A Total War Saga: Thrones of Britannia

A Total War Saga: Thrones of Britannia

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New Formations, Abilities, Sieges and Projectiles for Shieldwall
   
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Tags: mod, graphical
File Size
Posted
Updated
20.208 MB
Feb 19, 2023 @ 4:58pm
Feb 25, 2023 @ 4:30pm
8 Change Notes ( view )

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New Formations, Abilities, Sieges and Projectiles for Shieldwall

Description
This WIP highlights new Formations, Special Abilities, Siege mechanics and Projectiles.
It realizes that although SW has some some interesting mechanics, some players itch for more active engagement during battle.
Directions: Set this mod in load priority above any other battle, formation or overhaul mods.
Works with all tested mods, including Shieldwall, Radious and Crucible as well as other battle mods.

Why This Mod?
This mod makes the SW experience more enjoyable for certain players.
In particular, every unit has 1-5 abilities depending on how elite they are.
Rare noble units are extra powerful in a larger army unit.
Most of these assigned abilities and formations are not seen in the normal SW game
This includes three types of ammunition refill.

This mod also won't alter your SW experience as only a few tables will appears in your game relating to the areas described below.
All the other formation and battle mods reviewed will overwrite many key SW tables.
You will see many battle tables in the pack file, but those with a z in front are deprioritized for error checking purposes in RPFM.


Missile Units Improved
A) There are 3 refill abilities which was actually the most time-consuming part of this mod. This allows the Modder to assign the four classes of missile units to one of three refill skill groups
B) In addition to the traditional precision shot and rapid reload, there is now a far shot and a long shot for sieges. There is also a volley shot, where the units shoot at once to allow them to surprise the opponents and deal extra ap-damage for a normal shot.
C) Projectiles are reworked using multiple advanced mod influences. Damage is nerfed slightly because there are more opportunities to refill and use projectiles with special abilities. This makes the elite archers stand out more. Catapults deal less damage with a shorter range and less accuracy to fit the historical times.

Infantry and Cavalry Improved
Both have new formations (unique to this mod) and get more and better formations the more elite they are.
The following work effectively now and provide unique bonuses that work in my testing:
Infantry Wedge, Skirmishing shield wall, Shield Press, Steady Advance, Chant, whip
Differing from the other battle mods on TOB, all formations fall apart in a charge. A charge provides a major bonus and allowing a unit to reform in a melee in non-historical and gimmicky. Exceptions:
1) Infantry Wedge because it itself is a charge 2) Shield Press and Spear Wall because the underlying AI animations don't allow a charge 3) Skirmishing shield wall which is unique to this mod (but not in Attila).
2) Note that you can still use the overlap method if you wish to keep the shield wall intact in combat (you won’t have a charge though)
The primary assignment model is:
1) 2H Axe units get one or more of: Infantry Wedge, frenzy, whip, rapid advance.
2) Axe units get shield screen, shield wall (which dissolves on charge), some kind of stat boost ability.
3) Sword units get shield screen, shield press (wall for levy level swords), and 1-2 special abilities depending on faction and unit-level
4) Melee-Skirm units (very few in this game) get Skirmishing shield wall, shield screen and another ability depending on level
5) Spear units: Spear Wall, Spear Castle, Steady Advance, Elites get one extra ability
6) Melee cav: Wedge
7) Skirm Cav: Diamond (a unique formation where they can shoot while in formation unlike wedge), sometimes wedge, refill

Better Siege
TOB Siege-scapes are the best in the series. Let’s use them for fun.
I) Battlefield walls are about 50% weaker, as we know that stone walls were not possible during this age.
II) Siege vehicles are much harder to burn. Even the base kind take three times as long to light on fire. With enough archer fire, they can still be brought down so have extra
III) Catapults are no longer like cannons
IV) Boiling “Oil” has been converted into hot water and whatever crap they could get on the walls. It deals minimal damage on whoever is at the base, but they units will take a big morale hit and possibly run away if at half-strength.
V) New archer mechanics benefit both offense and defensive missiles appropriately

Read about the other battle features below the Battle mod release page.

Interoperable Modding
Be sure to load this mod before any other battle or overhaul mods if you wish to see the new mechanics.
This mod is built to be compatible with as many battle and overhaul mods as possible. It has been extensively tested with Radious and Crucible of Kings. It has assigned abilities to units from both of those mod.
Influence and Thanks goes to
Unit formations & Abilities for Radious by Acalion
ToB Enhanced Battles by Arthalion
Highly recommended to use this with one of the following:
Shieldwall is fully compatible
Version of this mod for other Overhauls
Help those improving Attila and TOB


Popular Discussions View All (1)
1
Feb 24, 2023 @ 11:43pm
Update Thread
Sheph
10 Comments
Padraige Apr 2 @ 3:00pm 
I love the infantry formations, though, as I'm able to weather ranged units in formation, instead of gimmicky tactics where I have to make sure none of my infantry are in range of their archers/slingers as I try and cheese them with my own ranged units. It makes a much more pleasing experience where I can focus on infantry tactics.
Padraige Apr 2 @ 2:58pm 
Your mod makes using infantry so much more pleasing because of how strong ranged units are. My only issue is I really dislike the refill option for ranged units. They are already so strong and I can easily decimate sieges and naval assaults against cities by just refilling. Wouldn't have to land my troops until the end, which makes for a very cheesy unfulfilling experience. Any help to remove the option to refill, and the option to take out heavy shot? Again, they're already so strong, and heavy shot will just *poof* the enemy general, again feeling very cheesy.
BB_Litefoot Nov 10, 2023 @ 10:22am 
/mykemorbius SEEMS WEIRD THAT TO ME I'VE HAD PLENTY OF SIEGE BATTLES OH SORRY ABOUT CAPS ON not tried with any mods yet tho ., i'm findinding some are no longer supported or have stopped working i'l try this tho when i start a fresh campaign... thanks for the mod
MykeMorbius Jun 5, 2023 @ 7:32am 
For some reason, I haven't had a single siege battle in any of my own settlements since I've had the game (over 4 yrs). No matter what campaign I play, I don't even get a chance to defend. It just goes to 'auto resolve' or something and it's over. Anyone have any ideas why?
Elchman69 Mar 26, 2023 @ 8:53am 
i get form_shield_wall and form_shield_screen with underlines, is this intended?
Is something wrong with my load order?
Sheph  [author] Feb 25, 2023 @ 4:47am 
This period forms the foundation of the myth and identity of those who feel attached to the islands somehow. Look at the massive fandom for Last Kingdom and all the Viking series. Ireland is a bit of a mystery even to the game-maikers here.
Aurelian (Restitutor Orbis) Feb 25, 2023 @ 4:33am 
Great mod! And really enjoy your other mods for ToB, much appreciated as its one of my favourite periods in history and one I currently study in University in Ireland. :steamthumbsup:
bjornironside771 Feb 25, 2023 @ 3:48am 
works brilliantly, thanks for this mod
Sheph  [author] Feb 24, 2023 @ 11:29pm 
Updated: see discussion. Important to read about the new Shieldwall formation for Shieldwall!!
Sheph  [author] Feb 20, 2023 @ 4:34pm 
Patch released. Removed some duplication and fixed load problem.