Total War: ATTILA

Total War: ATTILA

Fall of the Eagles + Europa Perdita Revised
1,661 条留言
Aurelinus  [作者] 1 小时以前 
EP and FotE coexist seemleess actually, because i took care for all three mods. Original EP and FotE authors had also uniformed vision to make game better (so they cooperated from the start) and if details were different mods couldn't coexist. Dresden even considered merging them finally what didn't happen due to copyright issues since most co-authors are not available anymore and my opinion is that both teams deserve leaving things as they are.
Ninja 14 小时以前 
Thanks for the answer, I will not fail to ask the authors of ep and fote as well.
As for your doubts about a new publication, it is not a question of making the game too easy, I would be very careful not to do so. However, you can always try to improve. For example, you have added two new edicts to the game. Furthermore, I believe that ep and fote were developed with two different visions, as is normal given that the authors are different. Making some adjustments only means trying to make the two mods coexist, not to distort them.
Aurelinus  [作者] 23 小时以前 
This is yet a free world, you can publish whatever you want as long as you don't break copyright rules.
Do not expect my permission thou since i'm the author of this mod only, EP and FotE are not my properties. Other thing is i can't see reason to mod things that work and are balanced pretty well.
Ninja 9 月 9 日 下午 1:12 
Hi, congrats for your Attila mods and for making it possible to play with fall of the eagle and europa perdita together. I made some changes to fote + ep revised to implement a more sophisticated campaign AI and diplomacy (which should also work well with warwariness) and I also applied other changes, for example to the garrisons that I reduced, or to the AI ​​recruitment to make it more realistic. I would be very happy to publish the modification on the workshop, with your permission. Thanks.
marseu 9 月 2 日 上午 3:05 
In AOC, when you mouseover diplomatic traits of characters in Diplomacy screen, it shows positive and negative effects for every trait in green and red.
Do you kno if there's some mod that does the same for Attila main campaign?
it is a very useful and immersive feature from AOC
Aurelinus  [作者] 8 月 18 日 上午 4:12 
FAQ, pt. 2.
Pimp Swag McKing 8 月 16 日 下午 1:33 
Thanks for a great mod! Not sure if this is the place to ask, but when building Gold Mines as WRE it says it’ll raise income from Immigrants by +5%. Can’t see the effect in that (or other provinces). It stays on 15% everywhere. Am I missing something or is it a bug?
The Shredder 8 月 8 日 上午 4:58 
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 7 月 21 日 上午 4:22 
I cant find the mod "additional levies from puppets + horde recruiting for all" mod. Could a kind soul link this please?
Aurelinus  [作者] 7 月 17 日 下午 12:34 
FAQ, pt. 4.
Il-Khan of Persia 7 月 17 日 上午 7:00 
FYI the Castrum Palatium and the Campus Militum (playing as ERE) side panels explaining what they do/ offer is blank.
Aurelinus  [作者] 7 月 5 日 上午 6:31 
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 7 月 4 日 下午 10:23 
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  [作者] 7 月 2 日 上午 8:12 
@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 7 月 1 日 下午 4:50 
instantly crashes when launched
got all 4 required parts and its this one that crashes it
changing load order didnt do anything
romy 6 月 20 日 上午 9:07 
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  [作者] 6 月 18 日 下午 3:14 
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 6 月 15 日 下午 6:52 
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  [作者] 6 月 8 日 下午 5:23 
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 6 月 8 日 上午 5:18 
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  [作者] 6 月 3 日 下午 4:08 
Not direct, there is a channel on DEI discord, but i'm not accessible there, just other users.
der Oberst 6 月 3 日 下午 3:25 
Do these mods have a Discord page?
Aurelinus  [作者] 6 月 3 日 下午 2:10 
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 6 月 1 日 下午 1:18 
Hello can i use Regional Settlement with this mod?
der Oberst 5 月 9 日 下午 4:20 
Great! Thanks again!
Aurelinus  [作者] 5 月 9 日 下午 4:14 
For all. AoC is very fine with the combo.
der Oberst 5 月 9 日 下午 4:09 
Are these mods only applicable to the Grand Campaign or do they also function for the other Attila Campaigns as well?
ibruhidc 5 月 8 日 上午 7:54 
alr bro
Aurelinus  [作者] 5 月 7 日 下午 2:03 
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 5 月 7 日 下午 1:37 
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  [作者] 5 月 6 日 下午 12:30 
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 5 月 6 日 上午 10:22 
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  [作者] 5 月 5 日 下午 8:05 
gimmidum 5 月 5 日 下午 4:08 
@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 5 月 3 日 上午 10:25 
OK, thanks for the advice.
Aurelinus  [作者] 5 月 2 日 下午 5:41 
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 5 月 2 日 下午 3:32 
What if you are playing neither roman faction, I am playing Visagoths.
Aurelinus  [作者] 5 月 2 日 下午 1:16 
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 5 月 2 日 下午 12:59 
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  [作者] 4 月 27 日 上午 6:09 
There's gonna be update this weekend for all missed gear and some older flaws.
DopeSmoker 4 月 26 日 下午 6:36 
Sweet new cavalry units!! Thanks for the update
Aurelinus  [作者] 4 月 22 日 下午 4:10 
Yeah, one unit too much; fixed.
uNd3AdrA88It606 4 月 22 日 下午 3:55 
Whenever I get CPU to be the WRE for a custom battle, it crashes the game entirely.
Lord Malak 4 月 21 日 下午 7:05 
I had tried that already with no go, I simply deleted and reinstalled all mods and it works now, thanks for the response
Aurelinus  [作者] 4 月 21 日 下午 3:49 
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 4 月 21 日 下午 3:39 
Last patch from April 20 2024 is broken, game won't launch unless this mod is disabled.
Aurelinus  [作者] 4 月 21 日 上午 6:50 
You're welcome and have fun. :steamhappy:
bofan 4 月 21 日 上午 3:59 
Thank you for the update.
Dreamer 4 月 9 日 上午 9:13 
Okay, thank you, I will try it then.