A Total War Saga: Thrones of Britannia

A Total War Saga: Thrones of Britannia

Thrones Reforged - Shieldwall Continued
266 kommentarer
sam.pidgeon 4 sep @ 4:29 
this mod does need some fixing as i have CTD when selecting to start a battle or clicking summary panel i am using other mods with it but looks like i have to stick with vanilla for now
sam.pidgeon 3 sep @ 12:56 
with no food stores food just goes to zero even if your faction producing quite a bit which is frustrating as how you supposed to expand if you cannot recruit an army as you have no food
sam.pidgeon 3 sep @ 12:51 
one thing i do find is not great is needing to have food storage buildings even if you got good food production your faction will struggle without them.

so you cannot make an army and it will affect the ai to
tonetone 2 sep @ 19:53 
Just bought the game and heard so much about this mod, but I see something concerning. The mod was first posted last year in Dec and last updated about a month later this past January, so not updates since then? Where does this mod stand? Is it complete?
Crumb 31 aug @ 18:42 
Please bring back the food production boosting buildings back
Eagles 31 aug @ 12:08 
if anybody has the chance could you make a submod with the vanilla unit models, so that Anno Domini 878 reskin would be compatible
Crumb 31 aug @ 1:50 
Campaign map AI is so stupid, they don't know what they are doing half the time, just irritating for the player to deal with more than anything. Food storage is nice but there are not enough food producing buildings, the farms that you do have - hardly produce any food.

There is a text bug for "DO NOT TRANSLATE" that appears when you upgrade archers, but the upgrade doesn't appear to do anything to their stats besides add a little bow icon next to unit card and the text bug.
Lastly minor factions are impossible to get going on hard difficulty or above, it's just end turn simulator for the first 30 turns because you can't do anything with your tiny starting gold and food.
Crumb 31 aug @ 1:50 
Quite a few things need to be fixed. Archers are super op, too much ammo and damage imo. Even strong shielded units get chewed up easily. Having them stronger than Vanilla is fine but for the civs with good archers it's way too strong. The morale is a joke, why are armies a bunch of wussies that retreat at the first sign of danger? Pathetic. It's hard to get decent length battles because half the armies have retreated within a couple minutes of fighting.
Morgöth 28 aug @ 14:37 
why can't i chose northumbria ? i have only few faction that i can chooose from am i missing something ?
Uyyeflash 28 aug @ 3:23 
Such a great mod, really challenging one to start a campaign while this mod is on

but i have some question, why there is some available unit in some faction in custom battle (maybe vanilla unit) that not appear on a campaign?
ryukeisen 25 aug @ 17:28 
Mind you, I still find some things to improve here and there. With Circenn and possibly with other gaelic factions, the Legitimacy meter is stuck from the begining of the campaign in 15/30, on the debuff side,with no other way to increase it than one technology fof a civilian branch.
ryukeisen 25 aug @ 10:54 
About the upkeep costs I mentioned earlier... it was a load order issue. I humbly apologize for lashing out.
Flakor 25 aug @ 9:31 
i know why, must be english version language, if english work, if not english not work. Shame on you.
Flakor 24 aug @ 11:11 
When I enter the campaign and click on the technology tree, the game closes. Something isn't working :(
CheriSh21 20 aug @ 7:36 
That's good to hear.
n3wo  [skapare] 19 aug @ 10:29 
I'm alive, just working on other project rn
CheriSh21 19 aug @ 2:10 
@ O B S E R V E R hadn't had an update since its release in January though, and the mod dev doesn't seem active here or in the discord.
ryukeisen 18 aug @ 10:10 
And 3 of the 6 units in the starting army have an upkeep of 5000 gold each???
ryukeisen 18 aug @ 10:08 
Some units in the Circenn roster have 10000 or so gold to recruit, what the hell?
O B S E R V E R 18 aug @ 7:31 
@CheriSh21 Yes it is still being worked on.
ExtraBrioche 18 aug @ 3:28 
Is it normal to have 200 food stored but still get the worst modifier for famine?
ExtraBrioche 16 aug @ 4:20 
My game crashes after a battle, even when reloading to a different save.
Envahisseur du facteur 9 aug @ 7:52 
My archers are set on 120 range, even the longbowmen is set to a range of 120 any reason why?
Yeah im having the same problems with West Seaxe as jerrycuevas. Cant recruit any units except spearmen
CheriSh21 29 jul @ 6:22 
Is this still being updated?
mrdalonhudson 27 jul @ 18:32 
Absolutely amazing! Thank you for your continued work and thank you to the original modders. This makes the game what it should be!
Crumb 27 jul @ 2:32 
Not to be negative, I think there are a lot of good changes in the mod, but I feel like it emphasises balance and realism too much at the expense of fun. Food is a pain in the backside to manage, and the campaign map AI is also super annoying constantly sending 1 army generals to steal your settlements.
Venator 26 jul @ 15:36 
Anyone know if population is still tied to Unit Size like the original Shieldwall, i.e. needs to be at Medium?
Jamiebear 19 jul @ 14:05 
Why is there so many less units with this mod?
jerrycuevas2010 18 jul @ 15:01 
Not sure if its part of the mod or maybe there's an issue. I manage to have "surplus food" at + 95 and yet I can't recruit anything besides spearman. Even with my pop growing at almost 3500+ per turn I can't recruit horses, swordman or archers. Barely on turn 27 and have only recruited 3 spearman
Jack Greedy 18 jul @ 3:18 
Take care of Yourself, mod is great, update when You want.
n3wo  [skapare] 18 jul @ 2:49 
hi all! sorry for not updating this in some time. i have been focusing on other projects and my own mental health lol.

I will get back to it eventually but not sure when.
bc02 12 jul @ 16:03 
Great mod - adds much needed depth in many areas and the population system for recruiting adds an interesting mechanic which i find great.
In vanilla there were practically no downsides to losing a big army as you can just make a new one with ease which lead to being able to spam armies one after another which is very op especially if you owned alot of regions so every unit lost and bought takes a real impact on your eco which feels much more realistic. It feels slower overall which i like.

For circenn the units feel more realistic for the period and elite armored units are small in quantity which would have been true for that time period as Scotland was only just starting to become a real kingdom.
I assume other factions are the same in that regard.
Units don't all wear the same colour which is realistic as dye wasn't widely available and many just wore what they owned.

It's a well made mod. If you're looking for a more realistic game with more depth this is very worth it.
Spectre3 12 jul @ 11:00 
hi.Are the victory objectives/conditions available for minor factions cos for me they are missing ?Just using only this mod in mod manager.
Jack Greedy 6 jul @ 19:41 
Best modification for Thrones of Britannia.
It is almost like a new game. Very good gameplay and deep insight into history aspects.
Crusader 23 jun @ 16:48 
Interesting mod.
But i don't this unit coloring, because it's harder to see now which are mine units.
Is there any way to make units 1 color like in vanilla?
CHADINGTON ELLIOT SMITH 23 jun @ 12:33 
Really fun so far. I am a long time total war vet.

The only tweaks it might need - food is just too hard to manage. You can't make a full army even as a massive nation.

AI loves to send 1 man armies to destroy your small towns, its kind of a cheese tactic. Feels similar to in rome 2 when they would have 14 agents spamming your armies so they couldnt move. Its just not right
Crumb 23 jun @ 4:01 
You need to fix the Annoying AI who will build 1 stack armies running around like headless chickens taking your settlements after you wipe out their big army. When you go back to kill that 1 stack, another will form in it's place and start picking off your settlements again. Super annoying, and not a tactic that works in the long run for the AI.

There's also a lot of visual/text bugs - the "honours the Gods" trait doesn't have any description, is this intended? Upgraded archers from the army and the recruitment screen have "DO NOT TRANSLATE" as their tooltip. And when I am unable to recruit a certain unit there is no red text description to tell me WHY I can't recruit, Just a line saying "cannot recruit unit". Some things should be explained better like the bonuses for buildings for example what does "Trial may take place here" mean?
amlegend25 20 jun @ 7:56 
Is this mod 12 turns per year?
O B S E R V E R 17 jun @ 7:18 
@Revan :steamthumbsup::thronesdiplomacy:
sam.pidgeon 14 jun @ 4:59 
if you need some new units you can use my attila unit submod pack for 768 campaign and extract the data from it
sam.pidgeon 14 jun @ 4:56 
a suggestion i would like to make is to enable you to build more food producing options for major cities because last few campaigns i have started with negative food production or no food produce at all.

i know shield wall mod was designed to be more challenging but with not much food production you cannot raise an army as it will just drain economy even more and endless rebellions.

you will not be able to build up economy to upgrade stuff either
sam.pidgeon 14 jun @ 3:13 
trying this mod out dorset faction starts with no army needs fixing and can people test this mod out for me it is a sub mod i made for vanilla and overhauls and wondered if it would work with this one https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3371515248
Revan 10 jun @ 17:21 
Just came here to say that ToB is one of my favorite in the series, which might be weird because it was abandoned so fast. However, the design and mechanics of the game, art style, campaign map, etc were well done. You bringing it back to life is a very cool endeavor and you are greatly appreciated for doing so.
PaulBr 9 jun @ 12:30 
Are you following the original mod's plan of balancing around Medium Unit Sizes or are you balancing around some other size?
sam.pidgeon 4 jun @ 3:03 
is there any other mods that need downloading to use this mod and do reskins and small submods work?

is there a shieldwall garrison mod or will any other ones work with it?
PK Bede 3 jun @ 11:19 
pls add minor town garrison
Manikin 1 jun @ 7:54 
Is this working for mulitplayer campaign?
The Old Saxon 27 maj @ 14:53 
@robbiebarklem It's means you have to complete one of the victory conditions to unlock the unit
Ligma Bababooey 26 maj @ 3:07 
Also, villages could use some garrisons. It's just an AI nightmare without them. I forgot about this annoying 'feature' of ToB. xD