Total War: ATTILA

Total War: ATTILA

AI colonizes like a maniac
25 Comments
Yeazzal 18 Sep, 2016 @ 8:26am 
Good, thanks alot for this mod! I feel lonely in the world after the huns and assorted other have set fire to Europe and few remain. Thanks a bundle! and for all those historic people out there, I'd say this one is pretty Historic, who wouldn't want to take over Rome after it got abadonned?
MINOS  [author] 23 Apr, 2016 @ 11:46pm 
@ EloquentParadox :

As with the other one, its already included in better Ai Mod ^^
Eloquent Paradox 23 Apr, 2016 @ 7:08pm 
How will this work with your <<< BETTER AI >>> ?
MINOS  [author] 14 Mar, 2016 @ 10:19am 
@ bloodfist :

I really dont know anymore, it's been half a Year, since i played around with those Values.
But i tested them all.
Maybe it wanted to get sure,that they do, and it works.
Thats what matters :D
bloodfist 14 Mar, 2016 @ 8:57am 
@Minos I get what you did with the attack task priority and i like this idea a lot, but why did you also change the occupation decision priorities. Does this also affect what the AI does after successfully attacking a "non-razed" city?
nsheon 3 Feb, 2016 @ 7:00pm 
Hey, just letting you know that this works great now. Definitely makes campaigns much more interesting for me. Will check out your other mods. Thanks a lot!
nsheon 3 Feb, 2016 @ 3:54pm 
Will assume it's current for the main campaign then? Thank you!
MINOS  [author] 3 Feb, 2016 @ 7:52am 
- Added AoC Support (03.02.2016)
nsheon 2 Feb, 2016 @ 11:37pm 
Has this been updated? Ive noticed a bit of colonization, but a lot less than anticipated. Love the concept though!
TexanChiss 21 Oct, 2015 @ 11:43am 
Awesome mod. Can you make one where they attack the player more as well. "Suicide mode" In vanilla, they do not attack even though they have one or more full stack armies outside a player settlement.
MINOS  [author] 21 Oct, 2015 @ 11:22am 
@ Fides :

Thank you Fides.
All mods i made, consist of things, which annoyed me the crap out of this game.
Vanilla this game is so plain stupid programmed -.-'

I see only trouble ahead for TW Warhammer not being moddable...
MINOS  [author] 21 Oct, 2015 @ 11:19am 
@ LordZarmack :

You can only manage the behaviour of the factions which are nomadic (standard_horde), which are in horde mode (settlable_horde), which are regioned factions (standard_regioned), and which have no regions, but can't be a horde (no_regions).
Lucifer 21 Oct, 2015 @ 11:18am 
ah yes, my apology. and thank you for your hard work and time.
MINOS  [author] 21 Oct, 2015 @ 11:14am 
@ Fides :

You just misunderstood the sentence:
If there are razed settlements, they will go their and settle down...

Can be seen especially seen by factions in Russia and the East Orient, as they are colonizing very early the razed settlement, which are implemented in the campaign start.
Lucifer 21 Oct, 2015 @ 11:05am 
what do you mean by " The AI will make racing duels to razed neigbouring regions :D" i thought this mod made them colonize and to attack abandoned regions and not raze settlement.
pack.83 17 Oct, 2015 @ 12:09pm 
nice mod thx
LordZarmack 17 Oct, 2015 @ 10:14am 
the issue is i cant find a way to make the factions in each group act accordingly, without buggering up / conflicting with other mods.

if you know a way around this then shoot- becouse itd be quite simple editing, but highly rewarding gameplay changes
LordZarmack 17 Oct, 2015 @ 10:13am 

huns, grouping together alittle more, and raiding primarily ie stances, but occasional total destruction of capitals. and raids on towns. with overwelming numbers.

eastern's, primarily capture, or raid. large groups.

barbarians primarily raid/ capture. large to med groups

romans, capture. large to med groups

nomadics, raid/ capture. large groups.

- the idear simply is. each sub faction has a combat/ campayn fighting style.

thing is so far ive only managed to achieve this through editing the start.pos. the issue being- its one main mod at a time.

what id idealy get was a mod that covers this that isnt prone to needing constant updates.
LordZarmack 17 Oct, 2015 @ 10:13am 
oh i know, thats the thing i use the tw center mod. , i found it lacking so i alterd it further myself, combined it with all sorta of ai overhauls-

my goal was to have a agressive, prouductive ai that when provoked responds. but also acts rationly. and dousent "nuke" a area with yeilds good welth, but insted raids, in large and small parties. ie vikings - small bands of raiders to attack unguarded cities. that then upon raiding return home ect. by large groups i mean mroe than 1 army =)


issue ive always had is getting each "type of civalisation acting accordingly to waht rationly they would do -

ie vikings raiding small unguarded towns mainly. with half sised armies and for large raids full sise armies-

no interest in capturing or rasing. just raids.


MINOS  [author] 17 Oct, 2015 @ 8:40am 
@ LordZarmack :

Regarding France:
Most passive behaviour comes from no war, as france for example like the WRE...
when there is no war then they won't conquer it :)
And many AI are set to passive and/or defensive in vanilla...

CA did a strange job with AI, more or less simple tweaks, which can be altered by modders...
MINOS  [author] 17 Oct, 2015 @ 8:18am 
@ LordZarmack :

But of course, i can make a simpler mod, with more aggressive AI behaviour out of this variables... ;)
MINOS  [author] 17 Oct, 2015 @ 8:13am 
@ LordZarmack :

The passive AI is a vanilla only problem.

There is a big mod out since rome 2 (now for attila) which makes it very aggressive, many people just don't get it, because it's not in steam:


http://www.twcenter.net/forums/showthread.php?680880-Download-Better-Aggresive-CAI-for-Attila-V-3-8-4-Official-Release

There is even a Radious compatible version of it.

Because Radious doesn't alter the AI to that aggressive behaviour, as this mod completely changes the AI from passsive-aggressive to a berzerk-aggressive.
MINOS  [author] 17 Oct, 2015 @ 8:07am 
@ LordZarmack :

With my variables changes in this mod they do colonize most of the time.

ERE colonized 2-3 towns in one turn in a random game.
LordZarmack 17 Oct, 2015 @ 2:37am 
that and theres instinces were faction even at war, never attack their enemy's or raid/ capture anything, france is a perfect exsample. france in all my games, terminus variant, radious ect ect. " my own splice of terminus and radious together" -self made even then france never takes over france - obviously i know you can change the factions "ethics" ie offencive- defencive ect ect- exspancionist - but i find no matter what i do, faction editing. i can neve r quite get the ai to act, agressivly like they did in shogun 2. ros. and to be hounest of all total war games. shogun 2 had the best ai when it came to attacking/ defending - even with their magical spawn horde army bs- atleast they made a effort to kill you.
LordZarmack 17 Oct, 2015 @ 2:36am 
yo mind making a variation to the list, on ai attacking settlements and capturing them? ie
nordic factions never capture/ rarly- mainly raid. same as celtic. romans attack/defend nomadics rase and raid. never capture eastern cap, raid, barbarian raid/cap

issue ive found with my own mod of this feature is, i find even when edite dthe list of priorities the ai do colonise, correctly. but they ofc not immediatly- say within 10 turns.
,issue i find is, arab /eastern states raid far too mutch. and never capture. and even when ive edited this , they still havent acted quite right.