A Total War Saga: Thrones of Britannia

A Total War Saga: Thrones of Britannia

A Shieldwall Companion for New or Hurried Players
55 Comments
Sheph  [author] 15 Sep @ 8:44am 
No startpos
ThePoshBarbarian 15 Sep @ 4:03am 
Is this a startpos mod?
PaulPacea 27 Jan, 2024 @ 10:58am 
So for example, first technology it request 2 turns, while with your mod on the top of shieldwall, it request 4 turns. So instead of lowering turns as you say it gives more. P.S. Also AI doesn't consume food. One of my ally has 1 city and 13 units :steammocking: with only 5 food on +
Sheph  [author] 26 Jan, 2024 @ 7:27pm 
That doesn't make much sense.
PaulPacea 26 Jan, 2024 @ 11:14am 
Dude, your mod double the technology request , is not lowering..
sam.pidgeon 27 Sep, 2023 @ 6:00pm 
yeah classical empires a good md but bugged and expanded slots buggered
Sheph  [author] 27 Sep, 2023 @ 3:03pm 
I find that Classical Empires and DEI follow a similar approach. The idea is to make it feel historical as the vanilla game wraps up in about 15 game years. This mod takes about 50-100 game years. That's about 7X slower. Not my taste.
sam.pidgeon 26 Sep, 2023 @ 5:58pm 
i just find income in shield wall so low takes forever get eco going
sam.pidgeon 23 Sep, 2023 @ 2:25pm 
yeah shield wall mod not been developed for a while and is unbalanced at times and some people probably had bugs at some stage as well
Sheph  [author] 23 Sep, 2023 @ 1:42pm 
Maybe we need someone to publish a slight Shieldwall overhaul to address the unbalanced things about this mod. This mod has a narrow scope: food buildings.
sam.pidgeon 23 Sep, 2023 @ 11:24am 
ok just found income buildings produced bit too low just my opinion
Sheph  [author] 23 Sep, 2023 @ 8:06am 
Upgraded the mod. More food storage and food from the small-holder granary by about 20%. All granary-line buildings have lower upkeep to address the no gold complaint. It's not a good idea to add gold income to a food-chain building. Things will get mixed up.
sam.pidgeon 23 Sep, 2023 @ 2:13am 
I don't mean increase food production but the income it produces
Sheph  [author] 22 Sep, 2023 @ 8:07pm 
So more food won't mess up the Shieldwall balance?
sam.pidgeon 16 Sep, 2023 @ 4:15am 
I do think I come needs increasing a tad more as you cannot really build up your regions with so little income
ShuriK 25 Jun, 2023 @ 1:03pm 
If you wish i can send you screenshots/campaign file somewhere.
ShuriK 25 Jun, 2023 @ 1:03pm 
I see that the actual building does give the extra food. I have tried waiting until winter to see if maybe the food stores have some extra food which is not shown but unfortunately it seems that the total storage capacity is unchanged.
Sheph  [author] 17 Jun, 2023 @ 8:36am 
shield_food_storage_building 10 Lvl1
shield_food_storage_building 17 Lvl2
shield_food_storage_building 22 Lvl3
You should be seeing these values for food storage. Please look again as it is not obvious in the UI.
Sheph  [author] 14 Jun, 2023 @ 4:09pm 
So you aren't getting food capacity. Shieldwall has a number of very interesting scripted events such as merchant events. They took a lot of time to create. I hope to get back to modding this one in a week.
ShuriK 14 Jun, 2023 @ 3:55pm 
also, what are those merchant events?
ShuriK 14 Jun, 2023 @ 3:48pm 
the food production works fine!
ShuriK 14 Jun, 2023 @ 3:46pm 
I suggest you test it using both your mods (this one and the garrisons one) loaded first and second with shieldwall loaded third, see if it works.
ShuriK 14 Jun, 2023 @ 3:41pm 
I have put it as a priority, ive tried putting the load order in basically every way possible but i still cannot seem to get the bonus food capacity.
Sheph  [author] 5 Jun, 2023 @ 7:03pm 
I'm not sure if you have it loading as a priority over Shieldwall. Level 1 should add 10 shield_food_storage_building and 5 to food production.
ShuriK 5 Jun, 2023 @ 4:53pm 
The base game granaries do tho.
ShuriK 5 Jun, 2023 @ 4:37pm 
It seems that granaries don't add to the total food capacity. I have built a lvl 1 granary yet my food capacity is still 100 (just started a new playthrough)
Sheph  [author] 9 Apr, 2023 @ 8:05pm 
It sounds excellent. I'm on many Attila discord groups under LittleSheph as well. You can send things via Steam messenger as well. There is something off with the AI in TOB. As you noticed, the AI is just weird about marching armies into your territory and parking them next to your town for several turns. Sometimes they declare war and sometimes they wander off again. Neither Radious nor Crucible fixed it.
AwwHEEEALNaw 9 Apr, 2023 @ 4:19pm 
don't know how to upload mods to steam, I could share it with you on discord or something? It's actually just a test AI mod given to me by one of the devs of shieldwall which I then adjusted further. The end result was that the AI would actually (sometimes) declare war on you when they hate you. It did also make them attack and capture your settlements, so if there is a vanilla issue with that then I guess it fixes that. I haven't actually played much shieldwall due to the balance issues though - its a shame because the population system/time period etc is great but my god the balance...
Sheph  [author] 1 Mar, 2023 @ 5:34pm 
@TheGreat I'd be interested in seeing your AI changes. Can you post a hidden mod or start a discussion thread on one of my mods. I've been testing different CAI's out because the fear of attacking a settlement with a garrison is real problem with both SW, Vanilla and all the overhauls.
✠ Stonewall Jackson ✠ 1 Mar, 2023 @ 10:07am 
Aye, same.
Pedemendigo 28 Jan, 2023 @ 9:36am 
@littleShepherd know I'm just one person but Im playing SW and using your mod :)
spartanhija 22 Jan, 2023 @ 9:16pm 
OK thanks I found it
Warriordude 12 Jan, 2023 @ 8:53pm 
That's fair enough.
Sheph  [author] 11 Jan, 2023 @ 4:22pm 
I won't be making more submods for SW unless someone can prove many people are playing it. Like you, everyone I message says they would like to play it but.... I need to be modding where people are playing. I CAN spend an hour or two improving this mod. That request you just made would take at least 8 hours so it is no-go.
Warriordude 11 Jan, 2023 @ 3:52pm 
Since you're making submods for Shieldwall can you make another submod to have more Viking Raiders? I haven't played Shieldwall for awhile now, waiting for an update but it did seem the Raiders didn't attack that often especially on Saxon factions and Welsh factions, they seem to always hit Ireland.
Sheph  [author] 10 Jan, 2023 @ 3:08pm 
I still find the base game hard to deal with as the modder didn't spend enough time with these. The new mechanics and scripting is still a work to behold, but not worth it if the rest of game is unbalanced. If you can send me a very specific list in the discussion section, I can add some of the balance features you point out.
AwwHEEEALNaw 9 Jan, 2023 @ 8:44pm 
Not related to your mod (I don't think, I haven't played thrones that much), but if you wanted to extend the scope of this mod in the future I would add that the building and tech tree balance feels way off. The salt building is the worst offender I've seen but many buildings aren't balanced and some techs give horrible negatives for trivial positives lol (like the +30% unit upkeep in exchange for no terrain attrition one), and some techs just don't have any effects strangely.

Also in a previous play through I noticed that the AI never seems to declare war so I modded in a large increase to these values and it improves the campaign imo.

Anyway it's been a pretty fun campaign and this mod definitely made it better.
AwwHEEEALNaw 9 Jan, 2023 @ 8:44pm 
Things I'd change:
1. The food economy is now too easy imo (~400 surplus food at turn ~30 with 2 full stack armies - w/ 6 food per unit). This is partly due to the salt building which is crazily op (gives as much food as pure food buildings + like 4x as much money as economy buildings). So I prioritised these.
2. Maybe a load order issue but the garrison building is redundant with this + your village garrison mod. It gives essentially the same garrison as all other buildings but without any of the positive effects and with big -gold and -food negatives.
3. Also re your garrison mod - some minor town buildings have no / incorrect garrisons (ie foreign trade port, T2 granary), this is for East Engle faction if it matters.
AwwHEEEALNaw 9 Jan, 2023 @ 8:44pm 
So based on a legendary campaign that is now close to short campaign victory:

The good:
1. The economic balance feels good.
2. The boost to research rate is great imo.
3. The happiness change is also great, it's now something you need to manage.
4. Faster recruitment and general AI boosts are good, now the AI can bounce back from losing entire stacks.
Sheph  [author] 7 Jan, 2023 @ 10:29am 
I appreciate it. For Legendary, the balance might be hard to gauge given the mix of nerfs and bonuses that are supposed to support human and AI builders.
AwwHEEEALNaw 6 Jan, 2023 @ 10:33pm 
Cool, great change it feels perfect now. I'm doing a playthrough now so will let you know how the balance feels, but so far it is a definite upgrade from vanilla (particularly because the AI can now field much more units).
Sheph  [author] 6 Jan, 2023 @ 5:02pm 
After extensive research and testing, there is no way to modify the base or starting income per difficulty level. I have updated the mod to have the base income at 400 for players and to give gdp bonuses to players on the easier levels.
AwwHEEEALNaw 4 Jan, 2023 @ 6:51pm 
Awesome, sounds good! And yeah fair, it probably only appeals to people who play on the harder difficulties.
Sheph  [author] 4 Jan, 2023 @ 6:20pm 
O yes. I added the base income back in. I can increment that per difficulty level as new players seem to be turned off by having no money to recruit AND build for 10 turns with all the bandits running about.
AwwHEEEALNaw 4 Jan, 2023 @ 6:13pm 
I play on legendary. I'm talking about the base income (faction_gdp_other & faction_gdp_other_minor in the campaign variables section) - I think the boost from 250g in vanilla shieldwall to 1200g in this was a bit too much, maybe 500/600g for major and 100g less for minor would fit in better with the small economy in shieldwall. Would be even better if it varied by difficulty as I'm sure people who play on lower difficulties would appreciate a bigger starting amount (and imo legendary should be the same/similar to vanilla shieldwall for the player while allowing the AI to still get a nice boost).
Sheph  [author] 4 Jan, 2023 @ 3:48pm 
Thanks for the feedback. I need some testers on different difficulty levels as shieldwall is built with only one difficulty level for humans. I don't believe any building gold yield has changed. It must have something to do with the difficulty tables. What difficulty level are you playing on?
AwwHEEEALNaw 3 Jan, 2023 @ 12:57am 
hey I think the base income is a little high - imo dropping it by 500g or so would be a better middle ground between this and vanilla shieldwall. Right now the base income allows you to support 2 full armies right off the bat (ignoring food limitations), whilst in vanilla shieldwall you could barely support half an army. Given the shruken economy in shieldwall this base income is higher than you will get from multiple full developed provinces. Also I may have noticed some minor mistakes in the campaign difficulty handicap effects section in the pack file - check the normal and hard difficulty corruption effects and the hard allegiance effect (assuming 0 = normal difficulty and -1 = hard difficulty for the player, if not ignore this).
AwwHEEEALNaw 1 Jan, 2023 @ 10:49am 
yeah after checking the TOB data pack file and shieldwall pack file it's clear that -3 = legendary for the player while 3 = legendary difficulty for the AI so you were right with your changes. Just seems so stupid to me to make the numbers inverse for the player and AI lol.
Sheph  [author] 1 Jan, 2023 @ 9:01am 
I am not sure about the extra 2 and 3. -3 is legendary, -1 is hard, 1 is easy for humans.I would guess +2 and +3 relate somehow to the new politics difficulty levels. If you could find the answer, I will change difficulties accordingly.
AwwHEEEALNaw 1 Jan, 2023 @ 1:46am 
thanks for the great mod, Shieldwall has a great foundation but the balance is rough and this helps that a lot. I am just looking through the values you changed for the difficulty settings on RPFM - am I reading this right that a -3 in the 'campaign difficulty handicap' and 'human tick' refers to legendary difficulty effects for the player, whereas a 3 (positive 3) with no 'human' tick refers to legendary difficulty effects for the AI?