Total War: ATTILA

Total War: ATTILA

Guard Mode - Quick, Easy & Mod Compatible
38 Comments
Mr. Fear 7 Oct, 2024 @ 10:41am 
As the others have mentioned, this "Guard Mode" just makes it impossible to move your units when toggled. I suppose it's to keep them from moving if you mis-click a firing order with your projectile units, but they will still follow routing enemies.
Yews 27 Dec, 2023 @ 5:30am 
The mod breaks Alt+drag for the units who have been told to guard. I might as well just put up with micromanagement hell.
idiotdoomspiral 16 Nov, 2022 @ 7:01am 
This doesn't work, they chase routing units like usual, but it makes it worse since you can't even move them without clicking the icon again to deactivate. I'm using Fall of the Eagles and Europa Perdita mods.
MisterSunShine 8 Nov, 2022 @ 11:08am 
Doesnt work. When toggled on, guard mode prevents the unit from moving when giving orders. But if you make the unit fire at an enemy unit that is in range while guard mode is turned on, the unit will still pursue the enemy unit if it moves out of range.

So while I appreciate the effort that goes into making mods like this, this mod is actually worse than not having guard mode since it makes the unit unable to move when giving orders, but does not prevent missile units from pursuing their target and getting into harms way.
MrBushi 17 Oct, 2022 @ 4:36pm 
should choose a different Icon not the shield wall one
Chrissant 15 Sep, 2022 @ 7:25pm 
Hi! Would you give your permission in adding this mod to a compilation of universally compatible mods for Attila?
Clam Digger Lou 21 Aug, 2022 @ 4:01pm 
They still seem to follow people when they move away
Mr.ColeSlaw 2 Aug, 2021 @ 9:45pm 
cant even get to the main menu without it crashing any fix?
PinkUnicornLover 12 Jul, 2021 @ 12:23pm 
Ok I dont think this is compatible with 1212 AD, because it causes the "Brace Ranks" ability of the Fussknechte Heavy Axemen units to not be there anymore, I don't know if it causes this for other units as well
PinkUnicornLover 7 Jul, 2021 @ 2:33am 
I'm using this with mk 1212 AD and it seems compatible, but my units still move while in guard mode if i issue e.g. a firing order and the enemy moves
serkiy 29 Apr, 2021 @ 5:18pm 
Edit: after giving this mode a second chance, it actually works but after couple of CTDs. also if u active guard mode, units can never move if u command them to move. i know it doesnt make sense when u put it like that but i was expecting something like in rome1...
serkiy 18 Apr, 2021 @ 2:35pm 
unfortunately, game keeps crashing while starting. not even being able to test in game...
TheDodgyUkrainian 12 Jan, 2020 @ 2:32am 
does this work for new Medieval 1212?
TheOneWhoKnocks  [author] 23 Jul, 2019 @ 3:02pm 
@Lazrarus: This mod is fully save game compatible. ;)
Lazarus 22 Jul, 2019 @ 7:24pm 
does this work for existing campaign saves?
Lord Plunkett 21 Jul, 2019 @ 5:13pm 
good mod like to see more formation s for rome. thank you
Alpha117 26 Feb, 2019 @ 3:59am 
Having used the Mod. it is great but units in guard mode cant be moved which is a negative. during the micro of a battle I have to check and uncheck the guard mode button which takes too much time if i just wanna move them up a few meters. I know it is probably a limitation on the Modders side but a Shoutout to CA to add guard mode Please. This doesn't quite do it for me. but keep up the great work!
Zephif cp_dustbowl team 9 Feb, 2019 @ 9:35pm 
I does not work for me. Like in the battle.
Michel3345 4 Oct, 2018 @ 10:43am 
danke super mod aber könntes du das so einstellen das button als ersten kommt und dann die fähigkeiten
mfg
knox 2 Oct, 2018 @ 4:31am 
My artillery is unable to refill, only switching to Guard but all other missiles are good
luftwaffel 1 Oct, 2018 @ 7:04am 
You dont know how thankful I am that this mod exists.
Dieselface 30 Sep, 2018 @ 7:35pm 
This doesn't seem to work with a either a mod that gives all Roman melee infantry all testudo and shieldwall formation, or a mod that gives various cavalry units Parthian shot. Yet both those mods are able to work fine togather for me
Petellius 30 Sep, 2018 @ 1:13pm 
Afraid not, I'm pretty sure its hardcoded
TheOneWhoKnocks  [author] 30 Sep, 2018 @ 8:21am 
@Petellius: I know about formation attack and its issues. I've already managed to reenable it but it seems to be tied to a unit attribute.

Do you know of any way to enable the formation attack behaviour in "db/unit_special_abilities_tables/unit_special_abilities" under "assume_specific_behaviour"?
Sheph 29 Sep, 2018 @ 11:31am 
If all my troops have a shield or line order (as do most romans), what is the benefit of this mod? It's like adding roads to the game. You can add a real formation stance and have the same result.
Petellius 29 Sep, 2018 @ 6:53am 
Well formation attack itself actually still exists within Attila, but I've found it does far more harm than good.

You're current solution is probably the best one we're ever going to get.
GorilaGlue4 29 Sep, 2018 @ 6:07am 
thank you!
GorilaGlue4 29 Sep, 2018 @ 6:07am 
finely, i wanted this so bad from rome 2!
Cvlsoldier 29 Sep, 2018 @ 4:44am 
Okay, Thanks.
TheOneWhoKnocks  [author] 29 Sep, 2018 @ 3:00am 
@Petellius:
I did some testing giving an attack order and then activating guard mode. It looks like it depends on whether or not the whole unit engages the enemy. If only a few units fight and the rest stays in cohesion stamina will stay up but if it fully engages, it goes down as usual. I think it is dependant on the percentage of soldiers that are actively fighting.

I tried using formation attack from Rome II, which is still found in the game's code, but it seems like it's treated as an attribute, not an ability. If you know of any way to use the unit behaviour of formation attack in a custom ability please let me know. :)

@Cvlsoldier:
Rise of Mordor doesn't currently have a campaign map. This mod only works in campaign due to the way it is implemented. It's a tradeoff for having it work with basically every other unit pack. When Rise of Mordor will eventually get its campaign it probably will work.
Cvlsoldier 27 Sep, 2018 @ 1:28pm 
Is it compatible with Rise of Mordor?
Petellius 27 Sep, 2018 @ 1:14pm 
well if a unit is not given an attack order but is engaged in combat then the unit's stamina will not go down. I believe that this ability might do the same thing, but I've not tested it yet so its just a theory.
TheOneWhoKnocks  [author] 27 Sep, 2018 @ 1:01pm 
@Petellius: What exactly do you mean by "fatigue bug"?
Petellius 27 Sep, 2018 @ 12:51pm 
When you say stationary, you mean the effect just forces the unit to not be able to move at all? Doesn't that cause the fatigue bug to be a problem?
TheOneWhoKnocks  [author] 26 Sep, 2018 @ 1:45pm 
No, shield wall is still a separate button.

Guard Mode just adds a new button that makes your unit stationary if toggled on. It doesn't affect ANYTHING else.
gyrovolies 26 Sep, 2018 @ 1:36pm 
Great idea , questions.................
Shield wall and guard mode are the same buton ?
No effects on defensive testudo ..................... right ?
TheOneWhoKnocks  [author] 26 Sep, 2018 @ 12:17pm 
Thank you for the kind words. :)
yk 26 Sep, 2018 @ 1:52am 
Great mod