Total War: ATTILA

Total War: ATTILA

AOC updated! No aggressive Agent actions, Only Passive!
50 Comments
Stix_09 1 Nov, 2021 @ 10:24pm 
However it is an improvement on vanilla agents. :gearthumbsup:
Stix_09 1 Nov, 2021 @ 9:51pm 
I found it a bit too aggressive in disabling abilities. for a couple of examples. you can't impact army morale, or impact public order, or gather active intelligence(only passive) these would IMHO be acceptable uses of agents (this is just a few examples of what is removed by this mod)

the best way to handle the issue with vanilla agents is to tone down what they can do like has been done in mods like DEI for Rome 2. Rather than remove ALL hostile actions.This approach I feel is too much the opposite way, effectively making agents almost worthless , past about lv 4.
Gallo Spinelli 11 Jun, 2021 @ 6:35am 
where can i get these agent skins , is it a separated mod , it seems the mod is not updated to game version
☩ Armoured ☩  [author] 8 Apr, 2021 @ 7:07am 
@ danwright405

no it works for the whole game
danwright405 20 Jan, 2021 @ 8:07am 
does only work for aoc?
gyrovolies 4 Feb, 2020 @ 4:44pm 
Karmapowered i ve put it last .
Works for me ..........
And yes , it doesnt matter . GC compatible also .
Karmapowered 4 Feb, 2020 @ 4:27pm 
Mods that disable the agents cheese spam are always the first ones I download for any TW game, thank you for creating it.

Now I'm interested in using it with the Medieval Kingdoms 1212 AD mod. My question is : are they compatible ?

If yes, here is my current LO :

MK1212 - 4 Turns per year - Complete Edition
Medieval Kingdoms 1212 Submod: Sanitation Plus - Clinics
1212 Kingdoms Political power revamp SUBMOD
Medieval Kingdoms 1212 AD Base Pack - Campaign Alpha
Medieval Kingdoms 1212 AD Models Pack 1.v2
Medieval Kingdoms 1212 AD Models Pack 2
Medieval Kingdoms 1212 AD Models Pack 3
Medieval Kingdoms 1212 AD Models Pack 4
Medieval Kingdoms 1212 AD Models Pack 5
Medieval Kingdoms 1212 AD Models Pack 6
Medieval Kingdoms 1212 AD Music

Where should I position your mod ?

Also, this mod shows as "outdated" in the official mod manager (I don't own AoC, I bought the game just for playing the MK1212 mod). Could we please get a fix to that, or does it really not matter ?
TheDodgyUkrainian 12 Jan, 2020 @ 5:43am 
so Cmdr Toshiro they just run around being pieces of shit but dont destroy buildings and kill off your dynasty?
Toshiro Mifune 23 Dec, 2019 @ 1:07pm 
People rejoice. This mod does not only work with the new launcher, but with medieval kingdoms alpha as well. woopty-fucking-doo! :2016imnotcrying: i just moved first this mod above M.K. and it's submods and agents so far run around like the pieces of shit they are.
Sean 10 Oct, 2019 @ 8:20am 
Doesn't seem to work with the launcher anymore, not sure why
invisibledecko 17 Mar, 2019 @ 11:07am 
This mod is vital to your sanity in the game... Instant thumbs up and Favorite.
☩ Armoured ☩  [author] 3 Jul, 2018 @ 12:18pm 
Anytime
ura noob 6 May, 2018 @ 11:07pm 
thx:steamhappy:
Berserker 24 Jan, 2018 @ 12:24pm 
Thanks!
☩ Armoured ☩  [author] 23 Jan, 2018 @ 3:30pm 
Updated
Yo Korbs 22 Jan, 2018 @ 11:23pm 
update please
Berserker 17 Jan, 2018 @ 9:32am 
please update
Super Mean Agent 8 Aug, 2016 @ 10:52pm 
not working??
Reptillian Overlord 3 Jun, 2016 @ 1:25pm 
thanks for letting me know
Reptillian Overlord 3 Jun, 2016 @ 1:25pm 
shit
☩ Armoured ☩  [author] 22 May, 2016 @ 2:59pm 
Yes Khaganate It is save game compatable, HOWEVER, it only affects agents created AFTER the mod is installed. So agents created before the mod is installed are not affected.
Reptillian Overlord 12 May, 2016 @ 9:36am 
is this save game compatible?
Aristoxenus 29 Jan, 2016 @ 6:58pm 
I know i know
☩ Armoured ☩  [author] 29 Jan, 2016 @ 12:12pm 
emilio1814
this mod is not only for AoC, it is also for Attila orignial game.
Aristoxenus 28 Jan, 2016 @ 7:47am 
Thumb up!
But they are worst on Rome 2 and Attila original games
DVX 25 Jan, 2016 @ 2:41am 
finally....i couldn't handle it anymore.
☩ Armoured ☩  [author] 18 Jan, 2016 @ 7:52pm 
This mod is for both Grand Campaign and AoC
Sunds 18 Jan, 2016 @ 10:51am 
thank you for your mod! maybe a stupid question but does it work with grand campaign also or is it only for AoC? thanks
☩ Armoured ☩  [author] 16 Jan, 2016 @ 2:36pm 
Enjoy =)
Master of War 16 Jan, 2016 @ 3:11am 
This is EXACTLY what I have been looking for !! Good work. There is a similar one for Rome II and it just made the game so more fun
☩ Armoured ☩  [author] 10 Jan, 2016 @ 3:56pm 
You are welcome =)
Garmata 12 Dec, 2015 @ 1:49am 
Thank you!
☩ Armoured ☩  [author] 11 Dec, 2015 @ 9:19pm 
Files Updated
☩ Armoured ☩  [author] 11 Dec, 2015 @ 9:16pm 
Yup, that was the intention.:steamhappy:
Georome 11 Dec, 2015 @ 8:13pm 
This is a brilliant mod. I didn't want to get rid of agents altogether, so this keeps their flavor but prevents them from wrecking the campaign.
Garmata 11 Dec, 2015 @ 4:10pm 
Update, plz
☩ Armoured ☩  [author] 21 Nov, 2015 @ 11:20am 
@ Jacob,
Well if an AI faction focused more on offensive agent actions then yes, now it focuses more in military conquest as opposed to agent warefare.

@MINOS,
I've never had a problem with an agent hanging around too long, they always come in, spend a turn or two sight seeing then they get bored and leave.
MINOS 21 Nov, 2015 @ 6:27am 
and when the enemy positions 5 priests in your province and you cannot get rid of them?

could you make it that only other agents are attackable?
Nemo 21 Nov, 2015 @ 6:17am 
Sorry, meant whether certain AIs seem to do better or worse as a result of not having offensive agent actions, compared to how they normally fair.
☩ Armoured ☩  [author] 18 Nov, 2015 @ 10:38am 
There are no balance changes, players and AI have the same advantages and disadvantages. AI has what you have, AI doens't have what you don't have.
Nemo 18 Nov, 2015 @ 3:23am 
Have you noticed any balance changes between factions as a result?
☩ Armoured ☩  [author] 16 Nov, 2015 @ 5:42pm 
@ MINOS

spies, priests, and champions (all 3 agents) can deploy to upgrade.
MINOS 16 Nov, 2015 @ 5:38pm 
All 3 agents types?
☩ Armoured ☩  [author] 16 Nov, 2015 @ 4:14pm 
Ok.. I've found a solution and made the necessary updates.

Spies will now be able to deploy as soon as they are recruited. They can deploy right away both in own land and outside.
☩ Armoured ☩  [author] 16 Nov, 2015 @ 1:40pm 
That's a very good point. I will work on it, and I will come up with a solution so that you can rank up your spies.
MINOS 16 Nov, 2015 @ 7:54am 
yeah, how do you upgrade them to those actions?
Nemo 16 Nov, 2015 @ 1:54am 
Spies don't normally have own-faction abilities at the start - reduce corruption and scout ahead both unlock with XP. Have you included a way to unlock these, since the aggressive actions they'd normally rank via are gone?
☩ Armoured ☩  [author] 15 Nov, 2015 @ 12:32pm 
The A.I. handles it very well. It uses agents for passive abilities only. You cannot target anyone or anything with agents now. You can only target your own army with your agents to perfrom passive actions like train the army. Same thing for the A.I.
MINOS 15 Nov, 2015 @ 3:03am 
Very interesting idea - how does the AI handle it?
☩ Armoured ☩  [author] 10 Nov, 2015 @ 7:58am 
Please don't forget to rate guyz! Thank you! :steamhappy: