Total War: ATTILA

Total War: ATTILA

Romanized Franks
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.
Polemarchos 27 Jul @ 3:26am 
First of all, thank you! Great mod idea. I've started playing it today and I realised some buildings name are missing for Franks, like main city and military chain. Can you check it please :)
HoloJoe  [author] 18 Jul @ 12:14pm 
Thanks for the apreciation. IT IS possible to do this kind of mod for EVERY faction. It's just time-consuming as hell XD. I was thinking maybe turn a desert kingdom into a eastern roman faction, but an other barbarian faction is also possible; so let me know. :westernromanempire:
xfuni199 18 Jul @ 9:13am 
We needed something like this. If it is possible to do this for all of the barbarian factions, it would be greatly appreciated. Thank you for your hard work!!!
HoloJoe  [author] 14 Jul @ 2:04am 
You're welcome, please let me know if there's something not working
L'etranger 13 Jul @ 11:20pm 
THX BRO! I will build Charlemagne empire!