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

  1. #41
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    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

  2. #42

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

    your a life saver with these man.

    much appreciated.

  3. #43

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

    super quick

  4. #44

    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

  5. #45
    simplemind07's Avatar Tiro
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    Default Re: Magnar Mechanics - Attila Mods (13 mods released)

    Awesome ty! Anyway to make a 8tpy?
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  6. #46
    Magnar's Avatar Artifex
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    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

  7. #47
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    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

  8. #48

    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?

  9. #49
    LewisVee's Avatar Semisalis
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    Default Re: Magnar Mechanics - Attila Mods (13 mods released)

    Fantastic work sir!! Much appreciated.

  10. #50

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

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

  11. #51

    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?
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  12. #52

    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.

  13. #53
    Priest's Avatar Semisalis
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    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?

  14. #54
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: Magnar Mechanics - Attila Mods (13 mods released)

    Anyone else notices the pikes are useless???

  15. #55

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

    Could you please make a mod which adds formation attack to a high-tier units?
    modificateurs sans frontières

    Developer for Ancient Empires
    (scripter, developed tools for music modding, tools to import custom battle maps into campaign)

    Lead developer of Attila Citizenship Population Mod
    (joint 1st place for Gameplay Mods in 2016 Modding Awards)

    Assisted with RMV2 Converter
    (2nd place for Warscape Engine Resources in 2016 Modding Awards)

  16. #56

    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

  17. #57
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    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...

  18. #58

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

    Excellent work Magnar! I appreciate and like that you havent packed them together so everybody can choose what he likes.

  19. #59
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    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...

  20. #60

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

    Amazing. Thanks. Any chance you could mod the "alliance colouring" option in game settings so that player isn't always yellow and enemy always red. Ie each playable faction would have a distinctive colour . That'd be awesome.
    Classical World - overhaul mod for Hegemony 3 , Clash of The Ancients. The Real Time Grand Strategy equivalent of Total War
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