Total War: ATTILA

Total War: ATTILA

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Skidvar's Traits, Houses, Ancs, & Ranks (Grand Campaign & Belisarius)
   
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Nhãn: mod, Overhaul
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2.314 MB
27 Thg04, 2017 @ 5:10am
6 Thg10, 2017 @ 12:38am
10 ghi chú thay đổi ( xem )

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Skidvar's Traits, Houses, Ancs, & Ranks (Grand Campaign & Belisarius)

Trong 1 bộ sưu tập tạo bởi Skidvar
Skidvar's Collection
7 vật phẩm
Mô tả
TRAITS, HOUSES, ANCS, & RANKS (GRAND CAMPAIGN & BELISARIUS)

Content
This new version supports the Grand Campaign and Belisarius DLC and does not affect vanilla faction income unlike the outdated version. Traits are also slightly more balanced. There are a few issues with Charlemagne DLC concerning the ancillaries, so it is not recommended to use it for that.

What is in this mod? A trait & an ancillary overhaul that took months of work. It is very complex to create, includes a lot of script, gives a completely different game experience. It is compatible with most mods that don't mess with traits or ancillaries and that don't use any script (in that case it should be included). I never would have started on it without Prometheus - thanks, mate!

In short, it assures that generals which are already in your factions now already start with a certain rank (1-4). They also come at turn 1 with a variety of special traits, traits that are for everyone and continue to change depending on certain factors. In addition this mod provides a complete ancillary overhaul started from scratch and where every ancillary (called retainer) is unique in the game with a unique image.

I will sum up some of its content
  • Starting ranks for existing generals, new generals will start from rank 1.
  • Overhaul of innate traits and each family member has a high chance to inherit one from his father. Also other traits are more likely to be inherited. Innate traits have a higher chance of being positive than in vanilla.
  • Other dynamic, permanent traits (i.e. traits that you keep but can change) include a general's bond with his ruler, a general's noble house, qualification to lead troops (depending on rank & amount of units), and the ability trait that was already there in vanilla.
  • Logical antitraits for every trait apart from the innate ones.
  • Council or senate events for all playable factions every 12 turns. There is both a positive and negative council event depending on requirements and this council will influence the bond your generals have with your leader.
  • Complete ancillary overhaul started from scratch that is more basic, but makes a lot more sense than the one from the vanilla game. All ancillaries are unique and only one category is interchangeable.
    For example, one ancillary type is linked to the house traits via script. A character becomes a head of a house (trait) and because of that he gets a unique house representative (ancillary).

This mod is very elaborate and Steam does not provide the room for a decent explanation. But you can find it here: http://www.twcenter.net/forums/showthread.php?739121-Released-Skidvar-s-Ranks-Traits-amp-Ancillaries-overhaul

Screenshots
Of course screenshots tell a lot, but this is the kind of mod that cannot be captured by screenshots unlike some of my UI mods. Just try the mod, the real change is in the game experience. But I will give you an idea of some permanent, dynamic traits that were added for all generals.


New dynamic, permanent starting traits for every general: bond, innate, ability (vanilla), house, & qualification traits

For more in-game screenshots, visit the page of the outdated version which should give you ar rough idea what to expect: http://steamproxy.net/sharedfiles/filedetails/?id=522721471

Compatibility
Compatible with all mods that do not use script and do not add playable factions.
Not save-game compatible as many of the traits are distributed at gamestart



45 bình luận
abc 21 Thg01, 2022 @ 3:08pm 
upon launching the game with only this mod enabled it crashes. rip
Skidvar  [tác giả] 9 Thg12, 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://steamproxy.net/sharedfiles/filedetails/?id=1166048228
Ligon Flarius 8 Thg12, 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 Thg11, 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 Thg10, 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  [tác giả] 11 Thg10, 2018 @ 11:18pm 
Wise Supervisor???
Dunadd 11 Thg10, 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 Thg03, 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  [tác giả] 4 Thg12, 2017 @ 12:44pm 
I actually use this version ( http://steamproxy.net/sharedfiles/filedetails/?id=1166048228 ) with some of his modules, it's the latest.
Skidvar  [tác giả] 4 Thg12, 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.