Page 2 of 13 FirstFirst 123456789101112 ... LastLast
Results 21 to 40 of 250

Thread: Attila Mod Questions & Recommendations

  1. #21

    Default Re: Looking for Mod Advice

    Quote Originally Posted by okiz0ne View Post
    Sadly alot of good mods are having problems due to the recent updates. Before warriors of faith and tuskmod....
    I am back to being a living modder again, at the very least.

  2. #22

    Default Re: Attila Mod Recommendations & Queries!

    Can I mix Fall Of the Eagles with Magnar mods or radious? Or can I mix Magnar with radious?
    Last edited by The Despondent Mind; November 26, 2015 at 12:34 AM.

  3. #23
    Foederatus
    Join Date
    Dec 2015
    Location
    Europe
    Posts
    43

    Default weather

    Hello , I want to ask you if there is mod , or some way how to get always sunny clear good visibility weather in battle map (even in custom battles)
    ThX.

  4. #24
    Ciruelo's Avatar Tiro
    Join Date
    Sep 2015
    Location
    You won't guess
    Posts
    213

    Default Is there a mod that change the red/yellow unit icons to the RomeII style unit banners?

    Is there any mod that changes Attila's style unit icons (red and yellow squares with the unit type simbol in white) to the RomeII style? Which include the coulors and symbol of the faction... I just find it more aesthetical and inmersive

  5. #25
    PikeStance's Avatar ⚜️ Omnipresent ⚜️
    Join Date
    May 2011
    Location
    Shenzhen
    Posts
    11,693
    Blog Entries
    8

    Default Re: Attila Mod Recommendations & Queries!

    Is there a mod that allows all factions to be playable yet?
    MODDERS WANTED | MY PATRONAGES
    Imperial Splendour is looking for Modders and Researchers. SEE AD HERE
    If interested, contact PikeStance(Mod Leader/Manager) or Quintus Hortensius Hortalus (Mod leader /Lead Artist)

    Under the Patronage of Omnipotent- Q | Member of the House of Wild Bill Kelso
    Patron of
    _Tataros_
    | Magister Militum Flavius Aetius | Alwyn | Lord Oda Nobunaga | Massive_attack |
    Proposed the Following for PHALERA: Mangalore & sumskilz | OPIFEX: wangrin, z3n, and Swiss Halberdier


    Honourable Society of Silly Old Duffers | House of Noble Discourse

  6. #26

    Default Re: Attila Mod Recommendations & Queries!

    Is there any mod in which Romans can survive as the AI, at least to have a fair chance like any other faction?
    Last edited by The Despondent Mind; December 08, 2015 at 12:10 AM.

  7. #27

    Default mods?

    There are some mod to improve the graphics and AI Game?

  8. #28

    Default Re: Attila Mod Recommendations & Queries!

    Quote Originally Posted by The Despondent Mind View Post
    Is there any mod in which Romans can survive as AI, at least to have a fair chance like any other faction?
    Once the current development version of Tuskmod is done, Tuskmod+dynamic garrisons will have the roman fall be very slow, to the point where they might start recovering the moment the barbarians start fighting among themselves.

  9. #29
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
    Join Date
    Feb 2011
    Location
    Indonesia
    Posts
    2,614

    Default Re: Attila Mod Recommendations & Queries!

    Just use double garrison its will give WRE lots of time to recover it by itself. Another easy solution is by manually add extra money in stats post for WRE. Say like 100 k or something. So WRE AI can easily build enough army and upgrade lots of core building. Another easy ways, by giving some huge bonus trait for WRE for example 90 % bonus for upkeep, construction , extra movement etc etc.

    Historically and for the sake of gameplay WRE must collapse so the Barbarian faction can grow stronger, but as quote i used to say ,
    "Your game your rule"
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
    Under Proud Patronage of Shankbot de Bodemloze

  10. #30

    Default Re: mods?

    Are you trolling? Right above where it says POST NEW THREAD it has a sub forums with names and descriptions answering both your questions?

  11. #31
    Chris P. Bacon's Avatar Semisalis
    Join Date
    Jul 2013
    Location
    New Amsterdam
    Posts
    421

    Default Unlocking all Factions in Age of Charlemagne?

    Hey guys, I was watching some videos about the new Attila DLC and I found out that the Papal States faction has the Papal Guard as a unique unit. I know that faction isn't normally playable but could someone please create a mod that lets one do so or point me in the right direction to a mod that has already been made?

  12. #32

    Default Re: Unlocking all Factions in Age of Charlemagne?

    I too would like to see a faction unlock mod, but for me it's the Welsh Kingdoms that I want to play as.

  13. #33

    Default Re: Attila Mod Recommendations & Queries!

    But WRE falls almost 100 years after the game starts yet it never survives until 400 A.D. in the game. I just want them to have a fair chance and not be so easy to slaughter for everybody. Same with ERE.
    Last edited by The Despondent Mind; December 11, 2015 at 12:58 AM.

  14. #34
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
    Join Date
    Feb 2011
    Location
    Indonesia
    Posts
    2,614

    Default Re: Attila Mod Recommendations & Queries!

    Easy enough, its require simple scripting , so the WRE AI get inject money at the beginning, however the script will not work, if human player used it. But since i am not scripter i realy dont know how create it. So people do need manually to edit its save game to achieve the same result.

    How can WRE collapse if they have enough money to build lots of army to defend it border ^^
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
    Under Proud Patronage of Shankbot de Bodemloze

  15. #35

    Default Re: Unlocking all Factions in Age of Charlemagne?

    yeah i want it too

  16. #36

    Default Re: Attila Mod Recommendations & Queries!

    Of course, you need to set AI armies so that they fight each other instead of avoiding one another if you want the "more armies" approach to work.

  17. #37
    police55's Avatar Foederatus
    Join Date
    Mar 2014
    Location
    Roma
    Posts
    28

    Default Re: Unlocking all Factions in Age of Charlemagne?

    It seems that currently there is a unintentional lock on the factions

  18. #38
    Autaritus's Avatar Libertus
    Join Date
    Nov 2014
    Location
    Barcino
    Posts
    69

    Default Re: Unlocking all Factions in Age of Charlemagne?

    Quote Originally Posted by police55 View Post
    It seems that currently there is a unintentional lock on the factions
    Unintentional? I hope it doesn't last long...

  19. #39

    Default Re: Unlocking all Factions in Age of Charlemagne?

    replying to bumb bc I really want to see this made

  20. #40

    Default Re: Unlocking all Factions in Age of Charlemagne?

    bump*

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
  •