Tournament of Shadows Beta 0.1.1
DemoBuilding upon the mod Foothold in India, Tournament of Shadows aims to diversify the major European factions of Empire: Total War.
An Empire: Total War Modification
Tournament of Shadows is a mod for Empire: Total War that aims to give flavor to the major European factions and make them more unique than in vanilla. ToS is built upon ilia_r_s/Erzya’s Foothold in India mod, which itself strives to make the Indian factions and the Middle Eastern/Caucasus factions more unique. While the aim of ToS is not to completely overhaul the game or even necessarily to be 100% historically accurate, quite a few things will be changed for flavor or gameplay purposes - to the best of my abilities as a very green ETW modder.
Or maybe you were asking about the name? “Tournament of Shadows” was the name that Russian ambassador Karl von Nesselrode gave to the Great Game, the extensive 19th-century geopolitical struggle between the British and Russian empires in central Asia, Persia, and India. As ToS is essentially a fork of Foothold in India, a mod that still uses “The Great Game” as its internal file designation, I felt the name to be appropriate.
ToS is based on the Napoleon: Total War-derived battle mechanics options included in FII 1.4.7, which among other things means that infantry generally have better weapon ranges and that artillery ranges differ considerably based on type and shot weight. However, at the same time, infantry projectiles become slightly less accurate across the board to try and make battles less dependent on who fires first to wipe out an entire unit in several volleys. Battles are still potentially a bit more lethal than in FII or ETW, so be aware of your firepower and the enemy’s when choosing to fight.
Most notably, all line infantry, elite infantry, and grenadiers not only in Europe but also in the Middle East and India receive a variation of the Minutemen’s mass firing drill, having on average the first two ranks shoot instead of only the first rank if Fire by Rank cannot be used. This is based on how real-life musket volleys tended to work and allows line units to put more rounds on target than with the rather anemic one-rank-only volley fire seen in vanilla. While this does give non-FBR units (Ottoman and Indian infantry in particular) a better chance against FBR-capable units, units using FBR not only maintain their vanilla reload bonus with their new firing drill but also enjoy more consistency in utilizing three ranks when firing. The new baseline drill is rather dependent on terrain, line of sight, and the angle at which the unit acquires an enemy target. It might result in three or four ranks firing all at once or even just one, or it might not even have the entire rank(s) fire - all the while reloading generally more slowly.
Line infantry, grenadier, and elite infantry formations are more compressed in spacing than even FII to support this new volley fire system, but this means that Platoon Fire has to be removed. Platoon Fire requires formations to stretch out to fire, which means that units can overlap and unintentionally inflict friendly fire on each other. Fire by Rank for all frontline infantry also helps allow elite units’ reload speeds to truly impact a unit’s firepower, especially given the other core mechanic change listed below. In turn, the Platoon Fire technology in the campaign gives 10 prestige for no downsides in return.
Socket bayonets are removed in favor of all ring bayonets. While this would reduce European infantry’s rate of fire mostly across the board, it is balanced out by the fact that many more men per unit can be expected to fire on a target. Also, ring bayonets just look better in my opinion. In return, the Ring Bayonet technology in the campaign is modified so that while it does raise land upkeep costs by 2%, it also gives 10 prestige.
Lastly, Custom Battles mode will make available the following factions in addition to those that FII unlocked:
In exchange, Gran Colombia, the Mamelukes, and Khiva are disabled from Custom Battles.
Battle standards for all major factions as well as for Portugal, Venice, and Hungary have been created by me, with more planned in the future. In addition, uniform colors for several factions have been changed and a modified version of Bavarian Grenadier’s Vanilla Units Enhanced skin mod is included in ToS. All three additions are to try and make land battles in ToS seem more historically authentic, if not necessarily accurate.
Notable changes to faction uniforms include:
Two major unit packs have been incorporated into ToS to better aid in faction overhauls:
[NOTE: not all units from vanilla, the incorporated unit mods, or even necessarily FII are actually used in ToS. They should still be in the files if you want to activate them, but please be advised that they are not optimized for ToS.]
Large line infantry units with melee-superior Hungarian counterparts, devastating light infantry, and fairly strong shock cavalry.
Well-trained infantry, wide selection of light infantry, improved and near-exclusive Puckle Guns, and some of the best ships in the game.
Slightly more melee-aggressive infantry, a wide range of foreign and elite infantry, a powerful artillery park, and accurate warship gunnery.
Superheavy cavalry, and large numbers of superior lancer cavalry and auxiliary cavalry.
Excellent line infantry and grenadiers, surprising range of cavalry and skirmishers.
Large, slightly melee attack-oriented line infantry units, shock grenadiers, good selection of steppe auxiliaries, and arguably the best anti-infantry artillery in the game.
[NOTE: because of the way ammunition and ammunition selection work in ToS’s code, Yedinorog canister shot is accessed by selecting the round shot button.]
High-morale line infantry and grenadiers, very early access to skirmishers and light assault infantry, and sturdy trade fleets.
Shock infantry, larger cavalry units, and the quickest-firing artillery in the game.
More accurate line infantry, and a highly potent and armed merchant fleet.
Excellent militia and light infantry, wide range of unique units, improved Puckle guns, and a very well-trained navy.
Installing ToS is extremely simple. After a fresh install of ETW, unpack the mod’s .7z folder into ETW’s data folder. No user scripts are required, but only two sub-folders (both for campaign) and one file (sounds_sfx.pack) in the data folder will require overrides.
The included ToS pack files are as follows (and for the purposes of the beta, assume all are required):
Most FII (“tgg”) packs are included in the fork as well in order to better create a unique and streamlined experience based on FII. Quoting directly from FII’s instructions:
Great, thank you! Please let me know so that I can try and fix it, but my knowledge of the code and all is still very limited. I’ll do my best. If by any chance you want to take matters into your own hands and fix the problems yourself, let me know and I’ll be more than happy to credit you for it and incorporate the fix into the mod!
Based on whether I have the time and skill required, I also want to try:
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Building upon the mod Foothold in India, Tournament of Shadows aims to diversify the major European factions of Empire: Total War.
I found a bug at least on my end. The French battle flag is all white?
I deleted your less trails mod and added the mod_NoTrails.pack with user script to get rid of all trails in bullets. Hopefully that was ok by you?
I like your mod it looks fantastic, just some minor details here and there and it will be my favorite mod for Empire. I'll probably be able to adjust some stuff on my end if that's ok with you that is.
The units looks pretty nice, how about CAI and economics compared by difficulty with mods like Pirates Uber Alles and Imperial Destroyer?
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I wondering are the battles similar to ermpire extended mod by The_Siberian?
I was getting ready to download and check out your mod.
Hi Thunderofcannons,
I haven't tried Siberian's mod out yet, so I can't tell you for certain if ToS battles play out similarly to Empire Extended's. That being said, ToS essentially brings together parts of ETW's battle mechanics and parts of NTW's battle mechanics, plus a few changes I made to them on top.
I forgot to sign in so ignore the guest one.
I don't like vanilla when everyone fights to the death and muskets are all deadly accurate.
I'll give your mod a try.
Sounds good! I'm always looking to find ways to try and adjust battle stats, so please let me know how I might improve them.
I just played your mod and I like the unit skins, spontoons, the campaign map, musket sounds and the smoke and everything else it's a cool mod.
I didn't like the battles. The muskets are still way to accurate. This is just my opinion and most might like the battles?
I'd also give all line infantry 300 men, Light infantry 200 men, Calvary 100 men and give all musket armed units at least 30 ammo and lower accuracy and lower moral so they can retreat and reform. This is just my personal opinion of course.
I actually did try and reduce infantry accuracy overall, but I think I can try reducing it a little bit more for sure. Modifying unit sizes are a little bit more troublesome due to starting units on the campaign map not actually retaining these new sizes.
I appreciate your feedback, and I'll see what I can do to implement your suggestions!
It's time consuming adding more manpower to units. Starting units you have to add more manpower in startpos.
The less accuracy and moral is in KV rules. Empire Extended in my opinion has the best KV Rules. It's similar to Empire 2 but Empire 2 modified the Empire extended KV rules some and the battle don't feel as good as the Empire extended mod.
The reason I'm bringing this up is in that time period muskets weren't that accurate. You did bring down the accuracy from Vanilla in you mod though.
I also noticed sometimes your bullets trails appear and sometimes they don't. You can also mod that in KV rules but I have no idea how? They look a lot better without trails, my opinion.
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