Total War: ATTILA

Total War: ATTILA

Skidvar's Traits, Houses, Ancs, & Ranks (Grand Campaign & Belisarius)
44 comentarios
Skidvar  [autor] 9 DIC 2018 a las 23:19 
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 DIC 2018 a las 18:44 
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 NOV 2018 a las 14:52 
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 OCT 2018 a las 10:09 
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  [autor] 11 OCT 2018 a las 23:18 
Wise Supervisor???
Dunadd 11 OCT 2018 a las 17:03 
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 MAR 2018 a las 5:12 
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  [autor] 4 DIC 2017 a las 12:44 
I actually use this version ( http://steamproxy.net/sharedfiles/filedetails/?id=1166048228 ) with some of his modules, it's the latest.
Skidvar  [autor] 4 DIC 2017 a las 6:58 
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.
Skidvar  [autor] 23 OCT 2017 a las 12:55 
Yes, in most cases it applies to the AI as well... I think the only exception is the negative house traits, which I did not give to the AI. I think they can handle everything well... If you have any more particular doubts, you are always welcome to point them out. And I can give some info. I am always open for ideas or criticism.
Schnell_Scheisse 23 OCT 2017 a las 10:39 
Hi! I really like the idea of this mod and the depth it adds to the game. Do these changes also apply to the AI? I'm just a little worried that if they do the AI won't be able to handle them.
Skidvar  [autor] 6 OCT 2017 a las 0:24 
I replaced the quality bonusses & penalties with a simple authority value as it covers the same area. I kept the unit experience bonus. Remember this affects governors also.
Skidvar  [autor] 25 SEP 2017 a las 3:57 
Thanks, no sweat, man!
Skidvar  [autor] 25 SEP 2017 a las 1:26 
Well, it is probably because the info is too long, it is only the effects that you can scroll. Funny, but I have been working on this the last few days, at least for some house traits. Which trait is it that you are talking about? Anyway, to see the entire text, just go to your character panel and hover over a skill to get the info as a tooltip.
Xeryx 17 SEP 2017 a las 7:41 
Hey bud, find me when you get a chance.
Xeryx 8 SEP 2017 a las 14:09 
ok i see the point then
Xeryx 8 SEP 2017 a las 13:50 
BTW, we need to chat about the experience thing again, I think I figured out something.
Skidvar  [autor] 8 SEP 2017 a las 13:39 
It is only 1 turn that this penalty applies. The turn after this trait changes into unqualified, qualified, or overqualified commander. (The statesman trait is only applied the turns that you are a statesman and the turn that you start to lead an army.) It is supposed to give a severe penalty. It makes players think twice before "fleeing with their awesome general to safety" and changing him for a more expendable general when an overpowering enemy force is nearing. At least an enemy commander doesn't flee this way. I think -50% was what I originally put, maybe the -75% is left from testing. I can change that.
Xeryx 8 SEP 2017 a las 13:25 
I like the ancilleries so far!!
Xeryx 8 SEP 2017 a las 13:24 
OK, the severe morale and movement penalties for the commanded forces with a low ranking statesman is far too high! -75 No, No, No my friend that cannot work because an overqualified commander gets @ +25% I could see a -25 (%) if you want but the other is far too extreme.
Xeryx 8 SEP 2017 a las 10:43 
I am going to start a new campaign, because I resolved the conflict with the garrisons, it was the 1.6 patch mod.
Skidvar  [autor] 29 AGO 2017 a las 19:26 
It's included.
Tonic 29 AGO 2017 a las 15:10 
Is Better Trait Triggers still required or now included in this mod?
Skidvar  [autor] 19 JUL 2017 a las 4:50 
"Special Traits and Legendary Heirlooms" that's Prometheus' mod, I won't update that. And the older version of this mod is outdated... This one is more balanced.
mini_lancer 18 JUL 2017 a las 22:41 
thanks for the quick heads up! I will be using this version in that case, if you can update the other version that'd be great, so that we have more options!
Skidvar  [autor] 18 JUL 2017 a las 4:55 
No, it's not even possible to make a compatible version. The ancillary system doesn't allow for it.
mini_lancer 18 JUL 2017 a las 4:40 
Hey Skidvar just asking does this work with Special Traits and Legendary Heirlooms? (presumably not but would you consider making a compatible version?) Thank you!
Skidvar  [autor] 6 JUL 2017 a las 7:11 
Yeah, it will cause trouble.
Greq7 6 JUL 2017 a las 7:09 
it shows conflicts with war weariness. It will be ok to use it you think or it might brake something?
Skidvar  [autor] 21 JUN 2017 a las 3:36 
Skiddy?? Juskidding? :P
Cool that you like it!
Pumk1n K1ck3R 19 JUN 2017 a las 10:41 
happily i included this mod in my personal overhsaul collection and thnx a lot skiddy...for applying the new changes.... being a modder myself i love ur work so much ...thnx
Skidvar  [autor] 19 JUN 2017 a las 10:31 
Senate meetings have different effects now... Their main function is still the same... It's a moment that your generals come together with the faction leader. At this point some of your generals' bonds with their leader changes. With positive meetings (being triggered when your treasury >999) your generals have a higher chance of getting positive changes in their loyalty. Of course there is still a chance that they become negative, even then.

But now positive meetings also give +750 funds, and +2 political power, whereas negative senate meetings give +2500, -10 political power.

@callyera: I will think about it... maybe as a submod
callyera 15 JUN 2017 a las 0:49 
Can you add or make a version of this with war weariness?
Skidvar  [autor] 12 JUN 2017 a las 10:00 
Council / senate meetings should be working again. Hadn't noticed that they weren't working anymore after the Slav DLC update.
Atomfried 24 MAY 2017 a las 11:16 
ok thx for the explanation
Skidvar  [autor] 24 MAY 2017 a las 10:58 
Read the TWC for more info. A character with a low-ranked statesman trait has a high movement penalty, but from the moment he commands an army he only has this until the next turn. A general needs to adjust to his new command. Replacing a general should come with a penalty in my opinion as it is an easy way to put your good generals in safety or add a free elite unit (which also happens with the decease of a general).
In the beginning of the next turn as a commander this statesman trait gets replaced. If the army is large and the rank low, then some penalty will still be applied with the trait of "unqualified commander", in all other cases a small bonus will be applied with traits like "qualified commander", "overqualified commander" etc. The intention is to make a highly ranked general character even a little more valuable to dissuade players from killing them at the first whim...
Atomfried 14 MAY 2017 a las 9:58 
So i currently have almost only "low ranking statesmen" with heavy -50% movement range traits. The trait says this takes a few turn to adapt. Is this true? Pain in the ass to play with armies needing forever to get anywhere.
Morreski 29 ABR 2017 a las 12:36 
Thank you for your answer Skidvar !:steamhappy:
Skidvar  [autor] 28 ABR 2017 a las 0:40 
His mod probably uses scripts, so I don't think so. It should work with the Radious Unit mod, though.
Punished Jeremy 28 ABR 2017 a las 0:37 
Radious?
Skidvar  [autor] 27 ABR 2017 a las 18:10 
Yes, it should be okay. It is more compatible than the outdated mod. The structure is almost the same, just some things (mostly effects) have been removed and text files adjusted to that. The real addition as far as structure goes is that it now supports all vanilla campaigns (Bel & Cha).
Morreski 27 ABR 2017 a las 18:05 
It this compatible with Fall of the Eagle ? It is an historical mod that changes a lot of aspects in the game and makes it more realistic. I used to use your mod and FotE but since it is a new version :)
Skidvar  [autor] 27 ABR 2017 a las 7:20 
The previous version had boni in the bonds trait & wives that replaced the 3000 income from "other"... Things like that.
WolfgangKrauser 27 ABR 2017 a las 7:06 
What do you mean that it doesn't affect income?