Battle Mod for TOB featuring advanced formations, abilities, siege and AI
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.
Unlike its sister mods, it prioritizes many of the standard battle tables making it a complete system.
It pulls much of the battle logic from 3 of the best Attila battle packs.
Directions: Set this mod in load priority above any other battle, formation or overhaul mod.
******Save Game Compatible******** Works w Radious, Crucible, not Shieldwall ******
This mod has all parts of a complete battle mod, but it does not touch the key tables of land and main units, making it highly interoperable.
For example, this allows the mod to work with some of the best reskin mods coming such as (highly recommended):
Anno Domini . You can load Anno first (as you should) and this mod still works.
The battle rules chosen were a compromise of the best mods on Attila that focus on dynamic battles that last and are fun to watch. In particular, the rule choices/AI choices of three famous battle packs from Attila are highlighted.
The rule-AI was selected to work well with matched combat mods and other animation overhauls.
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. NEW to TOB: Javelins now get this special ability.
C) Projectiles are reworked using multiple advanced mod influences. Damage is nerfed because there are more opportunities to refill and use projectiles with special abilities. This makes the elite archers stand out more. Javelins have less range but have a faster firing rate. Catapults deal less damage with a shorter range and less accuracy to fit the historical times. You will notice that there is significant variations in firing rate to match the damage of the arrows unlike many current TOB battle mods.
Reduced Friendly Fire
AI is highly compatible with matched combat animation mods such as:
More Matched Combat
More coming
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
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.
Sebidee’s Better Battles
Realistic Battle Pack – Attila
1212 Medieval Kingdoms
Brytenwalda- my latest overhaul
Crucible of Kings was the landmark TOB mod
Radious Total War
