Total War: ATTILA

Total War: ATTILA

Fall of the Eagles + Europa Perdita Revised
Showing 211-220 of 249 entries
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Update: 27 Sep, 2018 @ 11:53am

Removed Argentoratum fix, i know it works, but i need more testing to do it the way it is sure it doesn't collide with current gameplay (the problem of slot should go away itself when you get develompment points to destroy chapel later, but since then you cannot access the town nor use that extra slot).
Not save-compatible. If you didn't encounter the problem you don't have it ever, if you had it, you must restart campaign.

Update: 25 Sep, 2018 @ 11:25am

Added unique main building to Constantinople. It is mostly similar to old one, but restricted only for ERE and gets a bit better stats and garrison (nothing really breaking balance). You need either start new game to take effect or rebuild (adapt) existing version (both are still available, you need old one to build if you plan to conquer city).
I guess i also repaired missing slot for buildings in Argentoratum (you would never get 4th slot in vanilla due to startpos.esf bug). Actually there is a christian chapel, if you destroy it you need development points to rebuild any structure, but slot is working. Again, it is primitive fix, but due to fact i cannot use AK to update startpos.esf only hack override was possible.

Update: 25 Sep, 2018 @ 3:15am

Re-revised upkeep cost for water buildings and incomes for higher tiers of buildings to decrease too high budget on later stages (that is mostly due to passive AI, especially Huns who are way to easy to calm down with politics). Due to those changes cities within ERE, WRE and Sassanids are also revised to better balance their starting conditions and budget.
I intend to add unique city version of Constantinople, but that needs more testing before release and that's why city was degraded to lvl II (anyway AI alway does this, probably due to get money or preserve sanitation problems in region). Other fact is that ERE capital AD 395 was not biggest city in the realm, Alexandria still was, Constantinople already started career that year for real.

Update: 24 Sep, 2018 @ 9:46am

Re-revised ministerial positions - i noticed that when not very active characters (it happens in the game that you settle almost without wars and rebels) get position it strictly drains our handyman of gravitas ending up with no possibility to advance him further, while office should let him get some points no matter what.
On the other hand if you let usurper get position it would create a lot of troubles for you :). Double-bladed sword tastes the best.
Corrected time and money to build some structures like water buildings, horde mains and industry/trade ones.

Update: 24 Sep, 2018 @ 5:21am

Fixed mistype "Magister Equitum Intra Italiam" into "Magister Peditum Intra Italiam", replaced most hereditary names for legios into more common at ca 395 (you still can just rename them if you don't like it). In fact many legions were divided into different comitatus groups, like in Egipt stationed part of the same legio that stationed in Vienne (Legio III Traiana). Replaced some provinces and cities names into more fitting times, (Aquae Sextiae into Arelate - see discussion on mod's page). Let me know if you don't like them.

Update: 23 Sep, 2018 @ 6:22pm

Slightly rebalanced melee weapons, downarmored some huns' units.

Update: 22 Sep, 2018 @ 9:15pm

Slightly increased AP damage for arrows (+1 to almost all foot units), a little downarmoring for Huns, but problem exist with autoresolver, you can mostly easily beat them in manual fight, while autoresolver needs 3 armies vs. one to see who wins...

Update: 22 Sep, 2018 @ 9:54am

Revised ministerial positions within factions. there was a kinda mess between offices, since civil ones were mixed with military, so being higher civil required military first and so on...
Well, now all offices are just military, so way of advancement is easy to understand and higher office continues bonuses gained on lower. Also most positions has longer term of office now, still you can change or remove officer safely after 4 turns.

Update: 20 Sep, 2018 @ 5:36am

Vanilla projectiles revised (they are still used in game) to match FotE stats.

Update: 20 Sep, 2018 @ 3:23am

Re-revised Huns with their (finally no more) divine accuracy, added some points of accuracy to other selected units like Taifali cavalry, ballistarii (elite ones were lowered from 15 to 10) or persian elite units. Added new effect to governor's buildings within faction to lower cost of upkeep for mercs.