New Formations, Abilities, Sieges and Projectiles for Shieldwall
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.
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.
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.
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
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.
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.
Unit formations & Abilities for Radious by Acalion
ToB Enhanced Battles by Arthalion
Shieldwall is fully compatible
Version of this mod for other Overhauls
