Total War: ATTILA

Total War: ATTILA

XAI: Dynamic Stances & Movement
35 kommentarer
KINE 5. juli 2019 kl. 3:55 
Significantly changes the way you play this game in such a meaningful way. Thanks for making this mod. Seriously wasn't expecting this from an AI mod pack lol. But it's a good surprise.
Langlois 4. mar. 2018 kl. 10:35 
will be !, thank you much
Xeryx  [ophavsmand] 4. mar. 2018 kl. 8:16 
Sure as long as proper credit is given.
Langlois 28. feb. 2018 kl. 9:09 
hi, i d like, if you agree to use a part of your mod, i d like to use the effect_bundles_to_effects_junctions_tables , to make an less movement mod for armies and keeping the great dynamic stances you made, thanks
Pain 7. jan. 2018 kl. 2:18 
I set up AUM and chaploo's units mode. However, only the original units grew when I set the mode to 1.5 x units. How Can I increase this number with Mods units?
Xeryx  [ophavsmand] 6. dec. 2017 kl. 20:34 
I did some updating to this module, changed some costs a little, but changed melee bonuses to attack and defense, instead of weapons damage as it makes more sense.
Yeazzal 26. nov. 2017 kl. 10:57 
Sweet!
Xeryx  [ophavsmand] 25. nov. 2017 kl. 19:04 
it is experience per turn for troops
Yeazzal 25. nov. 2017 kl. 17:36 
What do you mean by troop training? Do you mean they will level up or that I can recruit more troops?
Xeryx  [ophavsmand] 8. nov. 2017 kl. 23:10 
BM if you want to make a radious compatible mod, you have a lot of work to do. If I were doing it, I would delete any table in radious that is already in XAI (that is a full table, especially if it is using a vanilla name). That is the first step.
bluemoon 8. nov. 2017 kl. 17:27 
I am not understanding this sentence: "So any mod that might have to override a vanilla table like I have to now."

I ask because I am in the slow, tedious and long process of making Radious compatible as much as possible with your entire collection. It is more that just loading your mods first/above Radious. I am looking at every item in every table and comparing what Radious has changed to vanilla to know what Radious has modded and then comparing Radious to your collection to identify the differences and then changing Radious values and tables to match yours, with your effects and values always taking preference when in conflict. That way, regardless of what table is loaded first, the effects and values in the XAI Collection will appear and be similar/equal in both mods.
bluemoon 8. nov. 2017 kl. 17:27 
As you are aware, Radious is the 800 pound gorilla and regardless of how long it has been around, many (including myself) refuse to play without it to try something new and actually better and more sophisticated/advanced like XAI. If Radious had just separated its unit roster (the part that folks do not want to give up) from its campaign and battle changes (the part that folks can live without and actually has drawn the greatest criticism) then it would have been ideal but that ship has sailed.

What concerns me is that a lot of folks will not try out your mod and see how you have revolutioned the gameplay because as soon as they read on your description “This mod is not, or will ever be, Radious compatible...” they just loose interest, skip your mod and go to the next one. I almost get tired when I am browsing the comments of different mods and in almost every page is the question...”Does this works with Radious?” Sigh.
bluemoon 8. nov. 2017 kl. 17:26 
Of course, I know this hybrid XAI/Radious Frankenstein monster is not ideal as the design philosophy/vision of both mods are different and tailored to each but it is actually working out pretty well. I haven't gotten around to actually playing as once I am done with a table, I start the game and play a couple of turns to see if the game does not crash and then I quit and start on the next table.

I cannot mod at all but I can cut, compare, and paste with the best of them. :steammocking:
Xeryx  [ophavsmand] 8. nov. 2017 kl. 15:40 
It is complicated but i will try my best, not sure I understand it 100%, Mods are loaded in alpabetical order from ! to Z. Radious mod is starts with an R. So any mod that might have to override a vanilla table like I have to now. Since my mod is before R, Radious willl either crash on load or that mod information will be discarded.
bluemoon 8. nov. 2017 kl. 15:31 
Can you expand a little on what you mean by "mostly due to it's naming schema".
Do you mean because Radious does not change the names of some tables but uses the offical name instead or for some other reason? Thanks.
Xeryx  [ophavsmand] 4. nov. 2017 kl. 7:36 
That is mainly since that is always the first question asked because most people do not understand, that the Radious mod is not very compatible with other mods, mostly due to it's naming schema. Also most people have played, Radious.
livelifeforaliving 3. nov. 2017 kl. 22:39 
I get that but the bottom of this thing says that this will never be radious compatible. . .
Sergamedesigner 3. nov. 2017 kl. 20:46 
Agree with xeryx. Its much more easier to snipe wrong things. And radious fix 2 much things in vanilla version. Even those that already worked perfectly.
Xeryx  [ophavsmand] 3. nov. 2017 kl. 20:34 
Maybe when it is all done I will create an all in one package, but not everyone wants to use all modules, some people have different preferences and this allows the best flexibility for everyone.
Xeryx  [ophavsmand] 3. nov. 2017 kl. 20:32 
just subscribe to the XAI collection, that makes it a whole lot easier, especially when I add a module. It is modular for a reason, ease of troubleshooting issues is the MAJOR one.
livelifeforaliving 3. nov. 2017 kl. 19:57 
You are trying to rival Radius which is great and all but make sure you create something that is one click all package.
Xeryx  [ophavsmand] 20. okt. 2017 kl. 21:55 
OK guys, let's rate up this module for some visibility!!
Xeryx  [ophavsmand] 26. sep. 2017 kl. 17:04 
I needed to make some adjustments to the dynamic stances costs, in order to be in line with the newer changes made to the cost in the difficulty settings. I changed the horde stances mainly. Since they carry their supplies with them, they get an all around 10% cost benefit over settled troops. Don't forget to rate up this module too!
Xeryx  [ophavsmand] 19. sep. 2017 kl. 21:23 
I found the bug that was causing the naval movement issue. I have uploaded a new fixed version.
Xeryx  [ophavsmand] 18. sep. 2017 kl. 14:13 
I have updated the description, removed stand alone part. Thanks LittleRussianThatCould..I get your point now.
Xeryx  [ophavsmand] 18. sep. 2017 kl. 13:56 
Good to see we are on the same page, and I feel the exact same way.
Sergamedesigner 18. sep. 2017 kl. 13:54 
Nonono, module system is very useful! Its rly good way to add some features in the game. I never used a lot of mods from workshop cuz they have 2 much additional features which I don't want to see during game.
Xeryx  [ophavsmand] 18. sep. 2017 kl. 13:35 
Agreed...but that word is hated by me (because it is overused)..LOL so I didn't use it in the new descriptions ;) That is why I designed it modular. That way incase someone did not like a module and wanted to play it with others, they can easily do so by deactivating modules. Although some modules would require a restart of a game.
Sergamedesigner 18. sep. 2017 kl. 13:30 
I saw. But it looks much better if all 10 modules r active. They have rly good synergy.
Xeryx  [ophavsmand] 18. sep. 2017 kl. 13:18 
You are good, but you missed the small description of the bug at the end of the description. I could mark those modules as Highly recommended instead of as required. :ElvenCourt:
Sergamedesigner 18. sep. 2017 kl. 9:46 
I just want to help u with ur great ideas, nothing more.
Xeryx  [ophavsmand] 18. sep. 2017 kl. 9:39 
naval unit has a bug that I am working on with docking. You have to wait till next turn to do anything. It is a small bug and I am sure I will have it fixed soon. Base cost is done through units module and they are designed to work together. XAI is a whole mod that is broken up into pieces for a few reasons listed above. There are other movement mods already out there and you can use them instead.
Sergamedesigner 18. sep. 2017 kl. 7:33 
(Sry for bad englsh) I have 2 questions about this module.
1st. I run new campaing for Danes. 1st turn. Turning my fleet back to the port (fleet spends about 5% of movement). After that (already in city port) I can't recruit any units. U can try to move back from port again but it doesn't help. I found that u can recruit only in stance position right in the sea but not in city port (coz city blocked any other stance positions).
2nd. This module is responsible for unit cost and upkeep. I mean BASE cost and upkeep (without any stances). This looks strange and not very useful if u want to use battle module without this one or another one that provides base income. It grants big disbalance.
Xeryx  [ophavsmand] 16. sep. 2017 kl. 13:48 
Fantastic! Welcome back! I look forward to your feedback. If you could direct feedback to each module, I would greatly appreciate that!
SenseiJT92 16. sep. 2017 kl. 7:28 
1st comment! Will download and try this tonight. I remember this mod for Medieval 2!