Page 3 of 10 FirstFirst 12345678910 LastLast
Results 41 to 60 of 190

Thread: Magnar Mechanics - Attila Mods (25 mods released)

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Magnar's Avatar Artifex
    Join Date
    Jul 2013
    Location
    The last place you look
    Posts
    4,370

    Default Re: Magnar Mechanics - Attila Mods (13 mods released)

    will update all links after dinner

  2. #2
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
    Artifex Moderator Emeritus

    Join Date
    Feb 2008
    Location
    Athens, Greece
    Posts
    11,588

    Default Re: Magnar Mechanics - Attila Mods (13 mods released)

    Quote Originally Posted by Magnar View Post
    will update all links after dinner
    Enjoy your dinner mate...

    Cheers

  3. #3
    Magnar's Avatar Artifex
    Join Date
    Jul 2013
    Location
    The last place you look
    Posts
    4,370

    Default Re: Magnar Mechanics - Attila Mods (13 mods released)

    scratch that, sourceforge links should work again now

  4. #4

    Default Re: Magnar Mechanics - Attila Mods (13 mods released)

    ah fab, thanks a bunch!

  5. #5

    Default Re: Magnar Mechanics - Attila Mods (13 mods released)

    your a life saver with these man.

    much appreciated.

  6. #6

    Default Re: Magnar Mechanics - Attila Mods (13 mods released)

    super quick

  7. #7

    Default Re: Magnar Mechanics - Attila Mods (13 mods released)

    Hi Magnar, could upload a mod to increase men per unit by 1,5. So 240 men in infantry unit like in DEI cause x2 is too much for my pc.
    Thank you

  8. #8
    Magnar's Avatar Artifex
    Join Date
    Jul 2013
    Location
    The last place you look
    Posts
    4,370

    Default Re: Magnar Mechanics - Attila Mods (13 mods released)

    Quote Originally Posted by Marcus Iska View Post
    Hi Magnar, could upload a mod to increase men per unit by 1,5. So 240 men in infantry unit like in DEI cause x2 is too much for my pc.
    Thank you
    use large unit sizes with x2 and it will x1.5

  9. #9
    simplemind07's Avatar Tiro
    Join Date
    Jan 2008
    Location
    United States
    Posts
    268

    Default Re: Magnar Mechanics - Attila Mods (13 mods released)

    Awesome ty! Anyway to make a 8tpy?
    Love is like peeing in your pants, everyone can see it but only YOU can feel the warmth.
    WE have no limit. Saying so is just a pathetic excuse of giving up!

  10. #10
    Magnar's Avatar Artifex
    Join Date
    Jul 2013
    Location
    The last place you look
    Posts
    4,370

    Default Re: Magnar Mechanics - Attila Mods (13 mods released)

    Quote Originally Posted by simplemind07 View Post
    Awesome ty! Anyway to make a 8tpy?
    made that earlier today but apparently it screws up seasons so removed it

  11. #11

    Default Re: Magnar Mechanics - Attila Mods (13 mods released)

    can i use the stronger barricades and slow combat mod in my current campaign? or do i have to make a new one?

  12. #12
    LewisVee's Avatar Semisalis
    Join Date
    Nov 2010
    Location
    glasgow
    Posts
    405

    Default Re: Magnar Mechanics - Attila Mods (13 mods released)

    Fantastic work sir!! Much appreciated.

  13. #13

    Default Re: Magnar Mechanics - Attila Mods (13 mods released)

    Oh thank you, I didn't think to try this....

  14. #14

    Default Re: Magnar Mechanics - Attila Mods (13 mods released)

    I have a question!!!! SO I am trying to make Faction income mods, like I had started doing with Rome 2. but in the Atilla Data.pack I cant seem locate the same table effect_key.

    In the data.pack in the db\effect_bundles_to_junctions_tables, I'm assuming I cant use the effect_key from Rome, being rom_building_gpd_subsistence_faction_capital_hidden.

    I was wondering if by chance anyone knew what the equivalent would be in Atilla?
    "Twelve highlanders and a bagpipe make a rebellion"
    -Scottish Proverb
    Media Arts & Animation Major at the Art Institute.

  15. #15

    Default Re: Magnar Mechanics - Attila Mods (13 mods released)

    There needs to be a Tower Nerf mod. The towers in the game are like little machine gun nests.

  16. #16
    Priest's Avatar Semisalis
    Join Date
    Aug 2003
    Location
    England
    Posts
    454

    Default Re: Magnar Mechanics - Attila Mods (13 mods released)

    Is there any word on when the Steam Workshop will be activated?

    And any word on taking fireships out of all factions apart from ERE?

  17. #17
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
    Artifex Moderator Emeritus

    Join Date
    Feb 2008
    Location
    Athens, Greece
    Posts
    11,588

    Default Re: Magnar Mechanics - Attila Mods (13 mods released)

    Anyone else notices the pikes are useless???

  18. #18

    Default Re: Magnar Mechanics - Attila Mods (13 mods released)

    Quote Originally Posted by Greek strategos View Post
    Anyone else notices the pikes are useless???
    They're still incredibly strong. Even the cheapest pike will do massive damage to anyone charging the front, they just don't shoot death rays at the same time anymore

  19. #19
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
    Artifex Moderator Emeritus

    Join Date
    Feb 2008
    Location
    Athens, Greece
    Posts
    11,588

    Default Re: Magnar Mechanics - Attila Mods (13 mods released)

    Quote Originally Posted by ProneOyster View Post
    They're still incredibly strong. Even the cheapest pike will do massive damage to anyone charging the front, they just don't shoot death rays at the same time anymore
    Ι'm seeing quite the opposite right now using Magnar's mods...
    I will check vanilla also and report later...

  20. #20
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
    Artifex Moderator Emeritus

    Join Date
    Feb 2008
    Location
    Athens, Greece
    Posts
    11,588

    Default Re: Magnar Mechanics - Attila Mods (13 mods released)

    Quote Originally Posted by Greek strategos View Post
    Ι'm seeing quite the opposite right now using Magnar's mods...
    I will check vanilla also and report later...
    ok checked it and one of the battle mods of Magnar made them almost useless as I said before...
    in vanilla they are pretty powerful indeed...

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •