Total War: ATTILA

Total War: ATTILA

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Tycherious' 1212 Tweaks
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Tags: mod, Overhaul
File Size
Posted
Updated
1.155 MB
26 Jan @ 10:24pm
24 Sep @ 3:41am
26 Change Notes ( view )

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Tycherious' 1212 Tweaks

In 1 collection by Tycherious
MK1212AD Optional Mods
38 items
Description
Credit to Alessio Zanelli for the thumbnail art.

This is a compilation of my smaller submods + a bunch of gameplay improvements, combining original and updated content to enhance Medieval Kingdoms 1212 AD. Balanced to my personal preferences. I recommend using this submod with the lucky nations options ticked so that it is on. Released by popular demand to combine my submods. Note: Does not include campaign map asset pack, battlefield asset pack, or effects asset pack.

These are my submods that are included in this overhaul so you will not need them:
Tycherious' Consistent Vassals and confeberation (Makes vassals always consistent and confederations can occur for all factions).
Tycherious' Updated Deployables (Added a few more deployable stakes and fireballs on ambush).
Tycherious' Agents for 1212 AD (Allocates a small amount of AI budget and priority for Agents in wars, larger amount in peace time with unfriendly neighbours).

Please unsubbscribe from my above submods before playing with this submod as again, this submod includes them all PLUS the following tweaks:

Additional Gameplay Tweaks:
- Removed Broken Catholic Missions (And deleted my submod that does the same).
- Catholic Intervention Mission Fix for Catholics are in prolonged wars against each other (In Testing)!
- Refined gunshot/cannon effects with smaller smoke plumes
- Enhanced high-rank handgun units: Higher damage, progressive accuracy
- More impactful weather effects in battles
- Improved AI army composition and diplomacy
- Strengthened marriage alliance system
- More impactful Ground/Terrain effects including slopes.
- Refined AI unit recruitment priorities
- Enhanced resource management for empires (Resources are slightly more valuable and large empires use less).
- Historical faction buffs (ilkhanate, golden horde and timurids.)
- General's influence system
- Enhanced terrain effects
- Improved fire mechanics
- More impactful plague system
- Adjusted marriage costs
- Resource-focused AI behavior
- Changes to unit spacing
- Changes to Moral and Fatigue.
- Changes to move speed - Unit and Faction
- Units now stay in combat and have more moral more often up until they lose 60% of their army and then they take a moral hit larger than the usual moral hit they'd take at 40% remaining troops.
- When the enemy general flees but manages to escape this also reduces moral more than it did previously.
- Hard and Very hard mode involve giving the AI 1.2/1.4/1.6 moral bonus over the players flat (1), I've changed this so now it is 1.2/1.3/1.4 so that very hard and legendary difficulty battles aren't so unfair.
-Similar Moral effect added for units rather than for the army as a whole. When 60% of the units are dead this makes them lose more moral then they usually would.
- Units that stand within 150 distance between each other give each other moral support, this was increased to 200.
- Units that stand within 60 distance have their 'flanks' secured if another friendly unit is within that distance, this has been reduced to 40.
- There is a limit on how quickly a unit can route again after routing once, I've reduced this a little.
- Increase chances of matched combat in various scenarios including on charge by a considerable amount.
- Increased agent move distance per turn.
- Updated ulus of jochi and ulus of jochi and the timurid faction so that each of these mongol horde factions when appearing will have tremendous move distance buffs so they can actually wreck havoc.

Support
For troubleshooting, verify your installation and ensure all required mods are up to date.
Reach out with questions or concerns—I’m happy to assist.
Enjoy Medieval Kingdoms!

Tycherious' Load Order:

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

Tycherious’ 1212 Complete (Combines the below 4 mods, choose this or pick the specific ones you want to customise your experience, your choice - Effects, Battlemaps, Campaigns and Tweaks)

Tycherious’ 1212 Asset Update Effects (Or the less blood version).
Tycherious’ 1212 Asset Update Battlemaps
Tycherious’ 1212 Asset Update Campaigns
Tycherious’ 1212 Tweaks (Combines the below 3 mods and is also included in the 'Complete' mod, choose this or pick the specific ones you want to customise your experience, your choice - Agents, Vassals, Deployables)

Tycherious’ 1212 Agents
Tycherious’ 1212 Vassals
Tycherious’ 1212 Deployables

(Submods from other authors would go below, this includes but is not limited to the following submods)

Lex Reformata
Fancy's Reskins
Faction Leader T2/3
MK 1212 Expanded Portraits
UI "Thrones of medieval kingdoms"
Olympian Campaign Camera
Olympian Battle Camera
Performance mods

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
144 Comments
adacoug32 8 Oct @ 8:17pm 
with the moral tweaks, entire units flee if they get too exhuasted, and entire armies flee the moment 25 to 35 percent have been lost.. only problem im facing with this mod!
Tycherious  [author] 1 Oct @ 3:27pm 
@eddiesoderberg7 THEY AREN"T BROKEN! Come to 1212 discord for explanation...
The steam workshop doesn't always let you download a mod properly, occasionally it's incorrect or doesn't update properly, sometimes you must do it manually.

Lith troops being invisible is a symptom of the download not working correctly.
Tycherious  [author] 24 Sep @ 3:44am 
Fixed issue with this submod not being compatble with 4tpy submods.
Tycherious  [author] 23 Sep @ 2:47pm 
@Xhing_zhong_ni66a I buff movement using effects to effects junctions table in compbuild, giving certain factions more army move speed points. The limit is 85, above that and it will cause issues.
Tycherious  [author] 23 Sep @ 2:46pm 
@Mikhelas
@Sycyl
No problem, enjoy. :)
Tycherious  [author] 23 Sep @ 2:45pm 
@tibcsygee I've made a few changes but forgot to update the description, will do now, thanks!!
Mikhelas 22 Sep @ 1:12pm 
it is fixed now, many thanks for your quick response and great mod! :)
tibcsygee 22 Sep @ 11:21am 
Hi all!
First of all thank you Tycherious for your incredible work!

For some reason the feature "Large Historical faction buffs (Hafsids, Almohads, ilkhanate, golden horde, france, timurids, mumlucks and ildegizids.)" won't apply to me, they have the vanilla traits, it effects only ulus of jochi and ulus of tolui and they are now OP. Is it a bug or works as intended? The same happens if I use the "Tycherious - Complete" version, but ulus of jochi and ulus of tolui are even more OP in the Complete version. Thank you in advance!
Sycyl 22 Sep @ 6:04am 
Everything works fine now, thanks for your mod and effort! :WHII_Attack::WHII_BallAndChain::WHII_Death:
Xhing_zhong_ni66a 21 Sep @ 11:30pm 
really like this mod always make me play in open field instead sieging the enemy. can you tell me where the move distance in pfm located? i liked to delete or change those files cause i already make nomad faction unit powerful enough in my custom file, theyre basically unstopable