Total War: ATTILA

Total War: ATTILA

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GR Total War RPG v3 Part 1
   
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Tags: mod, Overhaul
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596.822 KB
May 15, 2016 @ 8:48am
Apr 22, 2019 @ 1:20pm
70 Change Notes ( view )

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GR Total War RPG v3 Part 1

Description
Massive overhaul to Generals, Agents, Traditions and Offices. Its time to bring the RPG back to Total War!

The goal of this mod is to make sure the game is jam packed with meaningful and exciting choices! Every level up now brings a host of strategic options, letting mold your armies, generals, and agents into the perfect tool!

Note that this mod is in 2 parts. They can be downloaded in any order, but make sure you have both.

Compatible with Radious. The Last Roman Campaign not supported.

UPDATE 10-23-16: Agents added to Nomadic Factions, with special skillsets!

I. MASSIVELY EXPANDED GENERAL SKILL TREE
Customize your family with over 20 skills from four seperate branches. Specialize as a cunning Strategist, an inspiring Commander, or a devastating Warrior! Manage your cities with no less than 9 seperate Governer skills!

- THE RIGHT MAN FOR THE JOB
Select skills across disciplines to suit your exact needs! A general with Campaign Planner, Mercanery Contacts, and Expert Attacker traits is perfect for for deep strikes into enemy territory, while your borders are guarded by men with traits such as Shoot to Kill, Hold the Line, and Unyielding. Secure unruly new terretories with traits like Patrol and Religious, and if you have any points leftover, Scholar allows your general to passivly boost your research, no matter his role.

- FACTION SPECIFIC BONUS TRAITS
Rule the sea with Viking Dread Fleets, fund your treasury through Celtic Bandit raiders, and crush the enemy with Sassinid Persian Elephants!
Unleash the fury of the Horde with specially tailored skill trees for both Nomadic factions!

II. AGENTS OVERHUALED
Agents now have specialized roles and unique abilities!
The only skill shared amongst all agents is the ability to kill (assassinate/assualt/betray) enemy charachters, and even here theyre talents vary wildly.
The Spy is the best at the job, with skills that boost his success chance, his escape chance, and the cost of the attempt!
Champions can gain the Duelist skill to improve theyre chances.
Clerics must rely solely on theyre native ability... but only the cleric has the powerful Persuade skill, which can permanantly convert enemy agents to your side!

- SPY

Inflitrator - Travel further and see more! The Inflitrator tree allows your Spies to move deep into enemy territory undetected, and bring you accurate information on the enemy!

Commando - Wreck all kinds of havoc from the shadows, from killing enemy generals and poisening food stores to the all important Sabotage Army skill!

Scout - In addition to allowing armies to move further, Spies can now boost a Generals cunning with the Shadow Strike ability, raising his defence against enemy spies and allowing even novice generals to luanch night attacks!

- CLERIC

Missionary - as expected, Clerics are vital when it comes to spreading religion. The new Peacekeeper skill halves the public order penalty from other faiths... a must have for securing new terretory. Offensivly, Clerics can convert opposing agents to your side and raise riots in opposing towns (and if your forces just so happen to be on the sceen to liberate the town from the rebels...well thats just good luck...)

Crusading Armies - Sink points into Chaplian and Divine Courage, and Cleric led armies recieve a mind blowing +40 morale! Even peasant levies will fight and die to the bitter end!

Scholar - Every Cleric can now function as living research centers, and can specialize as Airmchair Generals or Civil Scientists (or both!)

Administrator - Acting as Judges and Buerocrats, Clerics can make your most profitible provinces even richer!

- CHAMPION

Officer - In addition to the ability to deploy in friendly provinces, boosting your recruitrment levels, Champions can attach themselves to your armies to grant a staggering array of bonuses. Medic, Siege Engineer, Standard Bearer, Quatermaster... the list goes on!

III. OFFICES OVERHUALED
Total War RPG now incorporates Bloodfists fantastic offices overhualed mod!
You may now assign any general to a variety of offices for powerful buffs... no prior experiance needed! Furthermore, generals can retain their position for 20 turns, reducing micromanagement!

- BIGGER AND BETTER
Upon reaching level 5, Generals can be assigned to Tier 2 offices, which grant powerful faction wide bonuses! Only a small number of tier 2 offices exist, so choose wisely...

IV. TRADITIONS OVERHUALED
Also courtesy of Bloodfist, Army Traditions have been completely overhualed, creating interesting choices with each upgrade! Furthermore, certain factions recieve unique traditions, like the Geat Spearmaster!

Check out my other mods
GR Elite Units
GR Resource Recruits
GR Rally
137 Comments
Green Raven  [author] Sep 5, 2020 @ 5:27pm 
Thank you!!
Commisar Jon Fuklaw Sep 5, 2020 @ 3:46am 
Since it takes literally zero effort, I sheared off the RPG mod from my own personal project after extensive bug fixing and some rebalancing.

Anyone looking for an updated version can find it here: https://steamcommunity.com/sharedfiles/filedetails/?id=2220020264
Green Raven  [author] Aug 26, 2020 @ 5:13pm 
Ay, the times long gone when a dawi could settle things az to az...
Commisar Jon Fuklaw Aug 26, 2020 @ 5:07pm 
This is the internet. If you're a thin-skinned, tree hugging, pinko commie, you don't belong here. Why, back in my day, if a beardling got ahold of the internet, he was expected to settle his first grudge within a day.
Green Raven  [author] Aug 26, 2020 @ 4:46pm 
Oh! Well, you can't be too hypersensitive these days.
Commisar Jon Fuklaw Aug 26, 2020 @ 4:45pm 
That's the joke.
Green Raven  [author] Aug 26, 2020 @ 4:39pm 
Steal? You'd be doing me a favor...
I wasn't trying to imply that you'd be stealing :(
Commisar Jon Fuklaw Aug 26, 2020 @ 4:10pm 
The solution, for any who are interested, is to delete the node links between att_army_legacy_nomadic_hunnic_1_raider_band ,
att_army_legacy_nomadic_hunnic_3_defenders_camp ,
att_army_legacy_nomadic_hunnic_5_royal_host , and
att_army_legacy_nomadic_hunnic_5_scourge_world.
All are found in character_skill_node_links → AGC_Trad, and the correction should take 10 seconds, tops.
Oh, and delete the blank rows in that table, as well. Blanks are bad juju.

Note: All army tradition points lost before you fix the army tradition are gone . This can be fixed either with SaveParser or by loading a save before the skill points were deleted by the game.
Commisar Jon Fuklaw Aug 26, 2020 @ 4:10pm 
Root cause found:
Attila does not (or appears not to) accept horizontal skill node links for army traditions, which means that all four horizontal links at the top of the hunnic army tradition break the parent skill (should be the child skill, but thanks for being ass-backwards Attila).

As for not supporting the mod, that's fine. It isn't my problem. Just figure I'd point out the issue (and now the solution, now that some tool assisted troubleshooting has been completed), as I generally do not steal fix total war mods that are less than two years out of date.
Green Raven  [author] Aug 26, 2020 @ 3:37pm 
Huh. What a pity. Well, like I said, I'm not working on Attila anymore.
If you want to take the code and repost it or whatever you have my full permission to do so.