Total War: ATTILA

Total War: ATTILA

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Combined Community Bug Fixes for Attila!
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3 Jun, 2022 @ 5:07pm
11 Jun, 2022 @ 1:04pm
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Combined Community Bug Fixes for Attila!

In 1 collection by Sheph
Little Shepherd Innovations
36 items
Description
Attila (and CHA BEL to some extent) Campaign Bug Fixes version 2022

CA Attila is loaded with bugs: Most don't break the game but ruin the immersion.

Primary Source
Athanasios Ultimate Fixes. This is up to date with his latest release.
This mod includes about 80% of Athanasios' fixes but removes table-rows that are often found in other mods even if Athanasios made some great choices (land units, garrisons, mounts, main)
It also adds a significant number of my own bugfixes and fix interpretations.

Tertiary source of changes
The One Who Knocks Community Patch 1.7 was included wherever the changes there made sense.

Highly Compatible with other mods
It has been tested with Radious, FOTE, Perdita and a few other overhauls.
Not MK yet.
It does this by having no startpos or script files.

My main innovations
No more Hunnic Machine Guns!!
The "reload skill" is bugged in Attila.
CA uses "att_effect_force_army_battle_all_firing_rate" at every upgrade opportunity for reload skill.
What is shows in-game is a 300-900% increase in firing rate when it is advertised as 10%.
By late game, a hunnic horse archer unit will be firing 5 times faster than your land archers without this mod.
Units with high reload rates- principally cav archers - gain an incredible bonus of about 250% per 5% supposed increase.
Units with mid-tier reload rates increase about 30-60% while slow reloaders (artillery) increase about 5%.

I broke out the higher-reload rate units into separate categories for each effect bonus and gave them a lower rate increase.
Per Athanasios, we've also relabelled the skill in the UI/text to say the more accurate "missile reload skill" rather than "missile firing rate". The units don't actually fire that much faster. For ex, one unit in Vanilla's "skill" is greatly improved from 2 shots/minute to 7 which is about a 350% increase after a 3 nomad upgrades. In this mod, it will only increase to about 4-5 shots/min.

Major Innovations for Naval Upgrades
Assembly Kit has a list of effects that don't appear in the game.
When tested these effects work and must have been forgotten due to simplicity or sloppiness.
Effects: These are the innovative effects not before seen in Vanilla by Athanasios. The table is needed for the naval unit bonuses. They were created with Assembly Kit but should not need a startpos to use in-game.
Effect Bonus Value Unit Categories: Athanasios idea to provide upgrade bonuses to naval units. Outstanding and original work.
Effect Bonus Value Unit Class Junctions: More Upgrade Building effects for naval unit from Athanasios
Building Effect junctions: The upgrade buildings will now provide the effects above to naval units.

Archer Range Bonus Innovation
The bonuses for effect "unit_missile_range" are bugged throughout the tables.
Techs, traditions, and characters give bonuses from 3-20% to range.
However, CA only gave these bonuses 3-20 value points. We tested this extensively and found that it takes 100 value points to increase the range 1 meter. All related effects have been updated in tables and descriptions.

Fixes for Traits, Characters, and Ancillaries
Accumulative Experience Traits and Ancillaries by Javi_Wan
"It fixes a vanilla bug where some traits and ancillaries (Like Pankration Gloves[www.honga.net] or Pilum[www.honga.net]) did not provided the experience on recruitment effect that the description showed, allowing now to stack them and recruit veteran units of several chevrons as originally intended"
A few other ancillary and character bugs were fixed
Modder Friendly
Diffed the referred authors with Vanilla to create fix tables to show only records that have been changed
Other Bug Fixes
KV_rules: Replicating mods that boosts morale of defenders who flee to quickly due to adjoining buildings being on fire. Vanilla has it at -20 which is absurd.
Reduced Friendly Fire Mod

Animations: Several Fixes for Missile Troop Animations from Knocks and Athanasios

Battle Camera: Shep with some help from Olympian

Building Units Allowed and armed citizenry junctions: Helped out broken factions unit recruitment - Alans, Franks in CHA and the desert/Judea factions

Building Upgrade/Downgrade Junctions: Changes from LS Modular Slots mod included. It’s easier to move between already-built buildings.

Naval Integrity: A little boost to naval integrity for experienced fleets. They fall apart in Vanilla 4-5 turns after recruitment.

Improved General Bodyguards started by Athanasios
Added a new admiral ship for the ERE to prevent their easy demises

Commodities: Fixed missing price of the cloth resource (AoC)

Effect Bonus Values and Bundles: Slavic Buffs compiled by “Knocks" (I toned it down)

Factions: A number of new separatist and rebel factions were needed to enable the civil war mechanic. Some faction culture changes.

Grouping Military Tables: Athanasios added a celt core group for new celtic rebel faction
Historical Characters: The Ebdani and Alaman special generals will emerge on turn 1146 without error

Political Parties: Supports Separatist Faction political dynamics. Works well with mods that add these group to rebellion tables in the startpos.

Slot Templates: Most of the changes have to do with Military Upgrade buildings now available in minor towns but there are multiple fixes for the lines of religions.
A few other fixes for options CA forgot, but nothing that will confuse the AI

Unit_Variants: From Moon's bugfix of the CHA icons for large onagers

Unit Groupings: Units for emergent celtic rebel and separatist factions

Not included
Garrison Changes. The mod does include some boosts to Alan garrisons from the Alan mod community.
Unit Changes (land_units, main_units, mounts, special_abilities)
Culture Settlement Options
StartPos changes
The goal is for the mod not to overwrite changes from your favorite overhaul

Graphics
Warscape LOD:
Performance Maker by WhyXelsink is a favorite of some. I haven't tested it extensively.
Terrain:
Fixed Campaign Lighting by DETrooper
Sea Color mod by dotvhs
Environment Lighting Collection by The One Who Knocks
UI:
Vanilla Faction Emblem Fixes by Knocks

Models, Icons and Animations
Multiple Uniform, unit model and Unit Card Improvements from Athanasios' many other contributors
AoC Large Onager Unit Card Fix by Moon Hoplite
Arms Fix for Celtic Axe Band and Celtic Marauders
by Filthy Heathen
Fixed models by stupidtallhotgirl
Shield Bosses and Decals Fixed by wibblywobblywonder (from Community patch)

Help those improving Attila

Little Shep Modder Collection

Popular Discussions View All (2)
3
11 Mar @ 6:21am
Suggestions Welcome
Sheph
1
15 Jul, 2022 @ 7:40am
Detailed Change Summary
Sheph
113 Comments
Sheph  [author] 7 Jun, 2022 @ 1:57pm 
@Savegame: I don't have the expertise to know if these will all work in an older game. I would say that if you are playing a major overhaul like AE or Medieval, you will likely have problems. The rest of the changes appear innocuous and should not cause a crash based on my experience.
Aleksei 7 Jun, 2022 @ 10:06am 
Could you add full changelog? Now many fixes and changes are "trust me bro". Would be nice if you could provide comprehensive break down of changes.
lc1999 7 Jun, 2022 @ 4:15am 
I guess it is save compatible since I can run this on my save but no idea if problems could occur.
lc1999 7 Jun, 2022 @ 4:09am 
Is this save compatible?
Sheph  [author] 6 Jun, 2022 @ 4:29pm 
@Jonsson: I don't think load order matters because I've named the tables to overwrite those of most other mods.
@Justinian: The building slots fix requires a startpos. This mod has no startpos. You can combine it with the slot fix by Athanasios or wait for my combined startpos mod to come out in a week.
Justinian I 6 Jun, 2022 @ 8:12am 
does this mod fix missing building slots problem?
Jonsson 6 Jun, 2022 @ 12:14am 
Load order? :)
Sheph  [author] 4 Jun, 2022 @ 4:02pm 
I think they are compatible. This mods' tables will mostly overwrite that mods' tables. This mod has no scripts so those scripts will be active. Let me know what you find. I play with scripts but putting them in here would cause too many conflicts with overhauls.
Ciaphas Cain 4 Jun, 2022 @ 2:57pm 
There's a submod for The One Who Knocks community patch 1.7 that is also script changes, should/can we use that with this? Or can it be removed now?
Redin5ide 4 Jun, 2022 @ 9:20am 
That's exactly what I was lookin for, great stuff and good job on compatibility mate!