Total War: ATTILA

Total War: ATTILA

thunder's_resource_mod.pack
33 Comments
Frederick_William_of_Prussia  [author] 21 Mar, 2019 @ 3:00am 
a province has 3 territories(referred to as regions) inside of it in attila. You assign governors to a province, you station troops in a region.
Southern_lightning 20 Mar, 2019 @ 7:19pm 
tf is every region in a province...
Frederick_William_of_Prussia  [author] 26 Sep, 2018 @ 11:28am 
thanks. I wish CA would do something like the above for their future games. Even if hte bonuses were not as same/strong as mine above, i think it would be an improvement. I like fighting over important parts of the map, and having these bonuses makes the regions containing them worth fighting over.
panderson61 26 Sep, 2018 @ 6:31am 
Good Mod - Thanks - Shogun 2 made resources items to go to war over - fun stuff - CA seems to think Frustration is enterinang - I dont think the designers play their games and nerfs
Frederick_William_of_Prussia  [author] 24 Sep, 2018 @ 9:27pm 
if you have a suggestion, go for it.
Cheblavsky 19 Sep, 2018 @ 9:14pm 
You need a better title
Aleksei 8 Feb, 2018 @ 11:37pm 
Sounds okey. In my mind you really dont have to worry about nerfing olives too much because. Their effect rises quite expotentially just having 2 olive places will make huge amounts food because commericial buildings are so common.
Frederick_William_of_Prussia  [author] 3 Feb, 2018 @ 6:46am 
With a little effort you will get to my level quickly :)

as for that mod. i dont think i will be of much help. I dont use that mod, or the other mods it is trying to be compat with, and i dont realy have the time to spare right now to look into it.
Chrissant 3 Feb, 2018 @ 12:48am 
Yeah thats what im doing, hopefully ill be at your level one day.

The mod just needs an update. Id gladly look into it myself but I have mods in Rimworld I haven't finished yet XD
Frederick_William_of_Prussia  [author] 2 Feb, 2018 @ 11:51pm 
eh, i am ok. certainly better modders out there. currently it is just a hobby that i teach myself rather than from any professional back ground. im busy learning about unity.

having people to bounce ideas off of, test stuff, or even help make mods is always great. they save time, think of things you dont, or find stuff you didn't see.

as for that mod. i dont know much about animations or unit formations. what is wrong with the mod? i see some comments about needing updating.

as for making a mod. a lot of stuff can be done with the packfilemanager. you can download others mods and see what they did. usually if you are looking to change something, use your in game knowledge to help. like if you know x gives you y per region, or province wide, you can try taking it and playing with it. a lot of mods are simple. some stuff you will have to do a lot of hunting to find. the lack of a search function doesnt help either.
Chrissant 2 Feb, 2018 @ 8:30pm 
Man, sounds like you're a really good modder if you helped patch DLCs.. I was just looking for other casual modders to work with in Civ 5 and Rimworld. I already made cute little turret mods for Rimworld alone but thought working with others would be really productive.

Anyway, do you think you can restore a mod like this? Just curious. If so it'd be great if you could teach me one or two things about mods like this so I can make them myself.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=227541910
Frederick_William_of_Prussia  [author] 2 Feb, 2018 @ 5:14am 
I haven't really modded too many other games tbh. i think i did one vanilla civ V mod a long long time ago to remove nukes from the game. debated about looking into modding Civ 6. no point doing it now though with that new expansion coming out.

My most recent "mods" were scripting and map making in Napoleonic Wars over the years. i actually helped work on the patch that released recently.(it is a DLC for Mount and blade warband)
Chrissant 2 Feb, 2018 @ 3:05am 
If you dont mind me asking, do you mod other games like Rimworld or Civilization 5?
Frederick_William_of_Prussia  [author] 1 Feb, 2018 @ 12:38am 
indeed, but i like having input on this stuff. i made this thing a little under 2 years ago. while i have played a lot of attila over the years and think this mod currently is pretty good, it could always be made better imo.
Chrissant 1 Feb, 2018 @ 12:19am 
At the end of the day it's your mod. You should have final say.
Frederick_William_of_Prussia  [author] 30 Jan, 2018 @ 1:12am 
updated, see changes notes for the changes. i wanted to do some other changes to how salt provides fertility, but the tool tip saying what you would get from the building wouldn't make sense.
Frederick_William_of_Prussia  [author] 28 Jan, 2018 @ 12:29am 
hmmm what you say does make sense. I believe i made cloth bonus the same as silk for the reason silk is not in AoC, but is "similar". I made copper lower military costs because copper could of been used in a variety of equipement. of course you could say the same for iron. you could move the construction costs to timber and the copper bonus to iron. move the cloth bonus to copper. but what to do with cloth? i generally like having each building provide one buff unless its a smaller buff compared to the others, then i add a second one. i like having at least one building provide naval buffs. the timber build is already good(no negatives unlike the others), and having 2 good buffs(3 in AoC) may make it over the top.
Chrissant 27 Jan, 2018 @ 5:10pm 
Im all for it. Would also suggest copper and cloth exchange their buffs. I think its more fitting for copper to represent minted coins since bronze alloys were falling out of use and cloth along with wood should provide military supplies. I dont know. Just a suggestion.
Frederick_William_of_Prussia  [author] 27 Jan, 2018 @ 4:42pm 
what are your thoughts on changing olives to +6 per level, and making salt buildings start by giving no fertile buffs,. so 0/1/2/2 or maybe even 0/1/1/2 making the late building more appealing. i have been busy coding on another game, and haven't had time to really look at it. if people like the proposed changes, i can put them in
Chrissant 27 Jan, 2018 @ 3:15pm 
Yeah all this mod needs is a general nerf here and there. Great job otherwise.
Frederick_William_of_Prussia  [author] 11 Dec, 2017 @ 4:43pm 
ill have to think about them some more. i may make some changes in the near future.
Aleksei 11 Dec, 2017 @ 11:22am 
Yeah I dont really see problem with anything else than olives really. Currently it just increases amount of food too expotentialy.
Frederick_William_of_Prussia  [author] 11 Dec, 2017 @ 8:20am 
i also thought about nerfing salt slightly. making it max 1 fertility faction wide for the building chain, but seeing if it was possible to give fertility to neighboring provinces. maybe make that part of its buff stronger. it would make those entire areas stronger while slightly making other parts weaker. the idea of salt giving ferrtility was that it makes food last longer, therefore more food and money from agriculture

i would agree some of these buffs may be on the high end, but overall they are good. the tier 4 buildings arent until the mid to late game, if you beeline them, so having them be strong isnt that bad imo.
Frederick_William_of_Prussia  [author] 11 Dec, 2017 @ 8:20am 
well, you have to consider its not just the ERE that has olives, but several other parts of the map that will be effected. So factions that took them over, or start with them will be impacted as well. the current value does have the effect of making the romans in AI hands stronger than what they were. which, too me is a plus.

tbh. i wouldnt mind playing attila more, and fine tuning these some more. problem is the turn times. i can play 2 campaigns on rome 2 or WH in the time it takes one campaign on attila. some of these things take a campaign or two to really feel them out. ill split this into 2 posts. 1 sec...
Aleksei 11 Dec, 2017 @ 6:17am 
Lowering it to 6 would be okey you would not be even hit by that much but it would little cut that expotential food growth.
Aleksei 11 Dec, 2017 @ 6:16am 
I am currently getting like +37 food from every city with commercial building now because ere starts with 3 olive sites so it really escalates fast.
Frederick_William_of_Prussia  [author] 11 Dec, 2017 @ 5:11am 
eh, i could lower it down, but it may impact a lot of older campaigns in a negative. if i were to lower it, it wouldnt be by much, maybe make them all multiples of 6 or 7. feel free to mod it yourself if you want them all to be lower. just need a pack file manager. change the #s to where you want them.
Aleksei 11 Dec, 2017 @ 4:42am 
I like your mod its nice addition but if you play ERE you get so huge amounts foods because of your olive provinces give that factionwide food bonus.
Aleksei 5 Dec, 2017 @ 6:59am 
Could you look little into olives? It gives crazy amount food not from commerialism.
Frederick_William_of_Prussia  [author] 1 Aug, 2016 @ 7:46am 
ah, that is nice to know. i figured that if i made changes in a campaign(dlc), you would need said dlc to use this mod. if someone else an confirm that you dont need them, all change the "required" bit to properly reflect this. i am sadly ignorant in this part of modding.

i guess i wouldn't be suprised if all the files were there for someone who doesn't own the dlcs so having them be changed or not wouldnt matter.

anyways any further clarification would be appreciated. :)
iHerc 1 Aug, 2016 @ 7:11am 
For anyone who may be wondering, this does work without the DLC campaign packs.
Frederick_William_of_Prussia  [author] 22 May, 2016 @ 4:43pm 
Thanks.
panderson61 21 May, 2016 @ 5:20am 
Good Mod Thank you