Total War: ATTILA

Total War: ATTILA

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Attila + Charlemagne Ship Shield Variety Reskin
   
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Tags: mod, Graphical
File Size
Posted
Updated
20.195 MB
12 Jan, 2016 @ 8:03am
2 Aug, 2018 @ 8:27pm
6 Change Notes ( view )

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Attila + Charlemagne Ship Shield Variety Reskin

In 1 collection by The_Yogi
The_Yogi's Assorted Attila Mods
5 items
Description
Are you bored of the generic round shields at the sides of your ships? Do you feel those plain curved shield unworthy of your Viking raiding fleet? Do they ruin the aesthetics of the glorious Ships of The Imperial Roman Navy? Well, look no further.

This simple mod simply replace the boring plain shield arrays with shields of their respective cultures.

This mod is planned to be part of a bigger overhaul (when this lazy ass procrastinator of a modder actually finish it)

Ship Cultural Shield Arrays
-----------------------------------------------------
Attila
- African
- Celtic
- Desert
- Eastern
- Germanic
- Nordic
- Roman
- Sarmatian
- Slavic

Charlemagne
- Celtic
- European
- Muslim
- Nordic
- Roman
- Slavic

FAQ :
-------------------------
Q: Why The Fire Siphon Dromonarion of barbarian navies still have generic shields?
A: Because they should not even have them in the first place, so I don't bother giving them the proper shield arrays for their culture. I even planned to remove them on my next naval mod.

Q:Do this mod reskin marines?
A: No, I want it to be used with any land variantmodel mods without any compatibility problem. So you can freely use it with any mod that reskin marines of your choosing

Q: Is this for Attila or for Age of Charlemagne?
A: For both.

Q: I don't have Age of Charlemagne. Can I use it too?
A: Yes, Of course you can. This works on AoC ships too, but do not need it.

Q: Is this mod compatible with...
A: Yes, Its compatible with anything. There is no other mod like this.

Credits
----------------------------
The Germans are Coming - For the Roman Shield Pattern Resource Pack
Avetis - For Slavic Shield Patterns
--------------------------------------
Check My Other Mods Here
Popular Discussions View All (1)
1
7 Dec, 2021 @ 7:46pm
Ship mod
Riekopo
33 Comments
Azerbaijan Technology™ 15 May @ 2:17am 
apply this to 1212
Yews 12 Mar, 2023 @ 12:56am 
The Slavic patterns both in vanilla as well as in this mod are Neo-Nazi fantasy; if Proto-Slavs actually employed the symbol, it probably looked the same as the Germanic and the Italic variants, and the evidence that they did is inconclusive.
Riekopo 7 Nov, 2021 @ 9:05pm 
Yogi, could you make a mod that removes Greek Fire ships from every faction except the Eastern Romans? In real life only the Eastern Romans had Greek Fire. It's a big pet peeve of mine how CA gave every faction Greek Fire ships.
William Wales 24 Oct, 2016 @ 10:45am 
thank you The_Yogi I will try that and keep you up to date, your help is greatly approciated, thank you sir.
SGZ***71 22 Oct, 2016 @ 3:59am 
Ta
The_Yogi  [author] 22 Oct, 2016 @ 2:53am 
Yeah, but you have to ask Avetis and The Germans are Coming for the shield patterns.
SGZ***71 21 Oct, 2016 @ 9:06pm 
Hi . Thanks for your beautiful mod. I'm wondering if you'd mind if I use your excellent work in a mod I'm doing ? I will be sure too credit you.
The_Yogi  [author] 31 Aug, 2016 @ 10:42am 
In PFM, yes, its unknown17. For editing naval_units, I suggest using Assembly Kit TWeak DaVE instead.

Remember, Ship Hit Points=/=Ignition Threshold. Unknown17 is Ignition Threshold, not Ship's HP. HP are determined by battle_entity instead of naval_units. This is why you see Light Ships have higher Ignition Threshold than Heavy Ships, because small ships are harder to burn/easier to douse than bigger ship. However if you check the battle_entity, Heavy Ships have greater HP than Light Ships.

I repeat, the strength of the ship does not necessarily correlate with its susceptibility to fire.
William Wales 31 Aug, 2016 @ 12:33am 
Hello ok, am in the navel_units section "it's not showing hit_points or something like that as it said when making the sage engine more stronger" which line should I change in here, is it campaign_action_point or unknown17 or is it something else, I tried comparing the numbers hoping a bigger number would mean a more stronger ship but no the lighter ships had more points than the heavy ones so I don't think it's these two, what do you think. if I can just find what section I need to change and I've got my ships stronger. thank you.
The_Yogi  [author] 29 Aug, 2016 @ 5:53pm 
naval_units