Total War: ATTILA

Total War: ATTILA

Attila-Main Community Startpos Improvement Project
123 Comments
Sheph  [author] Aug 15 @ 12:58pm 
Yes.
Techpriest Enginseer Aug 3 @ 7:29pm 
Does this mod include the slot fixes from this? https://steamcommunity.com/sharedfiles/filedetails/?id=2625696931
Sheph  [author] Jan 20 @ 9:38am 
You have some good observations. From my experience, after the phase 1 of the ai (turn 70 or so), having a liberated faction do anything but declare war on you is a rare gift. It's been too long since I modded Attila to have time for another startpos. I would like to hear of other defects so I can raise them on the discord channel I frequent.
SSDhillon Jan 20 @ 9:38am 
I see, thanks mate ;p, wish you all the best for your current mod project ! btw regarding atilla mods or TW in general which discord channel do you frequent the most ?
Sheph  [author] Jan 20 @ 9:17am 
You have some good observations. It's been too long since I modded this to have time for another Attila startpos. I would like to hear of other defects so I can raise them on the discord channel I frequent.
SSDhillon Jan 20 @ 6:05am 
I see, thanks for the reply, can you alternatively maybe alter the liberated roman factions like Gaul and Hispania`s diplomacy to permanent war ? Its funny when all the liberated roman factions via barbaric hordes immediately come to peace with me the next turn and become my allies
Sheph  [author] Jan 19 @ 3:48pm 
Try fireforged empire for Attila then. I have limited time; working on TOB updates.
SSDhillon Jan 19 @ 2:51pm 
hey can you make a version with a Gaul/England Roman faction which starts in civil war as WRE ? Curretly atilla is too boring witha massive wre
Gutvald Dec 6, 2024 @ 11:36am 
I see. I've not changed my mod order since a long time, but it can be another mod or a mod combinaison. Thanks for your work anyway, your startpos is a very good one.
Sheph  [author] Dec 5, 2024 @ 6:06pm 
I haven't had that experience. Too many possible causes. For me it occurs when I load a mod after starting a game or remove a mod after starting a game.
Gutvald Dec 5, 2024 @ 11:34am 
Can'"t finish any campaign without being stunlock in CDT campaigns at diplomatic menu or new turn. Do you think it can be related to a startpos mod like this ?
Sheph  [author] Sep 10, 2024 @ 10:14pm 
My startpos build files have been lost with one of the CA updates. I don't think there is much of a difference. I think the other startpos has better positioning of the Vandals in Africa and a few other trifles.
Dovahkin Sep 10, 2024 @ 7:20pm 
Hey sheph I love this version and the previous original one, could you please advise which one I should use as startpos? I like fertility but i can see that this fertility one is not as new as the other one which has 24th april update
AlviseLeone Dec 2, 2023 @ 9:25am 
Simply amazing.
CA, that should have been your work, nevermind, as usual.
Press "Subscribe" for Wodan's sake!
Landsman Mar 8, 2023 @ 4:58pm 
I will give it another shot tomorrow.
I made absolutely sure your mod was the only one present. I changed to another esf to check if my setup was busted but that wasn't the case.

I'll try multible times next time. Still, pretty unusual solely for a esf file to cause such problems, wouldn't you think? All your other stuff in the mod is extremely light weight so a conflict there can't be the issue.
Love your mod btw, I will get it working and if it's the last thing I do
Sheph  [author] Mar 8, 2023 @ 3:52pm 
It works. No DLC needed. It sometimes take 2-3 launches to load. If you are loading with another overhaul with a startpos, the first in the load order will win and the overhaul will not be happy with that.
Landsman Mar 8, 2023 @ 12:53am 
maybe because I don't have all dlc?
Landsman Mar 8, 2023 @ 12:52am 
ok, I give up. I troubleshooted for almost an hour now.

At the end I even unsubscribed from all mods, purged the data folder from any mod remains, redownloaded the TW Launcher... nothing :(
I tried another startpos mod (contains only a .esf file) and that works weirdly

Does this mod still work or is it just me?
bluemoon Dec 29, 2021 @ 4:34pm 
@ littleShepherd
You saying that you could build an overhaul on top of an Anthanasios' startpos...be still my heart!
Sheph  [author] Dec 29, 2021 @ 3:57pm 
It is not really mine. I am "supporting" Athanasios to combine his Utlimate fixes with his settlement-slot fix. That would be a cutting edge startpos that I could build an overhaul on top of.
Alessar 🐺🦄🦅 Dec 29, 2021 @ 11:32am 
@littleShepherd what is the other startpos you are working with? Just out of curiosity, will it include the fixes made by you here and all the little fixes from other mods?
bluemoon Dec 29, 2021 @ 7:43am 
I understand. You and Anthanasios make a good team. I'm so happy neither of you have given up on Attila.
Sheph  [author] Dec 29, 2021 @ 6:47am 
I don't think I have time to reconstruct. I am working with Athanasios on another startpos.
bluemoon Dec 28, 2021 @ 8:52pm 
@ littleShepherd
Wondering if you could consider releasing a version without the 4 year time jump.
Sheph  [author] Nov 5, 2021 @ 8:12pm 
It works with my version of the fix mod. Athanasios' mod has its own startpos file that will conflict with this.
Riekopo Nov 5, 2021 @ 7:05pm 
Does this work with the ultimate fixes mod?
Sheph  [author] May 17, 2021 @ 3:45pm 
Startpos are time consuming and a bit difficult. I forget all the details and the system erases your startpos changes.
The most likely conflict with this startpos is another startpos in another mod. I can't think of anything else.
I use Kaedrin's mod manager because the CA manager won't let me load certain mod combinations that actually work fine.
darkpsychobilly May 17, 2021 @ 1:47pm 
I especially like the idea of ​​shifting resources, but i'm afraid changing the timeline will cause problems.
darkpsychobilly May 17, 2021 @ 1:05pm 
At the moment, I've got ctd's if I use your patch with my actual modlist, the standard startpos community patch works at the moment, I think thats not on your end, because I use some outdated mods, I'll have to sort out by the time. When I do trying to make a Patch and it works I'll let you know, CA games I never have modified before, only some xml stuff for civilization for me personally.
Sheph  [author] May 16, 2021 @ 5:26pm 
I did fix the ERE and geats family tree issue here. I recall that the Queen Mavia fix wasn't really a fix so I think I ignored it. I think I ran out of time to change Armenia plus my testing showed it wasn't a noticeable problem if you weren't playing the faction. If you fix it, please record how you do it.
darkpsychobilly May 16, 2021 @ 2:40pm 
Hell-o and thank you very much for your mod(s), are the family trees (geats and ere) fixed too? Do I have to make myself a patch for armenia to make it work with your patch or is it a load order thing, same question for Queen Mavia (I assume before your patch in the load order)?
Sheph  [author] Oct 17, 2020 @ 10:34am 
It would likely cause a crash at some point. They alter the startpos in different ways and the rule in CA games is to use only one startpos. My bugfix mods replicates a majority of his improvements ex for his changes to land units, garrisons and a number of non-bug things. https://steamcommunity.com/sharedfiles/filedetails/?id=2072752935
Tomes1805 Oct 17, 2020 @ 7:58am 
Greetings, a few months ago i asked if the mod was compatible with athanasios, you said that you were looking the matter. How is that so today?
Imperator275 Sep 7, 2020 @ 3:53pm 
Thanks for your answer :)
Sheph  [author] Sep 7, 2020 @ 2:36pm 
My next build will the same period but I'm going to keep the calendar aligned with Vanilla to avoid bugs. I know the fellow who built a mod in a new time period. It took him 10 months and he is still at it almost full time. It's the 642 mod. When one changes the time period dramatically, suddenly all the scripting the support the game fall apart and one needs to put in months of learning and testing to get them back up again. I have better uses with my relatively small modding time.
Imperator275 Sep 7, 2020 @ 10:38am 
Nice mod, any plans for a 475-476 Ad startpos ? It would be great to play as Orestes, Romulus Augustulus, Nepos or even Odoacer :)
grimble Aug 11, 2020 @ 3:56am 
I really like the migrators following history in your mod. As far as I'm aware, yours is the only mod out there doing that. Too bad there's no solution to my crashes and I have to move on to other mods.
Sheph  [author] Aug 10, 2020 @ 6:56pm 
Don't forget that unsubscribing from a mod doesn't affect what's in the Total War Attila\data\campaigns\main_attila and sometimes mods you unsubscribed from still linger in Steam\steamapps\workshop\content and load. It's a tricky launch mess.
Sheph  [author] Aug 10, 2020 @ 6:47pm 
Well I use these together without a fault but I extract the startpos and replace the one in team\steamapps\common\Total War Attila\data\campaigns\main_attila.
The other mods are well-tested.
I will be back with some more great mods around September 1.
I think that changing the date in this startpos mod creates conflicts that I am not aware of.
In the meantime, you can try some other mods I helped out with:
642 Dark Ages/Rise of Islam or
Ancient Empires.
grimble Aug 10, 2020 @ 3:25pm 
I unsubscribed from all the mods other than your main mod, and subscribed to your four other mods: Aggressive And Historical Campaign AI, Diplomacy Pack, Attila Campaign Community Bug Fixes and Religious Buildings. Started a new Saxon campaign and still getting CTDs at turn end. I guess EP Reloaded was not the problem, so maybe it is the new launcher? I have never had any CTDs with just EP.
Sheph  [author] Aug 8, 2020 @ 8:56pm 
@alessar: I hope EP Reloaded becomes the new standard for quality Attila main campaign modding.
@Grimble: First check to make sure you didn't actually load your game without this mod. If you are sure, you may try to continue your campaign with one mod or the other. I would like some kind of notification how it goes. This startpos version moves the campaign 2 years forward and it moves the resources to better locations. I guess that dropping it may cause a crash.
Alessar 🐺🦄🦅 Aug 8, 2020 @ 8:37pm 
@Aurelinus is the lead developer of EP Reloaded, the previous creators abandoned the mod
Sheph  [author] Aug 7, 2020 @ 8:51am 
If I am to evaluate further, I need to see the list of change that the EP Reloaded team did their startpos. There might no be a conflict.
Sheph  [author] Aug 7, 2020 @ 8:49am 
I see no conflict with community patch. I think the Steam Launcher should be fine unless you are using two startpos and then I would not know how to handle it without trial and error.

Any mod with an esf/startpos (very few) would present challenges to having a bug-free game when paired with this. This mod is a only a startpos/esf and I uploaded it separately from my main mod so players can use my other mods without having this conflict. If you have more questions, we should move to the troubleshooting discussion as this is like the front page of the mod
grimble Aug 7, 2020 @ 4:15am 
I am no modder and have no idea how to do what you suggest - would you mind elaborating? And how do you use the old launcher? I can't find the option to revert back to it in properties/betas (launcher openbeta option makes no difference). I suppose I can just stop using EP altogether to avoid any further hassle. Do you think the community patches might conflict with your mod?
Sheph  [author] Aug 6, 2020 @ 7:19pm 
Europa Perdita Reloaded added their own startpos making it incompatible with most of the mods out there. They were probably doing the popular garrison bugfix which is solveable without using a startpos as I will show in my upcoming garrison mod. EP and FOTE have no startpos. Two startpos in a game will cause a crash at some point unless one startpos has a very limited scope (garrisons). IIf you want to continue with the campaign, you probably should try to remove one or the other startpos (probably the EP) and see if the game still works.
Sheph  [author] Aug 6, 2020 @ 4:02pm 
Let's talk about Durocortuorum in Troubleshooting. I may just have to change the rebel factions, but using those AI mods makes me wonder if they are altering the AI.

CTD's are an issue with the new loader. It is not adding script files and startpos to the game build correctly. I make sure to add the scripts to the build separately from the mods and use the old launcher in my games.

I get CTD's in Perdita without any mods, but mods make it worse. Is it posssible that this startpos file is being overwritten by another mod's startpos. If not, I wonder if the loader or you loaded the game for several turns without this startpos then resumed a save game with it. The game will likely crash. That's why I unattach the startpos from the mod and put it in campaigns. I would advise to go back 10 turns with this startpos in the proper file. Once you do that, you dont't need to worry about the loader
grimble Aug 6, 2020 @ 6:20am 
At turn 41, started getting CTDs at end turn immediately after all the players end theirs. Any idea why? Apart from your mod, I'm running Europa Perdita Reloaded (standalone, no FOTE), AI Will Colonize The Burned World, Unofficial Attila Community Patch + Script AddOn, All Occupation & Diplo Options For All, and Brighter Longships.
grimble Aug 6, 2020 @ 12:07am 
Durocortorum cannot be resettled by any other faction in case it is mine (Danish) and I abandon it. The region still remains mine with desolate status and no buildings, I can even recruit there as if it was settled, and AI can't resettle it in the meantime like any other desolate region.
Sheph  [author] Jul 26, 2020 @ 12:13pm 
This is new: "cannot be resettled by any other faction". Let's expand on that in the troubleshooting board behind this mod. With this startpos, I was hoping that all regions in turmoil regions could have separate rebellions and kingdoms. As it is, factions get wiped out so easily by chance and the late game is dull with only a few remaining factions.For ex, in WRE, you only see Gaul and Britannia for the most part. In reality, the collapse should give rise to many separate feudal states. Each region has an assigned starting faction as rebels - like the Danes - to reflect historical migrations of that period. I could make up new factions, but the original factions have elaborate rosters and dynamics that are much more interesting than CA's emerging factions.