Total War: ATTILA

Total War: ATTILA

Fall of the Eagles + Europa Perdita Revised
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Update: 19 Sep, 2018 @ 1:50pm

Some minor balance corrections like individual upkeep cost for some mercenary units and buildings, added few new roman names (Hmmm... Honorius was not in west roman rooster...). Minor corrections for constructing time of water buildings. Corrected rebels in Durocortorum and Colonia Agrippina (prevoiusly i added northmen there instead of Franks, in fact it was vanilla mistake, they added correct faction and wrong subculture).

Update: 18 Sep, 2018 @ 11:30am

Minor cleaning.

Update: 17 Sep, 2018 @ 7:58pm

Slightly upped food for pig husbandry (+10 per level), standarized stats for celtic cavalry raiders and mercenary version.

Update: 13 Sep, 2018 @ 5:22pm

Minor cleaning, nothing important i believe :).

Update: 11 Sep, 2018 @ 4:06pm

After long reading datas i could succesfully add Mercenary taifali cavalry, similar to its counterpart in german roosters. You can find it in respective provinces historically attested (Liguria, Aquitania, Sarmatia Europea). Limited and rare, but comparably to mercs in the east this kind of unit was missed in the west. Not save compatible, only new game can reveal that kind of addition.

Update: 11 Sep, 2018 @ 5:08am

- minor overall cleaning;

Update: 10 Sep, 2018 @ 6:19pm

- brought back mercenary celtic archers - FotE or EP removed them for unknown reason, i don't see problem to let them be in game, that is historically correct and celtic factions have their counterparts, so why not mercenaries (not save compatible);
- imported projectiles balance files (from my other mod) without changing ammo stacks, if you want reduced ammo (to vanilla numbers) you still have to use submod "Fall of the Eagles artillery revised";
- minor overall cleaning;

Update: 10 Sep, 2018 @ 12:15pm

- increased WRE/ERE starting treasury to 10000, actually starting debit of WRE made some trouble to them, now they are less affected;
- most migrants and Franks +1000 for balance;
- Mauri & Gaetuli -500;
- White Huns +500 (12500 total);
- minor building changes to Segusio;
- edited starting gravitas for WRE/ERE ruler family (+10), to stop them from fast power degradation due to EP settings of fame (if you play them you can at least use few prefectores in provinces without pain now);
All changes above not save compatible.

- increased cost of recruiting cheirobalistas and onagers, lowered a bit cost of upkeep - according to my previous change, main goal is to remove armies full of onagers, that can be easily defeated (however autoresolver sees them as very powerful). I vote for onagers to be removed from regular armies and moved to siege equipment (not really planned ever, CA should do this);

Update: 9 Sep, 2018 @ 8:58am

Heavy startpos.efl file modding (to see changes needed new game):

- edited mercenary pools in Britania et Hibernia, no germanic mounted units on island, added some german foot units, less celtic units,
- reedited rebels, probably now they will show up as intended, some changes due to historic reach - like more armenians around armenian state,
- new rebel faction - Bagaudes - replacing Septimania, put in relevant regions (North Gallia and Hispania),
- proper name for Varines (Waerne),
- a bit balanced Slavs units, according to relevant units from german rooster,
- tweaked all generals units (and some other OPed), less immortal than actually - probably now you can kill few with heavy arrows' rain,
- increased cost of upkeep for artillery units (both land and naval), it was ridiculous to see armies full of onagers that were too easy to beat (onagers are really useless besides sieges),

Update: 8 Sep, 2018 @ 3:24pm

Standarized roman units vs. mercenary versions.