Total War: ATTILA

Total War: ATTILA

Fall of the Eagles - Part 1
2,074 Comments
Selenova 19 hours ago 
What DLC is needed to fully experience the mod?
Aurelinus  [author] 28 Aug @ 11:56am 
It is simply not compatible to FotE.
luciclone71 26 Aug @ 12:42pm 
I installed the mods, and I just have one question. Does one of them already have Cavalry Take Impact Damage integrated? I never liked that cavalry doesn't take impact damage in Attila but I don't know if I should install it separately or if it's already modified in something like FotE.
Pei 5 Aug @ 9:55pm 
So glad to see the mod is getting updates again. Aurelinus the goat
Aurelinus  [author] 14 Jul @ 12:02am 
No, i'm not Dresden.
ismatov.sardor933 12 Jul @ 12:46pm 
Hello Aurelinus. You are Dresden from Twcenter right? I want to ask you will be new updates of your excellent mod? In my opinion it best in compare with other historical mods
Leo 7 Jul @ 2:57pm 
The truth is that it's unclear from the description what exactly has been changed.
For example, you write "Altered battle system to balance vanilla bugs and for more realism". But what exacrly you have changed?
Leo 6 Jul @ 12:38pm 
Hello. I believe that the mod is good but would like to have just the "Removed upgrade system that would replace units". Is there any chance to make it as an isolated mode?
Aurelinus  [author] 5 Jul @ 7:02am 
AoC DLC.
o8cbazz 4 Jul @ 1:29pm 
What faction do the troops of photo 11-13 belong to?
Feenrirr 24 Jun @ 10:50am 
isnt it too much rebellions? Even as ERE it doesnt feel fun after some point. I enjoy playing hard campaigns, fighting againt external threats and hordes roleplaying and such but rebellions popping out eveyrwhere does feel more like a chore.
Aurelinus  [author] 18 Jun @ 4:24pm 
Exclusive for two syrian units.
chubbyninja89 (TNB) 18 Jun @ 3:19pm 
Well, it actually loaded when I tried it again, but I do feel like I have to ask

What is that formation in the third screenshot?

Because I didn't see any new kind of formations when looking through the various spear infantry units.
Aurelinus  [author] 16 Jun @ 1:46pm 
All stats are intentional.
Anyway comparing units between factions have no real sense since they use also formations, special actions ect. so use of any unit should be considered as combo not only raw tables.
o8cbazz 7 Jun @ 12:23am 
Do Roman units intentionally have lower stats than their barbarian counterparts or was that implemented for game balance. The highest tier Roman Spear infantry have only 14 attack while the average 2nd tier barbarian spear unit has 18+ attack, not to mention most sword infantry all have 20-30+ attack while the Roman sword infantry on average does 8-26ish attack. Many of the barbarian troops also have similar armor/defence stats, the highest tier geat spear has 100+ defence most of it being from its shield. Was this done to reflect the historical change in the Roman Way of war in late antiquity and balance to prevent a super strong Rome or is this potentially a mod conflict issue?
Aurelinus  [author] 29 May @ 11:05pm 
Yes, romans use only those two. With FotE + EP Revised you can also recruit Bucellari Guards with technology unlock at some point.
Foot unit is only available at start.
happy 29 May @ 1:52pm 
Can you only recruit Protectores & Candidati cavalry as generals?

The options to raise a general as Protectores Domestici Pedites isnt available for me, even though some starter armies have these
Warrior King - Conqueror 26 May @ 3:37am 
Is anyone interested in playing attila multiplayer using this mod?
B.F.M II 24 May @ 1:54am 
Small bug: the Steady ability no longer works properly. The melee defense buff it's supposed to give has been replaced with "defense" which does nothing. Morale buff and speed debuff still works however.
Pürpking 3 May @ 6:31am 
Is there a way to use Legions of Rome mod with FOE regardless of unit stats compatibility?
o8cbazz 24 Apr @ 3:11pm 
Fixed it thanks
Aurelinus  [author] 24 Apr @ 11:14am 
None of roman units is set as axe infantry for sure, remove mod that makes that. The best remove all incompatible mods you are using.
o8cbazz 23 Apr @ 4:04pm 
Why do Lanciarii Palatina for the WRE appear as axe infantry? I believe they are supposed to show up as spear infantry.
Simurgh the persian 22 Apr @ 7:49am 
why do most units have such low armor piercing?
C4 9 Apr @ 1:04am 
:steamhappy:Excited to see this mod still updating!!Is melee infantry has lesser man than spear infantry?I remember they have same soldier when Part3&4 still online.Such as Roman Palatini has only 160 soldier like vanilla,considerate all cavalry has 120 soldier.
A1987M 29 Mar @ 8:20am 
I just wanted to say this mod is seriously underrated. I have undertaken numerous play throughs of the campaign. I am currently on turn 159 of my WRE campaign and it is still engaging. Keep up the good work FotE team.
Nemo 26 Mar @ 11:13am 
so that might be worth a try i guess
Aurelinus  [author] 26 Mar @ 12:35am 
mk1212 is known to be heavily interrupting if not removed, deactivation is not enough.
Nemo 24 Mar @ 11:23am 
is it possible that some of the NOT active mods still influence the game when i launch it ?
Aurelinus  [author] 24 Mar @ 8:15am 
Bastion onagers are kinda vanilla bug but essentially if they are not present that means they should not.
Compatibilty issues are cleared here:
https://gtm.steamproxy.vip/workshop/filedetails/discussion/429279205/3110266679776588272/
Nemo 23 Mar @ 12:40pm 
I am having an issue with the bastion onagers stated to be present in the settlement but failing to appear in the actual siege battle,
and another bug regarding the settlement building of the romans stated to be adding walls that just doesn't.

i'm using the following mods in this order:
- Realistic Lighting and Environments
- Fall of the Eagles + Europa Perdita Revised - fix for MAGA
- Athanasios' Attila Ultimate Fixes for FotE, EP, FotE + EP Revised
- Fall of the Eagles + Europa Perdita Revised
- All Occupation & Diplomatic Options for All Factions ( Inc. Confed. )
- FotE - Part 1
- FotE - part 2
- Europa Perdita Reloaded
- MAGA region trading (reloaded)
- More Detailed Unit Stats Tab

Not sure if something is conflicting or is a bug,
if something is conflicting i'll just remove it but i can't seem to figure out what
vladipa 2 Mar @ 7:10am 
Compared to other barbarians, the Vandals have few units of the third tier, maybe in the next update something will be added to the vandals.
Aurelinus  [author] 30 Jan @ 8:07pm 
Essentially mechanism does good job - realistic and challenging.
Smiling Knight 30 Jan @ 4:05pm 
@Aurelinus as I've sad I've abandoned settlements right from turn 1. Spend more then 30 turns and it's still gives me -16 public order per turn because of migrations. Add to this religious differences and taxes and you will have instant rebellions all over Empire, how am I suppose to deal with it? :bust: For me it seems like bug because immigration public order does not drop in 30 turns!
So I've started a new game and without abandoning any settlements immigrants give me -1 public order per turn. It seems like your mods(they are great by the way, I really like them, thx!) interrupts abandoning settlements for WRE(noob tactics - abandon everything you can't hold, like Britain, Germania, Pannonia), now I got it, gonna try to defend them :roman_shield:
Aurelinus  [author] 30 Jan @ 11:41am 
You can use quarantine edict to decrease migration or build structures that prevent it.
Smiling Knight 30 Jan @ 10:55am 
@Aurelinus so I need to resettle them for migration to stop?
Aurelinus  [author] 30 Jan @ 10:17am 
I don't know how that mechanic works but possibly migration is increased with abandoning areas.
Smiling Knight 30 Jan @ 10:04am 
How to deal with instant immigration? I've started as Western Roman Empire and abandoned Britain, Gaul, Pannonia and Noric(in Alps). Now all my other provinces(even in Africa!) suffer every turn(I've played around 40 turns) -18 public order because of migration! Why? How is it possible? How to deal with it? Is it because I've abandoned some provinces? I'm playing with Europa Perdita and Fall of the Eagles + Europa Perdita Revised:roman_shield:
billsheri1948 18 Jan @ 1:50pm 
I like card the unit cards, and units. When moving the mouse, it crashed. I have part and part 2. Is there any updates, or patches?
Redin5ide 15 Jan @ 10:14am 
Stunning update Aurelinus, thanks for this!
H 14 Jan @ 7:49pm 
love you mod mate :KneelingBow::easternromanempire::westernromanempire::steamthis::mhfury:
jabbothehut 9 Jan @ 11:44pm 
Does this mod implement the 1hp system for battles that mods like ancient empires have used to give a pre rome 2 feel to battles?
Aurelinus  [author] 3 Jan @ 3:39pm 
"All factions reskin and new models based on historical sources with entirely new rosters for GC, LotR and AoC" :steammocking:
sam.pidgeon 3 Jan @ 3:15pm 
does this mod add many new units to all factions i like overhauls with unit variety just thinking of playing something in original game time frame some time as i nearly played every faction in AOJ
Aurelinus  [author] 3 Jan @ 4:04am 
Yes, it is. And no real solution to this since it is caused with max number of men per unit which seems cannot be over vanilla's 160 or 180 depending on campaign.
If any mod alters those numbers, and FotE does that, replays stop working.
marckennethcabanero 3 Jan @ 2:39am 
@Aurelinus, every time I replay a battle while using this mod my game crashes. Is this a common issue with mods?
Aurelinus  [author] 12 Dec, 2024 @ 12:57pm 
Positioning for better ground takes me 1/3 of the time limit. :steammocking:
AmbitiousRam 12 Dec, 2024 @ 10:13am 
How much harder does this make battles roughly? Also how long are they on average?
leow 8 Dec, 2024 @ 7:47am 
Thanks!