Total War: ATTILA

Total War: ATTILA

No Unit Upgrades - WIP
152 Comments
Postal Merchant 21 Jun @ 6:00am 
Hello @MINOS, does this work for Catafractarii?
Fitzkrieg 3 Sep, 2022 @ 1:19pm 
I've finally finished it. I gave you credit, thank you again for your mod and your permission to use it!
Fitzkrieg 27 Aug, 2022 @ 1:39pm 
Thanks, MINOS!
MINOS  [author] 27 Aug, 2022 @ 12:47pm 
@ Flitzkrieg :

Sure !
Fitzkrieg 22 Aug, 2022 @ 3:20pm 
Hello, MINOS, may I have permission to use your .pack in my mod? I will credit you
WadRas55 23 Jul, 2022 @ 3:32am 
The mod works, even with Charlemagne DLC but it's confusing to see the list of units for three...
Kerovanka 24 Mar, 2021 @ 8:21am 
I am found bugs. no western auxilia(which becomes carnuts) for play WRE. no regman riders for
langorbands. checked it out ERE - It's all there exist(it works fine). in other the mod works normally. can yuo do fix this? big big senks for mod.
Arbiter Thel 13 Mar, 2021 @ 10:36am 
is this compatible with Reskin mods?
TheDude 30 Dec, 2020 @ 8:04pm 
Boy, this mod is nice, i love my Levis Ammaturae, they are soooo cheap and fast. The Matiarii
are good too, but costs double but they are not double better. In my WRE Playtroughs i dont
searched more for forward in Military cause i want to keep my Levis as long as possible xD
F23 11 Nov, 2020 @ 1:10pm 
Hey does this work for AoC too?
Marshal Lannes 2 Oct, 2020 @ 6:33am 
✠ M I N O S ✠ Thank-you for replying. There are only a handful of Roman units I would want to remain available. Could you tell me what you would copy and paste and to where, please?
MINOS  [author] 1 Oct, 2020 @ 11:45am 
@ Lannes :
I used pfm to copy and paste and Ms Excel to rename the Units.
For Handling pfm or rpfm, you should ask elsewhere though.
Marshal Lannes 1 Oct, 2020 @ 6:49am 
✠ M I N O S ✠ Is there a tutorial for No Unit Upgrades, please?
I would like to do that to the 'Ancient Empires' mod to Attila, being a Ancient Roman campaign.
Andrew_Ghrandt 24 Mar, 2020 @ 10:39am 
Why my recruitable list of unit are double or x3 ? :O
Sanakan 15 Jan, 2020 @ 4:30pm 
wut
Still works for me
LyNX_019 14 May, 2019 @ 9:09am 
too bad it is not working anymore :(
Provocateur 23 Mar, 2019 @ 12:58pm 
Upgrade mod pls, thanks. It´s not working right now.
Demon Hunter 22 Jan, 2019 @ 8:44pm 
How does this effect garrisons?
Jabril 21 Oct, 2018 @ 10:17pm 
I love your mod but I can't recruit armigeri defensores for Western roman empire could you add that please?
MINOS  [author] 22 Sep, 2018 @ 7:38pm 
The Upgrade System is the worst in this Game and copying the Units is an easy Solution.
But I also had to tweak some Technologies.
IIIIIIIIIIIIIIIIIIII 22 Sep, 2018 @ 5:52pm 
The other mods I have are only for sanitation and religious buildings, so I don't think it should be conflicting. I would pick up and try to fix it, but trying to mod CA's games is an absolute nightmare. Still, appreciate the work that the developers didn't think to put in the game.
MINOS  [author] 22 Sep, 2018 @ 3:07pm 
@ Player.- :

Are you using it with other Mods, which may conflict?
And as i wrote, i dont mod anymore - feel free to use the Mod and fix it.
IIIIIIIIIIIIIIIIIIII 22 Sep, 2018 @ 1:11pm 
Nevermind, half of the units on the roster either get replaced regardless (affects mostly mounted melee units), while the other half don't upgrade at all (seems to mostly affect cavalry skirmishers)
IIIIIIIIIIIIIIIIIIII 21 Sep, 2018 @ 2:44am 
I found that German Horsemen are also replaced with Noble Germanic Horsemen, which is a shame. I really like using the former as an anvil for enemy cavalry.
MINOS  [author] 15 Sep, 2018 @ 4:07pm 
I'm not modding Attila currently.
iceWhiTe69 15 Sep, 2018 @ 10:49am 
Hi minos thanks for the amazing work it really improves the game

however when i play with the WRE the western auxilia palatina gets replaced by the cornuti seniores after the tech is researched

could you please fix that ?
ger jonker 21 Mar, 2018 @ 8:50am 
hello minos i love your mod but when i start the game a get a warning that the mod is outdate en when i disable the mod and load mine save file the game crash. can u fix it??? kind regards.
ServusPecum 12 Jan, 2018 @ 4:46pm 
Minos last thing for now. I am using the disabled upgrade button (first solution). I like not to have to upgrade older armies for their newer variants or having to see those yellow ^ on the unit cards in the field. So I am using that. If I want upgraded units or upgraded armour I buy the new soldiers.
ServusPecum 8 Jan, 2018 @ 2:29pm 
Ok last thing for now. This is not a solution, the tech gets available immediately as you suggested. So I will clean up the spam and come back only if I have found a different solution or not as this can be the conclusion. Kind regards.
ServusPecum 8 Jan, 2018 @ 1:51pm 
Omg maybe you are right. I will test it immediately
Catholic Alcoholic 8 Jan, 2018 @ 1:48pm 
@ServusPecum I would guess that your solution either makes the units unrecruitable or makes them available from the beginning, so it doesn't exactly replicate what this mod from minos does.

To the switch, sure there is one hardcoded, but if you would turn it off, you still wouldn't get the tech unlock.

Unfortunately there is for us no real alternative than to manually edit this :steamsad:

Catholic Alcoholic 8 Jan, 2018 @ 1:40pm 
You have literally to edit thousands of values if you would want to remove the unit evolution system for all units, making it a very time expensive and annoying thing to mod.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=898957896

That's the link for the mod. I will probably make a post in the near future how the tables work and how one has to edit them to remove the unit evolution system, maybe you are interested if you want to make this od by yourself.
(2/2)
ServusPecum 8 Jan, 2018 @ 1:40pm 
I understand Lord Chatalot, but it is indeed an on/off switch like everything that is ever been programmed ( I am a programmer). Just this switch is in the hardcoded and encrypted .luac file. And editing this file with third party means breaking the rights of EA and is illegal and they warn not to do this (steam warning).
Catholic Alcoholic 8 Jan, 2018 @ 1:38pm 
@ServusPecum I've already done a mod for this (tho it is limited to charlemagnes unit rosters right now, but the base is there, just has to be ported to the main campaign). I think you misunderstand this mechanic a littlebit, it's not an on/off switch, but you have to manually edit several files to seperate a unit from the upgrade system and then have to manually add a new unlocking system + adding units into it.
Sadly, we can't unlock units by tech (like in previous games) but just upgrade them. So, to solve this issue, you have to add placeholder units, who are then upgraded to the units of your choice and made available to recruit.
The issue I had to deal with, was to still have upgraded garrisons, so I basically made for each unt a garrison variant and adding these garrison variants into the old upgrading system.
Then I had somehow to trick the startpos, so that these units wouldn't start with only 1/4 of their manpower.
(1/2)
ServusPecum 8 Jan, 2018 @ 1:06pm 
@Minos You are right, it disabled the entire upgrade function by not showing the button anymore (simple and effective, but not what you want ofcourse). I am looking ow at other options, but have a hard time finding it so far. I know almost all de tables in db, there are no triggers there. And the one I thought could work in cdir_configs CDIR_CVN_UNIT_UPGRADER_UNIT_ARMY_ALLOWED
does nothing. I tried all instances in every combination xx0 /space x /0 space x 1/ x space /0 etc etc. It does not change anything. So maybe in the future I will stumble on it in the lua code. But I think the upgrade system is hardcoded like so many otther things. I will let you know ofcourse when I find it out.
Catholic Alcoholic 8 Jan, 2018 @ 11:50am 
@MINOS just overrides Ui, that command is usually used to disable tech tree and stuff during tutorials. Why did they had to break the unit tech unlock tables which still worked in rome 2? :steamsad:
MINOS  [author] 7 Jan, 2018 @ 11:57am 
@ ServusPecum :

Okay i tried it and it doesnt work...
Either its not savegame compatible or it just deletes the upgrade-button, which is no solution at all - or i simply did it wrong.
MINOS  [author] 7 Jan, 2018 @ 11:30am 
@ ServusPecum :

Nice Find!
But doesnt this cause other Problems, like never being able to upgrade and can you than still recruit old and the new ones?
ServusPecum 7 Jan, 2018 @ 8:45am 
If you don't want units to upgrade than just change :
-------------------------------
-- upgrade_unit
-------------------------------
upgrade_unit = ui_override:new(
"upgrade_unit",
function()
scripting.game_interface:override_ui("disable_upgrade_unit", true);
end,
function()
scripting.game_interface:override_ui("disable_upgrade_unit", false);
end
),

Last entrene to "true".
campaigns//script/lib/lib_campaign_ui.lua

If you do it this way it will be compatible with every mod and you never have to change anything again (brr all those db entries...) or bother about future updates.
Kind regards
Rubenovi 27 Nov, 2017 @ 10:20pm 
nice
sizarieldor2 29 Sep, 2017 @ 4:36pm 
Doesnt work with double unit size, creates extra unit cards in the training menu
Wesoły Chomiczek Piniowy 20 Sep, 2017 @ 1:36pm 
Bro you fix this ? "Don't be irritated by doubled Units in the Recruitment Screens, they are replaced after researched the Upgrade Technology."
Jesus Loves You^_^ 10 Sep, 2017 @ 5:06am 
Thank you very much.
Catholic Alcoholic 9 Sep, 2017 @ 11:36am 
armed_citizenry_unit_groups_tables, armed_citizenry_units_to_unit_groups_junctions_tables, building_units_allowed_tables, technology_unit_upgrades_tables, technology_unit_upgrades_tables, technology_unit_upgrades_tables, technology_unit_upgrades_tables
Jesus Loves You^_^ 9 Sep, 2017 @ 6:35am 
Could you point the exact names of the tables, please ? Thanks a lot.
Catholic Alcoholic 9 Sep, 2017 @ 3:10am 
I think in Rome 2 the technology required unit tables still work, so you have to put every upgradeable unit there, add for each upgradeable unit a _garrison variant, and add the upgrade unit to said _garrison variant in technology_unit_upgrades. Then assign the _ garrison variants to their specific garrison buildings (just overwrite the normal unit) and you shoul be ready to go.
Jesus Loves You^_^ 9 Sep, 2017 @ 1:03am 
What quick fix ? Maybe I will do my own only for personal use.
Catholic Alcoholic 8 Sep, 2017 @ 2:45pm 
For Rome should be a quick fix, I've planned to do it at some point, but it will certainly more time.
Jesus Loves You^_^ 8 Sep, 2017 @ 7:36am 
For Rome 2 yet ?
cedric.soumille 27 Jun, 2017 @ 11:44am 
Hi Minos, It seems like I can't recruit the modded units I downloaded from this the Workshop, is this normal ?