Total War: ATTILA

Total War: ATTILA

No AI Razing and No AI Start Migration
17 opmerkingen
El Chapo 28 jan 2019 om 13:34 
I agree with @Non Serviam

You can easily influence subjects, it shouldn't be included in this mod.
Sheph 30 sep 2018 om 15:56 
What happens when the Huns occupy? Don't they settle down and become vulnerable? I agree that we should minimize vassalizing by AI because even when you conquer and vassalize it, that faction will hate you after two tries. It's better to let them liberate. Letting barb hordes vassalize can be done separately and is a good idea. Most of them die out anyways. When the Huns vassalize, it imitates history and we need more of that.
Updates?
Serviam 7 jun 2018 om 5:56 
I strongly disagree with making the AI unable to subjugate other factions. Otherwise this is a great mod -- if only that part wasn't in it... With clever politics and patience you can make a vassal state forsake its host faction. Armenia is the best example, playing as ERE I just had to increase relations, give them some money, make sure they don't convert to another religion.. and then when Armenia likes me more than the Sassanids I declare war on the Sassanids and Armenia joined ME and willingly became my vassal!
Nick Naughty  [auteur] 6 dec 2017 om 8:54 
@Michael

While I have plently of information on building tables, I haven't tried artillery placements yet, and I haven't changed agent numbers before.
Michael_von_Ancken 7 okt 2017 om 4:04 
Hello Nick,

thanks for the informations. I included them in my data.pack and I hope it will work ;)
Do you have an idea how to change and increase the number of defensive artillery per town and the number of agents. It seems that the agents are (hardcoded?) - normal chnages through the fame_levels_table and agents_table won't work.

greetings
Michael
Nick Naughty  [auteur] 25 aug 2017 om 0:56 
Np, I'm just very late, hope it helps.
Michael_von_Ancken 24 aug 2017 om 1:32 
Hello Nick Naughty,

better late than never ;)

thx for your answer
Nick Naughty  [auteur] 20 aug 2017 om 15:35 
Sorry for the very late reply, placed information in discussions as "Requested Modding Notes".
Michael_von_Ancken 6 apr 2017 om 8:12 
Hello Nick Naughty,

can you tell me which datas you changed with PFM. I'm interested in: (1) no start migration (2) AI colonize 1 to 10 (3) AI resettle 1 to 10

I hope you can help me

greetings
Nick Naughty  [auteur] 25 feb 2016 om 14:08 
No problem, just getting all my mods updated asap :)
MaxRavenclaw 25 feb 2016 om 13:28 
Thanks for the quick update, mate. Cheers!
Greywulf 18 jan 2016 om 19:03 
this mod makes for an exceptionally more enjoyable campaign, no more empty wasteland covering half the map. thanks for creating and sharing it!
Nick Naughty  [auteur] 21 dec 2015 om 9:57 
Haven't removed them, just the option for the AI to gain more.
Adrian Maximillian 21 dec 2015 om 5:09 
yeah... please remove puppet states from all ai factions especially that damn sassanid...
Nick Naughty  [auteur] 17 sep 2015 om 12:29 
No idea.

Go to radious mod and ask there if it compatible.
CNR14 17 sep 2015 om 10:02 
is it compatible with radious mod?
Nick Naughty  [auteur] 15 sep 2015 om 16:59 
Updated