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Thread: Urbes et Administratio - Attila Building Overhaul

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  1. #1

    Default Re: Urbes et Administratio - Attila Building Overhaul

    Quote Originally Posted by Jin- View Post
    Maybe there is some way to disable unit attrition in bankrupt?
    I guess it might be possible, but I don't know where to find that effect. The food shortage penalties are in effects_bundles_to_effects_junctions, but I'm not sure about the bankruptcy ones.

    Also update: a few small fixes to a couple of buildings. Nothing that should affect any campaigns dramatically.

  2. #2

    Default Re: Urbes et Administratio - Attila Building Overhaul

    does this help AI WRE/ERE last a little longer? sick of my campaigns having no romans by 405ad.

  3. #3

    Default Re: Urbes et Administratio - Attila Building Overhaul

    Quote Originally Posted by creekside View Post
    does this help AI WRE/ERE last a little longer? sick of my campaigns having no romans by 405ad.
    In my last two games both the WRE and ERE have not just lasted, but are in the top five in power ratings. However, I am using Better Aggressive CAI, so that may help as well.
    Quote Originally Posted by Augustusng View Post
    Also... has anyone who owns the new DLC tried this mod since then? Specifically, the startpos versions. I don't actually own the DLC, and I just want to make sure everything works.
    Seems to be working fine for my Himyar game.

  4. #4
    Dath1's Avatar Civis
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    Default Re: Urbes et Administratio - Attila Building Overhaul

    So it'll work fine with the 3 conflicts that the mod manager reports regardless of load order? Just doublechecking

    "I Came, I Saw, I Conquered." - Gaius Julius Caesar.

  5. #5

    Default Re: Urbes et Administratio - Attila Building Overhaul

    Quote Originally Posted by Dath1 View Post
    So it'll work fine with the 3 conflicts that the mod manager reports regardless of load order? Just doublechecking
    The 3 conflicts with my diplomacy mod? Yes, it should work fine. Those only conflict because I've added a new diplomacy effect in both mods - the conflicting tables should actually have the same changes in both.

  6. #6
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    Default Re: Urbes et Administratio - Attila Building Overhaul

    Quote Originally Posted by Augustusng View Post
    The 3 conflicts with my diplomacy mod? Yes, it should work fine. Those only conflict because I've added a new diplomacy effect in both mods - the conflicting tables should actually have the same changes in both.
    I see! Good to know, thank you

    "I Came, I Saw, I Conquered." - Gaius Julius Caesar.

  7. #7

    Default Re: Urbes et Administratio - Attila Building Overhaul

    Update: Fixed barbarian level 1 minor sanitation buildings providing too much growth, and cleaned up the garrison table. It shouldn't affect garrisons in existing campaigns (didn't in the tests I ran anyway).

  8. #8
    Dath1's Avatar Civis
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    Default Re: Urbes et Administratio - Attila Building Overhaul

    I find it extremely hard to control public order with this mod. Maybe rethink some of the negative effects? I feel like it adds up to a lot more than you can effectively negate :/

    "I Came, I Saw, I Conquered." - Gaius Julius Caesar.

  9. #9

    Default Re: Urbes et Administratio - Attila Building Overhaul

    Quote Originally Posted by Dath1 View Post
    I find it extremely hard to control public order with this mod. Maybe rethink some of the negative effects? I feel like it adds up to a lot more than you can effectively negate :/
    Can you send a screenshot of an example of where you're having Public order issues?

    Would just be nice to what faction, difficulty and buildings you have.



  10. #10
    Dath1's Avatar Civis
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    Default Re: Urbes et Administratio - Attila Building Overhaul

    Quote Originally Posted by Leving View Post
    Can you send a screenshot of an example of where you're having Public order issues?

    Would just be nice to what faction, difficulty and buildings you have.
    Uhm, my current campaign is as the WRE. Don't have any screenshots to show atm, but I'm building all the +public order buildings that I'm allowed (only choosing sanitation buildings with +public order as well), I still can't even think about building ANY industry and I'm barely above (usually below) 0 public order in provinces other than Italia. I play on very hard, but I've removed the -4 public order penalty from it so dunno what I'm doing wrong.

    "I Came, I Saw, I Conquered." - Gaius Julius Caesar.

  11. #11

    Default Re: Urbes et Administratio - Attila Building Overhaul

    Quote Originally Posted by Dath1 View Post
    Uhm, my current campaign is as the WRE. Don't have any screenshots to show atm, but I'm building all the +public order buildings that I'm allowed (only choosing sanitation buildings with +public order as well), I still can't even think about building ANY industry and I'm barely above (usually below) 0 public order in provinces other than Italia. I play on very hard, but I've removed the -4 public order penalty from it so dunno what I'm doing wrong.
    The WRE probably has problems from the constant immigration. I haven't had too much trouble with public order as other factions. Maybe I'll look into giving the WRE buildings better PO bonuses, but also try building the governor chain to reduce immigration.

  12. #12

    Default Re: Urbes et Administratio - Attila Building Overhaul

    Quote Originally Posted by Dath1 View Post
    Uhm, my current campaign is as the WRE. Don't have any screenshots to show atm, but I'm building all the +public order buildings that I'm allowed (only choosing sanitation buildings with +public order as well), I still can't even think about building ANY industry and I'm barely above (usually below) 0 public order in provinces other than Italia. I play on very hard, but I've removed the -4 public order penalty from it so dunno what I'm doing wrong.
    As Augustus said, immigration is probably and issue. The WRE gets constant immigration which causes up to -9 public order per province. If this is the case, the way you can deal with it is to use the edict that reduces immigration, raise taxes or build stuff from the governors chain to cut it down.

    It takes a fair bit of micro to get it to work.



  13. #13

    Default Re: Urbes et Administratio - Attila Building Overhaul

    Maybe, but I haven't noticed that myself. One drawback of my approach to sanitation and public order is that the building choices can become more of a "balancing act" than they already are in vanilla. I could look into changing that somewhat, but I think public order is okay for now. Perhaps I could increase the bonus from some buildings though.

  14. #14

    Default Re: Urbes et Administratio - Attila Building Overhaul

    Big update for the Tin Isles Patch, with several new features. I've added a replenishment bonus in the adjacent sea region for military ports, and I've reduced the cost of colonizing desolate regions, to encourage the AI (and the player ) to colonize more.

    But the big update is a second version of the mod, now with some startpos changes. For now, the only changes are to add a modified version of Magnar's Climate Change Mod, with custom fertility levels for certain regions to take advantage of ten possible levels - this should make agricultural buildings more meaningful in fertile regions. It also makes the late game somewhat easier, but I haven't come up with a good way around that yet. Check out the preview picture in the OP for a look at the changes.

  15. #15

    Default Re: Urbes et Administratio - Attila Building Overhaul

    Game crashes with the new update.

  16. #16

    Default Re: Urbes et Administratio - Attila Building Overhaul

    Neither version of the mod is crashing for me. Make sure you've disabled other mods; they might not be updated for the patch yet.

  17. #17

    Default Re: Urbes et Administratio - Attila Building Overhaul

    How does the Climate Change revamp work with the Burgundian faction trait?

  18. #18

    Default Re: Urbes et Administratio - Attila Building Overhaul

    I actually don't know. I assume that the climate change adjustments will actually make that trait less useful, because there's no way for me to adjust that faction trait - it's probably tied to the numbered fertility level (2). The only thing I can adjust is the amount of bonus food that the trait provides.

  19. #19

    Default Re: Urbes et Administratio - Attila Building Overhaul

    Update - I've rebalanced sanitation buildings. Their bonuses to sanitation are increased, but so are their maintenance costs. Also, I've decreased the base income of camel, curing, and Celtic farm chains, while also adding income from subsistence for them. This update should also fix bastion onagers - looks like CA fixed that in the last update but didn't mention it in the patch notes.

  20. #20

    Default Re: Urbes et Administratio - Attila Building Overhaul

    Hello!

    Been trying your mod alongside Imperiales, would be nice to have your version with fetility changes compatible with Imperiales 12tpy options, both change startpos so if I use your climate changes I have to stick with imperiales 4tpy bronze or silver (gold also changes startpos I think, as it gives romans more starting techs).

    I have two questions and a sugestion.

    Q1: I've been thinking about trying Radious mod, does it work well with it? should it be placed on top of Radious? I was never very interested in radious' mod because of its high income and orientation to build lots of armies to compensate, but guess I may try it again as I may like his other modifications.

    Q2: You changed garrison numbers right? So I suppose its not necessary to use imperiales version with increased garrison, does each mod add more units to vanilla's garrison or does the mod on top replace these values?

    S1: I like your thinking about giving larger garrisons to city (province capital) buildings than lesser regions, especially to romans. An undefended lesser region should be easy picking to any barbarian army with at least half force, but a roman province capital, even undefended, should have enough garrison to require a barbarian faction to attack with more than 1 stack, or at least a full stack with manual battle if the player is good You also comment the mod may make the game too easy later in the game because of reduced corruption, so my sugestion is to increase city chain buildings maintnance even further, and base them on the number of garrison units they provide. The reasoning: You have to pay to maintain your army, so any building that adds to the garrison should also require respective units to be maintained, even if at reduced pay as they are not front-line and dont have associated expenses. If you do the math you'll probably conclude those buildings that give large garrisons should be way more expensive to maintain

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