Total War: ATTILA

Total War: ATTILA

Radious - Very Hard Campaign Overhaul
 This topic has been pinned, so it's probably important
Greq7  [developer] 1 Jul, 2018 @ 4:20am
Ideas and bugs reports
Here we can discuss compatibility issues, balance problems, Ideas for new additions to the mod and new changes.If you want the mod to progress you should provide screenshots and more in depth details from your campaign. Examples of those details are:
1. what other mods are you using atm?
2. what faction are you playing?
3. what year it is ?
4. what attitude, religion and culture of discussed faction?
5. have you got save of that game/situation or save game from previous turn?
6. can you provide a screenshot ?
ect.

definition of constructive criticism:
A recommended set of instructions that aims to collaboratively improve the overall quality of a mod. Often containing helpful and specific suggestions for positive change, constructive criticism is highly focused on a particular issue or set of issues, as opposed to providing general feedback on the modification.
Last edited by Greq7; 8 Jul, 2018 @ 4:08pm
< >
Showing 1-15 of 36 comments
Greq7  [developer] 1 Jul, 2018 @ 6:10am 
I don't remember why I added that table to be honest. I am backing up the mod and removing table. Thx for your help
Greq7  [developer] 1 Jul, 2018 @ 6:17am 
Thing is I wasn't serious about this mod at the beginning and I was doing only for my own fun. I even removed the mod from workshop for few months. but then I was coming back to it when bored few times and now it kinda slipped into being my hobby.
Greq7  [developer] 1 Jul, 2018 @ 6:20am 
ok mod table removed and mod updated
Greq7  [developer] 1 Jul, 2018 @ 6:25am 
looks like problem is still there after removing the table. I am putting the table back into mod and test it in the future when i can . Custom battles is not a big deal atm. I have to prioritise and focus on balancing single player main campaign when I can. You are welcome to copy my mod and test without some tables if you like to help. Thanks again!

ps.If you manage to find the problem I'll make a contributor on the page
Last edited by Greq7; 1 Jul, 2018 @ 6:29am
Greq7  [developer] 4 Jul, 2018 @ 6:10pm 
this mod already has +20% around for ai and around +80% for player . You want patch to have even higher upkeep ?
Greq7  [developer] 4 Jul, 2018 @ 6:11pm 
+50 % will make AI useless with this mod I think
Greq7  [developer] 4 Jul, 2018 @ 6:33pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1431796765 try with this one and let me know if it reduces the number of stacks
Greq7  [developer] 5 Jul, 2018 @ 3:48am 
1. I don't want to play with this for now as it requires nearly 10 tables edit and lots of testing needed. I would have to mess with Radious units
2.-//-
3.I haven't touched units of Radious and I will probably not do this for a long time. All I changed atm is their spotting distances so the Ai get better in the battle. I am afraid to do this as it would break the mod. If you know an easy way of doing it or other mod that is compatible with Radious I would try to include it in here.
4. Dynamic names should now be compatible with this mod but it needs some testing to see if its working
5. same thing: I am not touching units yet. When I am happy that the campaign is working 100% I will start moving towards units rebalances and improving battles, maybe even improving skins ect. But first priority is the actual campaign, gameplay.
6.What difficulty have you been playing on ? Did you use "Roman Civilisation" mod? If not then that mod is designed to avoid such early fall of Rome. I have made Ai more aggressive and smarter intentionally to make the campaign harder and more interesting but playing without "Radious - Roman Civilisation" has not been tested or tried before by me.
7. I have tried to make them sack morealready and I believe this mod actually does it more than in Radious. But It's a very delicate part of Ai modding and if I go too far they will never liberate any faction. I will try to tweak it even more today and will keep the backup. This needs testing so please let me know if its working.
8.I can make separatists weaker in their traits np. but once again this did not happen in my testing sessions because I have used "Radious - Roman Civ"
9. I can slightly improve cultural relationships between northern germanic factions and western germanic factions.


Last edited by Greq7; 5 Jul, 2018 @ 4:02am
Greq7  [developer] 5 Jul, 2018 @ 4:32am 
ok mod is updated with new occupation priorities. It needs some testing now
Greq7  [developer] 5 Jul, 2018 @ 5:43am 
no I would never think of people being rude when giving feedback. Not many people actually gives constructive feedback . Thankyou

ps. we will keep all those ideas here in this discussion and slowly mod will move into historic direction, but this may take a while just wanted you to know.
Greq7  [developer] 5 Jul, 2018 @ 5:48am 
https://steamuserimages-a.akamaihd.net/ugc/950706396462749200/35C71B5B3193AE26FF74F10722267D9E2609CDF5/
https://steamhost.cn/steamcommunity_com/profiles/76561198094849244/screenshots/
https://steamuserimages-a.akamaihd.net/ugc/950706396462749880/93502BC782C8593C6044B2AE9A01082A4EBB54E4/
https://steamuserimages-a.akamaihd.net/ugc/950706396462750354/3397EF587B8C93B69BA8FCC178E45C140189BAA4/

this is what happened after I've changed the name of a table basically (Radious is not making easy to make stuff compatible and I think occupation table has never actually been applied proparly untill now) and Ive tweak some stats. Let me know if AI doing sacking too often now
Greq7  [developer] 5 Jul, 2018 @ 5:51am 
Most important change in "Radious - Roman Civilisation" is actually garrisons. This will ensure much more protection for Roman Empires
Greq7  [developer] 5 Jul, 2018 @ 5:54am 
I have permission to include "Dynamic names" into this overhaul now. Should I do it? There are no major bugs with that one ?
Greq7  [developer] 10 Jul, 2018 @ 10:26am 
unfortunately I had to change some stats towards more occupation and liberation because some factions were obliterated to soon . Some factions relly on these mechanics to give them breathing space to grow stronger, otherwise they perish.
Greq7  [developer] 10 Jul, 2018 @ 10:27am 
but I left the option for sacking so some factions will continue to sack a little bit more than in vanilla
< >
Showing 1-15 of 36 comments
Per page: 1530 50