A Total War Saga: Thrones of Britannia

A Total War Saga: Thrones of Britannia

Advanced Formations, Abilities and Siege for play with nearly any mod
37 Comments
wp071360 16 May @ 5:19pm 
Does not work. please update
sÞvrr0w 15 May @ 4:19am 
why are slingers so powerful? more damage than arrows, and even longer range. impossible to play. slingers one-shot any enemy in armor. bot army consists of 80% of these units, almost impossible to win without cavalry :steamsad:
Locked In Alien 24 Aug, 2024 @ 10:53am 
Running this with your brytwalda mod has made this a new game thanks
MykeMorbius 30 Sep, 2023 @ 6:16pm 
Two nearly full melee cav units VS 3 individual skirmishers and they keep throwing javs.
Coach 16 Jun, 2023 @ 5:42am 
Any videos to showcase what the mod does?
RatlerX5000 11 May, 2023 @ 9:18pm 
can anyone help me with the legitimacy mod?
MCMenendez 8 May, 2023 @ 7:33pm 
Nice mod but somehow when you zoom down you the ground appears to be
glitchy [i.imgur.com]
RyBo 6 May, 2023 @ 6:09pm 
Thank you very much for this mod!


Works great with the "Conquest: 1066 Campaign" mod. Would be even more awesome if you did a special version for the hand full of units it adds.
ShuriK 4 Mar, 2023 @ 5:32pm 
Hey man i was thinking, could it be possible for you to make a variation of this mod to only include archer and catapult ammunition types? Obviously don't do it if you have no time or desire to, i have just always wanted to be able to use fire shot with both, but since i don't know how to mod im asking you :(
I wouldnt mind learning how to do it myself, i just dont even know where to start from
Dim Val's Games 2 Mar, 2023 @ 6:59am 
Good stuff there looking very promising! So does this works with Great heathen - The last Kingdom overhaul campaign and Conquest 1066 mods??
Vimes 26 Feb, 2023 @ 2:00am 
Thanks for the reply :)

BTW having watched "The final Kingdom" well up to the final season, that gives me reason to consider finally trying the game.

Moving up the load order means it will load last....... makes perfect sense :D
Sheph  [author] 25 Feb, 2023 @ 7:09am 
Looks right. Logically, moving it up the load order means it will be loaded LAST. They are making it easier for the kids.
Vimes 25 Feb, 2023 @ 6:21am 
Thanks for creating and updating this. Most appreciated.
Yup I can read your instructions on how to place this mod within the mod manager.....

https://i.postimg.cc/5yPZJT6c/Mods.png


I assume that the above looks as it should...?

I have not played this game, never mind any mods, since I bought it way back. So decided to start with the Radious mod and then this added, for a little flavour :)

The reason I ask about the load order is that I have been used to games where the last mod loaded will overwrite the previous, if he files are the same. However I get the impression if this mod has to be loaded first then its files will be used and any subsequent mod with the same files will be ignored, at least those files that are the same...?

If this mod was used as a standalone mod is that also ok..?
Sheph  [author] 25 Feb, 2023 @ 12:03am 
Updates now announced in the Discussion section. Read there. The mod i becoming a battle mods that players can switch on by renaming the tables with a number in front of them.
Berserk 23 Feb, 2023 @ 3:43pm 
Oh my apologies, I thought I was on your Brytenwalda page lol, I'll move it over there
Sheph  [author] 23 Feb, 2023 @ 3:41pm 
Berserk: You should discuss loyalties beneath the overhaul you are using. I can help you with that formation cooldown here. I'll see what can be done for the next patch.
If you are discussing my other overhaul mod, start a "Discussion" behind the main page. It sounds like I need to run a longer campaign. Loyalties should not start below 2 according to the settings I made, so there must be something interfering with this.
ShuriK 23 Feb, 2023 @ 1:55pm 
I see!
Sheph  [author] 23 Feb, 2023 @ 12:22pm 
The hoplite phalanx (used by elitish sword units) or pike wall (allspears) abilities are attached to a rigid formation ai to prevent losing the formation and its bonuses. I believe that would not allow matched combat. If you want to see that, the units should lose their formation. The old TOB shield wall usually crumbles on impact with the enemy which is why you might see it with that.
ShuriK 23 Feb, 2023 @ 8:16am 
also one last bug:
While using 100% matched combat/cinematic combat mods, if a unit charges into another one which is in a formation you added (such as phalanx or shield wall) they just stand there and nothing happens, its probably due to the cinematic combat mod
Berserk 23 Feb, 2023 @ 7:15am 
I love that cool new mods are still coming out for this game. Looking forward to trying to this one out tonight!
ShuriK 23 Feb, 2023 @ 6:29am 
also i've noticed that artillery does basically no damage to walls, i had to use close to 50 shots used by 5 catapults to shoot down a single wooden wall in a settlement. Each shot took around 1-2%
ShuriK 23 Feb, 2023 @ 6:25am 
Hey i've noticed two more bugs, i dont know if this is the right place to mention them.
The abilities "rapid advance" and "long shot" dont do anything, no matter how many times i press the button.
ShuriK 22 Feb, 2023 @ 3:47pm 
youre the man!
Sheph  [author] 22 Feb, 2023 @ 3:43pm 
Both mods updated fixing bugs pointed out by ShuriK.
Sheph  [author] 22 Feb, 2023 @ 3:42pm 
I found the bug with the catapult barrage; it works with my testing.
I added the missiles to projectiles table back in and the 4 shot types work for me.
Finally, the walls are now set to be only 8% stronger than Vanilla. A wood wall should collapse in 5-6 shots. Note that the gates have immense HP per game rules. I think it gives the defenders a chance as they keep their cow dung pots and towers for longer.
ShuriK 22 Feb, 2023 @ 12:02pm 
I tried using both, they both work with shieldwall but they had the bugs i told you before, other than that great job man!!
Sheph  [author] 21 Feb, 2023 @ 2:40pm 
Thanks for the feedback. I will test those. SW has overhauled so many systems that I need to figure out where it could interfere. Are you getting this mod to work with Shieldwall?I would recommend the Shieldwall version as Steam doesn't seem to approve of this one with SW anymore.
ShuriK 21 Feb, 2023 @ 11:28am 
I have noticed that using the mod for shieldwall specifically archer units cannot change shot type, they only have standard shot, also they cannot use the "long shot" ability, it just does not do anything.
it also seems like the quick fire ability for the catapults does not work in both mods (this one and the shieldwall version)
the no damage to walls still persists.
i think the melee and horse units work properly tho
ShuriK 21 Feb, 2023 @ 11:02am 
First of all i wanted to ask a question, should i use the shieldwall specific mod you posted if i play with shieldwall mod?
Secondly I am incredibly impressed! you have genuinely made my day! i have ALWAYS loved shieldwall for its historical authenticity but these new formations (such as an actual shield wall lol) make the battles very intriguing and realistic! I absolutely love that archers and catapults can now reload, makes a lot of sense!
overall very good job, i am very grateful!

also i wanted to ask if the ai is also able to use the abilites (sorry, i'm not knowledgeable)?
Sheph  [author] 20 Feb, 2023 @ 4:35pm 
I will lower the damage for the walls some more. One problem with SW is that he gives you 1 catapult manned by 20 men. It is the norm in TOB and Vanilla to have 4 catapults and 20 men. One catapult doesn't have much power in this game other than encouragement.
bjornironside771 20 Feb, 2023 @ 12:38pm 
I was firing at the settlement walls with 10 catapults(tried different cities) and there was no damage done to walls, only towers and gates were responsive to damage, tried also without any other mod, as well as the new mod for shieldwall but then i cant start the game. Is it compatible with other battle or graphical mods or do i need to have only this one?
Sheph  [author] 20 Feb, 2023 @ 12:28pm 
Shieldwall breaks a number of abilities. I released a version just for Shieldwall: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2936098134 .
Wall damage: I can reduce their strength, but they are already at about 50% of Vanilla for wood. Stone is still strong. What were you firing at?
bjornironside771 20 Feb, 2023 @ 11:26am 
Looks really great, but for me catapults doesnt seem to do damage to walls only towers and also some abilities like rapid volley for catapults doesnt work or long shot for certain archers. Is it because i use shieldwall? I have this mod on top of load order.
RyBo 19 Feb, 2023 @ 2:49pm 
Works like a champ! Love it! Thank you!
Sheph  [author] 19 Feb, 2023 @ 6:11am 
Shieldwall version will be released in the next 2 days. Earlier if there are requests.
Sheph  [author] 19 Feb, 2023 @ 6:10am 
Mod updates and works with overhauls. It cannot handle the 7 new units of Shieldwall and all their dependenies. If you use this with Shieldwall (first in load order), all but the 7 new ones for Northum will have specialized ability buffs.
Warriordude 17 Feb, 2023 @ 6:33pm 
Great job:steamthumbsup:

I might try this out once I go back to the TOB Shieldwall mod.