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.
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Official: dead mod dont download, or so. been busy lately and almost forgot about my moddb account
Hello KeebyTheKirby! I've gotten enough curiosity to check out your mod and I must say, It definitely has a lot of potential! I am a Jacobite lover and it is nice to see that you added a Scottish faction in custom battles to represent the Jacobites or The scottish government army depending on what scenario your doing! You don't have to do this but it would be amazing to have an optional startpos to make Scotland playable in the campaign to show the union act of 1707 hasn't passed yet or to have a playable Jacobite Faction! I know coding is hard and I'm just one person asking for another faction to be added to the campaign but it would be really nice to hear your thoughts and potential updates on my comment! good luck in your modding journey!
Hi hismajestyblaise,
Welcome to ToS, and thank you for your kind words! I do have some plans to try and expand upon a Jacobite faction, but it might have to be a hybrid between James II's army and Charles Stuart's army. If I can figure out how to get the campaign editor to run relatively smoothly on my end, I can potentially get the Jacobites in the campaign sometime in the future.
thank you so much for your reply! I don't mind if it's a hybrid, You telling me that you have plans for a Jacobite faction is enough for me, Once again, Thank you and Good luck on your modding journey.
Hey man great mod! I was wondering which version of Bavarian's Grenadiers reskin did you use? Early or mid?
Nevermind answered my own question by looking at the files carefully!
Hi @SwordDuelist,
Welcome to ToS! Yes, I'm currently using the mid-era uniforms from BG but also making some additional expansions to try and cover a few minor factions as well.
Around 20 turn gaem started to crush on end turn (to be more precise when britain ai's turn)
Interesting, thank you for the report! I can try and see what might be causing this, but can you give me some additional info? Who you were playing as, where each faction had territories, whether this happened consistently in multiple playthroughs, and so on?
I can't believe I'm the first to reply to this mod?
Looks cool, maybe you can team up with the guy who made Empire extend mod with more regions?
Hi Thunder,
Welcome to ToS! A campaign map with more regions sounds intriguing, and I'll definitely take a look at it.