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As you say in the description "This mod will not work with any major overhaul or faction expansion mods" but if the mod load the lost legion first start the game make a save and than load faction expansion mod load the save it works.
1) Returning the conquered lands to the WRE is WIP :)
2) While it's possible to add in starts in other positions, that would require creating new factions with those new starting positions, since factions have fixed starting positions upon campaign creation. I'll keep this idea as a potential expansion but tbh it'll be pretty low prio
3) I'm also trying to figure out how to get it to trigger a fort battle, it seems like hordes just aren't allowed to do that by default. If you happen to get any leads, please let me know!
I was hoping that someone would make a mod like this one day because it gives a lot of opportunities. All that's missing is the possibility of returning the conquered lands to the Western Roman Empire.
It would be cool if there were other starts like in the East or elsewhere in the empire for example.
Great mod.
@Josethelast I'm currently looking into ways to implement a similar mechanic, unfortunately I have been travelling quite a bit over the past few months so it's taking longer than I had hoped.
Here is my polish translate for this one. Enjoy :)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3397752014
@Manuman999 Thank you so much for the kind words! I've had a lot less time to work on this mod lately, but I'm continuing to develop some new features, so keep an eye out for that :)
So far, it’s been challenging, especially at the beginning, when you start in an almost impossible position. It’s been quite fun to defeat the Picts, Caledonians, and Ebdanians while managing ongoing incursions from the Jutes, Franks, and Saxons.
On a side note, I know the MAGA mod has implemented a diplomatic mechanism of transferring ownership -- the authors there might be able to help with the core transfer logic if that is the blocker. I haven't modded myself, but myself and many others are hoping you can expand this mod to its true glory :)
Thanks for your work!
<VARIANT_MESH_REFERENCE definition="variantmeshes\_variantmodels\man\shield/att_coffin_wood.VariantMeshDefinition" />,
which is the current shield used by the faction leader. You can set this file path to any shield file path you want - iirc all of them should be defined under the model3.pack file that comes default with your Attila installation. Or, you can just find the shield used by another character under models.pack and copy the filepath under their shield section instead, such as
"VariantMeshes/_VariantModels/man/shield/att_large_flat_shield.VariantMeshDefinition"
for certain western roman generals. Hope this helps!
att_general_rome_west_10_fl_0.variantmeshdefinition
under variantmeshes/variantmeshdefinitions. This is the file that defines what pieces make up the model for a character. Continued in next comment because of character limits lol
The mechanics of gifting to another faction would require a lot of time and effort on my end that I unfortunately don't have right now, since from what I can tell it's mostly hardcoded in the backend which means I'll need to write a new script from scratch. Technically possible, but I'm unable to free the time at the current moment. Sorry!
This is definitely something that I'm considering revisiting in the future, but for now I'll make no guarantees. Thank you so much for checking out my mod regardless!
I do have a few ideas of how I can make this work, but they're just concepts right now and I won't be able to give you a timeline as to when you would be able to see them in game, as much as I want to.
So this is actually an idea I had, but there's surprisingly not a quick way to do it. The main problem is that you can't directly add in the Roman Expedition subculture from TLR into the main campaign without all sorts of bugs and other problems, which means all the units and tech would need to be manually ported. Don't get me wrong, it's not difficult to do, just tedious, so maybe in the future when I have more time I'll revisit this idea.
I could make a submod that unlocks ERE units as well, though that doesn't quite fit the theme of the mod so I'll keep that under consideration for now. One of my long term goals for the project is better and more faction specific missions as it were, and an ERE "defection" choice could be an interesting idea!