Search found 812 matches

by Paul59
Fri Jul 19, 2019 9:41 pm
Forum: Field of Glory II
Topic: New TT Mod version 1.5.3 AVAILABLE HERE!
Replies: 153
Views: 15532

Re: New TT Mod version 1.5.3 AVAILABLE HERE!

After a bit more experimentation, I have made some further interesting discoveries about the Global Mod system: 1) You can get the Global Mods to read the Text.txt files, but you have to create a Text folder within the Mods Data folder and put them in there. This is pretty essential for getting the ...
by Paul59
Fri Jul 19, 2019 9:14 pm
Forum: Field of Glory II
Topic: New TT Mod version 1.5.3 AVAILABLE HERE!
Replies: 153
Views: 15532

Re: New TT Mod version 1.5.3 AVAILABLE HERE!

BTW, I have just experimented with setting the TT Mod as a Global mod. I never use a Mass Effect mod, but to test if the TT Mod Squads.csv file is being read I loaded my last Empires battle that I had previously imported. This included a couple of Nubian Archer units, normally 8 figures of course. ...
by Paul59
Fri Jul 19, 2019 8:02 pm
Forum: Field of Glory II
Topic: New TT Mod version 1.5.3 AVAILABLE HERE!
Replies: 153
Views: 15532

Re: New TT Mod version 1.5.3 AVAILABLE HERE!

If it does read the Squads.csv file, it means that a TT Mod version for Empires would be possible! All that we would need to do is edit the necessary Empires .csv files so that the faction specific unit textures in the TT Mod are used in the Empires conversion. While that sounds simple, I have as y...
by Paul59
Fri Jul 19, 2019 3:48 pm
Forum: Field of Glory II
Topic: New TT Mod version 1.5.3 AVAILABLE HERE!
Replies: 153
Views: 15532

Re: New TT Mod version 1.5.3 AVAILABLE HERE!

OK. The reason I presumed it worked was that my version of the TT mod uses Increased Number of Figures per Unit mod http://www.slitherine.com/forum/viewtopic.php?f=492&t=79856&start=60 and during a quick test last night, I could see that the units in my Empires battles were using more figures. So I...
by Paul59
Fri Jul 19, 2019 1:59 pm
Forum: Field of Glory II
Topic: New TT Mod version 1.5.3 AVAILABLE HERE!
Replies: 153
Views: 15532

Re: New TT Mod version 1.5.3 AVAILABLE HERE!

If only we could link FOG Empires to this mod I think i'd be found by my friends and family dead at my computer, having forgotten to eat and with a glorious Antigonid battle array at my cold fingertips! That may sound a bit morbid but I am looking forward to the new version. This is actually quite ...
by Paul59
Thu Jul 18, 2019 7:01 am
Forum: Field of Glory: Empires
Topic: Why have my Spartan phalanxes deteriorated in quality
Replies: 15
Views: 421

Re: Why have my Spartan phalanxes deteriorated in quality

Okay so after further playing I think I have figured it out. Attacking an enemy in their home region massively decreases your troop quality. I guess this represents home field morale advantage, which certainly was a very real factor in ancient combat. However, I think that's poorly implemented. It ...
by Paul59
Wed Jul 17, 2019 4:47 pm
Forum: Pike & Shot
Topic: Two Suggestions for a future version...
Replies: 7
Views: 135

Re: Two Suggestions for a future version...

Another suggestion:

A turn and shoot button.
by Paul59
Wed Jul 17, 2019 2:08 pm
Forum: Pike & Shot
Topic: Two Suggestions for a future version...
Replies: 7
Views: 135

Re: Two Suggestions for a future version...

Hi Athos, I think we will have to agree to disagree on this matter! Actually, I think battlefields get too fragmented in FOG2, even with the mechanics that I advocated. I don't think battlefields got this fragmented in any period, except perhaps WW2. I used to play (and design scenarios) for Pike an...
by Paul59
Wed Jul 17, 2019 12:57 am
Forum: Field of Glory II
Topic: Different Script Restart
Replies: 22
Views: 362

Re: Different Script Restart

If official mods, such as the TT Mod and Silk Road, are installed correctly in the players My Documents folder there will be no problems. It's when people start tampering with their main game installation that the problems begin. Sorry, thanks for pointing that out...but will those mods even trigge...
by Paul59
Tue Jul 16, 2019 6:19 pm
Forum: Field of Glory II
Topic: Different Script Restart
Replies: 22
Views: 362

Re: Different Script Restart

The last time this happened to me my opponent had installed a mod to increase the number of displayed figures (IIRC). He said that it wouldn't affect play, but it did...I had very weird results, such as fragmented enemy units charging my units, etc. I would not assume that mods would not affect you...
by Paul59
Tue Jul 16, 2019 5:23 pm
Forum: Pike & Shot
Topic: Two Suggestions for a future version...
Replies: 7
Views: 135

Re: Two Suggestions for a future version...

I have been playing some occasional P&S scenarios lately, after two years of nothing but FOG2, and I have a number of suggestions for improvements: 1) Group moves, as in FOG2. 2) Secondary ZOCs, as per FOG2. In P&S it is remarkable easy to manoeuver around enemy units, this is because of the lack of...
by Paul59
Tue Jul 16, 2019 2:04 pm
Forum: Field of Glory II
Topic: Different Script Restart
Replies: 22
Views: 362

Re: Different Script Restart

I have just started a game in the automated tournament and gotten the same message? There seems to be a few people getting the same message. Just wondering if it something to do with the tournament or could having purchased FoG Empires have something to do with it? It would have nothing to do with ...
by Paul59
Tue Jul 16, 2019 10:14 am
Forum: Field of Glory II
Topic: Different Script Restart
Replies: 22
Views: 362

Re: Different Script Restart

I just had the same thing. Tricky - do you ask your opponent to explain what they have modded, to be sure the game is fair? Cunningcairn also reported the same issue on the Tech Support forum, so that's three players with the same issue in one day. I wonder if you all have the same opponent? You co...
by Paul59
Mon Jul 15, 2019 8:12 pm
Forum: Field of Glory II: Tech Support
Topic: Data script error
Replies: 2
Views: 49

Re: Data script error

Hi Cunningcairn,

This guy has exactly the same problem:

http://www.slitherine.com/forum/viewtop ... 77&t=92858

Richard has given a pretty comprehensive reply at the end of the thread.
by Paul59
Sun Jul 14, 2019 8:28 pm
Forum: Scenario Design
Topic: Ships in Senkoku Jidai
Replies: 9
Views: 334

Re: Ships in Senkoku Jidai

Yes, I think Richard is right. The problem is probably with the water tiles, which are impassable. I guess you would have to script an exception to the normal movement rules, to allow ships to move in water tiles, while they remain impassable to land units. I am sorry, but I have no idea how to do t...
by Paul59
Wed Jul 10, 2019 2:43 pm
Forum: Field of Glory II
Topic: Fall back cohesion test conditions
Replies: 42
Views: 1314

Re: Fall back cohesion test conditions

sIg3b wrote:
Wed Jul 10, 2019 2:19 pm
Blastom1016 wrote:
Wed Jul 10, 2019 3:48 am
I found the enemy units has a smaller angle on forcing fallback test than zoc.
I just retreated an irregular from spearmen's secondary zoc like below, no cohesion test taken.
aa.png
This sounds like a bug.
Well, a screenshot would have been more informative than a made up graphic.
by Paul59
Mon Jul 08, 2019 3:51 pm
Forum: Field of Glory II Digital League
Topic: Revised army lists for Season 6 . . .
Replies: 20
Views: 482

Re: Revised army lists for Season 6 . . .

Should all the allies available to an army in the standard FOG also be available in the TT mod? The current version of the TT Mod (1.5.3) does not have the full range of allies that the latest version (1.5.12) of the main game has. When RBS implemented the allies feature for custom battles in 1.5.1...
by Paul59
Sun Jul 07, 2019 12:01 pm
Forum: Scenario Design
Topic: Mongol Scenario?
Replies: 9
Views: 192

Re: Mongol Scenario?

Actually, thinking about giving the ships carrying capacity some more, it might not work brilliantly. If I remember rightly, limbers in SJ and PS just disappear and reappear when needed. So you will probably have the same thing happening to your modded ships, which might look a bit weird.
by Paul59
Sun Jul 07, 2019 10:52 am
Forum: Scenario Design
Topic: Mongol Scenario?
Replies: 9
Views: 192

Re: Mongol Scenario?

Sorry, I don't monitor the Sengoku Jidai forum very closely these days and have only just seen your post. As for the ships and their lack of carrying capacity, you could try the following: In the Squads.csv file there are two columns, "Transport" (column U) and "CanBeCarried" (column V). If you want...
by Paul59
Wed Jul 03, 2019 3:13 pm
Forum: Field of Glory II 1.5.15 Public Beta
Topic: Unexpected opponents in campaign.
Replies: 1
Views: 121

Unexpected opponents in campaign.

I am playing a Late German (LE_GERMAN) versus Late Croatian (LE_CROATIAN) campaign. In the second battle, I am facing Abbasid Arabs (LAB_ARAB). That seems rather unlikely, I doubt that the Abbasids and Germans would ever have crossed swords. Although I may well be proved wrong. I would guess that th...

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