Total War: ATTILA

Total War: ATTILA

Fall of the Eagles - Part 1
2,078 条留言
Aurelinus  [作者] 9 月 30 日 上午 1:07 
Pike wall doesn't have any of those stats, review other mods you added. Essentially it is just slightly altered phalanx formation.
Asep_Hejo 9 月 29 日 上午 6:00 
idk which part of fote mod changes formation buffs, why does pike wall has -80% base dmg and -100% ap dmg? Its basically just for show?
Aurelinus  [作者] 9 月 19 日 上午 10:22 
That's pretty subjective pov, you are able, most players are not.
Julian the Apostate 9 月 15 日 下午 1:56 
is there a version with less garrison? As WRE I was able to defeat basically any 20 full stack rebel army with only garrison on very hard difficulty, like totally destroys point of rebels if I can just defeat them with garrisons
Selenova 9 月 1 日 上午 4:25 
What DLC is needed to fully experience the mod?
Aurelinus  [作者] 8 月 28 日 上午 11:56 
It is simply not compatible to FotE.
luciclone71 8 月 26 日 下午 12:42 
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 8 月 5 日 下午 9:55 
So glad to see the mod is getting updates again. Aurelinus the goat
Aurelinus  [作者] 7 月 14 日 上午 12:02 
No, i'm not Dresden.
ismatov.sardor933 7 月 12 日 下午 12:46 
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 月 7 日 下午 2:57 
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 7 月 6 日 下午 12:38 
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  [作者] 7 月 5 日 上午 7:02 
AoC DLC.
o8cbazz 7 月 4 日 下午 1:29 
What faction do the troops of photo 11-13 belong to?
Feenrirr 6 月 24 日 上午 10:50 
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  [作者] 6 月 18 日 下午 4:24 
Exclusive for two syrian units.
chubbyninja89 (TNB) 6 月 18 日 下午 3:19 
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  [作者] 6 月 16 日 下午 1:46 
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 6 月 7 日 上午 12:23 
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  [作者] 5 月 29 日 下午 11:05 
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 5 月 29 日 下午 1:52 
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 5 月 26 日 上午 3:37 
Is anyone interested in playing attila multiplayer using this mod?
B.F.M II 5 月 24 日 上午 1:54 
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 5 月 3 日 上午 6:31 
Is there a way to use Legions of Rome mod with FOE regardless of unit stats compatibility?
o8cbazz 4 月 24 日 下午 3:11 
Fixed it thanks
Aurelinus  [作者] 4 月 24 日 上午 11:14 
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 4 月 23 日 下午 4:04 
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 4 月 22 日 上午 7:49 
why do most units have such low armor piercing?
C4 4 月 9 日 上午 1:04 
: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 3 月 29 日 上午 8:20 
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 3 月 26 日 上午 11:13 
so that might be worth a try i guess
Aurelinus  [作者] 3 月 26 日 上午 12:35 
mk1212 is known to be heavily interrupting if not removed, deactivation is not enough.
Nemo 3 月 24 日 上午 11:23 
is it possible that some of the NOT active mods still influence the game when i launch it ?
Aurelinus  [作者] 3 月 24 日 上午 8:15 
Bastion onagers are kinda vanilla bug but essentially if they are not present that means they should not.
Compatibilty issues are cleared here:
https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/429279205/3110266679776588272/
Nemo 3 月 23 日 下午 12:40 
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 3 月 2 日 上午 7:10 
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  [作者] 1 月 30 日 下午 8:07 
Essentially mechanism does good job - realistic and challenging.
Smiling Knight 1 月 30 日 下午 4:05 
@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  [作者] 1 月 30 日 上午 11:41 
You can use quarantine edict to decrease migration or build structures that prevent it.
Smiling Knight 1 月 30 日 上午 10:55 
@Aurelinus so I need to resettle them for migration to stop?
Aurelinus  [作者] 1 月 30 日 上午 10:17 
I don't know how that mechanic works but possibly migration is increased with abandoning areas.
Smiling Knight 1 月 30 日 上午 10:04 
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 1 月 18 日 下午 1:50 
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 1 月 15 日 上午 10:14 
Stunning update Aurelinus, thanks for this!
H 1 月 14 日 下午 7:49 
love you mod mate :KneelingBow::easternromanempire::westernromanempire::steamthis::mhfury:
jabbothehut 1 月 9 日 下午 11:44 
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  [作者] 1 月 3 日 下午 3:39 
"All factions reskin and new models based on historical sources with entirely new rosters for GC, LotR and AoC" :steammocking:
sam.pidgeon 1 月 3 日 下午 3:15 
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  [作者] 1 月 3 日 上午 4:04 
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.