Total War: ATTILA

Total War: ATTILA

Athanasios' Attila Ultimate Fixes
Sheph Mar 12, 2020 @ 4:31pm
Bugs and Collaboration possible
These are great ideas.
A number of them have been fixed in other mods.
I have read through a number of them.
I recommend starting the Suebi and Vandals in Spain unless you can find a way to script their historical end-goals.
See my AI mods.
Bug: Text/db/effects.loc Your gold hulls have the wrong string.
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Showing 1-15 of 179 comments
Athanasios95gr  [developer] Mar 13, 2020 @ 2:50am 
Thank you very much! I corrected it now.
Sheph Mar 13, 2020 @ 2:27pm 
effect_bonus_value_ids_unit_sets.tsv needs to be set like this: ship_health_mod att_effect_force_navy_battle_hull_armour naval_all --I think. Also, if you want to complete the bug fix, you can find this effect in several places i n character_skill_level_to_effect_junctions. Can I deploy this effect there in my personal mod?
Last edited by Sheph; Mar 13, 2020 @ 2:28pm
Athanasios95gr  [developer] Mar 13, 2020 @ 6:15pm 
The att_effect_force_navy_battle_hull_armour is not the correct effect. This is used by the army tradition that increases the hull strength for that particular army.

I found the correct one, which is a unit equipment upgrade, like the weapons and armour upgrade.

You are free to use the fix. I would appreciate a mention/credit if you use it for a mod you upload, I spent days to find the solution.
Athanasios95gr  [developer] Mar 13, 2020 @ 6:16pm 
Equipment upgrades start with "att_effect_equipment_..."
Sheph Mar 13, 2020 @ 6:45pm 
It sounds like that effect is used for transports then? I have been making a skills and traits mod and keep coming across hull strength. I will credit you if it gets released.

Still, do you think the "effect_bonus_value_ids_unit_sets" table needs to be adjusted for this effect to work? The old effect "battle_hull_armor" is set up there. How have you tested it in game? Testing is hard with TW games because of the lack of cheats to gain these skills/traditions/buildings.
Sheph Mar 13, 2020 @ 8:08pm 
In this mod, I reverted your new bonus id to ship_health_mod.I am not confident that it won't break without using Assembly Kit so I am reusing an old bonus value id. What do you think.
The mod credits you several places and in the tables:
https://steamcommunity.com/sharedfiles/filedetails/?id=2021638586
Athanasios95gr  [developer] Mar 14, 2020 @ 2:17am 
I simply played a campaign as WRE, built the Carpenter building and got the hull strength upgrade. It works. Remove the tech requirement for the building if you want to build it faster.

Also it needs to be built in a port city because of the very specific effect's scope.

I even have a screenshot in my hull strength mod with the hull icon visible.

That effect you are talking about is different, it should only ne used for army traditions/character skills.
Last edited by Athanasios95gr; Mar 14, 2020 @ 2:24am
Sheph Mar 14, 2020 @ 8:48am 
Were you able to test it in battle? Did they entities have different values before and after the upgrade? Is the Vanilla effect working in traditions for transports?
Athanasios95gr  [developer] Mar 14, 2020 @ 9:29am 
That hull stregth effect is different and is supposed to be an army tradition for navies. So the trasports have no reason to receive it.

The fix for the carpenter building is the proper solution in which I used the equipment upgrade effect, just like any other weapon/armour equipment upgrade and just like Rome 2.

I want to thank you again for pointing out the small mistake two I made avout the descriptions but don't understand why you are still so sceptical about the hull strength, you can see it with your own eyes if you play a few turns.

Check the buildings to effect table to understand better what effect I used
Athanasios95gr  [developer] Mar 14, 2020 @ 9:58am 
Let's review the facts to avoid confusion

There is a naval tradition (I shouldn't have called it "army" tradition, it's anaval one) that increases the hull strength of all ships. I think this is for the nordic factions, but may be available to other as well.

The Carpenter building had that effect, which is wrong. The correct effect to provide a permanent hull strength bonus to a naval unit is the one I found and assigned to the Carpenter building. It is an equipment upgrade with a speciall hull icon on the unit card, much like ammo, weapons and armour upgrades. Fortunately most data already existed, I only had to set up the building's effect and description.

Transports have nothing to do with all of this, I don't remember any effect that should increase their hull strength. If someone wants to I guess that's possible.

You can check the carpenter building yourself so that you get convinced that it works fine. You seem to be an experienced modder, I don't see how it still confuses you.

Let me know if I covered you
Sheph Mar 14, 2020 @ 10:50am 
Thanks for clarifying it. Don't be concerned about my skepticism. I've been communicating with Attila modders for years. Most can't explain or prove what they release because... the game is just hard to understand and verify. I like that you understand the tables and are able to articulate it. The icon seems to be key to your verification. I trust it enough now to move on down my exhaustive list. Attila (and other TW games) has hundreds of such issues; I quit for a year because of the frustration. I hope you can continue to offer documented improvements.
Athanasios95gr  [developer] Mar 14, 2020 @ 11:49am 
Alright, I understand.

A bug I haven't found a solution for is the vanishing objective of the ERE/WRE objective "Bastion of Christianity". Are you aware of it?
Sheph Mar 14, 2020 @ 12:22pm 
I haven't had time to study objectives. I have been thinking of them as a way to force the tribes to behave historically. Few have tried to tamper with them since the Assembly Kits doesn't work for many. I think I would look at Ancient Empires or Europa Perdita Reloaded for a better understanding of objectives. Pettellius and Sherman? were "friends" that created AE. I would ping them about that. It would be very helpful.
Last edited by Sheph; Mar 14, 2020 @ 12:23pm
Sheph Mar 14, 2020 @ 12:29pm 
Text search from local_en extract:
line 1290: "mission_text_text_att_objective_culture_roman_1_2_heading" "Bastion of Christianity" "True"
"mission_text_text_att_objective_culture_roman_1_2_description" "Under the rule of the Emperors, Christianity flourished across Rome's entire domain, but particularly the capital cities of the Eastern and Western Empires." "True"
I assume this is coded in the lua scripts.
Sheph Mar 14, 2020 @ 7:09pm 
If found this saved in my archives as "missions.txt". I am n ot sure where it came from. It appears to be a lua?
econdary_objectives_and_payloads
{
//************** CULTURAL OBJECTIVES: ROMAN ****************//
objectives_and_payload // Mercenaries
{
heading mission_text_text_att_objective_culture_roman_1_1_heading;
description mission_text_text_att_objective_culture_roman_1_1_description;
objective
{
type OWN_N_UNITS;
total 5;
mercenary;
}
payload
{
money 1000;
}
}
objectives_and_payload // Bastion of Christianity
{
heading mission_text_text_att_objective_culture_roman_1_2_heading;
description mission_text_text_att_objective_culture_roman_1_2_description;
objective
{
type AT_LEAST_X_RELIGION_IN_PROVINCES;
total 75;
religion att_rel_chr_catholic;
province att_prov_liguria;
}
payload
{
money 1000;
}
}
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