Total War: ATTILA

Total War: ATTILA

Skidvar's Traits, Houses, Ancs, & Ranks (Grand Campaign & Belisarius)
44 Comments
Skidvar  [author] 9 Dec, 2018 @ 11:19pm 
Yup, takes AI into account. Haven't played these ones for a long time, though. Let me know what you think of it. Try this version, this is the latest one: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1166048228
Ligon Flarius 8 Dec, 2018 @ 6:44pm 
I'm sorry if someone has already asked. but do the AI factions make decent decisions bearing in mind this mod's changes? Thanks!
TheGoodDarius 2 Nov, 2018 @ 2:52pm 
Small text bug: in ancillaries.loc, two barbarian veteran guard entries are erroneously assigned to "veteran desert guard". So for instance if Visigoths are defeated, the ERE general is assigned a "desert veteran". Thanks for the great mod.
Dunadd 12 Oct, 2018 @ 10:09am 
Ah i think i'm mixing up my mods - i think it's the Skills Overhaul one by another modder that does that - sorry
Skidvar  [author] 11 Oct, 2018 @ 11:18pm 
Wise Supervisor???
Dunadd 11 Oct, 2018 @ 5:03pm 
Thanks very much for making this mod - very nice - but i do have one question. Why does "Wise Supervisor" give big public order penalties to governors where there are "other religions" in the province? I just don't understand why.
Varulv16 31 Mar, 2018 @ 5:12am 
Why stop uppdating the standalone version of this mod that did not destory the follower /item stuff I love your mod but I really really hate how it makes pretty much all other new items for generals mods worthless
Skidvar  [author] 4 Dec, 2017 @ 12:44pm 
I actually use this version ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1166048228 ) with some of his modules, it's the latest.
Skidvar  [author] 4 Dec, 2017 @ 6:58am 
I'm not exactly sure what changes Xeryx made. I think it was only some balancing to fit his mod better and making it easier to get some of the ancs. Technically it should be compatible, for sure.
Skidvar  [author] 23 Oct, 2017 @ 12:55pm 
Yes, in most cases it applies to the AI as well... I think the only exception is the negative house traits, which I did not give to the AI. I think they can handle everything well... If you have any more particular doubts, you are always welcome to point them out. And I can give some info. I am always open for ideas or criticism.
Schnell_Scheisse 23 Oct, 2017 @ 10:39am 
Hi! I really like the idea of this mod and the depth it adds to the game. Do these changes also apply to the AI? I'm just a little worried that if they do the AI won't be able to handle them.
Skidvar  [author] 6 Oct, 2017 @ 12:24am 
I replaced the quality bonusses & penalties with a simple authority value as it covers the same area. I kept the unit experience bonus. Remember this affects governors also.
Skidvar  [author] 25 Sep, 2017 @ 3:57am 
Thanks, no sweat, man!
Skidvar  [author] 25 Sep, 2017 @ 1:26am 
Well, it is probably because the info is too long, it is only the effects that you can scroll. Funny, but I have been working on this the last few days, at least for some house traits. Which trait is it that you are talking about? Anyway, to see the entire text, just go to your character panel and hover over a skill to get the info as a tooltip.
Xeryx 17 Sep, 2017 @ 7:41am 
Hey bud, find me when you get a chance.
Xeryx 8 Sep, 2017 @ 2:09pm 
ok i see the point then
Xeryx 8 Sep, 2017 @ 1:50pm 
BTW, we need to chat about the experience thing again, I think I figured out something.
Skidvar  [author] 8 Sep, 2017 @ 1:39pm 
It is only 1 turn that this penalty applies. The turn after this trait changes into unqualified, qualified, or overqualified commander. (The statesman trait is only applied the turns that you are a statesman and the turn that you start to lead an army.) It is supposed to give a severe penalty. It makes players think twice before "fleeing with their awesome general to safety" and changing him for a more expendable general when an overpowering enemy force is nearing. At least an enemy commander doesn't flee this way. I think -50% was what I originally put, maybe the -75% is left from testing. I can change that.
Xeryx 8 Sep, 2017 @ 1:25pm 
I like the ancilleries so far!!
Xeryx 8 Sep, 2017 @ 1:24pm 
OK, the severe morale and movement penalties for the commanded forces with a low ranking statesman is far too high! -75 No, No, No my friend that cannot work because an overqualified commander gets @ +25% I could see a -25 (%) if you want but the other is far too extreme.
Xeryx 8 Sep, 2017 @ 10:43am 
I am going to start a new campaign, because I resolved the conflict with the garrisons, it was the 1.6 patch mod.
Skidvar  [author] 29 Aug, 2017 @ 7:26pm 
It's included.
KillTheKeyboard 29 Aug, 2017 @ 3:10pm 
Is Better Trait Triggers still required or now included in this mod?
Skidvar  [author] 19 Jul, 2017 @ 4:50am 
"Special Traits and Legendary Heirlooms" that's Prometheus' mod, I won't update that. And the older version of this mod is outdated... This one is more balanced.
mini_lancer 18 Jul, 2017 @ 10:41pm 
thanks for the quick heads up! I will be using this version in that case, if you can update the other version that'd be great, so that we have more options!
Skidvar  [author] 18 Jul, 2017 @ 4:55am 
No, it's not even possible to make a compatible version. The ancillary system doesn't allow for it.
mini_lancer 18 Jul, 2017 @ 4:40am 
Hey Skidvar just asking does this work with Special Traits and Legendary Heirlooms? (presumably not but would you consider making a compatible version?) Thank you!
Skidvar  [author] 6 Jul, 2017 @ 7:11am 
Yeah, it will cause trouble.
Greq7 6 Jul, 2017 @ 7:09am 
it shows conflicts with war weariness. It will be ok to use it you think or it might brake something?
Skidvar  [author] 21 Jun, 2017 @ 3:36am 
Skiddy?? Juskidding? :P
Cool that you like it!
Pumk1n K1ck3R 19 Jun, 2017 @ 10:41am 
happily i included this mod in my personal overhsaul collection and thnx a lot skiddy...for applying the new changes.... being a modder myself i love ur work so much ...thnx
Skidvar  [author] 19 Jun, 2017 @ 10:31am 
Senate meetings have different effects now... Their main function is still the same... It's a moment that your generals come together with the faction leader. At this point some of your generals' bonds with their leader changes. With positive meetings (being triggered when your treasury >999) your generals have a higher chance of getting positive changes in their loyalty. Of course there is still a chance that they become negative, even then.

But now positive meetings also give +750 funds, and +2 political power, whereas negative senate meetings give +2500, -10 political power.

@callyera: I will think about it... maybe as a submod
callyera 15 Jun, 2017 @ 12:49am 
Can you add or make a version of this with war weariness?
Skidvar  [author] 12 Jun, 2017 @ 10:00am 
Council / senate meetings should be working again. Hadn't noticed that they weren't working anymore after the Slav DLC update.
Atomfried 24 May, 2017 @ 11:16am 
ok thx for the explanation
Skidvar  [author] 24 May, 2017 @ 10:58am 
Read the TWC for more info. A character with a low-ranked statesman trait has a high movement penalty, but from the moment he commands an army he only has this until the next turn. A general needs to adjust to his new command. Replacing a general should come with a penalty in my opinion as it is an easy way to put your good generals in safety or add a free elite unit (which also happens with the decease of a general).
In the beginning of the next turn as a commander this statesman trait gets replaced. If the army is large and the rank low, then some penalty will still be applied with the trait of "unqualified commander", in all other cases a small bonus will be applied with traits like "qualified commander", "overqualified commander" etc. The intention is to make a highly ranked general character even a little more valuable to dissuade players from killing them at the first whim...
Atomfried 14 May, 2017 @ 9:58am 
So i currently have almost only "low ranking statesmen" with heavy -50% movement range traits. The trait says this takes a few turn to adapt. Is this true? Pain in the ass to play with armies needing forever to get anywhere.
Morreski 29 Apr, 2017 @ 12:36pm 
Thank you for your answer Skidvar !:steamhappy:
Skidvar  [author] 28 Apr, 2017 @ 12:40am 
His mod probably uses scripts, so I don't think so. It should work with the Radious Unit mod, though.
Punished Jeremy 28 Apr, 2017 @ 12:37am 
Radious?
Skidvar  [author] 27 Apr, 2017 @ 6:10pm 
Yes, it should be okay. It is more compatible than the outdated mod. The structure is almost the same, just some things (mostly effects) have been removed and text files adjusted to that. The real addition as far as structure goes is that it now supports all vanilla campaigns (Bel & Cha).
Morreski 27 Apr, 2017 @ 6:05pm 
It this compatible with Fall of the Eagle ? It is an historical mod that changes a lot of aspects in the game and makes it more realistic. I used to use your mod and FotE but since it is a new version :)
Skidvar  [author] 27 Apr, 2017 @ 7:20am 
The previous version had boni in the bonds trait & wives that replaced the 3000 income from "other"... Things like that.
WolfgangKrauser 27 Apr, 2017 @ 7:06am 
What do you mean that it doesn't affect income?