Im lightskin irl and i was just saying something to say it but its a good mod anyways keep up the good work.
Will  [author] 27 Sep, 2015 @ 8:50am 
@Statigeni, yeah CA do their own thing, sometimes historical sometimes not, but they usually favour rule of cool.
@Draner3 for which units? Aksumite people are pretty dark.