Total War: ATTILA

Total War: ATTILA

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Sebidee's Charlemagne Expanded - 12 Turns Per Year
   
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Tags: mod, Units
File Size
Posted
Updated
20.892 MB
6 Aug, 2016 @ 12:06pm
25 Sep, 2024 @ 1:14pm
12 Change Notes ( view )
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Sebidee's Charlemagne Expanded - 12 Turns Per Year

Description


- Updated 25.09.2024
- Save Game Compatible.

Hello everyone! This mod has been updated!

Please also check out my new mods for Warhammer 3.



This is a 12 turn per year version of my mod, Sebidee's Charlemagne Expanded - Unit Roster Overhaul which completely replaces and improves the unit rosters in Age of Charlemagne.

There is also a 24 turns per year version of this mod.

Thanks for reading and please vistit the main mod page for more information.

- Sebidee
Popular Discussions View All (1)
11
9 Mar, 2018 @ 6:48pm
Bug reports and Balancing issues
Hooded Horse
46 Comments
Rinzler141 2 Sep, 2018 @ 4:39am 
Hi, is anyone else having issues with opening this in PFM? Because it doesnt even show it under mods in data folder.
ChancellorRiffRaff 21 Aug, 2018 @ 11:40am 
For some reason this doesn't unlock Bohemia, Munster, or Sicily. Maybe your main mod does but the 12 TPY version maybe not.
Combustible Lemons 13 May, 2018 @ 6:26pm 
Assuming this is a bug, iv noticed that when playing as Bohemia, the 2 starting levy axemen start with only 80 men, instead of the normal 160 for my unit size. Further recruited levy axemen all come with 160 men.
Sebidee  [author] 9 Apr, 2018 @ 1:36pm 
Just to let you know the following factions will be made playable for the Age of Charlemagnei n my mod Sebidee's Charlemagne Expanded.

- Theme of Sicily
- Kingdom of Bohemia
- Kingdom of Munster

Expect it this weekend.
Hooded Horse 26 Feb, 2018 @ 2:52pm 
Cool, I'll search around for it.

Thanks again for making this wonderful mod! :)
Sebidee  [author] 26 Feb, 2018 @ 11:51am 
There is a program but I can't remember the name of it right now. Technology is only costs changes.
Hooded Horse 26 Feb, 2018 @ 10:43am 
Cool, thanks for that. BTW, is there an equivlant of winmerge for Packfiles? I'd love to be able to easily compare your new version to also adopt those minor fixes you make, but I can't find a program for that yet so maybe it isn't possible.

Oh, sorry one last question--is there anything in technology nodes table for this mod beyond the research cost changes? Checking to see if I can use an increased research cost mod together without compatibility issues by just giving it priority. I looked at it as closely as I could and could only see research costs differences, but I wanted to ask to be sure.
Sebidee  [author] 26 Feb, 2018 @ 10:32am 
Yes, just those things. I might make small changes of my own while fixing, but they won't be major, single digit numbers kind of stuff.
Hooded Horse 26 Feb, 2018 @ 10:30am 
Of course I undestand! I am a minor modder (VC Balance Mod for Viking Conquest Warband), and I disagree with half the suggestions people give me too--everyone has their own sense of things like balance and fun. I just figure best to report everything I changed for my personal use edited version, just on the off-chance you agree with some of them.

Thanks so much for that generous offer of information--no need to tell me which of my suggestions you use, I just wasn't sure if you had other fixes/improvements from other people stored up as well (since I would then need to merge those other improvements in). If its just the things we have been discussing, then it looks like I can keep using my personal version then. :)
Sebidee  [author] 26 Feb, 2018 @ 10:16am 
I will update soon, I'm not going to add anything new, just fixing the balancing.

I will update to fix the entities as soon as I can, but other things may take longer. I don't agree about everything on your list so I am not going to do all of it but I will tell you everything I do in a reply on that discussion thread when I update.