Advanced Formations, Abilities and Siege for play with nearly any mod

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Author: littleShepherd

Last revision: 25 Feb, 2023 at 23:27 UTC

File size: 2.52 MB

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Description:

This is a battle overhaul mod for TOB that has the aim of demonstrating new formation mechanics, how to make a mod interoperable with multiple mods and providing an excellent, but historically-rooted battle experience.
This WIP highlights new Formations, Special Abilities, Siege mechanics and Projectiles.
Directions: Set this mod in load priority above any other battle, formation or overhaul mod.
Works with all tested mods, including Radious and Crucible as well as other battle mods.

Why This Mod?

In short, you can use it with your favorite mods or your own revisions and mods.
This mod has all parts of a complete battle mod, but it deprioritizes the tables so that users not playing Vanilla will still use the battle settings of their favorite main mod.
The de-prioritization is done by allowing the player’s main mod to overwrite the key unit and battle tables found in the mod even when this mod is first in load order. Unlike the other battle mods found on TOB, this mods’ battle and unit tables will not appear unless the player only uses vanilla and no battle mods.

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 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. I recommend modders add more of these units into their game as I see only 2-3 across the 3 main overhauls. There is a formation built especially for them.
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.

Special thanks to

Unit formations & Abilities for Radious by Acalion
ToB Enhanced Battles by Arthalion

Highly recommended to use this with one of the following:

Crucible of Kings was the landmark TOB mod
Radious Total War
If you play Shieldwall, use this other version!!
Brytenwalda- my latest overhaul

Help those improving Attila and TOB