Total War: ATTILA

Total War: ATTILA

Less Army Campaign Movement
35 Comments
sizarieldor2 Mar 19, 2022 @ 8:36am 
doesnt work
Henrik Insane Mar 1, 2020 @ 11:43am 
please update!!
Sheph Feb 6, 2019 @ 5:51pm 
There is a much better way to mod movement points than mess up everyone's land_unit tables. Not many players will be able to use this mod without compatibility issues.
Ligon Flarius Dec 14, 2018 @ 2:44pm 
Is it really believable that there is only one mod aimed at doing that and this single mod doesnt work?
Barrakuda Dec 26, 2017 @ 1:09am 
This mod is not work
Ligon Flarius Nov 15, 2017 @ 9:28am 
Is this mod actually up to date and working?
Greq7 Aug 16, 2017 @ 2:36am 
and att_bundle_faction_imperium_level_2 att_effect_force_navy_campaign_movement_range faction_to_force_own "(number of moving points extra to normal speed)" start_turn_completed also in same table
Greq7 Aug 16, 2017 @ 2:34am 
att_bundle_stance_navy_double_time att_effect_force_all_campaign_movement_range force_to_force_own in table start_turn_completed in effect_bundles_to_effects_junctions_tables
Greq7 Aug 16, 2017 @ 2:29am 
Navy can move up to 250 % of vanila stats
Greq7 Aug 16, 2017 @ 2:28am 
Corporal you can look into my mod "AI Mod (Very Hard Campaign Overhaul)" http://steamcommunity.com/sharedfiles/filedetails/?id=1056698775
Corporal Himmelstoss Aug 15, 2017 @ 11:17pm 
How did you create this mod? I am trying to create a mod that enabled greater fleet movement, yet the mod causes the game to crash in the loading screen. I simply altered the campaign action points for ships, I assume you did a similar thing for the land units. Was there a trick to getting it to work or did it work immediately?
Greq7 Aug 7, 2017 @ 6:18am 
Ligon Flarius Aug 4, 2017 @ 10:09pm 
Is there any other mod that you guys know of that does the same?
da11en47 Mar 21, 2017 @ 6:19pm 
Can you please update?
Rundr🐉 Jan 20, 2017 @ 6:01pm 
updated?
Shinobi Dec 21, 2016 @ 12:45pm 
Thank you for the quick response good sir!!
Tw1tch  [author] Dec 21, 2016 @ 4:48am 
@Ricky. Did not know this is not functioning. Thank you. I'll get onto updating it as soon as I can.
Shinobi Dec 19, 2016 @ 9:04pm 
Update this mod PLEASE
Lucifer Mar 2, 2016 @ 5:14pm 
is it compatible with the latest patch?
maijiang Jan 15, 2016 @ 1:58pm 
I found a bug when i using only your mod. Some of the goth units hp appear to be +mount hp which cause the units have more than 200hp.
Caliban Jan 9, 2016 @ 9:26am 
I play with halved(!) campaign movement rate, more upkeep, more integrity and loyalty malus, harder seasons, no distant campaign icons. This all makes the campaign for me more realistic, because more challenging. (in native you feel more like allmighty god)
Caliban Jan 9, 2016 @ 9:22am 
@Joa.

The possibility to march from a roman settlement with a huge army in the deepest forrests of dark and far germania in just 1 turn without any resistance of a hundred of local tribes and barbarians is still a lot more unrealistic than the reducing of army movement. The possibility to destroy a whole germanic Tribe like the Alamans in just one movement and turn makes the campaign unenjoyable for me. Oh what a great and exciting military campaign. And that is what you name historical accurate? It makes the Campaign map feel so little and distances so unimportant. anyway sry for my hard words, jut wanted to make it clear :D greets
Tw1tch  [author] Jan 7, 2016 @ 9:16pm 
@Joe. I think people probably do it because they like to play the game the way they want to. I think when some people mod a game- it doesn't have to make sense. They mod it to make it unique to them. Options for users are great. So when different options are available you can choose to use or not to use the mod. You are indeed right, and you are probably missing something...
Chicom Kobe Jan 7, 2016 @ 6:57pm 
why do people keep minimizing movement? It doesn't make sense that in 3 months an army of trained soldiers can't march more than 50 miles. Do people not understand what marching is like?
A slow march would be 2-3 miles a day. Am I missing something?
Caliban Dec 30, 2015 @ 4:53am 
But maybe its still just my problem^^ but magnars old slower armies variant is working for me, too.
greets
Caliban Dec 30, 2015 @ 4:40am 
No, I also tested it using Only your mod. I also looked the table up, don't understand how this can happen. You made the mod originally for the DEI, can this be a reason? I'm trying magnars older version now, where he edit the campaign_handicap instead
Tw1tch  [author] Dec 30, 2015 @ 4:32am 
@Caliban. I do not think that it would be caused by this mod. I'll have a look but this mod only edits the movement numbers in the land_units table. I edit no other stats. If there is a conflict It would be the movment stats, nothing else. Do you by chance have extra unit packs installed?
Caliban Dec 30, 2015 @ 4:27am 
I found a Bug that your mod is causing ( or it seems to be the reason). The Nordic Light Marauders have stats like an artillery ship and also shoot like an artillery ship with 200 mdamage ...
Tw1tch  [author] Dec 16, 2015 @ 9:19am 
@Legatus. Yes.
Korpen Dec 16, 2015 @ 8:30am 
Does this apply to hordes aswell?
Tw1tch  [author] Dec 10, 2015 @ 12:52pm 
Updated for Attila 1.5 and the release of Age of Charlamagne.
Lucifer Dec 5, 2015 @ 7:22am 
thank you
Tw1tch  [author] Dec 4, 2015 @ 9:47pm 
@Fides. It only alters vanilla units movement table. It won't be compatible if ryou're using extra units in the radious mod.
Lucifer Oct 11, 2015 @ 8:36am 
Is this compatible with radious?