A Total War Saga: Thrones of Britannia

A Total War Saga: Thrones of Britannia

Thrones Reforged - Shieldwall Continued
390 Comments
John Silver 37 minutes ago 
Hello. Found another bug. I'm playing as Hilrborg. This kingdom is a vassal of Jorik. This liege has another vassal, Holdrness. So, in short, this Holdrness attacked me, even though he's a vassal of the same liege as me. Furthermore, I don't remember how it works in vanilla, but in this case, vassals have no ability to participate in politics. That is, vassals can neither enter into treaties nor declare war. They can only attack their liege's enemies, or the liege themselves if they want to break their vassalage. I checked, reloaded my save to this point, tried declaring war on Holdrness, and...nothing! There's no such option. So how did Holdrness declare war on me?! So, that's the bug. And it's a very serious bug, as it can simply break a campaign. With such a bug, the mod is essentially unplayable.
John Silver 9 hours ago 
Warriordude, Well, you have to be careful with Viking raids. Too much and too often isn't good. For example, if you're playing some minor vassal and need to build up strength and develop over time, add Viking raids every 2-3 turns to the mix. It wouldn't be a game anymore. I think the raid situation is pretty normal right now. No more is needed.
Warriordude 10 hours ago 
I hope you add more random smaller invasions, would be cool to fight off raiders.
ShuriK  [author] 13 hours ago 
Yeah the expeditions are still something we will work on for sure. Regarding loot and occupy the effect actually isn't applied, i need to test and see what to fix. Thanks for your comments!
Warriordude 14 hours ago 
I think the Expedition degree was disabled in the original Shieldwall mod, that's why it isn't working.
genghiskhan92 22 hours ago 
its a really great mod just one thing - for the Sea Kings faction the expedition decree doesn't seem to do anything when I click to activate it ?
Locked In Alien 13 Oct @ 8:03pm 
loot and occupy seems to have a worse effect on public order than just sacking it and then occupying it seperate
Locked In Alien 13 Oct @ 7:55pm 
Nice job with adding basic decrees, expedition doesn't seem to do anything when I click to activate it
Warriordude 13 Oct @ 2:55pm 
I have an older computer thats probably why.
John Silver 13 Oct @ 2:54pm 
c7eaver, I haven't seen any issues like this with the mod yet. Everything scrolls fine.
n3wo  [author] 13 Oct @ 2:48pm 
@warriordude they arent super fast but i wouldnt say its overly long either tbh.
Warriordude 13 Oct @ 2:30pm 
The original Shieldwall mod I had very long turn times, haven't tried this mod in awhile, probably the UI screen?
n3wo  [author] 13 Oct @ 2:11am 
thats odd. not heard that yet.
c7eaver 13 Oct @ 12:16am 
It‘s way smoother in Vanilla… I feel it’s loading cities / etc successively when scrolling - not too dramatic though
n3wo  [author] 12 Oct @ 2:06am 
C7eaver, try the game vanilla and let us know if its still janky. i dont have issues personally
n3wo  [author] 12 Oct @ 2:05am 
if you cant make it onto our discord to report bugs please feel free to do so here https://gtm.steamproxy.vip/workshop/filedetails/discussion/3397195419/595162650440146772/
ShuriK  [author] 11 Oct @ 3:47pm 
Depends, I've not had that issue whatsoever while playing, could be an issue with your game. Try the mod without any others
c7eaver 11 Oct @ 2:35pm 
The campaign map is quite jerky when scrolling - is this the Game or your mod loading new calculations on the System?
O B S E R V E R 11 Oct @ 12:01pm 
Yeah noticed this as well now that you bring it up.
ShuriK  [author] 11 Oct @ 11:57am 
John Silver I've also noticed, will post a bug report
John Silver 11 Oct @ 11:27am 
Hello. I've also noticed that enemy archers are almost always invisible in battle. They seem hidden, even in open terrain. It turns out that I can't see the enemy archers and can't shoot at them, but they can see and shoot at my archers. Is this a mod bug or is there an explanation? Maybe I'm missing something about some mod change regarding archers? But then, why can the enemy see my archers?
The screenshot I've attached highlights the area where the enemy archers are presumably stationed. In this particular case, I know the enemy has a single squad of archers. They become visible when they flee or die. The image shows that there are archers among the dead, but the squad itself is not visible.
https://i.postimg.cc/fWYj5TYb/712100-1067.jpg
ShuriK  [author] 11 Oct @ 6:33am 
Medium size is the one we recommend as it works best with the population system, you're free to use other sizes if you wish, it just won't work as intended.
amlegend25 11 Oct @ 6:29am 
Does shield wall continued work with a larger unit count or is it still medium?
ShuriK  [author] 11 Oct @ 3:10am 
c7eaver
1) Remove Shieldwall population update, this mod is it's continuation. That mod is outdated, dont use it at all.
2) There is a mod called Shields down while marching + ultimate animations, use that and replace the single versions you use
3) Put all the mods BELOW ours in the mod loader, probably works better
ShuriK  [author] 11 Oct @ 3:08am 
lasaGna, i suggest you ignore the advisor's initial dialogue, we have changed a lot of things, Circenn doesn't face any rebels in our mod.
ShuriK  [author] 11 Oct @ 3:04am 
Schtz. Wessel there are currently no plans to add more units, we feel like the rosters are historically sound. More units become useless fluff that don't add much to the game.
Schtz.Wessel 11 Oct @ 2:50am 
Are there any plans to add more units? Im curious since I've always liked big rosters
Also great mod! Im having a blast, keep up the good work :gk_heart:
c7eaver 10 Oct @ 11:14pm 
I am using some mods together with reforged as follows:
- SW REFORGED
- SW Variationn pack 3
- SW Population Update
- Shields down while machine
- ToB ultimate animations
- Boiling Soul beginne
- Unit Formation & Abilities (UFA) - SW overhaul compatible Version
- Blood Aftermath

QUESTIONS:
(1) How to understand whats a proper load Order?! Finding: some Order doesn’t Start the game….
(2) For UFA mod, do I need the SW version for Reforged?!
(3) any comments/experience on my set of mods?
O B S E R V E R 10 Oct @ 7:54pm 
Thanks for the update guys :thronesdiplomacy:
lasaGna 10 Oct @ 5:31pm 
Hi again sorry. This is the only mod i have active. Fired up a Circen play and i cant find the rebels im supposed to be fighting. Are there other required mods for shieldwall to work? thanks.
n3wo  [author] 10 Oct @ 5:16pm 
to be specific this is the wessex change specifically :thronesbritannia:

Welsh vassal's removed and Cent & Suth Seaxe are now defensive allies instead of vassles.
lasaGna 10 Oct @ 5:15pm 
Hello. havent played in years. Any suggestions of complimentary mods to enhance a Circen playthrough. Best of luck. Thrilling historical time period
n3wo  [author] 10 Oct @ 5:04pm 
Beta 0.3 Changelog
Update Live
• Lowered the negative speed effect caused by fatigue
• Slightly increased archer fatigue
• Added Loose Formation to all skirmisher units
• Added accuracy penalties to the negative effect modifiers from fatigue
• Increased maximum unit width — units can now be stretched out more
• Custom Battles revamped: Introduced campaign units to Custom Battles, all major factions included in this first iteration, land battles only for now
• Added Loot and Occupy option for all factions when winning a siege
• Added basic decrees to all factions (first pass, more work to come)
• Removed home screen smoke (big deal!)
• Adjusted Wessex starting vassals
n3wo  [author] 10 Oct @ 12:57pm 
mod load order. make sure the name mod is above our mod in the order john
ShuriK  [author] 10 Oct @ 12:46pm 
Seems odd, when i use the mod literally all factions have authentic names.
John Silver 10 Oct @ 9:28am 
ShuriK , for example, I'm currently playing as the Hilrborg faction. This faction is unplayable in the vanilla game. This means the name mod doesn't apply to it; names for this faction will be in standard English. In short, the name mod only works for characters from factions that are playable in the vanilla game. There are ten of them: West Seaxe, Mierce, Circenn, Mide, Gwined, Strat Clut, East Engle, Northymbre, Dyflin, and Sudreyar. The rest are unplayable in the vanilla game.
ShuriK  [author] 10 Oct @ 6:18am 
Which factions do you mean? All the rebels and invading factions? Could you kindly make a list?
John Silver 10 Oct @ 5:09am 
ShuriK, n3wo, the mod with names works. I tested it myself. I don't know how it will work in the future, but so far there haven't been any problems. The only exception is that the unlocked factions that were unplayable don't use this mod; those factions have regular names. Overall, I'd say this mod is compatible with Thrones Reforged.
ShuriK  [author] 10 Oct @ 4:47am 
Hi John, i personally use that mod in my free time and i can attest that it works flawlessly.
n3wo  [author] 10 Oct @ 2:43am 
Hi John, we havent touched names so i dont see why it wouldnt be compatible. fair warning though we unlocked all factions for play so im not sure how the names will react like that. it should be fine.

im glad you are enjoying it
John Silver 10 Oct @ 2:37am 
I hope this reforged mod won't be abandoned. "A Total War Saga: Thrones of Britannia" is a fantastic Total War game, unfairly maligned by many players and forgotten by the developers. Although, I think many of those who criticize the game simply couldn't handle its difficulty, as you can't spam endless troop stacks. Also, active diplomacy, both internal and external, is a big deal. In my opinion, many simply couldn't handle it. And with this mod, the game becomes even more awesome. Thank you, guys, for your work. I wish you patience and perseverance. And one more question: is this mod compatible with this one: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1749854085
ShuriK  [author] 10 Oct @ 1:45am 
Currently minor factions are not as fleshed out as the major ones. We still need to work on them, who knows what the future brings!
genghiskhan92 10 Oct @ 12:51am 
what a great mod ! it'd be really good for the minor factions to have custom units- Cornish spearman , Gael--norse warriors etc
ShuriK  [author] 9 Oct @ 2:42pm 
We've discussed and for now I feel like personally it makes more sense for only skirmishers to have the loose formation. Melee units will use shield castle. This is still to be decided but thats the idea for now.
ShuriK  [author] 9 Oct @ 2:41pm 
I've added loose formation to skirmishers in my current version. We will discuss whether it will go into the next update in a few days (probably will)
O B S E R V E R 9 Oct @ 2:36pm 
I am a tester, and I will let the devs give a more thorough answer however, formations for units is something I have reported on to them. But when it comes to archers, they already are kinda in a "loose" formation it seems. But still, the devs will be able to answer more thoroughly.
c7eaver 9 Oct @ 2:33pm 
It seems like Reforge does not allow loose formation for Archers anymore… tried to enable it with UFA mod, but as soon as Reforged was enabled, loose formation button vanished… any idea?
O B S E R V E R 8 Oct @ 6:50pm 
Sounds really interesting. Thanks for the work and ill be really looking forward to the next update :thronesdiplomacy:
n3wo  [author] 8 Oct @ 2:54pm 
Im making good progress on adding basic decree's to the minor factions now. we will likely release it in two parts. a simple set of decrees like the base game ones and then the second pass will see them become more custom per faction. :thronesship:
O B S E R V E R 8 Oct @ 11:29am 
@Freeghost_with_Dutt Thats a great find.