Total War: ATTILA

Total War: ATTILA

Attila + Charlemagne Ship Shield Variety Reskin
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
William Wales 29 Aug, 2016 @ 5:43pm 
Hello where can I find the file in the db to change the ships to a more stronger against flame, as just a few flaming arrow will easily take down a big ship with at least 200 man in it, "with just a few arrows, literally about 10 to 12 arrows, where can I find that folder please.

Thank You.
Aristoxenus 18 Jun, 2016 @ 4:20pm 
Yeah, that sounds better, and the range is gonna stay the same?
But i understand if you can just change the time of the burst and the reload its fine, i was just asking :).

Thx btw
The_Yogi  [author] 18 Jun, 2016 @ 4:00pm 
Hmmm...I don't know if there are such mod. I can make it quite easily, but lately I have no spare time to really mod. Maybe if I keep the mod simple and not too ambitious I can find some time to work on it.

Fire Siphon's reload time is 60 seconds BTW, I can shorten it or make the burst longer and more damaging.
Aristoxenus 18 Jun, 2016 @ 3:49pm 
Hello, is there a mod that Makes the Dromon Greek Fire more Powerful (more range and non stop shooting)? Because my Dromon are doomed when they miss they target (the reload is like 30 to 1 minute before the spit fire again)
☞ Waleczny Bigos ☜ 14 May, 2016 @ 7:02am 
God job Sir
The Running Man 25 Feb, 2016 @ 11:23am 
excellent job...this is exactly what was missing in the the workshop!
The_Yogi  [author] 25 Feb, 2016 @ 10:28am 
UPDATE
--------------
Slavic Shields for New Attila GC Factions
giwrgosstamos88 23 Jan, 2016 @ 6:10am 
thanks for the reply,great then!
The_Yogi  [author] 23 Jan, 2016 @ 4:44am 
@giwrgosstamos88
Its compatible. Those conflicts are just false alarms, because Avetis from FoTE team gave me permission to use Slavic FoTE patterns for this mods. So of course the mod manager detect files with similar names - Because THEY ARE the same files Avetis made.
giwrgosstamos88 22 Jan, 2016 @ 10:51am 
sorry probably for the silly question but is this compatible with Fall of the eagles..?because i did saw some conflicts and i want to try this it is such a good idea friend..
The_Yogi  [author] 14 Jan, 2016 @ 11:58am 
UPDATE
--------------

- Add African Shield Arrays
- Add Slavic Shield Arrays (Thanks to Avetis)
Aguirre 12 Jan, 2016 @ 10:25pm 
Oh yes! Great stuff.
Kraut 12 Jan, 2016 @ 4:48pm 
Oh nice. Thanks.
The_Yogi  [author] 12 Jan, 2016 @ 4:48pm 
@matherthebec
Possible, but that would need a help from a modeller good with 3DSMax
The_Yogi  [author] 12 Jan, 2016 @ 4:47pm 
@The_Germans_are_coming
This IS for main campaigh, as well as Charlemagne
DramaBelli 12 Jan, 2016 @ 3:34pm 
Yogi if you need more shields feel free to use my ones. I made tons of them for romans but also for some other factions I covered (Just grab them from Radious mods)...even if I see there is already an interesting variety. A little jewel to combine our personal mosaic of mods to enhance this game!
Kraut 12 Jan, 2016 @ 2:51pm 
Will you do this for the main campaign aswell?
matherthebec 12 Jan, 2016 @ 11:13am 
Well done ! Thumbs up ! Are u maybe planning to modify those horrible anti historical viking Drakkars ? It would be great to play with some realistic Gokstad/Oseberg ones ! For the Oseberg you could just double the already existing "tail" and replace that non-sense eagle head ! Alternatevely you could replace it with a wooden dragon head ! Cheers and congrats !
The_Yogi  [author] 12 Jan, 2016 @ 10:32am 
Thanks DramaBelli. Bit short on Sarmatian Oval, Slavic Round, and Byzantine Kite Shields decal variety though.
DramaBelli 12 Jan, 2016 @ 10:28am 
great idea you realised, mate
Cooman Smurf 12 Jan, 2016 @ 8:57am 
Ty
The_Yogi  [author] 12 Jan, 2016 @ 8:55am 
Yes
Cooman Smurf 12 Jan, 2016 @ 8:53am 
complitable with AoC?