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Thread: 1 turn tech-build-units

  1. #1
    Kambe's Avatar Biarchus
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    Default 1 turn tech-build-units

    This is a mod that gives both player and AI 1 turn effects on options you choose.

    1turn_tech
    1turn_build
    1turn_units

    instructions:

    1.download
    2.choose which option you want and extract .pack files to Total War Attila\data
    3.start game

    You don't have to use mod manager for this mods, they are movie format and will work automatically.

    mega download link

    mediafire download link

    I won't support all updates of this game. That is why I have made a tutorial on how to make this modifications yourself. It takes less then 5 minutes.

    tutorial
    1. Download PFM tool
    2. start PFM and update it to latest schema
    3. open Total War Attila\data\data.pack
    4a. for 1 turn building navigate to and extract this table: data\db\building_levels_tables\buiilding_levels
    4b. right click on building_levels and select extract selected, you will be prompted with "select a directory", set it to desktop



    4c. Now to create your own mod, File-new, right click on untitled.pack add-from directory - browse to desktop or where you saved it and select db folder



    4d. result should be this



    4e. as you see there are lots of columns, some edit cost of building but we are looking for create_time. Click on it to arrange them in groups by 0,1,2,... and then you can edit them. Fast way is to select the first row that starts with 2 hold shift and select last row then right click and select apply expression to selected cells. x = 1 and press ok. After you have edited what you want you can finish.



    4f. File-change pack type - movie if you want to use it without mod manager, mod if you want to use it with mod manager but it works also with movie. File-save, give it a name and save it. You are done.

    5a. for 1 turn tech navigate to and extract this table: data\db\technology_nodes_tables\technology_nodes
    5b. repeat steps shown in 4a-4e, column you are after is unknown 7 in which 100 = 1 turn.

    6a. for 1 turn units navigate to and extract this table: data\db\main_units_table\main_units
    6b. repeat steps shown in 4a-4e, column you are after is create time

    Last edited by Kambe; March 25, 2015 at 06:02 PM.


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  2. #2
    Methoz's Avatar Senator
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    Default Re: [MOD]1 turn tech & build

    Great
    And 1 turn for units? :-)
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  3. #3
    Kambe's Avatar Biarchus
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    Default Re: [MOD]1 turn tech & build

    1 turn units added


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  4. #4
    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: [MOD]1 turn tech-build-units

    I like tech for a limited time! I do not think either player or AI should have to wait 20 turns to field one reasonable army. Only problem is there is no guarantee the AI will use it wisely, can you switch it off after a certain amount of turns?

  5. #5
    Kambe's Avatar Biarchus
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    Default Re: [MOD]1 turn tech-build-units

    No way of turning it off after certain number of turns. You can probably try to remove the mod after period you want but that might corrupt your save. Try testing it.


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  6. #6
    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: [MOD]1 turn tech-build-units

    Okay thank you will just have to try, at least its fair

  7. #7
    Methoz's Avatar Senator
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    Default Re: [MOD]1 turn tech-build-units

    Thank you, that was fast
    TotalWarForum.cz
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  8. #8
    FreeMayk's Avatar Foederatus
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    Default Re: [MOD]1 turn tech-build-units

    AI affected too?

  9. #9
    Kambe's Avatar Biarchus
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    Default Re: [MOD]1 turn tech-build-units

    yes


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  10. #10

    Default Re: [MOD]1 turn tech-build-units

    Is it possible to make it specific so only one nation gets affected, like the geats or WRE?

  11. #11

    Default Re: [MOD]1 turn tech-build-units

    Mods don't appear in the mod manager. I have 6 other mods which appear, but none of these ones(Even when I remove my other mods).

  12. #12

    Default Re: [MOD]1 turn tech-build-units

    yeah could you make the mod faction specific that way we can have OP romans or OP ourselves

  13. #13

    Default Re: [MOD]1 turn tech-build-units

    I have a problem, i love your mod but unfortunately it doesn't play well with unit size mods though, i have Magnar's 2x unit size and it doesn't let that mod function. I though it was maybe Magnar's mod so i tried another unit size mod and that also was affected. Is there anything i can do to remedy this situation?

  14. #14
    Kambe's Avatar Biarchus
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    Default Re: [MOD]1 turn tech-build-units

    Tony, you can remove my mod. It its possible that my 1 turn unit mod and magnar size mod are in conflict. After next game update I will make a small tutorial to point what tables need to be updated so you guys can alter other mods to get this effects.

    @Bulletproofmonk - don't think its possible to make faction specific, only culture specific. And in this mods all cultures get same.

    @EpirusStronk - I don't know why you can't see them in mod manager, they are in movie format so its not needed.

    updated 1turn build table with removal or some timber and lead requirement for build.
    Last edited by Kambe; February 28, 2015 at 03:48 AM.


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  15. #15

    Default Re: [MOD]1 turn tech-build-units

    Needs update with new patch

  16. #16

    Default Re: [MOD]1 turn tech-build-units

    you can, was one for rome 2.. like in the traits of X faction you can set them to get X amount extra so 99999extra would make it 1 turn tech. But, that would be more work then I think you'd want to put in so I'll stfu lol.

    even if you just did some veriations for major factions or major time/character-factions

    huns, ERE, WRE and juts or geats? something like that would cover the majority of players and cut down work. just a thought.

    update?
    Last edited by BulletProof Monk; March 04, 2015 at 08:13 AM.

  17. #17

    Default Re: [MOD]1 turn tech-build-units

    Quote Originally Posted by stevieshae View Post
    Needs update with new patch
    This please!

  18. #18
    Kambe's Avatar Biarchus
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    Default Re: [MOD]1 turn tech-build-units

    Once the tool for making this mod is updated I will post a new version.


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  19. #19

    Default Re: [MOD]1 turn tech-build-units

    When do you think?

  20. #20

    Default Re: [MOD]1 turn tech-build-units

    you can no longer edit the building list or unit- so till pack file manager is updated-

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