Page 5 of 10 FirstFirst 12345678910 LastLast
Results 81 to 100 of 190

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

  1. #81
    Chris P. Bacon's Avatar Semisalis
    Join Date
    Jul 2013
    Location
    New Amsterdam
    Posts
    421

    Default Re: Magnar Mechanics - Attila Mods (18 mods released)

    Could you please create a mod that nerfs towers a bit? I find their range and damage to be far to deadly.

  2. #82

    Default Re: Magnar Mechanics - Attila Mods (18 mods released)

    Good to see you making more mods for TW Magnar.

    A note for your 12 TPY mod. The game starts of in Spring, but when you hover over the month, it says January. I believe the ancients used to use the coming of spring to define the beginning of a new year so at least that lines up. Is there a way to make it match the modern calendar at least? So have it start in "Spring" and it says March? Thanks for all the work you do!

  3. #83

    Default Re: Magnar Mechanics - Attila Mods (18 mods released)

    Thank you so much already!

    WTB reduced women mod. They can be there, but not 40% of the army

  4. #84

    Default Re: Magnar Mechanics - Attila Mods (18 mods released)

    Quote Originally Posted by Simon.Fitoussi View Post
    Requesting a mod to remove fog and rain (it's too dark and I can't adjust gem properly.) It just seems like it was made to have that dark gritty feeling but I don't like it because I can't see diddly.
    Have some repTar!
    Edit : Realised the same rome 2 pack is applicable here but thanks if you tried anywho.

  5. #85
    Doc Riedenschneider's Avatar Libertus
    Join Date
    May 2013
    Location
    United Kingdom
    Posts
    56

    Default Re: Magnar Mechanics - Attila Mods (18 mods released)

    How slow is the slower combat mod?

  6. #86
    craziii's Avatar Protector Domesticus
    Join Date
    Sep 2006
    Location
    NYC
    Posts
    4,247

    Default Re: Magnar Mechanics - Attila Mods (18 mods released)

    thank you for the 18 mods!
    fear is helluva drug
    Spoiler Alert, click show to read: 
    “The only rule that ever made sense to me I learned from a history, not an economics, professor at Wharton. "Fear," he used to say, "fear is the most valuable commodity in the universe." That blew me away. "Turn on the TV," he'd say. "What are you seeing? People selling their products? No. People selling the fear of you having to live without their products." freakin' A, was he right. Fear of aging, fear of loneliness, fear of poverty, fear of failure. Fear is the most basic emotion we have. Fear is primal. Fear sells.” WWZ

    Have you had your daily dose of fear yet? craziii
    Spoiler Alert, click show to read: 

  7. #87
    AnthoniusII's Avatar Μέγαc Δομέστικοc
    Join Date
    Feb 2007
    Location
    Thessalonike Greece
    Posts
    19,045

    Default Re: Magnar Mechanics - Attila Mods (18 mods released)

    Magnar you have a realy impresive collection of mods here..
    Three requests IF they are possible.
    Delay (more turns) before each escalation effect apears.
    More guarisson units after each settlement's level upgrade plus better quality of defenders in each upgrade. Example: If a settlement starts with 6 def units then in the next stage must have atleast one more and the lowest level of defenders must be upgreaded too.
    More building slots (50%) in each settlement (8 to major cities and 6 to smaller ones).
    Are they possible?
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  8. #88
    Magnar's Avatar Artifex
    Join Date
    Jul 2013
    Location
    The last place you look
    Posts
    4,370

    Default Re: Magnar Mechanics - Attila Mods (18 mods released)

    Quote Originally Posted by AnthoniusII View Post
    Magnar you have a realy impresive collection of mods here..
    Three requests IF they are possible.
    Delay (more turns) before each escalation effect apears.
    More guarisson units after each settlement's level upgrade plus better quality of defenders in each upgrade. Example: If a settlement starts with 6 def units then in the next stage must have atleast one more and the lowest level of defenders must be upgreaded too.
    More building slots (50%) in each settlement (8 to major cities and 6 to smaller ones).
    Are they possible?
    first 2 should be possible but the last one not

  9. #89

    Default Re: Magnar Mechanics - Attila Mods (18 mods released)

    magnar is there any possibility for the camera mod for the battle??? plz not the screen shots mod just lower its max by 10 pts and high the min by may be 2-3 pts plz....... thanx again for all ur mods

  10. #90
    Decanus
    Join Date
    Oct 2013
    Location
    Western Canada
    Posts
    597

    Default Re: Magnar Mechanics - Attila Mods (18 mods released)

    When it comes slow move speeds and melee combat missiles should be tweaked to compensate ie: missile units will have more opportunity to unload on the enemy unless they lose some reload rate.

  11. #91
    AnthoniusII's Avatar Μέγαc Δομέστικοc
    Join Date
    Feb 2007
    Location
    Thessalonike Greece
    Posts
    19,045

    Default Re: Magnar Mechanics - Attila Mods (18 mods released)

    Quote Originally Posted by Magnar View Post
    first 2 should be possible but the last one not
    Then my friend please try to make those two steps...Cities with only ruble or limited to 6 units of defenders is more than rediculus.
    That way players will come across greater chalenge against AI and also players will have more chanches to defend against full stack armies.
    IF (i do not have the game yet) the number and quality of defenders follow the Roma II's one then:
    Tier 1 settlement 6 units (3 diferent tier of defenders).
    Tier 2 settlement 8 units (3 diferent tier of defenders but the lowest one must be the 2nd tier of the previus defenders force)
    Tier 3 settlement 9 units (3 diferent tier of defenders but the lowest one must be the 2nd tier of the previus defenders force)
    Tier 4 settlement 10 units (3 diferent tier of defenders but the lowest one must be the 2nd tier of the previus defenders force)

    If ports also follow the same logic of Rome II then the 4 tiers of naval bases should add 2,3,4,5 ships in the guarisson.
    That would make a total of 15 units and in major settlements (walled) the 4 units that ussually add the barracks to guarisson plus the governor will give a total of 20 units (a full stack army).
    That way both players and AI wont have to build barracks in each settlement making the managment of food and money production easier contributing to AI factions survival instead of die from hanger even if they create huge empires like it happened in Rome II!
    Is this possible?
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  12. #92

    Default Re: Magnar Mechanics - Attila Mods (18 mods released) - Now with Steam workshop links

    Question, triple barricade mod. Is it those little wall things with shields that you get to select in sieges? Just wondering since they still pretty much explode instantly when the enemy so much as touches it.


  13. #93
    Magnar's Avatar Artifex
    Join Date
    Jul 2013
    Location
    The last place you look
    Posts
    4,370

    Default Re: Magnar Mechanics - Attila Mods (18 mods released) - Now with Steam workshop links

    Started uploading steam workshop upload links for the mods and putting them in to one big collection

    They currently do not work but will as soon as the workshop goes live.

  14. #94

    Default Re: Magnar Mechanics - Attila Mods (18 mods released) - Now with Steam workshop links

    could you make a mod to reduce conversion to the city slot? 8000-10000 is just so much especially when trying to settle at the start as a horde.

  15. #95

    Default Re: Magnar Mechanics - Attila Mods (18 mods released)

    Hey Magnar!

    You try add more garrisons for settlemens mod ?
    thx your mods mate

  16. #96

    Default Re: Magnar Mechanics - Attila Mods (18 mods released)

    We need a no morale mod please!

  17. #97

    Default Re: Magnar Mechanics - Attila Mods (18 mods released)

    Quote Originally Posted by Sinnik View Post
    We need a no morale mod please!
    you need....

  18. #98
    DragonHeart1791's Avatar Laetus
    Join Date
    Jul 2013
    Location
    Merthyr Tydfil, South Wales, UK
    Posts
    11

    Default Re: Magnar Mechanics - Attila Mods (18 mods released)

    Awesome stuff Magnar. I gave your mods a mention in my latest YouTube video, great stuff and thank you for your hard work

  19. #99
    GODzilla's Avatar Civitate
    Join Date
    Oct 2004
    Location
    Germania superior
    Posts
    3,779

    Default Re: Magnar Mechanics - Attila Mods (11 mods released)

    Request: No flamming arrows for horseback riders / no flaming bolts / no flaming javelins (if present in the game).
    GODzilla(TM)
    son of the family of Wilpuri under the patronage of makanyane


  20. #100

    Default Re: Magnar Mechanics - Attila Mods (18 mods released)

    Can we get a mod that only doubles the amount of units in garrisons? I would much rather like a garrison to have 14-15 units instead of just 7. Anything can take any garrison easy. Like too easy it's stupid. Any military with 8 units can take any garrison in the game, essentially making towns perfectly useless and defenseless unless you 24/7 have a stationed army in it the entire game.

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
  •