Total War: ATTILA

Total War: ATTILA

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Super Nova Attila
   
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标签: mod, Overhaul
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更新日期
17.347 MB
9 月 1 日 下午 2:44
9 月 15 日 下午 7:05
7 项改动说明 ( 查看 )

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Super Nova Attila

描述
This is a submod for Nova Attila that combine a number of popular mods, adding more complexity to your campaigns. I can see why these mods didn't make the cut for Nova Attila as a more focused, "Vanilla+" experience, but if you are like me, you like the campaign map feeling a bit more like a 4x game.

This is compatible with the Aug 28 2025 version of Nova Attila. It has an edited startpos.esf file, mainly changing fertility. Set up the load order for Nova Attila; this goes after the cosmetic mods, but before Nova Attila itself.

Features at a Glance
  • IMPROVED CLIMATE CHANGE - 12 fertility levels, halved building effects
  • SPECIALIZED MINOR CITIES - Fully integrated with other mods here
  • BARBARIAN ROADS - Barbarian towns and cities give minor road effects.
  • SUPPLY WAGONS - High level towns and cities have supply wagons and barrels
  • SUPPLY SYSTEM - Implements the nice bar version of the Supply System
  • REGION TRADING - Implements the region trading mod.

The Details
Improved Climate Change
Increases fertility levels to 12. Halves the effect of fertility on most buildings, often rounding down; most fertility levels are increased (from 1/2/3/4/5 to 1/3/5/7/9), so they aren't quite doubled - most players will plunk a sanitation building down that buffs fertility at least a bit, so that should balance out (and if it's not enough, build a farming town with the next feature). The climate change script is untouched.

Specialized Minor Cities
A fork of DETrooper's mod that adds in Rome II style specialized minor cities. All building factions can make farming cities - they have inferior garrisons and no walls, but add food and buff fertility. Romans can also build limes (garrison cities) with high maintenance costs (perfect for that WRE campaign to harden up the Balkans and Rhine).

Barbarian Roads
Barbarian settlements provide slightly more road growth - still a joke compared to the Romans, but not nothing. Barbarian farming towns provide less road work.

Supply Wagons
There's two great mods out there that give you a little resupply unit that can reload your ranged units: Loewenstein and Caligula's Supply Wagon + Barrel and Abror's Supply Baggage. Caligula's models are free to use, so I made a fork of that - but I mimicked the much more sensible way Abror implemented the reloading ability. It uses unused Arena abilities rather than modifying the resupply ammo ability from naval archers; this means it doesn't turn marine archers into infinite ammo boxes!

Supply System
Adds in Bruga's excellent Supply system - the later version that adds a little bar, not just an icon. Integrates with Nova Attila's implementation of Pigs, Slums, and Palaces as well as with Specialized Minor Cities; all agriculture/husbandry and city buildings give supply properly, and Roman fort settlements provide logistical buffs like a military building.

Region Trading
Implements the region trading mod you've seen floating around here.

Notes
Not compatible (yet) with the Dominium Macsen mod. Shouldn't be hard to make those edits again, just waiting since the mod's new to see if there is a patch or tweaks to come.

If you're reading this, thanks, and I hope you have a great time relaxing and kicking back with or without this mod.

12TPY Version!
Not fiddly enough for you? Here's a 12TPY version.

Dominium Macsen Patch
Here, add this to your load order if you want this to work with Dominium Macsen.

Future Changes?
"Vanilla Plus" mods are more the purview of Nova Attila, so I'm really only thinking about "mods with mechanics" as potential additions.
The slot fix is shelved for now.
27 条留言
Asep_Hejo 10 月 8 日 上午 5:16 
western roman fort bugged. It spawn the bastion onager but not the walls
Asep_Hejo 9 月 25 日 上午 5:52 
since this mod change the max fertility, is it possible to increase the base fertility of the whole map atleast 3-4?
AugustDrake  [作者] 9 月 19 日 上午 10:06 
I'm afraid not. l The descriptions are supposed to point towards existing buildings so I wonder if I can jostle it to help with RU players. I'll poke at it today!
Skirnir 9 月 18 日 上午 5:54 
In RU version Minor Cities have no description, only English version available?
AugustDrake  [作者] 9 月 15 日 下午 7:10 
Update, reworked the road gains a lot.
- Roman fort cities have normal road growth, Eastern and Roman farm cities have half (20 max). Romans generally don't have road problems.
- Barbarian road gains get hit very hard (20 for max major or minor cities, 10 for max farm city) and need road granting buildings like markets, resources, or ports to get to tier 3, but it's not impossible.

Feels much better given that farm cities have walls now.
Skaldic 9 月 15 日 上午 8:43 
It's important to thank everyone, as your improvements cause a ripple effect. More and more people will get to know Attila the way it was supposed to be
Skaldic 9 月 15 日 上午 8:39 
Awesome, thanks. No biggie
AugustDrake  [作者] 9 月 14 日 下午 1:29 
Yenza is really to credit, Nova Attila is such a great mod. Obviously Yenza's got my permission to take any and everything here, the Supply Wagon implementation especially.
AugustDrake  [作者] 9 月 14 日 下午 1:28 
But other than that, thank you so much!
AugustDrake  [作者] 9 月 14 日 下午 1:27 
Oh, I'm sorry. The core issue is in startpos.esf having the changes.

You see, most of the changes in the game are done by mods just to tables. Some have a modified startpos.esf though when map changes are necessary. Startpos mods are a notorious pain in the ass even in Warhammer modding. Your game doesn't assemble all the data from individual starpos files - it uses the one that loads first only. My mod has a modified version of Yenza's startpos with the fertility changes and (formerly) the missing slot fixes. A startpos is actually kind of the same format as a savegame file. There's even a savegame editor that also edits starpos files (EditSF). Once you make a save, your startpos is now locked in as the save file, so if a mod updates the startpos you won't get the update.

Unfortunately the slot fix to the startpos mod is what was causing the crash. I did a test campaign to track it down. All of this is to say the bug is a save killer :(