Total War: ATTILA

Total War: ATTILA

Sebidee's Charlemagne Expanded - 12 Turns Per Year
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.
Hooded Horse 26 Feb, 2018 @ 10:14am 
Posted a detailed list of both new and previously reported issues, seperated bug reports, balancing, and other issues for ease of use.

Could I ask a favor? Could you tell me if the coming update is just some of the reported issues, or if you include something else?

The reason is I made a personal edited version with my suggested changes (some of which I am sure is subjective and you won't agree with), and I want to know if I need to check and merge in other changes and improvements you made, or whether I can simply continue using it even after the update.

Thanks so much Sebidee! You are amazing to have created this wonderful mod!
Hooded Horse 26 Feb, 2018 @ 9:26am 
Wow, that is amazind speed and dedication to your subscribers to fix it so fast! Thanks for that!

Sure, I will make a post in a moment, and include a few additional issues I came across later last night.
Sebidee  [author] 26 Feb, 2018 @ 8:19am 
No I have them fixed right now, I'm just having trouble updating mods at the moment and will do it asap.

Btw could you make a discussion thread and repost your comments in it, it's a lot more efficient than having bug reports in the comments.
Hooded Horse 25 Feb, 2018 @ 6:03pm 
Other rosters have the same bug for 1 or 2 units (wesphalia, irish, etc).

If helpful I can send you a fixed version (I used the mercian units to reference the correct man_entity values). Just contact me if so.

Thanks again for the great mod!
Hooded Horse 25 Feb, 2018 @ 4:56pm 
Found the land unit HP bug's source:

Under man_entity, Danish troops are set to use base charlamange values, while the other rosters are set correctly to use the Seb new ones you added.

So that is why the Danes have terrible HP--switching them to the correct Seb man_entity should fix it.
Hooded Horse 25 Feb, 2018 @ 4:49pm 
A Bug with land units:

Danish troops have far too little HP.

Examples: Other faction levy axeman have around 100 hp, danish have 80. Other faction archers have around 100 hp, danish have around 80. Almost all unts are affected.

The only unit line where Danes have comparable HP is the swordsmen.

This makes the Danish roster much worse than the Mercians, which about matches them in swordsmen and beats them in every other infantry with substantially more hp.

Not sure why this is happening--doesn't appear to be from the bonus hp in the tables, but the HP loss shows up in both custom battles and campaign.
Hooded Horse 25 Feb, 2018 @ 2:49pm 
I think most of the issues below involve some of those balancing tweaks being incomplete (ie, raiders were rebalanced, heavy raiders were not), or a mistake from the mod (the shield for the merc 2 handed axe is listed as seb_ before the shield name).

It is a great mod, just reporting issues to look at if you decide to release a future version. :)
Sebidee  [author] 25 Feb, 2018 @ 2:43pm 
The Naval units have not been changed much in this mod. Their balancing is the same as in vanilla but with small changes to basic stats to keep in line with the land unit balancing.
Hooded Horse 25 Feb, 2018 @ 2:41pm 
Some more naval balancing feedback:

1)Mercs and admirals are missing both douse flames and use whip. The latter makes sense, but not the former.

2) Danish admiral bodyguards are weaker than other factions like the Mercians.

3) Raider units follow the logic of their land 1-handed axe counterparts in damage (low base, high armor piercing), but heavy raiders do not (having sword values for their damage, despite their axes)

4) Danish admiral ships are missing the +10 speed given to danish ships.
Hooded Horse 25 Feb, 2018 @ 2:08pm 
Found the source of bug number 2:

Merc Viking Smashers (a dane axe unit) are incorrectly listed as having a small round shield, that is why they have much better defense than their normal counterpart. I recomend it be removed and changed to none.

Hooded Horse 25 Feb, 2018 @ 1:36am 
Thanks for this great mod!

A couple of issues to ask about on the ship units:

1) The danish admiral ship bodyguard unit has an upgrade midway through the tech tree, but its unit has all the same stats (its assigned to the same land unit). Should there be an actual upgrade there?

2) Viking smasher mercs have much better armor than non merc viking smasher, and in general are very cost effective mercs (better thats than viking raider mercs, but cheaper). Is their high armor value an error? Or maybe the viking smasher non-mercs are missing an upgrade?

Thanks so much!
Sir Acalian 23 Dec, 2017 @ 6:29am 
well if you ever do, (im hoping soon :P haha) please send me a message and let me know XD
Sebidee  [author] 22 Dec, 2017 @ 6:53pm 
Possibly!
Sir Acalian 22 Dec, 2017 @ 1:40pm 
hi, im wondering if it is possible for you to make a stand alone mod for the missile unites, specifically the change in the types of ammo, i would love to have it implemented for the grand campaign
Sebidee  [author] 28 Oct, 2017 @ 12:37pm 
Thanks man, I really appreciate it!
thecleverduck32 28 Oct, 2017 @ 8:28am 
Sebidee, what practiti0ner said. This mod has probably increased the amount of time i have spent playing Total War Charlemagne by ten fold if not more. Thank you for all the time you have put into making this awesome mod!
Sebidee  [author] 31 Aug, 2017 @ 4:39am 
Thanks man, that really means a lot :)
November Sierra 30 Aug, 2017 @ 10:13pm 
Just want to say that this is an absolute must have mod for AoC. I'm sure it is difficult to differentiate faction units but with this i feel like all factions are not only unique but historically correct while maintaining a great visual appeal. So thank you for this, you are indeed an underappreciated modder of this community.
Gas Head 18 Aug, 2017 @ 5:19am 
Thanks for the info!
Sebidee  [author] 17 Aug, 2017 @ 4:43pm 
Gas head, for mercia you unlock Mailed Horsemen with Master Smiths technology and you unlock Ceorl Skirmishers with Fyrd Training. Please read the description on the main workshop page, it tells you how to find out what technologies unlock units.
Gas Head 17 Aug, 2017 @ 4:47am 
Another Bug: As Mercia it is not possible to recruit mailed horsemen and Ceorl Skirmishers. Descriptio says "You haven't researched the corresponding art form" (or something similar), yet there is no research that unlocks these units.
patweb2205 17 Jul, 2017 @ 6:46am 
Awesome mod, totally revises AoC and adds much more flavour. The only issue I've had is not being able to recruit onagers with the Lombards or Avars. I can. Hold the siege workshop but it only upgrades archers.
stevebullpasture 13 Jul, 2017 @ 7:16pm 
Yep, works fine, I think the 8 TPY was the only one bugged.
Snowduck 13 Jul, 2017 @ 4:40pm 
ok thank you
Sebidee  [author] 13 Jul, 2017 @ 4:11pm 
Snowduck are you using another startpos mod, also it won't work if you use this alongside my main Charlemagne mod. This isn't a submod it is a separate version.
Snowduck 10 Jul, 2017 @ 5:34pm 
seems not to be working for me
Sebidee  [author] 26 Jun, 2017 @ 1:03pm 
Yeah just some balancing improvements.
viranto 26 Jun, 2017 @ 12:46pm 
New Update for your mod?
Sebidee  [author] 21 Feb, 2017 @ 5:05pm 
Yeah I think it is so important to be able to use troops in different ways. It makes battles more about using better tactics rather than just winning by brining the best troops (like it is in Warhammer). A skillful player should be able to beat an army full of elites with an average army by using good tactics, and lose if they suck!
Controcetica 21 Feb, 2017 @ 4:00pm 
You're very welcome! :D

Also I meant "stances"! Damn typos. But the ready availablity of stances for the infantry and alternate fire modes for ranged troopes etc is a lot of fun to make use of on the battlefield!
Sebidee  [author] 21 Feb, 2017 @ 8:34am 
Thanks Estarc, that's probably the best comment I've ever had on a mod :)
Controcetica 20 Feb, 2017 @ 1:25pm 
Sebidee, just wanted to say that you are the best! After multiple failed, frustrating campaigns I was about ready to give up on Attila for good. But AoC with this unit mod has turned out to be one of my favourite Total War campaigns ever!

The combination of high quality units, faction uniqueness/diversity, obvious roles for each unit, upgrading units instead of replacing them and integrating upgrades/unlocks into the tech tree in a logical manner combines into an amazing approach to units.

Plus I really enjoy the type of units on offer. The combination of powerful shield walls and powerful melee cavalry is really enjoyable to me. The stanes in particular really drive home to me that I miss those most of all in TW Warhammer.

Anyway, thanks for singlehandedly creating one of my favourite TW experiences ever! Will be playing with this mod for a long time!
ShadowDoctrine 9 Feb, 2017 @ 11:05pm 
awesome, always a pleasure to use your mods quality stuff right here :steamhappy:
KingdomofMick 7 Feb, 2017 @ 9:47pm 
Ok, thanks.
Sebidee  [author] 7 Feb, 2017 @ 12:34pm 
No this is the full Charlemagne Unit Roster Overhaul mod which is also 12 turns per year.
KingdomofMick 6 Feb, 2017 @ 1:15am 
Hey Sebidee, love your work. I have a question is this just a 12 turns per year mod? It doesn't have any of your changes?
-Thanks!