Total War: ATTILA

Total War: ATTILA

Aggressive and Historical Campaign AI for Advanced Players and Modders Updated!
227 Comments
Epyon (AnimeToxic) Sep 29 @ 6:09pm 
what differculty this works on?
Sheph  [author] Sep 27 @ 8:55am 
This mod doesn't modify agent behavior.
Alessar 🐺🦄🦅 Sep 26 @ 6:27pm 
This modificates ai behaviour on agents, so If we use it alongside your turn time improvement mods, we won't see any more agents?
Sheph  [author] Jun 23 @ 10:16pm 
@matthew39 Mod was only built and tested on the main Vanilla campaign.
@Jeffy There is no scripting pushing the AI to focus on certain regions. It just follows a somewhat different set of priorities from Vanilla Attila. That might be more realistic. It is less aggressive in first 50 turns and does more building but not for all factions.
Jeffy Jun 23 @ 9:44pm 
hey, im wondering does this mod make the ai expansion more realistic? i mean like sometimes the ai conquer places its not supposed to be historically or say sometimes rome was weakened in far more early time line instead of what it actually is.. does this mod help with that?
Matthew39 Apr 6 @ 12:00pm 
I’ve been going through your mod catalogue for both Attila and Thrones of Britannia and I definitely owe you a huge thanks for your work.

Sorry if it’s a stupid question, but how much do your mods affect both DLC campaigns overall?

I know they won’t crash or anything while using the mods, but will the factions present in them benefit in any similar way to those of Grand Campaign?

I guess those from Last Roman will do, as they’re mostly reused from GC, but AoC seems much more tricky in this regard.
Alessar 🐺🦄🦅 Nov 15, 2024 @ 8:14pm 
Thank you Sheph!
Sheph  [author] Nov 15, 2024 @ 9:28am 
This mod focuses on a better ai, not necessarily a harder one (at least until turn 60). Around the scripted change around turn 60, there is a level 2 AI. Then around turn 120 there is another more hostile AI. You won't be able to keep any alliances unless they are vassals.
Alessar 🐺🦄🦅 Nov 14, 2024 @ 12:59am 
Is it too much to play it on legendary?
broncos1600 May 15, 2024 @ 5:37pm 
Could you please make one for 1212ill give you my first born
broncos1600 May 11, 2024 @ 10:33am 
Got ya
Sheph  [author] May 9, 2024 @ 9:58pm 
Thank you for the testing. The main feature of the mod is that it starts off slow and accelerates in aggression faster than Attila. New factions leaders around turn 30 start to be antagonists. I am not sure 1212 uses the Attila landslide table.
broncos1600 May 9, 2024 @ 3:55pm 
Ai is pretty passive when used with Mk 1212
Sheph  [author] Feb 24, 2024 @ 11:54am 
I am 99% sure it will with the latest patch.
kalmyk44 Feb 20, 2024 @ 7:32pm 
will work with Medieval Kingdoms 1212 AD,
shrome Jan 23, 2024 @ 8:18pm 
could you recommend one that works with this one?
Sheph  [author] Jan 16, 2024 @ 3:53pm 
That isn't a focus of this mod. There are others that deal with that.
shrome Jan 15, 2024 @ 2:34pm 
does this mod make the ai actually conquer settlements instead of liberating?
broncos1600 Nov 29, 2023 @ 7:35pm 
could u make a nod for mk1212?
broncos1600 Nov 8, 2023 @ 6:20pm 
It seems to work!! I like this better than macs not sure about hecleas
Sheph  [author] Nov 8, 2023 @ 4:40pm 
I am 90% sure it would work but it would need to be tested and compared. I would try Bran or Hecleas' mods for 1212 first.
broncos1600 Nov 8, 2023 @ 3:48pm 
What about mk1212?
Sheph  [author] Nov 7, 2023 @ 4:40pm 
There are no files that conflict with AOC in the current version.
broncos1600 Nov 5, 2023 @ 7:37pm 
Will it work for aoc?
broncos1600 Oct 31, 2023 @ 6:33pm 
Seems to be wirk for 427!
broncos1600 Oct 31, 2023 @ 4:43pm 
Alittle but not much
Sheph  [author] Oct 31, 2023 @ 3:33pm 
Does this mod help with that? My fellow modder made those mods. I should message him about his ai.
broncos1600 Oct 31, 2023 @ 3:00pm 
526 and 533 the ai doesn’t really do much
Sheph  [author] Oct 31, 2023 @ 12:07pm 
I did remove some scripts and the aggressive timeline to make it compatible with most overhauls. What do you mean by passive?
broncos1600 Oct 31, 2023 @ 11:38am 
ai seems to be passive
will this work with age of charlemagne
Sheph  [author] Oct 27, 2023 @ 1:02pm 
Do you mind trying? I have since removed the scripts and events tables that would certainly have conflicted with them.
broncos1600 Oct 23, 2023 @ 6:46pm 
Is this compatible for dark ages ad 527 age of Justinian or medieval 533 ad age of Justinian?
broncos1600 Sep 10, 2023 @ 7:42am 
Thanks!
Sheph  [author] Sep 9, 2023 @ 7:09pm 
I updated the mod to make it compatible with 634/642. Removed the lua table
@Beeve: This mod did accelerate climate change. I just removed that table so climate change happens as in Vanilla.
broncos1600 Sep 8, 2023 @ 11:49am 
Ty
Sheph  [author] Sep 7, 2023 @ 7:39pm 
I will have to study this this weekend.
broncos1600 Sep 7, 2023 @ 2:12pm 
compatible with 634 and / or 642
[Havoc] Beeve Aug 16, 2023 @ 9:03pm 
So, I haven't fully looked through the comments thread, but is this mod supposed to throttle the climate ratings across the map or is this a strange mod interaction?
broncos1600 Jul 6, 2023 @ 7:50pm 
No I love it, very challenging!
Sheph  [author] Jul 6, 2023 @ 3:56pm 
It would be helpful if you tried it again and let me know in the coming month. I am slowly working on rerleasing this. The mod is designed to increase difficulty slowly, not to make Rome players cave in the first 20 turns. Read up about strategies to take out main rivals in the first 10 turns.
broncos1600 Jul 5, 2023 @ 7:16pm 
I couldn’t even make it to Attila lol
Sheph  [author] Jun 29, 2023 @ 7:22pm 
Hmm. Did Attila show up? What made it hard?
broncos1600 Jun 29, 2023 @ 6:26pm 
got my ass whooped on hard
Arrian76 May 25, 2023 @ 2:42pm 
I don't use FOTE, so that's not the cause of what I ran into. I used:

bug fixes, building slot fix, no legacy tech loss, more armies balanced, loyalty penalties from offices fixed, fertility increasing sanitation buildings, weaker rebels, WRE enriched game and reduced friendly fire.
Sheph  [author] May 24, 2023 @ 12:08pm 
I am not so sure. The FOTE mod has its own startpos and script set which could easily conflict with the Attila scripts. Again, this mod's only script affects the size and dates of the hunnic armies. I could remove that as well if someone wishes to test, but I don't see a conflcit.
Arrian76 May 24, 2023 @ 10:58am 
So it wasn't just me encountering this issue. I hope you can figure out what's causing it, because I like the general idea behind this mod!
bofan Apr 30, 2023 @ 11:15am 
Absolutely with this mod activated. Stated all the important mods in the previous post. Maybe there's an issue with the others, don't know. Attila was still heir, saw him roaming in Pannonia. Next turn, got the Broken bow event and Attila's army gets a stock general unit (can't recruit, only get them for general like in custom battle) with a captain.
Sheph  [author] Apr 26, 2023 @ 9:47pm 
@bofan. Was that with this mod recently? There are no scripts for Attila like there were originally. Attila is problematic when any mod brings in a startpos and alters one of the many history timeline scripts. I will be testing this mod and updating it to make sure Attila makes an appearance.
bofan Apr 26, 2023 @ 3:03am 
Mod is great, AI definitely plays better and more aggresively towards the player.

I've had the no Attila bug 2 campaigns in a row, however. Playing with FOTE+EP Revised (and all accompanying mods), Athanasios' Ultimate Fixes (FOTE+EP version), the Tatar whisperer accompanying mod and Better AI recruitment and army composition mod.
Sheph  [author] Apr 5, 2023 @ 4:56pm 
Thanks Korn: Did you encounter Attila in your campaign? Arrian just had that bug but he was playing with a compilation of mods.
This mod is taking active suggestions as I plan a new release in May.