Total War: ATTILA

Total War: ATTILA

Better resource buildings
58 Comments
Joot Doctor 2 Jun @ 1:30am 
@Gutvald I agree, I appreciate the better resources but the fact it makes the warband recruitable everywhere is very annoying. Never mind that the AI loves recruiting them, impacting their historicity.
Gutvald 21 Apr, 2024 @ 11:06am 
This mod still work for one problematic point : it gives to many factions (barbarians & romans) Sarmatians warband in roster & garrisson directly in the beginning of the game. It makes the WRE almost unbeatable at the beginning of the game for most little factions, especially migrators. I recommand to avoid it unless you want to face a still standing and strong WRE.
cezary.kazmierczak 23 May, 2021 @ 11:15pm 
update , plz ?
Kardifall 28 Apr, 2021 @ 1:24am 
update?
Ratnips 1 Sep, 2019 @ 2:49am 
wat
-=|Yo-Yo|=- 2 Jul, 2018 @ 1:59pm 
Does it work with AOC?
Matan27d  [author] 19 May, 2018 @ 12:54am 
sure
A2O2 23 Apr, 2018 @ 1:52am 
I like your mod very much, so thank you for making it. Can I have your premission to modify this mod, and reshare it?
КЫРГЫЗКИЙ БРУС ЛИ 29 Sep, 2017 @ 1:12pm 
compatible FotE?
\/oron Agrrav 3 Aug, 2017 @ 2:51pm 
Sorry, I Had to be a bit more Specific, the Wood, Fur and Silk one loses their old units after upgrading the building,
\/oron Agrrav 3 Aug, 2017 @ 2:38pm 
I Believe that Upgraded Buildings Lose their previous units
SubparConscript 1 Aug, 2017 @ 5:07pm 
Looks lovely
Matan27d  [author] 8 Jul, 2016 @ 4:21am 
compatible
*NFN* Braktologisk institutt 5 Jul, 2016 @ 2:52am 
Do I need a new savegame for this or is it save game-compatible?
Athien 12 Jun, 2016 @ 12:48pm 
is this works on AOC?
Matan27d  [author] 10 Apr, 2016 @ 2:09am 
Yes but I dont know why they are in there
Green Raven 9 Apr, 2016 @ 6:12pm 
I think I know whats going on with the Desert Factions...it seems that the units allowed from furs/silk are now availiable from all structures that require that building. For example, Celts can recruit Germanic Horsemen from pastures.
Elephants and Naft Throwers should, by that logic, be availaible from Azden and Infantry buildings, as those are identicle to the structures the Persians get them from. Yet theyre not. So... maybe desert factions never recieved permission to use those units in the first place.
Matan27d  [author] 9 Apr, 2016 @ 2:09pm 
I cant seem to understand why desert factions cant use the silk.
And I have to leave on wednesday :(
Do you have any ideas?
Green Raven 8 Apr, 2016 @ 12:25pm 
These are units that are
A) Unrecruitable from main city/village line
B) Are not part of a standard garrison
C) Are from fur trading parts and, most importantly...
D) Are really cool!

Steppe Mounted Bows
Palatina
Gothic Pikeman

Poison Archers
Chieroballista

Taifaili Cavalry
Avar Horde

Hope it helps! Good Shabbos!
Green Raven 8 Apr, 2016 @ 11:09am 
Ok, did some playtesting...
Slavs seem to be completly excluded from the mod. No wood, no furs, no silk.
Desert Factions cant use wood or silk (and they arent supposed to have furs, so that works). The Himyar CAN use gems, thats working. (Jewish Stealth Ninja's! Am yisroel chai!)
Norse, Celtic, and Germanic factions seem to be able to use everything, but gain many seriously OP units very early on, with no resource. (The Celts, for example, can recruit Tier 3 Avar Cavalry from theyre basic village.)

The problem seems to be with units that are recruitable from the basic town, with no specialized buildings. If you want, Ill do some digging, see if I can find appropriate replacements.

PS. I really appreciate all the work you put into this. Its easily my favorite mod. Thanks!
Matan27d  [author] 8 Apr, 2016 @ 9:52am 
Perheps, I will think about it.
Green Raven 8 Apr, 2016 @ 9:35am 
I see... and I guess bec Nordic, German and Celtic factions use the same basic structure for towns, they now have those units. Hmm...
Maybe furs should only be allowed for Roman factions? After all, they are the ones who used auxilliraries. That way the Norse and Celts would be back to normal.
Matan27d  [author] 8 Apr, 2016 @ 8:29am 
as part of the mod I let WRE and others to be able to recruit some barbarian units, so that they will be able to use the furs, the problem is that if they come to have buildings that allow these units(as unconverted barbarian cities) they can recruit these units from there.
The problem is why I wanted to use modded units at first but I didnt have time and knowledge so I used the vannila units.
Green Raven 8 Apr, 2016 @ 7:00am 
This is the only Mod I have active...
Could be its not every faction, I tested the Picts, the Geats, and the Saxons. All three can recruit tier 3 Alanic cavalry, Gothic infantry, and had huge, mixmatched garrisons.
Furthermore, the WRE was able to recruit these units from any captured and unconverted barbarian faction.
Hope this helps... I really like this mod :)
Matan27d  [author] 8 Apr, 2016 @ 2:31am 
Didnt happen in my playthrough, you must have another mod that messes the same things as mine, you shuld disable that mod or mine.
this mod probebly messes with building_units_allowed
Green Raven 7 Apr, 2016 @ 5:08pm 
Hey Matan, something went wrong, structures are now giving off way too many garrison units and from the wrong places... Thracian warriors and german hunters are now availible at all provinces to all factions...
Green Raven 7 Apr, 2016 @ 5:43am 
Thank you!
Matan27d  [author] 6 Apr, 2016 @ 11:22pm 
Added those Scatha teacher things to lead
Green Raven 5 Apr, 2016 @ 9:48am 
That would be great, thanks!
Matan27d  [author] 5 Apr, 2016 @ 9:47am 
@Green Raven About the WRE, on my games they died anyway, quadeny or Iilliriya took the furs and used the units themselves, so I dont think another version would be necessary, If you want one for yourself just delete the building_effect_junctions file from my mod.
As for the celtic units, I didnt buy the DLC but that it good idea, I might add these in a few days if I will have time but no promises, thanks for commenting!
Green Raven 31 Mar, 2016 @ 7:52am 
Sorry about the multiple posts...I kept getting a steam error message saying my comment couldnt get posted, so I kept trying again. Looks like they retroactivly put up each time I hit Post Comment.:steamfacepalm:
Green Raven 30 Mar, 2016 @ 8:19pm 
BRILLIANT MOD, thank you!
Would you consider creating a version that just adds the units? I love the idea of recruiting cool auxilliaries from the fur and silk trades, but I also kind of like the fact that WRE dies. It adds to the whole apocolyptic feel of the game.
Secondly, can you add Scatchath Teachers to Celtic factions with lead? The teachers are a criminally underused and incredibly cool unit, and the Celts can only aquire lead by expanding into Britain proper.
Yes or no, thanks a million!
theholybackpack 29 Mar, 2016 @ 7:34am 
Great stuff
Matan27d  [author] 29 Mar, 2016 @ 1:27am 
No
major_paynee 28 Mar, 2016 @ 7:31pm 
does this mod work for the aoc campagne?
Matan27d  [author] 28 Mar, 2016 @ 5:43am 
all right now large onagar is at rank 3, the changes are save game competible
Matan27d  [author] 28 Mar, 2016 @ 5:39am 
@YEEtolin152 So far i havent seen the AI using the large onagar too much, but Il thibk about it.
Thanks.
Itolin152 28 Mar, 2016 @ 5:12am 
Excuse me! this mod is good but I think it have a PROBLEM is break balance
Wood tier 1 can use Large Onager, it too OP becuse it can fire and explosion a large space.it will let expect WRE(Geats and Caledonians) more stronger,so if you like my suggest,please let Large Onager move tier 2 even tier 3 Wood.
sorry that my english is poor.
Commisar Jon Fuklaw 28 Mar, 2016 @ 2:07am 
All hail the One True Morty!
BadButton 27 Mar, 2016 @ 7:33am 
I don't blame ya! But thanks for doing this one!
Matan27d  [author] 27 Mar, 2016 @ 7:03am 
Thanks.
I am probebly not going to do any new mod sadly.
BadButton 27 Mar, 2016 @ 6:51am 
It does not affect AOC. But thanks for the response and no worries. I just should of said if you ever plan to do a AOC port, that was a suggestion. My bad man. But good mod none the less!
Matan27d  [author] 27 Mar, 2016 @ 6:36am 
@BadButton I dont play AOC nor did I plan the mod for AOC, if its affecting AOC then well.. thats wierd.

@panzar38 All the units are vannila and I dont plan on adding more units.
panzer38 27 Mar, 2016 @ 6:18am 
Very very nice mod, thanks, please just add vanilla units no custom.
BadButton 27 Mar, 2016 @ 5:40am 
This mod looks great, one small idea i could suggest. Maybe add sanitation perk to saltmines/pits in AOC? Seems logical.
^0D4rk^4Sylux 26 Mar, 2016 @ 10:44am 
and i guess salt makes able to recruit some salty units ? :wololo:
anyway this mod looks nice
Without Reason 24 Mar, 2016 @ 8:12pm 
Thanks for updating the mod, these changes look great!
Matan27d  [author] 24 Mar, 2016 @ 8:48am 
I already started adding the vannila units to the buildings, Im nearly done, but thanks!
Gluteus maximus 24 Mar, 2016 @ 8:02am 
If you duplicate the units then i will add them to the Buildings in the DB for each faction and Culture.
Matan27d  [author] 23 Mar, 2016 @ 4:28pm 
I think about using gems for himyar to recruit the jewish units they never seem to use(the only close gem source is in aila,palistina, also all factions could recruit sone tier 3-4 roman units at high levels.
Wood will allow siege weapons.
Furs will allow alani, gothic and nomadic units, because of the location of these resources, desert factions wont be able to use the furs because I dont want them using the furs in Axum.
The silk road will allow units from the hephtelites, ERE and sassnids.

I think I will allow units from level 1 buildings since I want the AI to actualy use the units in its armies, but the realy rare units (armored elephants, naft throwers, ETC) will come from tier 4, and will thus need research prior to their use.

I hope I will have time to finish adding the units tommorow, thanks for helping!