Total War: ATTILA

Total War: ATTILA

Combined Community Bug Fixes for Attila!
Sheph  [developer] 11 Jun, 2022 @ 12:57pm
Detailed Change Summary
• This writing will point out some of the important contributions of this modder vs Athanasios' Ultimate and Community Patch:
(I will refer to them here as Ultimate and Patch)

• A main contribution was that I diffed both mods with Vanilla and removed 1000s of lines of rows that duplicated Vanilla tables. This dramatically reduces overlap that would remove the work of other overhaul modders while allow this mod's changes to override the other mods. I will call this "friction" and say “Vanilla Removed” to indicate that I only kept the changed rows.

• _KV_rules: Reduce Friendly fire added and early city route are added. Vanilla removed.
• Across several tables: Reduce buffs to "firing rate" for cav archers slightly. This is supported by original research discussed in the description.
• Added natural water and Performance Maker from other modders. Added my improved battle cam.

• Building Effect JX,Building Required Tech, Building Units Allowed : Enormous “Vanilla Removed”

• From Mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1464841006
• Building Superchain and Building Upgrade Junction: Many more buildings can be converted to similar types per my other mods. Made two civic majors possible in each city.
• Difficulty: Reduced the cost of converting between buildings and from converting conquered AI buildings to once's own culture by about 25% on average. AI has 60% boost (they don’t use it).
• A few other changes from that mod

• Character Skill Level: Missile bugfix to slightly reduce buffs to missile troops.
• Included a toned-down version of my mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1407687610

• Culture_Settlement_Occupation: I did add the ability for nomads and romans to liberate as that's key for the game. Vanilla Removed
• Bonus Values Jx: Merged the Slavic Rework from Patch with Ultimate. The result is a milder Slavic eco boost.
• Effects are a key area of Innovation for Ultimate and are included with minor additions.
• Effects (rooted in bonus values ids): Expanded effects to hardcode different firing range bonuses as I believe that this is key to making the effect actually work in-game
• Effects: Reduced Vanilla and added a few effects

• Effect Bundles to Jx: att_effect_force_army_battle_all_firing_rate applied to romans is defective as it gives an enormous bonus to certain units that already have unrealistically high firing rates.
• Kept the increased it differently for each unit class. For ex, artillery firing rate reduced while archers are the same as Van.

• Factions: Exactly the same as Ultimate. New separatist factions-ATT: Suebi, BEL: Suebi, Byzantine, Avar
• New Civil Wars available for successful factions: Africa, Gallia, Britannia, Tanukhids

• Slot_Template: Enabled military upgrade buildings in all cities for all 3 campaigns. Enabled hospital for minor settlements in CHA.
• State_Gift_Values: Reduced the absurd cost to gift to other factions by about 35%. Find that gifts effects decay quickly and are random/small compared to long term hostilities.

• Tech Effect Junctions: Reduced the enormous compounding of firing rate techs for nomad/sass/sands/huns by about 20%
• Tech Unit Upgrades: Merged two mods and added some of my own choices. Fixed duplication bugs in both Ultimate and Patch.
• UI_Unit_Stats: Made more missile stats visible in-game so one can see reload rate esp.
• Unit_Variants: Added Moon's bugfix for CHA Onagers
< >
Showing 1-1 of 1 comments
Aleksei 15 Jul, 2022 @ 7:40am 
big thanks for putting time for this.
< >
Showing 1-1 of 1 comments
Per page: 1530 50