Total War: ATTILA

Total War: ATTILA

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1212 Luckier Nations
   
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Tags: mod, Campaign
File Size
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135.101 KB
Apr 30, 2022 @ 3:59pm
Jan 8, 2023 @ 12:34pm
3 Change Notes ( view )

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1212 Luckier Nations

Description
In the normal script the opponent of a lucky nation has a decreased win chance (0.75 is the modifier). In this script I have simply made that more extreme (0.4). All credit to DETrooper, it's his script I just turned it up a few notches.
7 Comments
David Aug 9, 2023 @ 8:31am 
@Brugarolas IT is work now?
Brugarolas Jun 23, 2023 @ 3:48am 
Did you read Caballero Quimera post at your mod Vanillla Lucky Nations?

Aksum, Himyar & Tanukhids (and also Sclaveni, Venedi, Anteans & some other things) don't have special mechanics because its scripts are not loading, as game engine try to load Lucky Nations script first as it is programmed to do, and because it is broken, game engine stops loading further scripts.

That's the reason it is better to load custom scripts at the end of the file lol.

I think you should update your mods to modify the script load order and put Lucky Nations at the end, at least until we find a fix, to avoid breaking game core mechanics (oh, and BTW don't forget to call Lucky_Nations_Initializer(); at the end of function start_game_all_factions() in campaigns/main_attila/att_start.lua file lol).
Brugarolas Jun 23, 2023 @ 3:22am 
It's easy to check if it is working or not. Just remove `if not current_faction:is_human() then` (L42) and `if not context:faction():is_human() then` (L57) conditions, start a game with a lucky nation and check if you have "mk_bundle_lucky_nation" effect bundle.

BTW, you store "LUCKY_NATIONS_ENABLED" boolean in the save game but you forgot to read it when you load a game, like in the original script.

I will text you if I find a fix.

Cheers!
DreamNegater  [author] Jun 22, 2023 @ 1:05pm 
Hm, I have seen incredibly clear results using 1212 lucky nations as well as this subdmod. But I haven't really been playing for almost a year, so maybe something happened. Thanks, please write me if you find a fix.
Brugarolas Jun 19, 2023 @ 1:13pm 
Bro, it can't be working for you because you didn't add require("luckinations/main") at the end of campaigns/main_attila/scripting.lua file and because you didn't call Lucky_Nations_Initializer(); at the end of function start_game_all_factions() in campaigns/main_attila/att_start.lua file. Believe me, this is literally my job.

Without those changes it is impossible that it works.

And even with those changes it is not even working for me.

And even more, I have been testing MK 1212 and it doesn't work there either lol.

I don't know the cause, probably listeners are not ready yet at the start of the game or something like that. I will keep researching
DreamNegater  [author] Jun 13, 2023 @ 11:05am 
It seems to work for me, but ofc it can sometimes be difficult to tell.
Brugarolas Jun 12, 2023 @ 7:25am 
Hmmm I think you forgot to add:

require("luckynations/main");

At the end of file campaigns/main_attila/scripting.lua, ¿right?