Total War: ATTILA

Total War: ATTILA

Diplomacy Pack - Tata Horse Whisperer edition
31 Comments
Casper Mar 24 @ 8:36am 
This mod is big solution to the chaos of vassalships. Now I can keep my puppet states without dragging them to war or rebelling. Gifts are more accessible now. Though, it overlaps with some other mods and removes some diplomacy options... but no worries, I disable it and do my stuff and re-enable it again.

Great Work Man!
Sheph  [author] Dec 25, 2022 @ 11:48pm 
100% yes. I use them both. You can tell for yourself by just looking at the lack of table overlap via a pack file manager.
Riekopo Dec 25, 2022 @ 11:11pm 
Does this work with the large community bugfix mods?
Heartbreak One Dec 21, 2022 @ 12:08pm 
MK doesn't do that, so no idea how to implement it.
Sheph  [author] Dec 21, 2022 @ 11:06am 
Check out medieval kingdoms then to see if they have that feature. I think that will improve the game. But do hordes get a diplomatic penalty from trespassing. Again, I believe they move and help out to wherever they please. I am currently working on making it easier for settled factions to obtain military access agreements. That will help the AI game much more.
Heartbreak One Dec 21, 2022 @ 10:57am 
No, there isn't, really, which is why I'm asking.
Sheph  [author] Dec 20, 2022 @ 1:57pm 
I didn't look into that. That should be pretty key to coordination of war. From what I see, hordes go wherever they feel like. Do you know a mod where they can be granted access? I do know that vassal states get this access automatically.
Heartbreak One Dec 19, 2022 @ 11:29am 
Are hordes still barred from getting Military Access deals and thus are unable to cooperate with allies?
MAKORA Nov 15, 2022 @ 3:50pm 
Thanks for your answer.
Sheph  [author] Nov 7, 2022 @ 5:57pm 
campaign vars. 1) If you declare war on a faction, the vassal will not join you. 2) If you are attacked in a new war, the vassal will not be at war with the attacker.
MAKORA Nov 7, 2022 @ 10:10am 
Hi. Let me ask you something.
diplomacy_vassals_must_be_invited_into_offensive_wars
diplomacy_vassals_must_be_invited_into_defensive_wars
What these keys do?
Arthas Dec 22, 2021 @ 8:03am 
<Merged Client-States into Vassalships for the time being. Client states from the startpos act in the same way as vassalships.>

Sorry, I still don't understand. Client-States will still not join us in the war like Vassalships. Does this make sense?
Sheph  [author] Nov 22, 2021 @ 10:54am 
The table name with what you requested is campaign-variables. If you can download one of the pack filemanagers, open this mod up and delete all the other tables using right click.
If not, I'll try to find time next weekend as it appears I'll be free.
Riekopo Nov 21, 2021 @ 8:16pm 
I don't know how to mod. What are ca variables?
Sheph  [author] Nov 19, 2021 @ 10:49pm 
Are one of those elements not present here? It's been a while. If I had time, I would jump at it, but life is very busy. Why not take this mod and cut off everything except ca variables?
Riekopo Nov 19, 2021 @ 9:49pm 
Can you make a version of this cool mod that only contains this feature: Treason from allies and vassals no longer results in war. For offensive actions, both sides need to invite the other. For defensive conflicts, treachery only results in a break in the alliance.
Sheph  [author] Sep 7, 2021 @ 10:45am 
Can you provide a link? This was built for the base Attila campaign and works with most overhauls. It may not work with the super-overhauls like Medieval.
domaschovec Sep 5, 2021 @ 7:56am 
whether this mod is compatible with patch 1.7 unofficial
Sheph  [author] Apr 27, 2021 @ 3:51pm 
Puppets is the database name for Satrapies. Client State is the database name for "Vassals". This mod only lets the Eastern and Sands factions Satrapies following the conventional wisdom on the intentional programming of CA. If you want to play with Satrapies only, there is really not much need for the features of this mod unless you want a very smooth walk to an empire.
nsheon Apr 26, 2021 @ 8:47pm 
Oh, no I'm not talking about satrapies, just the vassals.
Sheph  [author] Apr 23, 2021 @ 3:07pm 
CA built puppets for the Sassanids and other Eastern groups. They call them "Satrapies" in game. They are less likely to rebel. There have been mods for several years that let you make puppets or satrapies as other factions. I don't include that because it is historically unrealistic and a cheat to force the AI to keep an untenable alliance. It's more realistic to conduct good diplomacy using the tools in this mod to keep the vassals in line. If they rebel, that's history and you have a chance of installing a better ruler or just grabbing another region for your empire without diplo penalty.
nsheon Apr 23, 2021 @ 2:36pm 
Hm not sure I'm following - when I use this mod, I only have the option to form tributaries - I actually thought puppets and vassals were the same thing, lol.
Sheph  [author] Apr 18, 2021 @ 4:38pm 
What have you noticed to be the difference between a puppet and vassal faction? I recall that the major difference was that vassals can rebel while puppets just acted like puppets. This mod makes the rebellion less likely and gives you some more tools to prevent it. I recall that rebellion likelihood was about 33% and under 10% after being re-vassaled. It aligns with history.
Sheph  [author] Apr 18, 2021 @ 4:34pm 
This mod follows the common 2017plus finding that puppeting doesn't work well with AI in Attila. All factions can make vassals/client states. If this mod is set to the higher priority, it would overwrite the "all occupation and diplomatic actions" mod's occupation table.
nsheon Apr 14, 2021 @ 10:42pm 
Is this compatible with the "All Diplomatic Actions" mod series? I ask because, once I installed this, I lost the ability to puppet factions as the White Huns. I really like those mods, but your changes are good ideas as well, so hopefully there can be a fix to this. Thanks for your modding work!
Sheph  [author] Oct 8, 2018 @ 7:01am 
What is your ai mod doing? This mod only slightly affects the chances of going to war. Mostly alleviates it. I recommend using it with an aggressive AI mod like this one:
https://steamcommunity.com/sharedfiles/filedetails/?id=1526012774
Marcus Aurelius Oct 7, 2018 @ 10:52pm 
How to increase the chances of going to war against my enemies.
Sheph  [author] Oct 7, 2018 @ 8:27am 
Pay them enough or be in an alliance. It is naturally set to a very low chance.
Marcus Aurelius Oct 7, 2018 @ 5:22am 
Hello, how to make the AI agree to go to war against my enemy.
Sheph  [author] Oct 5, 2018 @ 4:30pm 
Yes, I would say this mod makes diplomacy easier. Not quite a cheat mod if you consider how unreasonable the ai can be.
Вячеслав Oct 5, 2018 @ 6:27am 
Упрощение дипломатии?