Total War: ATTILA

Total War: ATTILA

AI conquers the Map
49 Comments
M33tballa 28 Nov, 2022 @ 11:10pm 
pls update minos, i need your mods bruh. so simple, so good.
XTOLL 24 Apr, 2022 @ 10:16am 
Does this mod still work ?
Alejandromachinegun 16 Mar, 2020 @ 12:24pm 
update it please
rcorse 5 Jul, 2019 @ 3:55am 
update please
TheBlackGrouse 17 Nov, 2018 @ 3:05am 
Players are complaining that the game is not challenging enough? Try this mod as the WRE, at Very Hard and don't replay any fight. Prepare to suffer :steammocking:

This is a living hell, after 110 turns the AI is still attacking me. All that's left is Africa, Venetia and Magna Graecia. Rome has been sacked. As a role player I have to admit defeat.

This is great!
MINOS  [author] 2 Aug, 2017 @ 7:57pm 
@ soontir fel :

The Campaign AI does it anyway, but you can also use this only, if you want a Vanilla Gameplay.
soontir fel 2 Aug, 2017 @ 7:50pm 
do I need this along with the campaign ai thing or does the campaign ai one do it anyway?
MINOS  [author] 2 Aug, 2017 @ 7:48pm 
@ soontir fel :

Yes.
soontir fel 2 Aug, 2017 @ 7:47pm 
so this makes it so the ai will try to build empires which it won't do normally?
Working Joe 29 Dec, 2016 @ 11:58pm 
I love your mods! Any chance you could make a version for Warhammer? Pretty please? :D
MINOS  [author] 21 Jul, 2016 @ 6:27pm 
@ [IKG] Kaiser Doggy II :

AI in AoC has average 5 Victory Regions they go for, nothing about Imperium Levels for the AI.

Now they go for the whole Map (at least they should ;) )
[IKG] Kaiser Doggy II 21 Jul, 2016 @ 5:37pm 
Since AoC victories are based on Imperium levels, how does this affect the AI in here?
Aristoxenus 30 Jun, 2016 @ 1:00pm 
Oh, to bad :(
MINOS  [author] 30 Jun, 2016 @ 12:53pm 
@ emilo1814 :

No, sorry its hardcoded and not possible... ;(
Aristoxenus 30 Jun, 2016 @ 11:57am 
Excuse me, is there a mode that allows to "demand and give regions?" like an exchange. Just like in all previous total war games before Rome II and Attila?

Im not talking about "gift region" to nomads btw
Eloquent Paradox 26 Apr, 2016 @ 7:13am 
I do as you say, but there is no option to tick the box in mod manager, just a yellow triangle with an exclamation mark and the option to either delete or upload.
MINOS  [author] 26 Apr, 2016 @ 1:44am 
@ EloquentParadox :

You have to make a copy of the Mod and then rename the Copy and activate the Copy.
Eloquent Paradox 25 Apr, 2016 @ 6:34pm 
@MINOS

hmm, no matter what I rename them as it just won't accept any changes, as soon as I start the game it appears to forcefully revert the file name.
MINOS  [author] 25 Apr, 2016 @ 5:36pm 
@ EloquentParadox :

Keep it simple and name the Copy just "01_Better_AI.pack"
Eloquent Paradox 25 Apr, 2016 @ 5:16pm 
@MINOS

thanks again

Trying to prioritise your the mod in the /data directory but when I open TW it just duplicates the one I renamed and says there's a conflict, forcing me to delete the one renamed __better_ai.pack
MINOS  [author] 25 Apr, 2016 @ 5:00pm 
@ EloquentParadox :

Yes, only Better AI is needed, then
Eloquent Paradox 25 Apr, 2016 @ 12:55pm 
@MINOS

Ahhh, outstanding!!!

So I'm right in thinking I can delete this and the other mod in which I asked this question?

Thank you for fast response.
MINOS  [author] 23 Apr, 2016 @ 11:45pm 
@ EloquentParadox:

Not needed, because already included in Better AI, of course ;)
Eloquent Paradox 23 Apr, 2016 @ 7:01pm 
How will this work with your <<< BETTER AI >>> ?
Kashak 12 Apr, 2016 @ 6:39pm 
Ai with just this mod is night and day. Crazy how much change this makes!
MINOS  [author] 12 Apr, 2016 @ 5:40pm 
@ paradox :

Yes.
Epic Gamer 12 Apr, 2016 @ 2:38pm 
Is this compatible with Age of Charlemagne, or other overhaul mods?
Kashak 31 Jan, 2016 @ 5:11pm 
Love your modular mod style!
MINOS  [author] 12 Dec, 2015 @ 5:59am 
@ benjihigginz :

It is updated.
benjihigginz 12 Dec, 2015 @ 5:39am 
can you update please
Chief Zuma 30 Oct, 2015 @ 7:32pm 
Ahh yes I see what mean! I'll give that a look!
MINOS  [author] 30 Oct, 2015 @ 5:58pm 
@ Ronaldus Invictus :

Not savegame compatible would mean that the game crashes or stucks at loading screens/turntimes.
That's the part, people are afraid of, what they always ask about and what really matters ;)

Thanks for the kind words, much appreciated!

If you are interested, i have already created a complete AI mod, where this mod here is already included:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=540022818
Chief Zuma 30 Oct, 2015 @ 2:57pm 
"to make the changes actually happening, you have to start a new campaign, because victory regions are given to the AI only at the start of a new campaign!"

That's not exactly savegame compatible.

Still, this is excellent work! Thank you for making this!
MINOS  [author] 25 Oct, 2015 @ 9:15am 
@ H.H. Holmes :

BACAI and my mod have many similarities, you should not use them together, since they would interfere!

BACAI mod is much more aggressive than mine and changes even more campaign tweaks.
In BACAI diplomacy is wrecked up, as the AI won't even let you do any more alliances or trade agreement, they only want war ....

For battle you decide - i'm using radious with some tweaks from tuskmod and i like it, although javelins are a bit too strong, everything else is finer than vanilla.

Also i am using Artillery Nerfs - as i don't like sniping Onager ;)
Korpen 25 Oct, 2015 @ 3:56am 
Minos:

I was just reading your previous comments and said that there is no AI mod here, so that's why I wrote that. But didn't know that it was only just a campaign tweak or that. I am using this mod now, deactivated "Ai colonize the razed world..." by JG A Boss, since I believe this mod would conflict with it.

I am using BACAI with this. I am also trying out Sebidees better battles, but I do not really know anymore if I want a battle mod.

MINOS  [author] 24 Oct, 2015 @ 5:22pm 
@ H.H. Holmes :

Ok i looked over dokmod:
You can't compare my AI mod with the dokmod one...
Dokmod has so little AI tweaks, that it can't be really called a complete AI mod - it's only 15 % AI tweaks...
It's like he titled it, more a campaign tweak mod.

My mod only, completely aims to create a better, harder AI, like Junaids' one, with not changing weapon and morale modifications.
It changes around 27 AI variables.

It is even more compatible to every other mod and people can choose which battle system they do like more - let it be Radious, FOTE or Tuskmod.

It's also like comparing Pong with Chess in terms of "intelligence".

Sounds harsh but it's really a lot of more complex, in terms of AI tweaks...
Korpen 24 Oct, 2015 @ 8:26am 
Minos: Dokmod AI mod is uploaded here. ;)
MINOS  [author] 23 Oct, 2015 @ 9:55am 
@ Oleg14/88 :

I have finally made my own complete AI overhaul mod.

You are free to try it and post your opinion pls :)

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=540022818
Oleg 92 23 Oct, 2015 @ 8:04am 
MINOS,is it possible to use your mod together with mods for AI that was made by JG A Boss?
MINOS  [author] 22 Oct, 2015 @ 8:20am 
@ Oleg14/88 :

No, this mod won't be updated, as it is fully playable, works, and is compatible with everything.

This mod does exactly what it is described as:
"This mod gives the AI every region in the map as a victory region. "

Nothing more or less.


It is NOT a complete AI overhaul mod!

An AI overhaul mod will be MUCH bigger and a lot of more work.
Oleg 92 22 Oct, 2015 @ 7:54am 
So as I understood later this mod will be updated and it will be fully playable?
MINOS  [author] 22 Oct, 2015 @ 7:49am 
@ Oleg14/88 :

As i said, this mod is only a part of AI moddings...

I will make my own AI mod for Steam here - as nobody ever uploaded an AI mod here...

But you have to wait, it's not that much fun, sitting, looking over these tables for hours ;)
Oleg 92 22 Oct, 2015 @ 7:46am 
ok I will test it later after finish my campaign in Dei.There are planty mods for ai but most of them have disbalace,for example:nomadic factions are passive,they dont want to settle or dont want to attack settlement,they sieging it for a long time(10 or more turns) I hope your mod will be better then other ai mods and this problem with stupid CAI in Attila will disappeard.
MINOS  [author] 21 Oct, 2015 @ 11:34am 
@ Oleg14/88 :

Looking over an older FOTE version i have here, it has to work.

And i have no other modder ever seen editing these variables, so it should work with everything, even in the future.
MINOS  [author] 21 Oct, 2015 @ 11:31am 
@ Oleg14/88 :

Yes it works...

But does it really create big kingdoms?
Yes, but only under right circumstances, if it has the right oppurtinities.
For example it can only grow bigger if it is in war with a faction and does attack more often.

So this mod is best to use with other AI mods which makes it more aggressive, like radious or http://www.twcenter.net/forums/showthread.php?680880-Download-Better-Aggresive-CAI-for-Attila-V-3-8-4-Official-Release
Oleg 92 21 Oct, 2015 @ 11:26am 
And will this mod work with Fote?
Oleg 92 21 Oct, 2015 @ 11:22am 
I waited for mod like this,but is it really works?CAI really make big kingdoms?
MINOS  [author] 20 Oct, 2015 @ 4:12pm 
@ [IKG] Kaiser Doggy II :

No, it will just change the way it handles regions in provinces.

[IKG] Kaiser Doggy II 20 Oct, 2015 @ 1:54pm 
Will this not cause the AI to avoid making military alliances and just go free-for-all?