Total War: ATTILA

Total War: ATTILA

Unit Evolution System removed (Beta)
19 Comments
King Phillip 1 Jun, 2022 @ 9:44am 
It's a pity that the developer forgot about this mod, I would like it to work in the main company.
Ligon Flarius 27 Feb, 2022 @ 7:25pm 
unfortunately we dont have any working mod that does what this one intended to do.
Clumsy 7 Oct, 2018 @ 4:32pm 
Will you ever put this on Grand Campaign?
A2O2 23 Jul, 2018 @ 2:23pm 
Thank you for this amazing work. I can't wait to use it on the grand campaign.
ServusPecum 8 Jan, 2018 @ 2:33pm 
Checked it out. A lot of work, but you did it :-). Never give up..
Catholic Alcoholic  [author] 8 Jan, 2018 @ 1:26pm 
Sorry for the delay, I will try to fit in an update before Tomb Kings DLC release!
Catholic Alcoholic  [author] 15 Nov, 2017 @ 11:43am 
(2/2)As soon as Empire Divided launches, I will do the same thing for Rome 2, but in this case it should be far easier, as unit unlocking with techs still works in contrast to Attila.

I will as well write an explanation of how this mod works and which tables have to be edited, so that anyone who has some experience and wants to remove unit upgrades from a faction and can do it on his own, as I can't promise this mod to reach its final stage very soon.
Catholic Alcoholic  [author] 15 Nov, 2017 @ 11:43am 
(1/2) Some good & bad news: After several days of testing, I have no completed the system/logic how this mod works, an update will arrive soon. No, its still only for charlemagne, but with the upcoming titles I will try to spend more time with this mod. Bad news are, that I have to edit the startpos to ensure that garrisons start with full health, by adding the first military tech to all factions, which will cause this mod to be incompatible with several other mods you might use.

The last roman will be the next project, and due to double factions, you will get goths+franks for the grand campaign as well.
Jesus Loves You^_^ 9 Sep, 2017 @ 6:36am 
Will wait. Thanks a lot.
Catholic Alcoholic  [author] 9 Sep, 2017 @ 3:04am 
The rework for Attila, but I will make a new mod for Rome II
Jesus Loves You^_^ 9 Sep, 2017 @ 1:02am 
For Rome 2 ??
Catholic Alcoholic  [author] 8 Sep, 2017 @ 2:46pm 
I will look into it. I've got an update for this as well, I had to rework the whole system, but it should work better and more reliable after the update
Jesus Loves You^_^ 8 Sep, 2017 @ 7:43am 
Is anything like this for Rome 2 ?
mementomoria 23 Apr, 2017 @ 12:51am 
I know how much work this is myself. Good luck!
Catholic Alcoholic  [author] 22 Apr, 2017 @ 11:22am 
@Niklas Yes I am, but I have to edit hundreds of values, so don't expect it in the near future.
mementomoria 19 Apr, 2017 @ 12:29am 
Are you planning on doing this for all campaigns?
Catholic Alcoholic  [author] 5 Apr, 2017 @ 10:28am 
Yes, that is what it does. The necessity to exit the game is related to the method how this mod works, as it is actually just another version of Minos mod, but without double unit cards. As this mod adds for every upgradeable unit a _garrison variant, these units are not declared in the startpos.esf regarding the garrison strength, resulting into this bug. I could just remove the _garrison units, but then your garrisons won't evolve.
Big Boss 5 Apr, 2017 @ 10:13am 
So does this make it so you can still recruit lower tier units? Strange how you have to exit the game to get it to work.