Total War: ATTILA

Total War: ATTILA

Legions of Rome
72 Comments
Pürpking May 2 @ 12:22am 
Is there a way to use this mode with fall of eagles regardless of unit stats compatibility?
TheBlackGrouse Nov 6, 2023 @ 3:15am 
For those who don't like the strange way the Praeventores throw their javelins:

Open the modfile with PFM, open Praeventores in Variantmeshdefinitions (rightclick, open as text), at the end of the text make this change:

<SLOT name="weapon_4" attach_point="weapon_05" >
<VARIANT_MESH model="variantmeshes\_variantmodels\man\weapons/javelin_leaf_01.rigid_model_v2" />

And yes, they are holding the javelins in their hands before throwing them. Do the same for the Exploratores.
AugustDrake Nov 2, 2023 @ 2:51pm 
love this mod forever
Driuaenar Sep 12, 2022 @ 6:29am 
i can´t use this mod :( , why?
riley55 Aug 25, 2022 @ 10:18pm 
@flying llama youll probably never see this but huge thanks for this mod, its just the right amount of buffs to elevate the dog vanilla roman armies to proper power. Really saved my interest in this game.
MF Shroom Sep 13, 2020 @ 7:51am 
so is this mod dead?
WaLx Jun 30, 2020 @ 1:28pm 
hey i dont know why but my this mod casues cavalry units to not be on horses , i doubt this is intentional ,any idea why , or is it just conflicts
Driuaenar Jun 22, 2020 @ 1:51pm 
awesome
flying_llama  [author] Oct 4, 2019 @ 1:06am 
@kellymorty - Hurry up and reach puberty. By leaving the mod up, anyone (like you) can download the mod, edit it, remake it or update it. It's the beauty of modding.
Centurio Populari Aug 12, 2018 @ 11:40am 
Does this mod enable Rome to keep using infantry generals?
Xirexev May 9, 2018 @ 4:55am 
Could you make a version where this would simply apply for the ERE and not the WRE?
flying_llama  [author] Feb 19, 2018 @ 10:35am 
Sorry, this is no longer being updated as I'm not playing ATW any more. Feel free to do whatever you like with the files.
oksigen1 Jan 22, 2018 @ 2:28pm 
i have no only AoC DLC so if I subscribe does the mod work or crush?
Dave Jan 10, 2018 @ 5:28am 
Can I add you as a friend? I have a question I need to ask and it's kind of in depth.
Ciscoloco86 Dec 8, 2017 @ 7:09am 
@portuelmarine Western Roman Empire (WRE)
Andrew_Ghrandt Dec 4, 2017 @ 7:11am 
is compatible with Radious ? *O*
namro_legio Nov 15, 2017 @ 4:00pm 
plz add belt at Herculiani Seniores & Palatina spears
portuelmarine Nov 2, 2017 @ 11:19am 
Do all the DLCS need to work?
portuelmarine Nov 2, 2017 @ 11:13am 
when it says it's for the WRE version, what are you referring to?
Basileus Basileon Oct 16, 2017 @ 10:48am 
Also, could you move the modded names to a new file? This mod overwrites my "Historic Roman Unit Names" mod.
Basileus Basileon Oct 14, 2017 @ 12:29pm 
The Protectores and the Armigeri should probably be a seperate defense-orientated line. They're kind of like elite town watch units. The Armigeri should also come before the Protectores, because the Protectores were the men actually guarding the emperor. You should also remove the Ravenna Ballistarii and the Eastern Armoured Legion because they never actually existed.

I look forward to the ERE version. This is probably the best Roman overhaul out there.
Mikhail Oct 6, 2017 @ 10:48pm 
No Berkasovo helmet for elite units ?
Keter Sep 17, 2017 @ 7:09am 
PS. Maybe chainmail with shoulder gaurds aswell, in my opinion, it would look so much better.
Keter Sep 17, 2017 @ 7:09am 
If you don't mind me suggesting, but I feel all these units would look way more Roman with an old scutum shield (the rectangular one with curved edges). Might be selfish, but i just want them to look like the old roman legions.
genioimp Sep 16, 2017 @ 4:18pm 
Do all of the Infantry have berkasovo helmets? (Expect for the Herculiani) Since the Limitanei don't have any helmets, (By the looks of it in the screenshots) could you give them Intersica Helmets? Maybe you could give a few more units as well if you want. Limitanei are suppose to be well equiped soldiers in the 3rd and 4th Century even if they were farmers when they weren't fighting or defending the border.
flying_llama  [author] Aug 6, 2017 @ 6:19am 
Hm not sure, I haven't modded the siege equipment in this one!
Gandalf The Queen Aug 5, 2017 @ 8:06pm 
Sweet, I've noticed an insane amount of siege equipment can be built in a single turn and wasn't sure if it was a feature or compatibility problem with lack of DLC
flying_llama  [author] Aug 5, 2017 @ 6:19am 
I've used some armour skins from the DLCs but from what people have said in comments, it seems to work fine without the DLCs.
Gandalf The Queen Aug 4, 2017 @ 7:56pm 
Will the mod work without all DLC's?
flying_llama  [author] Aug 3, 2017 @ 1:21pm 
Thx for noticing that, I will check this weekend.
Arcturus Magnus Aug 3, 2017 @ 8:29am 
Can you check on the praeventores (ERE) they have missile attacks but they are not holding any javelins when engaging in ranged attack/ charges.
Gregor MacGregor Aug 2, 2017 @ 10:09am 
seems to have worked. Ive been in a very intense war with the Jutes over Britannia and although I loved the reskin I noticed most of the issues agianst them. but now things seem to be getting a bit more evenly matched. My war effort is back on track (and yes) now my little roman Paragons of civilization are back to laughing at the savages as they fight in the shade
flying_llama  [author] Aug 1, 2017 @ 10:39am 
Updated version uploaded.

So in testing it turns out unit HP is very important for missile survival, and I'd lowered the HP a bit in some units to compensate for increased melee defence - so I've improved unit HP back. Additionally, I've made a couple of new Roman shield types with slightly better missile block chance. All standard infantry now have slightly better missile block than barbarian equivalents, and all elite infantry have 'good missile defence' stat. Thirdly - I've buffed shield wall and spear wall formations vs missiles to encourage their use. In my battles I find myself changing formations frequently depending on what's going on.

In testing now, missile survival is significantly better than vanilla (to help counter barbarian missile spam).

You can definitely feel the extra missile defence compared to vanilla, but standard units will still get routed in 10-15 minutes by an archer army if not kept in testudo / wall formation.
flying_llama  [author] Aug 1, 2017 @ 8:31am 
So I did some testing and you are completely right. Some of the modded units die about 25 to 50% faster than vanilla units to sustained missile fire (although some of them survive longer). I have no idea why but I'll look into it and try and find a fix.
flying_llama  [author] Jul 31, 2017 @ 1:41pm 
Thanks for the feedback! I have to say, I'm not sure where the problem would be because they have the same defensive abilities and same shield type as vanilla spearmen (similarly the T3 infantry). I've not had any issues with cavalry, but on VH I do struggle against missile spam. I'll compare the unit stats again see if I missed something.
Gregor MacGregor Jul 31, 2017 @ 11:46am 
the spearmen really need more defensive abilities. i love the mod but i just watched them get destroyed by calvary. also i find a common problem with you mods (agian which are awesome) is that u leave the romans, who were a very shield based infantry. Heavly exposed to ranged attacks. my T3s get mowed down by archers. seems unrealistic
flying_llama  [author] Jul 30, 2017 @ 8:37am 
@СКОРБЬ - posted this [www.twcenter.net] when it was released :). @Magolwanin - because they look cool :steammocking:.
Magolwanin Jul 29, 2017 @ 12:56am 
Why using all the unhistorical assets?
BezZzMozgOff Jul 28, 2017 @ 2:56pm 
Please post a thread at twcenter
flying_llama  [author] Jul 28, 2017 @ 3:10am 
Uploaded Native Rebels mod. Rebellions now made up of native barbarian troops instead of elite roman armies.
flying_llama  [author] Jul 27, 2017 @ 9:37am 
Uploaded Garrison Mod . Three new units that are ony found in WRE town/city garrisons.
flying_llama  [author] Jul 27, 2017 @ 8:03am 
Yes, same armour, different tunics. Few minor updates. I've uploaded a skin only version here , but don't recommend using it over this one :steamhappy:.
TallestDavid Jul 27, 2017 @ 5:45am 
the officer with the scales si that from last roman too?
? Jul 27, 2017 @ 4:11am 
This mod looks very promising, i like how units look realistic unlike with some mods that make soldiers look like in hollywood films...anyway i hope u finish ERE too so i could subscribe :)
flying_llama  [author] Jul 26, 2017 @ 11:54pm 
Looked up Notitia Dignitatum and found this site [lukeuedasarson.com]. That is very cool, especially all the shield patterns. This mod isn't supposed to be super-historical but its super tempting to do some sort of historical reskin from that document, though I'm not sure if its been done already in one of the overhauls?

I'm having trouble with garrisons because without startpos editing, the game always spawns new garrison units on 40% health. I will probably release that as a separate mod with a buff to increase replenishment rates. I want to do something about rebels as well - in my current game I'm having stacks of protectores and onagers pop up as rebels from discontent which is a bit silly.
Player One Jul 26, 2017 @ 6:00pm 
i like the idea of creating a mod while playing :) eager to see it working for my favorite ERE
Maggioriano Jul 26, 2017 @ 2:06pm 
Nice but, this mod, completly ignore NOTITIA DIGNITATUM. To make very good reskin need to offer most important legio comitatenses, such as Septimani Seniores that in this mod are simple limitanei! No, very bad.
ShotgunJR Jul 26, 2017 @ 9:02am 
Yeah just the reskins as a standalone mod thanks mate
Freedumb Jul 26, 2017 @ 7:14am 
Great mod! I don't have any problems with the skins and I don't have any of the dlcs. Keep up the good work!
flying_llama  [author] Jul 26, 2017 @ 7:02am 
I think it is one of the skins in the last roman dlc.