Total War: ATTILA

Total War: ATTILA

Fall of the Eagles - Part 1
2,101 Comments
Jman 11 Dec @ 3:35am 
Thanks
Aurelinus  [author] 11 Dec @ 2:49am 
FotE and EP don't replace all flags, only selected ones. the scope of them in FotE is pretty few only, EP has more of them, full replacement with FotE + EP Revised only.
Jman 11 Dec @ 12:21am 
Im subcribed to part 1 and part 2 only but I notice that some factions are missing custom emblems, like the slavic factions. Am I missing something?
Aurelinus  [author] 10 Dec @ 3:46am 
Siege machines are a bit overrated in autoresolve due to hunnic armies dragging them all around. Yet without them they are significantly weaker and that kind of unbalance must be kept for them.
And since you can't assign machines selectively to faction then all are overrated.
11th Commandment says "something for something".
fed1068 10 Dec @ 2:53am 
and i have all the submod and the athanasios fix
fed1068 10 Dec @ 12:11am 
FotE is crushing every time i start a battle, but in vannilla the game works fine, what is the problem?
qqqy 9 Dec @ 10:47pm 
Ballistarii are incredibly overvalued in autoresolve. Makes it a bit annoying to crush the rebels that pop out with two of them and an infantry unit, plus it must cause trouble for the ai.
Aurelinus  [author] 5 Dec @ 8:18am 
It is but there is no fun playing it on other difficulty than VH (or at least H). Mod is meant to be hard and to make you bite your desktop.
Mirror 5 Dec @ 8:07am 
Thanks! Additionally, with FotE + EP Revised, is the game playable with normal difficulty? I saw that mod is meant to be played with Very Hard difficulty...
Aurelinus  [author] 5 Dec @ 7:34am 
If you play with FotE only or FotE + EP you start with vanilla units in numbers. FotE units with correct number of soldiers can be only recruited, they are not showing in starting map because map is totally vanilla.
You need FotE + EP Revised to get fixed numbers on map from the start.
Mirror 5 Dec @ 5:15am 
The mod is awesome but I noticed it's very common that same type of unit have different size with same unit size setting; like, as a faction I start with a 160 people infantry unit yet I can recruit same infantry unit with 240 people size at turn 1 immediately
Is this a bug or by design?
Aurelinus  [author] 26 Nov @ 7:41pm 
Check what other mod makes that. Definitely not FotE.
The Exarch 26 Nov @ 8:11am 
the game has been crashing at turn 51 on the western roman empire
Aurelinus  [author] 15 Nov @ 4:07pm 
If you need accuracy you may just use manual aiming.
Johnson 15 Nov @ 1:37pm 
Love the mod, have you nerfed Onagers/Artillery in general? they don't seem anywhere near as powerful or accurate
adrianzj2 12 Nov @ 2:10pm 
Ouch. Thanks for the info, Aurelius. It would be nice.
Aurelinus  [author] 11 Nov @ 3:14am 
Additional units is a submod for FotE + EP Revised. As name suggests it can be used only with main FotE + main EP + submod FotE + EP Revised.
adrianzj2 11 Nov @ 3:04am 
Is there any possibility to make "adittional units fot wre" compatible if you only uses fote, without Europa perdita? I LOVE limitani named units but i want to use them without Europa perdita. Thanks!
armen 10 Nov @ 10:27am 
any faction unlocker mod that makes armenia playable in this mod?
Aurelinus  [author] 8 Nov @ 2:58am 
There is an update in the plans this year so any notes on bugs will be included to fix (update itself is just some cosmetics regarding few new gear for selected units).
Thank you for information. Whatever you may find don't hesitate to keep on noting.
RainbowUnicorn 8 Nov @ 2:25am 
Elite Sassanid Heavy Marines invisible on battle map. Mods: FotE 1,2 (loaded in order), using CA Launcher. Unsub'd, resub'd, still invisible. Not game breaking, but it's a thing.
gimmidum 7 Nov @ 5:34am 
I'm reporting this because [Lanciarrii Mercenarrii Saracenorum] doesn't work properly in combat. When an enemy(me) is close to [Lanciarrii Mercenarrii Saracenorum](AI) in combat, it just displays [Firing] and doesn't fire. And the AI ​​doesn't force [Lanciarrii Mercenarrii Saracenorum] into melee combat.
Blanglegorph 16 Oct @ 9:25am 
I can't even tell you how much I appreciate that you keep updating FotE and EP. I've played them both for years and they might be the best total war experience I've had since I played the original Rome demo as a ten year old. Thank you so much for keeping these going.
Aurelinus  [author] 30 Sep @ 1:07am 
Pike wall doesn't have any of those stats, review other mods you added. Essentially it is just slightly altered phalanx formation.
Asep_Hejo 29 Sep @ 6:00am 
idk which part of fote mod changes formation buffs, why does pike wall has -80% base dmg and -100% ap dmg? Its basically just for show?
Aurelinus  [author] 19 Sep @ 10:22am 
That's pretty subjective pov, you are able, most players are not.
Julian the Apostate 15 Sep @ 1:56pm 
is there a version with less garrison? As WRE I was able to defeat basically any 20 full stack rebel army with only garrison on very hard difficulty, like totally destroys point of rebels if I can just defeat them with garrisons
Selenova 1 Sep @ 4:25am 
What DLC is needed to fully experience the mod?
Aurelinus  [author] 28 Aug @ 11:56am 
It is simply not compatible to FotE.
luciclone71 26 Aug @ 12:42pm 
I installed the mods, and I just have one question. Does one of them already have Cavalry Take Impact Damage integrated? I never liked that cavalry doesn't take impact damage in Attila but I don't know if I should install it separately or if it's already modified in something like FotE.
Pei 5 Aug @ 9:55pm 
So glad to see the mod is getting updates again. Aurelinus the goat
Aurelinus  [author] 14 Jul @ 12:02am 
No, i'm not Dresden.
ismatov.sardor933 12 Jul @ 12:46pm 
Hello Aurelinus. You are Dresden from Twcenter right? I want to ask you will be new updates of your excellent mod? In my opinion it best in compare with other historical mods
Leo 7 Jul @ 2:57pm 
The truth is that it's unclear from the description what exactly has been changed.
For example, you write "Altered battle system to balance vanilla bugs and for more realism". But what exacrly you have changed?
Leo 6 Jul @ 12:38pm 
Hello. I believe that the mod is good but would like to have just the "Removed upgrade system that would replace units". Is there any chance to make it as an isolated mode?
Aurelinus  [author] 5 Jul @ 7:02am 
AoC DLC.
o8cbazz 4 Jul @ 1:29pm 
What faction do the troops of photo 11-13 belong to?
Feenrirr 24 Jun @ 10:50am 
isnt it too much rebellions? Even as ERE it doesnt feel fun after some point. I enjoy playing hard campaigns, fighting againt external threats and hordes roleplaying and such but rebellions popping out eveyrwhere does feel more like a chore.
Aurelinus  [author] 18 Jun @ 4:24pm 
Exclusive for two syrian units.
chubbyninja89 (TNB) 18 Jun @ 3:19pm 
Well, it actually loaded when I tried it again, but I do feel like I have to ask

What is that formation in the third screenshot?

Because I didn't see any new kind of formations when looking through the various spear infantry units.
Aurelinus  [author] 16 Jun @ 1:46pm 
All stats are intentional.
Anyway comparing units between factions have no real sense since they use also formations, special actions ect. so use of any unit should be considered as combo not only raw tables.
o8cbazz 7 Jun @ 12:23am 
Do Roman units intentionally have lower stats than their barbarian counterparts or was that implemented for game balance. The highest tier Roman Spear infantry have only 14 attack while the average 2nd tier barbarian spear unit has 18+ attack, not to mention most sword infantry all have 20-30+ attack while the Roman sword infantry on average does 8-26ish attack. Many of the barbarian troops also have similar armor/defence stats, the highest tier geat spear has 100+ defence most of it being from its shield. Was this done to reflect the historical change in the Roman Way of war in late antiquity and balance to prevent a super strong Rome or is this potentially a mod conflict issue?
Aurelinus  [author] 29 May @ 11:05pm 
Yes, romans use only those two. With FotE + EP Revised you can also recruit Bucellari Guards with technology unlock at some point.
Foot unit is only available at start.
happy 29 May @ 1:52pm 
Can you only recruit Protectores & Candidati cavalry as generals?

The options to raise a general as Protectores Domestici Pedites isnt available for me, even though some starter armies have these
Eclipse 26 May @ 3:37am 
Is anyone interested in playing attila multiplayer using this mod?
B.F.M II 24 May @ 1:54am 
Small bug: the Steady ability no longer works properly. The melee defense buff it's supposed to give has been replaced with "defense" which does nothing. Morale buff and speed debuff still works however.
Pürpking 3 May @ 6:31am 
Is there a way to use Legions of Rome mod with FOE regardless of unit stats compatibility?
o8cbazz 24 Apr @ 3:11pm 
Fixed it thanks
Aurelinus  [author] 24 Apr @ 11:14am 
None of roman units is set as axe infantry for sure, remove mod that makes that. The best remove all incompatible mods you are using.
o8cbazz 23 Apr @ 4:04pm 
Why do Lanciarii Palatina for the WRE appear as axe infantry? I believe they are supposed to show up as spear infantry.