Total War: ATTILA

Total War: ATTILA

Fall of the Eagles + Europa Perdita Revised
1,786 Comments
Aurelinus  [author] 2 Nov @ 7:32pm 
1. FAQ, pt. 2 - check other mods you are using. I can't see your mods' list so it is probable you are using something that is incompatible. That means i can't even think of what the problem is as i know only that compatibility list is safe and such things don't happen.
2. But that thing also happens when your faction is not allowed to use that branch of buildings (like unromanized Germans). Nonetheless ERE/WRE can use them.
Destrorso 2 Nov @ 10:21am 
I understand, anyway, i've seemed to have found a bug, when using one of the mod's industry buildings (for example the cattle market) if i place a second industry building it can only be upgraded to a quarry
Aurelinus  [author] 31 Oct @ 10:57am 
Hey, that is just a game, there is no point to create separate factions just to satisfy one customer. Close your eyes and use your imagination :steamhappy:.
Destrorso 31 Oct @ 9:20am 
It was the event Vandal invasion of africa, with the Wendiloz Hastingar, the same ones i previously destroyed in the campaign
Aurelinus  [author] 30 Oct @ 7:42am 
Essentially it seems that western migration period that happened between 406-411 was inflicted with Bagaudae uprasing and mutiny in Britain rather than any "climate change" or whatever pseudo-historical/social theories say.
In that period Romans lost control of most gallic and spanish territory and that was brought into play for those germanic people who used occasion to move far from Huns.
Remember that hunnic chieftains considered germanic peoples who moved to roman territories as their subjects and constantly demanded them to come back under their rule so it is most probable they just wanted to be as far as possible from hunnic vincinity and possibility Romans decide to give them back to Huns.
Aurelinus  [author] 30 Oct @ 7:28am 
There is even no single evidence the Vandals mentioned in sources to cross Rhein were the same who later settled in Spain. Vandalic people served in roman ranks as foederati at Danube border (some dacian/noricum locations) and most probably they are the people who moved to Spain (or joined those who theoretically crossed Rhein).
Sources mention that those Vandals who crossed Rhein had mortal battle vs. Franks which was eventually won with help of some unidentified alanic support (how did they even happened there?).
It should be considered rather that vandalic remnants of that battle(s) were split to join those Alans and vandalic groups moving through southern roman borders via Raetia and Noricum.
Aurelinus  [author] 30 Oct @ 7:12am 
The same issue should be considered when thinking of "destroying" Goths, Burgundians, Alamanns or whatever migrating people (yes, we should not say Vandals, Goths or Burgundians but gothic/vandalic/burgundian/saxonic etc. people as none of those "tribes" were homogenous nations but bands of joined raiders who apparently recognized dominacy of one "tribe" like that.
Sources say that actually Suebi who emerged in Spain were consisting of alamanic, burgundian, alan and longobardian and some unidentified "Buri" bands/contingents. Later, when they settled in Spain they were joined even by significant force of Celts (or romano-celtic groups) leaving former british provinces of Rome.
Aurelinus  [author] 30 Oct @ 7:12am 
Which Vandals have you destroyed actually? The ones that harrass alemannian domain? Those are not the group that spawns in Spain.
Historically that group formed from gallic roman locals (incl. settled saxonic people there), lugdunian Alans (separate ones from Alans who joined spanish Vandals) and Vandals who served in roman ranks as foederati at Danube border. They essentially were mix of those (with probable contingent of burgundian people) and Hasdingi/Silingi Vandals who decided to cross roman borders in 407 AD.
Yet significant part of Vandals stayed in germanic territory (they are called in game "Lugians" which is partially truth because they were later joined by Vandals who didn't go to Spain). That is confirmed in sources that their envoys were send to Vandal king to Africa to arrange agreement over lands left in Vistula area.
Destrorso 30 Oct @ 5:03am 
I'm really enjoying the mod so far but i have one complaint, I'm fine with the usurpations and local coups, but i destroyed the vandals, annihilated them, killed every single tribesman, just to find them spawning in mauretania, i understand it is something that happened historically, but couldn't it be modified so that if the Vandals are destroyed the event does not happen?
Aurelinus  [author] 30 Oct @ 4:01am 
Alexander - i'm sorry you don't enjoy the mod for whatever reason, but that is only your private, very subjective pov that simply can be posted somewhere on Discord, dicussion tab or else, not here.
Mod is hard for a reason (at first historical), but generally only for unexperienced players. If you know what tables to look after and how economy works in game that won't be problem any more.
Aurelinus  [author] 10 Oct @ 1:31am 
There is no such a list and no plans to reveal that.
o8cbazz 9 Oct @ 7:00pm 
Where can I find a list of the custom events for ERE/WRE. My game is currently glitched and I have am experiencing the civil war debuffs but there are no separatists or rebels, so I want to know when the evnts happen so I can allow the rebels to take a settlement and then siege it back so that I can lose the debuff.
Restelwys 8 Oct @ 10:56am 
@Aurelinus Thanks!
Aurelinus  [author] 8 Oct @ 10:25am 
Blank descriptions of roman barracks issue is answered in FAQ, pt. 4
Restelwys 8 Oct @ 8:07am 
I have an issue with missing building descriptions for WRE, in I and II tier of stables, III is working fine. My load order is as suggested by author an I have only FOTE + EP with all necesarry mods. Tried disabling combo and this issue is linked with EP, FOTE works fine.
Aurelinus  [author] 17 Sep @ 9:17am 
Funny fact is selected saxonic bands were settled in northern Gallia and british isles long before Honorius. Part of Litus Saxonicum was in fact defended by them against other saxonic bands.
Aurelinus  [author] 17 Sep @ 9:09am 
Saxones are not part of any "viking" culture, they were not in roman times and they were not in real viking times. They were rather typical west german non-ethnic group of unidentyfied bands coming from Angles (also german, not northmen), Frisians, Franks, Chatti, even Longobards.
Asep_Hejo 13 Sep @ 3:50am 
i want to report bug but i dont know the right place so i post here instead. Apparently the saxons still has sea sikness debuff wehen land unit fight at sea. The saxons is part of the viking raider culture and it said has seasickness immunity
Aurelinus  [author] 10 Sep @ 7:47am 
"Required products", first printscreen.
Jack Diemme 9 Sep @ 3:07pm 
do i need this mod alone or the europa perdita revised and the 2 parts of fall of the eagles? if so, what is the load order?
Aurelinus  [author] 8 Sep @ 8:08am 
Yeah, that's how spies work.
Mr. Blonde 6 Sep @ 1:38pm 
Hello dev team, i have a question about spies. Activating "FotE + EP Revised" increases both movement range and line of sight enormously. A spy can move from the Alps to Denmark in almost a single turn, and their cone of vision alone covers more than half of Gaul. Is this a bug or a feature? I activated all mods in the order described, without mixing them with others and have the same results with several factions. Thanks for all your effort.
Aurelinus  [author] 1 Sep @ 10:24am 
You are kidding, right? At first it never happens massively, at second - it is totally hardcoded so either you got reallly bad luck within the campaign or you use some incompatible mods that trigger that.
Anyway i wish AI was ever that submissive within one gameplay i did.
Alessar 🐺🦄🦅 31 Aug @ 10:32pm 
After many hours of playing Total War: Attila, I think the most annoying thing is the constant treaty proposals the AI sends to me every time I press “End Turn.” I always have to be present to reject them, which slows down the game and makes it frustrating. It would be amazing if there were a way to disable or auto-reject these offers so that turns can pass freely.
Aurelinus  [author] 26 Aug @ 3:11am 
There is a difference between "they work" or "they are compatible". If they are not compatible they most likely make you play something else than original mod even if they work.
Regarding animations if mods use their own tables (1212 and FotE do) then you simply replace them with incompatible tables making specifing units use wrong ones so making them useless.
All compatible mods are listed in the compatibility list.
Jdubbs75 22 Aug @ 2:38am 
First time trying these mods, can i use any battle animations mods like cinematic or will that most definitely conflict with the mod list? Do these mods tweak or add to better battle animations? I have gotten used to have 2 different ones that work with classical, AOJ, 1212? I am just curious. Thanks and very excited to try it out!
MCStormy 14 Aug @ 10:16am 
thank you.
Aurelinus  [author] 14 Aug @ 7:48am 
Reworked or compatible submods in the description.
MCStormy 13 Aug @ 9:18am 
Thanks. What about additional mods?
Aurelinus  [author] 13 Aug @ 8:13am 
First screenshot.
MCStormy 12 Aug @ 1:54pm 
what do you recommend for the load order?
bradleyinternat 8 Aug @ 5:35am 
Hi, do I need to sub to Fall of the Eagles + Europa Perdita base mods? If so is there an order to stack them in in the mod section?
rai1 4 Aug @ 8:23am 
Okay, learnd something new. Thanks for your accurat response! Have a nice week! Rainer
Aurelinus  [author] 3 Aug @ 9:01pm 
Jeeez, man, this mod tries to be historically acurate, no warhounds for Alans ever, no lancers for germanic tribes and no crossbows for Sassanids.
rai1 3 Aug @ 3:38pm 
Hello, I love that mod really! Only thing that hurts, my favorit nation the Alans has no warhound unit anymore. Is there a solution possible? That the samartian spears hav usable hounds like in the description or maybe a seperate unit with wardogs? Thanks a lot, best regards, Rainer
Polemarchos 20 Jul @ 1:24pm 
@Sir_emanual can you try again with MAGA on highest order and the ultimate fix at lowest order?
Aurelinus  [author] 14 Jul @ 12:01am 
Must be something wrong with your order, if you do it correctly no issue like this exists.
Sir_emanual 13 Jul @ 11:56am 
Love this mod, being playing it since it came out. However I seem to be having an issue now with the diplomacy tab. it does not show any other factions at all. I am using in this order

- athanasios Attila Ultimate fixes
- FotE+EP Revised Additional units for WRE
- English faction name
- english unit name
- FotE+EP revised - Fx for Maga
- All occupation and diplomatic options - confe excluded
- FotE+ Revised
-FotE part 1
-FotE part 2
- EP reloaded
- MAGA region trading
Aurelinus  [author] 11 Jul @ 2:29pm 
Mod has its own mercenary system, much more realistic than AoR which about 400 AD seems to be kinda joke.
Timujin 11 Jul @ 12:26pm 
Awesome work, many thanks for continuing on these great mods.

Is there an AOR system in this akin to fireforged and DeI? (Find it to be much more interesting and historically representative of the armies)
Yo Gabba Gabba! 7 Jul @ 12:11pm 
Please keep this up. This is the DEI for Attila that we've always needed.
Lomanta 5 Jul @ 7:15am 
That sounds interesting.
Aurelinus  [author] 5 Jul @ 7:07am 
Not really. I think of making faction map more realistic for 395 AD (Saxons horde, introducing Ripuarian Franks, more Berbers and eastern eastern faction hordes), but nothing guaranteed.
But that's gonna be another mod definitely, not update here.
Lomanta 4 Jul @ 7:48am 
Any updates soon?
Aurelinus  [author] 10 Jun @ 5:12am 
It is unplayable only if you don't know how to use tax level and do some economic planning.
Feanorius Artorius Castus 9 Jun @ 7:14am 
Can I ask why WRE starts with -8k income ? Is this an attempt to make it harder ? WRE has already hardest campaign in the series. This income problem makes it unplayable.
Aurelinus  [author] 23 May @ 5:13am 
Ostrogoths are not allowed to use them. They didn't even exist untill about 425 AD while Italy raid happened 100 years later.
Dragonlaw 23 May @ 4:39am 
Cant upgrade the roman military buildings as ostrogoths, only using mods from the recommended collection and correct loadorder
Aurelinus  [author] 14 Apr @ 3:48pm 
RNG can be a sneaky beast.