Total War: ATTILA

Total War: ATTILA

Fall of the Eagles + Europa Perdita Revised
1,667 Comments
The Shredder 8 Aug @ 4:58am 
Hey there, congratulations for your outstanding mod!
I have a question regarding the harbor garrisson: playing as ERE and having a military shipyard, it lists an odd number on garrisson ships (like 20+). Though looking at the ACTUAL garrisson, no ship is listed there. Only ship garrisson that works is for the trade harbor. Is there any fix?
Regards
Penrice 21 Jul @ 4:22am 
I cant find the mod "additional levies from puppets + horde recruiting for all" mod. Could a kind soul link this please?
Aurelinus  [author] 17 Jul @ 12:34pm 
FAQ, pt. 4.
Il-Khan of Persia 17 Jul @ 7:00am 
FYI the Castrum Palatium and the Campus Militum (playing as ERE) side panels explaining what they do/ offer is blank.
Aurelinus  [author] 5 Jul @ 6:31am 
Yeah, the function builds walls only for IV level towns and it is used at IIIrd level only to stop AI from marching attack, so you can have time to react.
Kontra 4 Jul @ 10:23pm 
Noticed that the 3rd level garrison of the Romans (Burgus building) does not grant walls as the description says. It grants the additional garrison troops but no walls even though armies have to create siege equipment to attack.
Aurelinus  [author] 2 Jul @ 8:12am 
@overweight - if it crashes it means only you do something wrong. I can't tell what without details.
https://steamproxy.net/workshop/filedetails/?id=1575489072
overweight 1 Jul @ 4:50pm 
instantly crashes when launched
got all 4 required parts and its this one that crashes it
changing load order didnt do anything
romy 20 Jun @ 9:07am 
hey man, thanks for keeping the mod updated. i'm curious about the names of the units that have been added here.
"exclusive ERE Protectores units for Magister Officiorum (needs ERE expanded roster submod"
Aurelinus  [author] 18 Jun @ 3:14pm 
Factions use agents, not always, not every faction, but they do.
Any changes to mechanics are excluded. You don't like some of them, others do. Neither can I nor intend to satisfy everyone. Sorry, modding rule no 1.
Kontra 15 Jun @ 6:52pm 
Thank you for your reply

Sorry I just read about the agents and now I understand. Can I ask though if the AI will eventually use agents by mid game or late game?

Also another question, is there any submod that removes the penalty (increased upkeep cost) to garrisoning a city with an army? I hate that I get punished for putting my army inside a city to defend it. On the other hand, the AI it seems is not affected by this penalty
Aurelinus  [author] 8 Jun @ 5:23pm 
That is known vanilla bug that occurs since you can add 1 general in the pool per turn and when armies with generals die faster than they can replenish faction stops to raise armies temporary. Help ERE and they start recruiting within few turns if they keep at least one region.
For agents - read mod's description, please.
For Huns - i did nothing to prevent them from attacking your faction, it may be their leader is passive or defensive character or whatever reason like too many enemies.
Kontra 8 Jun @ 5:18am 
Played 70 turns as WRE and noticed some weird observations

-Enemy AI does not use agents. Only ERE uses agents and only then are they just priests. No
champions or spies

-Huns for some reason are not declaring war on me. They're consistently raiding my lands and hate me but never tried to declare war. They also seem to not be attacking anyone else besides me and ERE (who they are at war with) even though many factions are at war with them.

-ERE stopped making armies around 50 turns into the campaign. When Sassanids declare war on ERE, ERE lost many armies. Even though they still had most of their lands, ERE never raised a new army. Sassanids and vassals easily occupied most of ERE after they stopped making armies.

Unfortunately had to stop the campaign because of the last point. Did anyone else experiences these observations? If so, any fixes for these?
Aurelinus  [author] 3 Jun @ 4:08pm 
Not direct, there is a channel on DEI discord, but i'm not accessible there, just other users.
der Oberst 3 Jun @ 3:25pm 
Do these mods have a Discord page?
Aurelinus  [author] 3 Jun @ 2:10pm 
There is a list of compatible submods, if the mod is not on the list that means for a reason.
[S.P.Q.R.] Kefkaius 1 Jun @ 1:18pm 
Hello can i use Regional Settlement with this mod?
der Oberst 9 May @ 4:20pm 
Great! Thanks again!
Aurelinus  [author] 9 May @ 4:14pm 
For all. AoC is very fine with the combo.
der Oberst 9 May @ 4:09pm 
Are these mods only applicable to the Grand Campaign or do they also function for the other Attila Campaigns as well?
ibruhidc 8 May @ 7:54am 
alr bro
Aurelinus  [author] 7 May @ 2:03pm 
I asked if you create them. Since actually i'm busy. :steammocking:

Anyway limitanei incl. milites and comitatenses have individual patterns so skirmishers. So you need to make only for palatine units.
ibruhidc 7 May @ 1:37pm 
The Spear Limitanei should have the same bland shield designs as the (Sword) Limitanei
The Comitatenses, Militres Pedites, Palatini, and Auxiliary Palatini can have shield designs from the Notitia Dignitatum which have simple designs.
E.g, WRE Comitatenses having a Blue star with a red background
Aurelinus  [author] 6 May @ 12:30pm 
Nope, i can't since scripts don't work that way.
Regarding shield patterns let me know when you have appropriate ones for replacement.
ibruhidc 6 May @ 10:22am 
Can you make Historical events happen if you even aren't playing as WRE as this will be more realistic for the barbarian campaigns as it feels like am 1v1'ing the WRE instead of ganking with the other tribes. Could also change the shield designs for the Roman soldiers instead of the blue stripes as it annoys me seeing it in battles (nerd_emoji) and I dont want to use the additional units mod cause it risks crashes. (Sorry if i seem demanding, am just suggestioning)
Aurelinus  [author] 5 May @ 8:05pm 
gimmidum 5 May @ 4:08pm 
@Aurelinus
What discussed below is that if we want to do the current version of fote+ep, we have to turn off both ERE submode and WRE submode?
(and when we do WRE faction, we only turn on WRE, or when we do ERE faction, we only turn on ERE)
der Oberst 3 May @ 10:25am 
OK, thanks for the advice.
Aurelinus  [author] 2 May @ 5:41pm 
Both deactivated then.

They can be active as long as you don't get runtime error, and it is the time you have to deactivate them when that error comes (+ probably reload save one or two rounds back). And for those who know what they do keeping them active for early game is recommended since romans are a bit stronger with.
Unfortunately, due to lazy CA limit any faction cannot reach +99 units per roster. This happens when WRE/ERE gets about IIIrd level of barracks
der Oberst 2 May @ 3:32pm 
What if you are playing neither roman faction, I am playing Visagoths.
Aurelinus  [author] 2 May @ 1:16pm 
You cannot keep activated both ERE and WRE submods for expanded Notitia roster. Deactivate that submod for faction that Ai controls. If you play ERE deactivate WRE or if you play WRE deactivate ERE.
Check first screen with mods'order.
der Oberst 2 May @ 12:59pm 
Anybody getting runtime errors with this mod? I have had several over the past few weeks making me go back several turns and start over to clear it.
Aurelinus  [author] 27 Apr @ 6:09am 
There's gonna be update this weekend for all missed gear and some older flaws.
DopeSmoker 26 Apr @ 6:36pm 
Sweet new cavalry units!! Thanks for the update
Aurelinus  [author] 22 Apr @ 4:10pm 
Yeah, one unit too much; fixed.
uNd3AdrA88It606 22 Apr @ 3:55pm 
Whenever I get CPU to be the WRE for a custom battle, it crashes the game entirely.
Lord Malak 21 Apr @ 7:05pm 
I had tried that already with no go, I simply deleted and reinstalled all mods and it works now, thanks for the response
Aurelinus  [author] 21 Apr @ 3:49pm 
Step 1: Disable all mods, launch game and get to main menu. Quit to desktop.
Step 2: Activate FotE part 1 & 2, get to game, quit again.
Step 3: Activate all mods.

Standard procedure for big updates.
Lord Malak 21 Apr @ 3:39pm 
Last patch from April 20 2024 is broken, game won't launch unless this mod is disabled.
Aurelinus  [author] 21 Apr @ 6:50am 
You're welcome and have fun. :steamhappy:
bofan 21 Apr @ 3:59am 
Thank you for the update.
Dreamer 9 Apr @ 9:13am 
Okay, thank you, I will try it then.
Aurelinus  [author] 9 Apr @ 5:09am 
Try and see if you can manage. You can always come back to easier gameplay with vanilla game or other mods.
Dreamer 9 Apr @ 3:27am 
Should I play with this mod from the start if I haven't played vanilla before? I know its usually not advised, but since this fixes the vanilla game, maybe its time for an exception?
Gladius Romae 5 Apr @ 2:56pm 
I enjoy playing this mod quite a lot, do you guys have a discord ?
Aurelinus  [author] 15 Mar @ 12:45pm 
Not mod specific, there are no such things on any factions.
Check other mods you use that do that.
Nerovar 15 Mar @ 4:43am 
There are some buggy textures on the Saxon Gesithas units. Their shields are glowing in bright pink.
Pavulon 11 Feb @ 7:13am 
Your mod is multiplayer-friendly?
Ishinagi 9 Feb @ 11:14pm 
Hi, is there any way to revert the menu wallpaper to the vanilla one?