Total War: ATTILA

Total War: ATTILA

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Tycherious' 1212 Asset Update - Battlemaps
   
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Tags: mod, Graphical
File Size
Posted
Updated
1.298 GB
30 Nov, 2024 @ 7:07am
13 Dec, 2024 @ 2:19am
6 Change Notes ( view )

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Tycherious' 1212 Asset Update - Battlemaps

In 1 collection by Tycherious
MK1212AD Optional Mods
38 items
Description
Be sure to disable anti-aliasing when using my mods graphics mods.

Complete Overhaul of 1212AD Battlemaps. This can be toggled on or off - Has no requirements and is compatible with anything that doesn't change battle map assets.

This mod revitalizes the 1212AD battlemaps with enhanced visuals and immersion by incorporating assets from Thrones of Britannia and Warhammer 2.

The mod is polished and ready to use, though minor updates may be made. It’s fully save-game compatible, highly adaptable, and has been extensively tested with Earl’s Cav and various other submods without any issues.

Load Order:

Tycherious' Load Order Example:

Tycherious’ 1212 No Fog of War OR the Imperial Authority Cheat
Tycherious’ 1212 Cheats
Tycherious’ 1212 4TPY – Four Turns Per Year
Tycherious' 1212Longer Research

Tycherious’ 1212 Complete (Combines Effects, Battlemaps, Campaigns and Tweaks)
Tycherious’ 1212 Asset Update Effects (Or the less blood alternative version).
Tycherious’ 1212 Asset Update Battlemaps
Tycherious’ 1212 Asset Update Campaigns
Tycherious’ 1212 Tweaks (This mod simply combines the below submods; Agents, Vassals, Deployables)
Tycherious’ 1212 Agents
Tycherious’ 1212 Vassals
Tycherious’ 1212 Deployables

(Submods from other authors would go here, this includes but is not limited to the following submods below)
Fancy's Reskins
MK 1212 Expanded Portraits
UI "Thrones of medieval kingdoms"
Olympian Campaign Camera
Olympian Battle Camera

Medieval Kingdoms 1212: Realistic Smoke (From mighty 1212 dev: Pilcan)
Medieval Kingdoms 1212 AD Scripts
Medieval Kingdoms 1212AD – Custom Cities Beta
Medieval Kingdoms 1212 AD Base Pack – Campaign Alpha
Medieval Kingdoms 1212 AD Models Pack 1.V2
Medieval Kingdoms 1212 AD Model Pack 2
Medieval Kingdoms 1212 AD Model Pack 3
Medieval Kingdoms 1212 AD Model Pack 4
Medieval Kingdoms 1212 AD Model Pack 5
Medieval Kingdoms 1212 AD Model Pack 6
Medieval Kingdoms 1212 AD Model Pack 7
Medieval Kingdoms 1212 AD Model Pack 8
Medieval Kingdoms 1212 AD Model Pack 9
Medieval Kingdoms 1212 AD Music
31 Comments
Tycherious  [author] 16 Sep @ 8:16pm 
@HuoShan should be ya
HuoShan 16 Sep @ 7:33pm 
@Tycherious Is it compatible with Medieval Warfare - Graphic?THX!
Tycherious  [author] 14 Aug @ 3:56pm 
@TheTuncT Hmm. That makes things difficult. Discord is really where a lot of important info on the mod is including known bugs and guides.
TheTuncT 14 Aug @ 7:27am 
Sorry I wasn't and can't reach out on discord, I've researched Lance Units what should I do next. Thank you for your time.

Gunpowder units are one of the core aspects of this mod, but why are they so hard to recruit.
TheTuncT 18 Jul @ 7:48pm 
thanks bro
Tycherious  [author] 18 Jul @ 3:43pm 
@TheTuncT I'll send you a screenshot of what you need if you reach out on discord.
TheTuncT 18 Jul @ 1:22am 
Sorry I really couldn't understand your explanation. I've already researched everything, is there an event that triggers it, or maybe my building is incorrect. Thanks tho:steamthumbsup:
TheTuncT 17 Jul @ 1:41am 
Ok thanks, your submods for MK1212 are really great. Can I ask something its irrelevant but how can I recuirt handgunner/gunpowder units in MK1212?
Tycherious  [author] 16 Jul @ 10:29pm 
@TheTuncT I think it was a solution to many issues where people were having their campaign trees flicker and/or issues with vfx effects not quite displaying correctly but I think that's mostly delt with in distortion effects.
TheTuncT 16 Jul @ 8:07am 
Why do I need to disable anti-aliasing, I'm curios