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Thread: [Released]: 8 factions at start -mod for Total War: Attila

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  1. #1

    Default [Released]: 8 factions at start -mod for Total War: Attila

    Prepare for handling vast areas from early beginning of the campaign, use your resources carefully and see conflicts never ending with powerful enemies.

    The mod changes the game's Grand Campaign to have 8 different factions, which all are playable.

    Features:
    -The regions of the complete campaign map have been given to these 8 different factions at start.
    -Names of the factions have been changed to imaginary ones.
    -Starting gold for all factions has been set to 100000, for fast building and unit recruitment at start due to the amount of regions.
    -This mod isn't finished, there are vanilla names for rebels and such, and there can emerge old vanilla factions.
    -The Nomads (Huns) -faction emerges in the early turns of the campaign which might break the balance of the careful ones.

    I will try to update the mod with new features, for now I hope you'll like it.
    Please report any issues, will try to fix those.

    Link to Steam Workshop release: http://steamcommunity.com/sharedfile.../?id=450825214

    Credits:
    Natlev

    The campaign map:
    Attached Thumbnails Attached Thumbnails 960p 8 factions at start -mod for Attila Total War.jpg  

  2. #2
    Karnil Vark Khaitan's Avatar Praepositus
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    Default Re: [Released]: 8 factions at start -mod for Total War: Attila

    Hey Welcome to the forum ^^

    And nice idea for a mod.

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    but on the same time modder with my first mod for Rome 2!http://steamcommunity.com/sharedfile.../?id=286218945
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    yea but mods are created by fans of the series. Games are created by university students who might not necessarily know or play the games/series they're working on

  3. #3

    Default Re: [Released]: 8 factions at start -mod for Total War: Attila

    Thanks. It has been a good help to read what there is on this forum, in creating this mod.

  4. #4

    Default Re: [Released]: 8 factions at start -mod for Total War: Attila

    I have added the mod to ModDb.

    Link: http://www.moddb.com/mods/8-factions-at-start

  5. #5

    Default Re: [Released]: 8 factions at start -mod for Total War: Attila

    really, really good idea. Been waiting a while for something like this, it's nice to be able to skip all the annoying empire building that you get at the start of the normal Attila campaign, especially after having played it multiple times now.

    You could essentially put the starting date for this mod as 560AD, get rid of the WRE, change the names, and call this a Justinian overhaul campaign, which is what a lot of people want right now.

  6. #6

    Default Re: [Released]: 8 factions at start -mod for Total War: Attila

    I had the intention to have already in the start a large empire, when making this mod. I think it's also nice that the ai has large empires, so it's like a challenge to the player. I intend to keep this mod as an imaginary setting, making it more historical setting is something I'm going to refrain from, since I like to keep it as an imaginary one, which gives a certain feel to it in my opinion.

  7. #7

    Default Re: [Released]: 8 factions at start -mod for Total War: Attila

    Nice work, I've been waiting for a mod with only powerhouses to fight against.
    Quick question, is there an easy way to change factions (e.g. Saxons instead of WRE)?

  8. #8

    Default Re: [Released]: 8 factions at start -mod for Total War: Attila

    There is a way of changing the factions to any already playable vanilla faction, however, it needs a bit work. So one has to go back in the editing process some and start from there.

    I'm however now trying to see how to make the Huns (Nomads) faction that emerges during the game, to either be weaker or completely removed, if anyone happens to know how to edit it, I'd be glad to know.

  9. #9

    Default Re: [Released]: 8 factions at start -mod for Total War: Attila

    8 Factions at Start - no Nomads -mod for Total War: Attila


    Prepare for handling vast areas from early beginning of the campaign, use your resources carefully and see conflicts never ending with powerful enemies.


    The mod changes the game's Grand Campaign to have 8 different factions, which all are playable.

    Features:
    -The regions of the complete campaign map have been given to these 8 different factions at start.
    -Names of the factions have been changed to imaginary ones.
    -Starting gold for all factions has been set to 100000, for fast building and unit recruitment at start due to the amount of regions.
    -This mod isn't finished, there are vanilla names for rebels and such, and there can emerge old vanilla factions.
    -NEW: In this version unlike in the earlier, there are now no Nomads (Huns) faction emerging in the early turns of the campaign. Making it lighter for playing the campaign on the northern areas.


    I will try to update the mod with new features, for now I hope you'll like it.
    Please report any issues, will try to fix those.

    Steam Workshop link to the -no Nomads release: http://steamcommunity.com/sharedfile.../?id=453216667

  10. #10

    Default Re: [Released]: 8 factions at start -mod for Total War: Attila

    Quote Originally Posted by Natlev View Post
    I'm however now trying to see how to make the Huns (Nomads) faction that emerges during the game, to either be weaker or completely removed, if anyone happens to know how to edit it, I'd be glad to know.
    I see you just released a new version that removes the Huns but you can check the CAI mod from Junaidi to see how to alter the Huns (make them weaker or stronger) http://www.twcenter.net/forums/forum...Aggressive-CAI

  11. #11

    Default Re: [Released]: 8 factions at start -mod for Total War: Attila

    I like the idea of this mod. I'd be keen to see more imaginary campaigns. Revive interest from the monotony of the European theatre map. I've been thinking how one would create a Middle Earth-esque starting situation.
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  12. #12

    Default Re: [Released]: 8 factions at start -mod for Total War: Attila

    Is it also possible to change the culture of regions?
    The problem is that factions with new regions have both religion and buildings of another faction which is causing low public order and that faction needs to make an effort to set things straight.
    E.g. The Vandals start with Roman buildings and culture with is causing rebellion + the ERE can profit from that by attacking them (since they don't have that problem).

  13. #13

    Default Re: [Released]: 8 factions at start -mod for Total War: Attila

    I will take note from your suggestions. I will maybe implement them in a future mod, that I'm going to make based on knowledge from the 8 factions at start mod.

    Link to the upcoming mod's thread:
    http://www.twcenter.net/forums/showt...s-of-Flaghemin

    Thanks for your suggestions.

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