Total War: ATTILA

Total War: ATTILA

XAI: Dynamic Stances & Movement
35 Comments
KINE Jul 5, 2019 @ 3:55am 
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 Mar 4, 2018 @ 10:35am 
will be !, thank you much
Xeryx  [author] Mar 4, 2018 @ 8:16am 
Sure as long as proper credit is given.
Langlois Feb 28, 2018 @ 9:09am 
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 Jan 7, 2018 @ 2:18am 
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  [author] Dec 6, 2017 @ 8:34pm 
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 Nov 26, 2017 @ 10:57am 
Sweet!
Xeryx  [author] Nov 25, 2017 @ 7:04pm 
it is experience per turn for troops
Yeazzal Nov 25, 2017 @ 5:36pm 
What do you mean by troop training? Do you mean they will level up or that I can recruit more troops?
Xeryx  [author] Nov 8, 2017 @ 11:10pm 
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 Nov 8, 2017 @ 5:27pm 
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 Nov 8, 2017 @ 5:27pm 
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 Nov 8, 2017 @ 5:26pm 
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  [author] Nov 8, 2017 @ 3:40pm 
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 Nov 8, 2017 @ 3:31pm 
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  [author] Nov 4, 2017 @ 7:36am 
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 Nov 3, 2017 @ 10:39pm 
I get that but the bottom of this thing says that this will never be radious compatible. . .
Sergamedesigner Nov 3, 2017 @ 8:46pm 
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  [author] Nov 3, 2017 @ 8:34pm 
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  [author] Nov 3, 2017 @ 8:32pm 
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 Nov 3, 2017 @ 7:57pm 
You are trying to rival Radius which is great and all but make sure you create something that is one click all package.
Xeryx  [author] Oct 20, 2017 @ 9:55pm 
OK guys, let's rate up this module for some visibility!!
Xeryx  [author] Sep 26, 2017 @ 5:04pm 
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  [author] Sep 19, 2017 @ 9:23pm 
I found the bug that was causing the naval movement issue. I have uploaded a new fixed version.
Xeryx  [author] Sep 18, 2017 @ 2:13pm 
I have updated the description, removed stand alone part. Thanks LittleRussianThatCould..I get your point now.
Xeryx  [author] Sep 18, 2017 @ 1:56pm 
Good to see we are on the same page, and I feel the exact same way.
Sergamedesigner Sep 18, 2017 @ 1:54pm 
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  [author] Sep 18, 2017 @ 1:35pm 
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 Sep 18, 2017 @ 1:30pm 
I saw. But it looks much better if all 10 modules r active. They have rly good synergy.
Xeryx  [author] Sep 18, 2017 @ 1:18pm 
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 Sep 18, 2017 @ 9:46am 
I just want to help u with ur great ideas, nothing more.
Xeryx  [author] Sep 18, 2017 @ 9:39am 
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 Sep 18, 2017 @ 7:33am 
(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  [author] Sep 16, 2017 @ 1:48pm 
Fantastic! Welcome back! I look forward to your feedback. If you could direct feedback to each module, I would greatly appreciate that!
SenseiJT92 Sep 16, 2017 @ 7:28am 
1st comment! Will download and try this tonight. I remember this mod for Medieval 2!