Guys its only been 2 years and 3 months since I started this mod, and 18 months since the last update. The mod wasn't dead, I swear...
I've done the bare minimum to get every unit in-game. That sounds like nothing, but at the moment there are 470 units, from 10 different mods, split across 24 factions.
The following factions will be in-game:
Gondor
Confederation of Non-Humans
House Stark
House Lannister
China
India
Roman Empire
Sparta
Ptolemaic Kingdom
Parthia
Caledones
Kush
Lusitani
Sassanid Empire
Sea People
Vikings
The Ayyubid Caliphate
The Empire of Nicaea
The Grand Knyzate of Kiev
The Ilkhanate Horde
The Kingdom of England
The Kingdom of France
The Kingdom of Jerusalem
The Seljuk Sultanate of Rum
So now I have to do the balancing for all of the units. I'll probably do the first 12 factions, release the mod, then do the next 12.
I also have to make sure all of the units are using the correct animations, and import custom animations from the various mods
I have to add in all the unique units like handgunners, naffatun grenadiers, generals, officers, ect.
There won't be a campaign for the mod because I don't know how mod the campaign, but I do know it is an insane amount of work and THAT
And finally, may one thousand curses be laid upon the Medieval Kingdoms mod team for their atrocious file management...
Menus
Gameplay
If you'd like to help, check out the Trello board to see what I've already done. I could do with some help with the following...
Faction traits for each of the factions.
2D UI art, specifically unit cards and faction icons. An entire UI overhaul could be worked on at a later date.
Unique/cool names for the factions, similar to how THERA: Legacy of the Great Torment made up names.
Unique/cool names for the units. The units can be found on the Trello board.
Some kind of plot/concept to give a bit of legitimacy to all the factions existing in the same world
Anyone interested?
Last edited by Commissar Caligula_; September 22, 2019 at 01:38 AM.
Step 3: You ALSO need to download Seven Kingdom's latest 7K_Models_and_Textures.pack which can be downloaded from ModDB. Once you have downloaded it, move the mod to your Total War Attila install folder, eg C:\Program Files (x86)\Steam\steamapps\common\Total War Attila\data
This will let you play as the Starks, Lannisters, and a few miscellaneous units in the Non-Humans faction.
Step 4: Toggle all 10 mods on, as shown in this image. Make sure This Is... Total War is at the top, but the load order does not matter otherwise. Make sure no other mods are turned on.
Pikes are proving a pain in the arse to balance. If anyone has PFM, open the mod and change the following things then report back on whether its fixed it, or completely changed all the units function:
melee weapons table rom_pike damage from 1 to 3
_kv_rules_tables impact_reflection_attack_cooldown_timer to 10 impact_reflection_final_damage_modifier to 0.055 impact_reflection_knockback_chance to 75 impact_reflection_velocity_bonus_damage_modifier to 0
Charging a pike unit head-on seems to disproportionately affect heavier units, because a % of their mass is reflected back at them. These changes will probably also make half-pike units useless.
It was about time I could bring Mongols and Byzantines to fight a united Orc-Parthian army. Just because.
Are there any Hirosiphones (Greek fire troops) in Nicea's roaster? So that they can Roast me some orcs?
alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
"Angry Uncle Gordon" describes me well.
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Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).