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I have also updated archer fatigue to work again, nerfed the throwing tower rocks and flaming pots in this version.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3358968242
I think it's earls projectiles "Realistic Ranged/Missile Unit Overhaul for 1212" or the inf one, its in one of the projectile db tables.
The 1 turn build times is only for fun/gameplay, since units still take default build turns its okayish for combat balance and the fast building helps not waste time idling defence armies or getting in gross micro death loops when ai likes to attack and not commit. (I did end up using above mods for less siege battles but dont know if either works)
If you want some head cannon the one I use is just thinking of it as the same as the damage building repair over time mechanic, its not real life 240 turns if 4tpy, but the cost is a cumulative indicative cost of saving up money and craftsmen to then build it.
Which of the 31 listed mods above is the one that make the siege towers so strong? Its a bit over kill imo
Also, whats the thought behind 1-turn build times? When certain units take a few turns to build. Building a medieval cathedral would have takes decades or more IRL
campaign_difficulty -1 will make armies more defensive but I there are some implications with diplomacy.
What has your early/mid/late-game experience been like?
Do have a play with the charge distance values in the Battle entities tables, maybe the unit radii too make them smaller maybe together these will make inf charge directly into the enemy instead of as a formation.
if enemy only builds levies and enemies have no chevrons
If enemies don't attack defended cities/game is too easy change
AppData\Roaming\The Creative Assembly\Attila\scripts\preferences.script.txt
campaign_difficulty -2;
battle_difficulty -1;
Better camera around walls change to debug camera:
default_camera_type 2