Total War: ATTILA

Total War: ATTILA

Tuskmod, the great bag of fixes.
423 Comments
Ümit Seyhan May 21, 2024 @ 2:04pm 
Go on walrus, make the tuskmod great again.
WalrusJones  [author] May 15, 2024 @ 11:11am 
Wow there was a few typos in the old version of this mods files.
A few schema fixes and I might be able to start again. (???? Two major tables in unit abilities are just not loading in the new PFM.)
WalrusJones  [author] May 10, 2024 @ 11:13am 
My current plans are, in addition to what I was doing before is pretty simple:

- Grab the best submods, re-integrate them to the main mod and unlist the giant wall of submods so the mod isn't so confusing to install and we stop having crippling load orders that make people say "The mod doesn't work."

- Get proper game mechanic screenshots so some of the new features like the flaming pitch firepots on visigoth slingers is properly showcased, unit accuracy statcards, etc etc.

Whats already been done is just a re-organizing this workshop page so the garbage info/poor writing I used to do is cleaned up so what this does is very clearly expressed.
WalrusJones  [author] May 10, 2024 @ 11:13am 
I have lost a lot of my progress on the last patch cause my old computer did die, but what I remember was.

- Undid like a third of the memes on the giants, because I my salt at how poorly implemented the unit was a little undeserved.

- Second wave of slav fixes/finishing, because I never finished what I wanted the horse choppers to be. (Since anti-cavalry axes is just complete nonsense, they were going to be a bit complicated.)

- Tentative fix to the huns spawn waves coming like 5 years early.

Obviously, the sub campaigns are still unsupported, but it took years to support the base campaign, so don't expect a miracle on the other campaigns too quickly.
Kentathor May 10, 2024 @ 10:19am 
Hell yeah, this mod is great when I get the urge for some Attila.
WalrusJones  [author] May 9, 2024 @ 9:45pm 
So the second wave of hunnic fixes could easily be possible.
WalrusJones  [author] May 9, 2024 @ 9:27pm 
So it looks like CA replaced the old uploader that had stopped working for me a while back.

I need to test some things, but it might be possible to start fixing things again.
WalrusJones  [author] Aug 23, 2020 @ 9:55am 
That might be a really old description mind you, I remember changing the compositions of their waves so they *did* need to build up a little, since them outright spawning elite units was cheesy.

I also thought I set it up so the large waves of them only came out when they had lost a lot of forces.

Mind you, I am still remembering changes from a mod which I haven't been able to upload updates to on the workshop for years.
d_prac Aug 23, 2020 @ 6:49am 
Hmm, I was thinking it was something to do with the "fewer, more threatening waves" change.
I just counted 35 Hunnic stacks at mostly around 70-90% strength. Granted, this was my first Legendary campaign so I don't really know what's normal.
Or this could just be an anomaly. Never know with TW games.
WalrusJones  [author] Aug 21, 2020 @ 8:51am 
The Huns may work better overall as a faction, but their AI cheating is actually toned down a lot.
d_prac Aug 21, 2020 @ 5:26am 
I've found a side effect of the Huns being much more formidable is it made my Franks legendary campaign absurdly easy. Everyone declared war on me, the Huns hate everyone. They loved me for simply defending myself and with their enhanced capacity for destruction, made suppression of my enemies their full time job...
kokoon Jul 16, 2020 @ 6:24pm 
ahah poor dudes a year ago who couldn't load it up
WalrusJones  [author] Jul 16, 2020 @ 5:26pm 
I was wondering why I could consistently boot both with people giving me a yearly complaint of issues between the two (I am using the version that is here,) when it ran fine for me, then I just think of the many reports of other games having severe load order issues today.

Well now I know what to say when other people have problems.
kokoon Jul 16, 2020 @ 3:38pm 
yup, it works now, thanks
WalrusJones  [author] Jul 16, 2020 @ 11:58am 
Oh I think I found the issue, you need dynamic garrisons to be higher in the load order then the core mod for some reason.
WalrusJones  [author] Jul 16, 2020 @ 11:54am 
Alright. I just ran it with the core mod and dynamic garrisons again, I am unable to recreate the issue where people can't run this combination.
WalrusJones  [author] Jul 16, 2020 @ 11:40am 
Ah.

Something weird may have come up in the games patch cycle then, either that or I have lost track of my massive number of subverisions of this.
kokoon Jul 16, 2020 @ 3:31am 
if it integrates the garrison mod, then i don't think it does, all of the garrisons seem to be regular vanilla ones.
WalrusJones  [author] Jul 15, 2020 @ 6:40pm 
One thing is that this current integrates the garrison mod if I remember correctly.

There is a lot of potential for garrison mods to have conflicts, and this technically touches them (Which is why I simplified things down to fewer mods later in development.)
kokoon Jul 15, 2020 @ 6:09pm 
don't know if this can help you out but, loading this mod it becomes stuck on loading screens if you load any type garrison mod, as well as your own garrison submod
WalrusJones  [author] Jun 24, 2020 @ 1:26pm 
Hence why it is now a neutral stat for all units... Having it active while it allowed for a *few* interesting interactions, had so many unintended and gross side effects that we basically discarded it as a community.
WalrusJones  [author] Jun 24, 2020 @ 1:25pm 
It worked mostly fine in head to head combat, but it completely ruined flanking (A high initiative unit basically ignored being flank,) and could result in a few unbelievable combat results.
kokoon Jun 24, 2020 @ 1:24pm 
alright thanks
WalrusJones  [author] Jun 24, 2020 @ 1:24pm 
I shouldn't even be displaying that stat anymore, that was a stat the modding community discovered early in the mods lifespan, and that I and a few mods tested.

After a few months of testing, nearly every sane mod disabled it and set it to be neutral.
kokoon Jun 24, 2020 @ 12:15pm 
initiative values are 1 for every unit, this supposed to be the case?
WalrusJones  [author] May 29, 2020 @ 6:53pm 
I had loaded both when I tried it.
kokoon May 29, 2020 @ 6:33pm 
Nevermind, it works, just not the garrison submod.
kokoon May 29, 2020 @ 5:03pm 
my version is 1.6.0.
WalrusJones  [author] May 29, 2020 @ 2:57pm 
This should be visible into not far back comment log here, so it can be difficult to resolve steam cloud issues with the mod-loader.

My best option for you would be to check if the version on TWCenter is up to date, if it isn't, I can fix that.
WalrusJones  [author] May 29, 2020 @ 2:55pm 
It works on my machine, but the new modloader can be extremely problematic, an example of this is when I tried to re-push the mod to steams servers when a fan asked if I could try doing this to solve an issue they were having on their end... But the official mod loader gave me an error about not being logged into steam (!?!?)
kokoon May 29, 2020 @ 1:21pm 
I don't believe the mod is working, I have no mods activated. Can you check to see if it still works with the latest version?
WalrusJones  [author] May 29, 2020 @ 11:18am 
It strongly depends on the dev-tools and effort from other team, for example, official CA tools tend to dump full copies of the games data schemes into their mods, so they simply are not very compatible with other mods.

Other mods which are visually oriented can work with this fine if they are made to include minimal file edits, and content mods that follow these same principles will mostly work, but might not be balanced with it.

I made a few submods that include specific subfeatures for this mod, and some that port single features of this mod outside of this mod in ways that are more compatible with other mods.
kokoon May 29, 2020 @ 10:56am 
Are there any other mods compatible with this?
WalrusJones  [author] Jul 14, 2019 @ 6:53pm 
New units cannot really be addressed with the level of detail this mod has, and the new unit mods if done poorly may even overwrite tuskmods unit revamps!

However, core physics changes to the game (Such as fixing cavalry collision damage,) should remain loaded.
a-really-big-cat Jul 14, 2019 @ 2:48pm 
How does tuskmod work with mods that add new units if at all?
WalrusJones  [author] Jul 7, 2019 @ 9:55am 
(But it also may be that hunters are UP, in which case, then they need this.)
WalrusJones  [author] Jul 7, 2019 @ 9:55am 
Could possibly be made to be made a matchup that goes as it should by tweaking the hunters rate of fire, but this might make the hunters stronger then they should be.
mokdeal Jul 7, 2019 @ 12:25am 
It was 6 vs 6. Maybe you are right.
WalrusJones  [author] Jul 5, 2019 @ 10:19pm 
For the cost, or one versus one? This sounds a little odd, but I have a theory as to why this could be happening:

Accuracy is really good for killing armored units as you need to focus fire to beat heavy armor, but when you are shooting on lightly armored units, you want more spread because your ranged damage is wasted if you pump a lot of firepower into already dead dudes.

It has been a long time since I last looked at the Germans, however.
mokdeal Jul 5, 2019 @ 8:30pm 
Ah, I found where mod collision happened. However, still German bows win.
mokdeal Jul 5, 2019 @ 7:55pm 
It looks like accuracy system does not work.
Every unit has accuracy 0 on unit stat UI and when I experimented on custom battle, German bows won German hunters.
Robin_ITA Feb 9, 2019 @ 11:53am 
I thought as much. Thanks for your reply.
WalrusJones  [author] Feb 9, 2019 @ 11:31am 
It likely wouldn't work well.
Robin_ITA Feb 9, 2019 @ 10:46am 
Can I use your mods with Ancient Empires?
Swords Feb 22, 2018 @ 2:59pm 
I've used it with Europa Perdita, just load it over top of it.
El Chapo Feb 22, 2018 @ 2:02pm 
will this run with Terminus (Imperium) or maybe Europa Predita?
Swords Feb 17, 2018 @ 6:29am 
Ah okay - good to know, thanks. Great mod regardless. I actually played your first version of this back when Attila was released, so it's cool now to see how it's evolved.
WalrusJones  [author] Feb 16, 2018 @ 5:29pm 
Its a mechanic that I used to use, until I discovered that the backbones for this mechanic had some unfortunatly bad aspects to its implementation (Something that you aren't able to fix from the pack file perspective.)

So in the end, I re-balanced it back out, as I was very spooked after some serious testing.
Swords Feb 16, 2018 @ 12:14pm 
Walrus! While you're here, been playing the crap out of your mod and loving it so far. Just one question - I've noticed just about all units have an initiative score of 1, is that correct? I'd read somewhere that spears should have 3 and axes 2. Wondering if I have a conflict somewhere.
WalrusJones  [author] Feb 16, 2018 @ 10:24am 
I had a seperate mod project for AoC, as I was more or less satisfied for AoC, but that project is in development hell.