Total War: ATTILA

Total War: ATTILA

thunder's_ai_tweaks.pack
23 Comments
Frederick_William_of_Prussia  [author] 7 Apr, 2018 @ 6:13pm 
Understandable. I play on hard now adays, as any higher difficulty wise gets too ridiculous. Can i win on the highest difficulty? sure. but its not worth the grind or the pain.
Robthedude 7 Apr, 2018 @ 5:33am 
ah ok thanks, ive been looking for a mod that stops them from cheating as i'm a little done with it by now.

it kinda encourages me to cheat too and the rebellion spam also got me frustrated to the point i got 2 mods for that now
Frederick_William_of_Prussia  [author] 4 Apr, 2018 @ 4:36pm 
i didn't change how much the AI makes directly or any of the other AI cheats. I think i made the AI better in various ways, but still not perfect, and they still do cheat,


i really should of broken this mod up into 2 or more a long time ago. i did a lot of tweaks in general that were not related to the AI that would be nice separately.
Robthedude 4 Apr, 2018 @ 10:59am 
so i'm too lazy to read the entire essay you wrote, does this mod make the AI less cheaty and stop them from raising armies like 4x japan?

if so is their economy equal to player economy and food prosuction?

thanks for the answer in advance!!
Frederick_William_of_Prussia  [author] 1 Mar, 2018 @ 9:00am 
I do agree that having less military buildings to worry about and more economic buildings will help the AI. Sadly i don't have the time to mess around with it. It would probably break compat with vanilla or other mods. It would probably need changes to all of the start pos.
Langlois 28 Feb, 2018 @ 10:09pm 
hi, i always tough more it go more the serie use too much military buildings, ai have problems to manage buildings to solve problems like the public order, sanitation,food etc...with less military building ai, i think, could manage better other needs, in my campaings ai always have problems with food, i wish your mod could be developed to get rid of the 3 recruitment buildings , keeping the 3 workshop for siege equipeent and weapon,armor improvement like you have done.
But i know moding is a lot of time consuming., i m just sugesting, thanks anyway for your mod, i cant wait to give it a try !
Frederick_William_of_Prussia  [author] 5 Nov, 2017 @ 9:16am 
Np, anytime
Frederick_William_of_Prussia  [author] 5 Nov, 2017 @ 8:50am 
i havent touched anything with regards to how the AI does stuff in battle. so if the mod in question only changes stuff in battle, then it should be ok. if it does more than that, i do not know.
Frederick_William_of_Prussia  [author] 11 Jun, 2017 @ 2:32pm 
np, let me know if you have any other questions and i'll try and help
Frederick_William_of_Prussia  [author] 11 Jun, 2017 @ 1:29pm 
The parts that apply to the other dlcs, yea.(like AI stuff) Some stuff is GC only. the other campaigns were better made imo, so they didn't need as many tweaks.(they were also smaller in scale)
Frederick_William_of_Prussia  [author] 1 Apr, 2017 @ 10:29am 
NP, let me know if you need any more help. :)
Kello 1 Apr, 2017 @ 9:00am 
I have succeeded, thanks a lot !!!
Frederick_William_of_Prussia  [author] 26 Mar, 2017 @ 5:00pm 
Yea, just select it, then click delete. or right click on it, and hit delete. or go in and find the units you no longer want to be a garrison, and delete those lines
Kello 26 Mar, 2017 @ 2:55pm 
I have to cancel building_level_armed_citizenry_junctions_tables?
how do I delete it?
Kello 26 Mar, 2017 @ 12:06pm 
Ok now I try. Thanks so much
Frederick_William_of_Prussia  [author] 26 Mar, 2017 @ 11:23am 
Yea, its a modding tool made by the community that allows one to make mods like this. What i would suggest is download it, go either into my mod or theirs, and remove the section on garrisons.(which one you prefer) you could also modifiy them rather than delete them, but that takes more time. because of the way stuff works, it is adding both my stuff(garrison) and his garrisons. (going off of what you said) from what it sounds like, everything is working, just leading to some funny stuff. i cant remove the garrisons without more or less removing them from the mod. i really should of broken this mod up into 2-3 smaller ones, but at the time i wasnt really planning on making more, and this one just became the "i dont like this so change it here" mod rather than make a dedicated mod for it. if there are other issues, or if you have more questions about it, let me know. ill do what i can to help.
Kello 26 Mar, 2017 @ 10:03am 
No, I have to download it?
Frederick_William_of_Prussia  [author] 25 Mar, 2017 @ 6:10pm 
oh, that is interesting, i am guessing that it is adding thier units, and my units. Do you have pack file manager?
Kello 25 Mar, 2017 @ 5:46pm 
Sorry, 20 units
Kello 25 Mar, 2017 @ 5:06pm 
Right, the issues concerns the garrisons of the cities that already at level 1 are about 15, real armies.
Frederick_William_of_Prussia  [author] 25 Mar, 2017 @ 12:31pm 
maybe, but do you know what is not compatible between the 2? i dont want to spend hours hunting and guessing :)
Kello 25 Mar, 2017 @ 11:43am 
Hello, I think this is a beautiful mod, finally it allows to be able to recruit from the beginning very good unit.
That said you can make it more compatible for this mod Fall of the Eagles?
Thank you
Frederick_William_of_Prussia  [author] 23 Nov, 2016 @ 3:39am 
The above mod was done in 2 parts, with garrisons, tweaks to buildings, and things of the like being done 2nd. AI stuff like making them be more aggressive and recruitment were done first, and has had more tweaks to them over time. it is not perfect, and it never will be, as that is impossible. with that said, where it is at now, even with some annoyances, is pretty good.

Steam only lets you put so much into the description so i had to cut out some stuff. Let me know if you have an questions or concerns. check the change notes for more details for part 2.
That includes a lot of the minor changes.

adding pictures is a pain on here. wouldn't mind adding more but i dont feel like spending a hour doing it.