Attila has the same issue as it was in Rome 2 if a player uses too many Unit Pack mods together. This crash happens when you select for the AI any faction which has a roster which is larger than 70 units and it doesn't matter how many of them are vanilla or custom units.
Important information
Spoiler Alert, click show to read:
- It is fully compatible with the latest patch and all DLCs
- It works with the custom battle screen and can be also used while playing campaigns.
- If you use a mod which changes/includes the important database table factions, then this mod isn't compatible with this fix.
Big overhaul mods or gameplay changing mods include this table. The modder of this mod can of course adapt this fix into his mod.
- This mod doesn't fix any issues within the used Unit Packs mods. It just fixes the issue if you have loaded too many Unit Pack mods together.
- You have to assemble an AI army by yourself in the custom battle screen as the one-click army assemble feature is disabled that this mod works.
- This fix is already included in the Radious Total War Mod.
Installation
Spoiler Alert, click show to read:
If you subscribe to Steam, then it will be installed automatically.
The manual installation of the attila_custom_battle_crash_fix.pack works as every normal mod.
Copy the file attila_custom_battle_crash_fix.pack to your Attila data folder:
C:\Program Files (x86)\Steam\SteamApps\common\total war attila\data
Activate the mod with the Attila launcher.
Recommendations if the Custom Battle Screen still crashes
Spoiler Alert, click show to read:
If the custom battle screen crashes, then please remove all files in these two folders below:
If your game crashes you could re-download changed "vanilla" files and verify the integrity of the game:
> Open Steam > click on my games > right-click on Attila > left-click on properties > then look for the Local files tab and click on Verify the integrity of the game cache
There you can re-check the integrity of your Attila files. It takes some time, but after updating you have again all proper vanilla files.
Information for modders about how to adapt the fix to your mod
Spoiler Alert, click show to read:
> db table: cdir_military_generator_template_ratios
Set all "att_mp_*" rows in the column "ratio" to 0.
You must only set these "att_mp_*" values to 0 and you can edit of course the other ratio values like you want in your mod.
> db table: factions
Set all rows in the column "mp_force_gen_template" from "att_mp_force_gen_*" to "default".
You must only set these values in the column "mp_force_gen_template" to "default" and you can edit of course all other columns like you want in your mod.
You can use my fix for your own work and please just give me credits in your thread.
Credits
Spoiler Alert, click show to read:
Thanks a lot to RYAN for his fix of Rome 2 which inspired me to create this fix for Attila.
Thanks a lot to RADIOUS for the collaboration and testing.
Thanks a lot to DRAMABELLI, PLISSKEN3 and CPT. CORTES for testing.
Thanks a lot to SILENT RESIDENT for her logo.
Wait, you guys just realized now that that table works for Attila as well as Rome 2? I've known that for months, Probably should of said something admittedly. I actually didn't know that it makes campaign recruitment not work though, i'll definitely look into finding a fix to that.
I took a look at your pack file Swiss and the one made for Rome 2. They both have a prefix for their table and both set everything to zero. Here's one thing he did differently though, he only had the custom battle related entries in his table. He took out the campaign related entries. The prefix makes it so that the deleted rows don't make the game crash. Maybe delete any non custom battle rows and see if that works, I'm testing it now but i don't know how I can tell if I fixed the problem. How do you know if it's fixed or not?
Last edited by warman222; September 29, 2015 at 07:00 AM.
Wait, you guys just realized now that that table works for Attila as well as Rome 2? I've known that for months, Probably should of said something admittedly. I actually didn't know that it makes campaign recruitment not work though, i'll definitely look into finding a fix to that.
Originally Posted by warman222
I didn't mean to post twice originally,
I took a look at your pack file Swiss and the one made for Rome 2. They both have a prefix for their table and both set everything to zero. Here's one thing he did differently though, he only had the custom battle related entries in his table. He took out the campaign related entries. The prefix makes it so that the deleted rows don't make the game crash. Maybe delete any non custom battle rows and see if that works, I'm testing it now but i don't know how I can tell if I fixed the problem. How do you know if it's fixed or not?
Hello warman thanks for your input here.
Yes I know this from R2 too and in R2 the fix doesn't cause campaign AI problems as there we could include only the MP rows like you mentioned. So in R2 it fully works to separate the MP from the SP campaign values.
But in Attila it doesn't work. I tried out several ways with vanilla table names (complete replacement of the table) and with my current "cb_fix_cdir_military_generator_template_ratios" table name.
Yes I tried to remove the SP values and only left the att_mp* rows in my table. But then it does crash too as soon as an AI faction is selected which has a roster which is larger than 70 units. So the only way at the moment is to set all values (MP/SP) to zero. The crash happens if too many unit mods are used together and of course it depends which unit packs are activated.
I used these mods to test it as I'm in the Radious modding team. But of course this is related to all unit packs.
Spoiler Alert, click show to read:
These three mods below fully work at the moment without a crash:
lol, a big game like this can't handle some more units. Thanks for all the efforts you guys
Thanks SharpEyed!
I know we are talking here about a huge roster addition as you see in my previous post, but nevertheless it should be mentioned. As the possibility that players experience this crash increases of course after more and more unit packs are released and used.
Last edited by Swiss Halberdier; September 29, 2015 at 03:43 PM.
The crash happens if any selected AI faction has a roster which is larger than 70 units and it doesn't matter how many of them are vanilla or custom units.
Last edited by Swiss Halberdier; September 29, 2015 at 03:48 PM.
I know we are talking here about a huge roster addition as you see in my previous post, but nevertheless it should be mentioned. As the possibility that players experience this crash increases of course after more and more unit packs are released and used.
The crash happens if any selected AI faction has a roster which is larger than 70 units (it doesn't matter how many of them are vanilla or custom units).
Yea I know how many custom units you guys make/made but it still feels weird to have the game crash just because roster has some more units.
I mean it's not like putting 70+ AI units to the battle itself..
Yea I know how many custom units you guys make/made but it still feels weird to have the game crash just because roster has some more units.
I mean it's not like putting 70+ AI units to the battle itself..
Well, what can you do.
Yes exactly and it is clearly not related to the mods itself as we know this issue a long time from R2 and now the same issue is in Attila too.
Finally Radious and I found a way to completely fix the custom battle crash. We will test it deeply and then I will upload the new version and add all information about the fix.
Last edited by Swiss Halberdier; October 03, 2015 at 08:47 AM.
Is removing the cdir mp template still the solution to fix the crash ?
I released a new version which fully works in the custom battle screen and can be used while playing campaigns.
The download section and all detailed information is on the updated first post.
Important information:
Spoiler Alert, click show to read:
- It is fully compatible with the latest patch from 1.10.15.
- It works with the custom battle screen and can be also used while playing campaigns.
- If you use a mod which changes/includes the important db table "factions", then this fix isn't compatible with this mod. Big overhaul mods or gameplay changing mods include this table. The modder of this mod can of course easily adapt this fix into his mod. All infos about how to do it are on the first post.
- This mod doesn't fix any issues within the used Unit Packs mods. It just fixes the issue if you have loaded too many Unit Pack mods together.
- You have to assemble an AI army yourself in the custom battle screen as the "one-click army assemble feature" is disabled while using this mod.
Information for modders about how to adapt my fix to your mod:
Spoiler Alert, click show to read:
> db table: cdir_military_generator_template_ratios
Set all "att_mp_*" rows in the column "ratio" to 0.
You must only set these "att_mp_*" values to 0 and you can edit of course the other ratio values like you want in your mod.
> db table: factions
Set all rows in the column "mp_force_gen_template" from "att_mp_force_gen_*" to "default".
You must only set these values in the column "mp_force_gen_template" to "default" and you can edit of course all other columns like you want in your mod.
You can use my fix for your own work and please just give me credits in your thread.
Last edited by Swiss Halberdier; October 17, 2015 at 01:59 AM.
repare this STUPID bigs with big unit rosters plsssssssssssssssssssssssssssssssss.I cant make custom battles with some fractions.Used many
mods and game crashed.
repare this STUPID bigs with big unit rosters plsssssssssssssssssssssssssssssssss.I cant make custom battles with some fractions.Used many
mods and game crashed.
You can use my fix that these crashes don't happen anymore if you have loaded too many unit packs together.
As I wrote it on the first post:
- This mod doesn't fix any issues within the used Unit Packs mods. It just fixes the issue if you have loaded too many Unit Pack mods together.
The modders of these mods are responsible that their mods work.
A general hint about how to find out which mods do the crashes:
Try to load only one mod after one and start Attila again in between. Then you see exactly which mod does the crash.