Total War: ATTILA

Total War: ATTILA

44 beoordelingen
More Road levels and more Road buildings
   
Prijs
Toevoegen aan favorieten
Toegevoegd aan favorieten
Verwijderen uit favorieten
Tags: mod, Campaign
Bestandsgrootte
Geplaatst op
117.110 KB
18 jun 2018 om 18:48
1 wijzigingsnotitie (weergeven)

Abonneren om te downloaden
More Road levels and more Road buildings

In 1 verzameling van Sheph
Little Shepherd Innovations
36 items
Omschrijving
All without a separate road building chain.
Tested and ready to go.
Let your developed kingdom stand out over your rivals!

Your movement points increase with higher level buildings.
Developed factions move their troops faster than non-developed.
It only applies when you're on the campaign map road network however, just as it would have been in history.

Compatible with nearly every version of Attila, even most overhaul mods.

Help those improving Attila
Populaire discussies Alles weergeven (1)
0
19 jun 2018 om 12:51
The buildings so far. I could use advice on the values to add. Please send as a file.
Sheph
8 opmerkingen
Mingles 2 apr om 0:43 
could you update this mod so that roads at max level stand out?
Sheph  [auteur] 30 sep 2021 om 14:20 
In this mod? I did add several road levels so maybe a graphic needs to be linked in.
GoatMutt 24 sep 2021 om 19:39 
The roads on the campaign map disappear at max development it seems
Sheph  [auteur] 21 feb 2021 om 20:56 
I'm glad someone noticed. Since there are only 4-6 slots per region, and the AI is dependent on certain buildings for armies and eco/public order, I believe that the best mods should not tie single effects to a building slot. The same goes with garrisons and building units allowed. I wish some of the major overhauls would take note of this.
Karmapowered 21 feb 2021 om 18:51 
Still today we use the network that Romans laid down to build their roads. It's only fair that such a crucial civilizational advancement appears more prominently in the game.

The beauty of the system is that it meshes in smoothly with the rest of the game, so it's barely noticeable at the beginning, yet its effects eventually stand out as a consistent and worthwhile endeavour to pursue (unlike some Vanilla stuff that is sometimes expensive, time-consuming and with a questionable pittance as result).

Thank you very much for creating and sharing this great mod. Highly recommended (and compatible with mods that reduce movement speed on the campaign map, to further instil some "sense" into the game).
THE-GASING 22 jun 2018 om 13:07 
Alright, cool
Sheph  [auteur] 19 jun 2018 om 12:52 
See the discussion. On top of this, I simply changed the roads table. The game engine automatically goes to the next level when your province road points crosses the threshold. You will be able to walk across a province 50% faster at around a level 3 town.
THE-GASING 19 jun 2018 om 5:20 
So how does this work again?