Total War: ATTILA

Total War: ATTILA

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Romanized Franks
   
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Tags: mod, Campaign
File Size
Posted
Updated
1.219 MB
9 Jul @ 4:35am
21 Aug @ 8:36am
7 Change Notes ( view )

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Romanized Franks

Description
I'm very happy to present you my biggest scope mod yet. This mod torns the Franks into a western roman faction (you will find them in the "new kingdoms" tab still).
They will have access to almost all the roman buildings, but retain some barbarian ones (both for falvor and to allow us the players to meet the military victory conditions, cutural won't be avaible) but with their icon changed (all but the chieftain chian).
This mod does NOT have a startpost script meaning that it IS save compatible (and can be turned on and off at your pleasure); the Franks retain their ability to migrate (migration buildings will not have a tech request meaning they are avaible right away, because it didn't make sense that roman tech unlock migration buildings, but this can be changed if someone prefers).
Please note that this mod disables the recruiting capability of some buildings (because now the barbarian buildings that the Franks can still build won't allow recuiting at all) for ALL tha barbarian factions, so you don't want to use this mod unless you're specifically playing the Franks.
As Franks are a cavalry faction, maybe you will enjoy this mod better using another mod of mines that adds stables for western roman factions: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3316093458
This mod has been under work for several weeks, so it should be polished, but if you run in some issues please let me konw.
Enjoy

UPDATE:
Changed Warlord's building chain (administration/city centre, major settlement) icons and models to west roman governor's ones. Changed Frank's voiceover from barbaric to default (roman).

UPDATE:
Added roman general units for army creation (land armies)

UPDATE:
Names addes for all buildings, please let me know if they are there (running a non-english version of the game, for me is fine but for english the procedure is different so I can't be sure)
15 Comments
Polemarchos 3 Sep @ 2:29pm 
Good to see some people out there still modding Attila :) I'll be waiting brother.
HoloJoe  [author] 25 Aug @ 2:11am 
I'm currently working to a mod to fully convert Ostrogoths into a roman faction (west, of course), including the roster. Same formula: no startpost editing for maximum compatibility and the option to toggle it off and on as you like. I'm even looking to editing the introducion of the faction to justify why they're getting roman units (given that hystorically it happened). So stay tuned if interested.
HoloJoe  [author] 25 Aug @ 2:04am 
Yes, the roster will be basically the Franks one with some minor addition; but tech tree and buildings should be 100% roman (90% for buildings, actually). The mod is vert intrusive on the commands, so it shoud be put un top of your loading order, otherwise it will not work properly.
Rebel Marksman 24 Aug @ 12:10pm 
This mod only gives access to 3 roman units, I dont have access to Roman Buildings .
HoloJoe  [author] 2 Aug @ 7:46am 
Yes, the barbarian minor city chain stops at level 2, in order to push you to the roman one (lev 2 has been kept because you start with that one). I figured out how to add names, expect them soon ;)
Polemarchos 2 Aug @ 2:34am 
Oh my bad, I was looking at wrong chains. And just realised both Heerbans are unlocked via tech tree. Sorry for that. :(

Now it seems there are missing names in main and settlement barbarian building chain. May I ask, why can't I upgrade barbarian level-2 settlement, is it on purpose?

Thanks for your time, great mod like I said :)
HoloJoe  [author] 1 Aug @ 12:17pm 
Strange, I didi not worked on the names yet. As the Heerbanns, axe or sword? I have both of them avaible for recruiting, but let me know and I'll check (maybe I have another mod fixing it without knowing)
Polemarchos 31 Jul @ 3:26pm 
Just checked the names, seemes like it's fixed.
Btw I'm at turn 50 now and I realised the missing of Heerbanns as you mentioned in the description is something to be fixed. I could not play further without other unit mods.
HoloJoe  [author] 31 Jul @ 8:28am 
Update on names. I think I've figured out how to name the buildings, will start work on it.
HoloJoe  [author] 31 Jul @ 5:25am 
Yes, that is true and unfortunally I think inevitable. The fact (I think) is that now the Franks are a western roman faction; the barabarian buildings are added with a specific comand, the game does not contemplate that and as a result it is unable to draw the name from the game files. It is possible that this is a localization problem, as I'm not running the english version of the game; my text file is separated from data but all-in-one, where the en version is broken down in several parts. Anyway, I was never successful in editing the local (text) file. I could try to add the manes to the buildings, if you would check if works.