yeah it's not, that would be a faster update but i just haven't had the time to look into it again, i may soonkronenblatt wrote: ↑Sun Mar 17, 2024 12:52 pmI don't think that the Ancient Greek Mod (v1.4?) is updated to allow for the Plain map type though?Schweetness101 wrote: ↑Thu Mar 14, 2024 10:18 pm ... the (still working and maintained) dark ages and ancient greek mods...
Search found 873 matches
- Wed Mar 27, 2024 6:50 pm
- Forum: Field of Glory II: Modding
- Topic: Alternative Gameplay Mod [DEPRECATED]
- Replies: 83
- Views: 12742
Re: Alternative Gameplay Mod
- Thu Mar 14, 2024 10:18 pm
- Forum: Field of Glory II: Modding
- Topic: Alternative Gameplay Mod [DEPRECATED]
- Replies: 83
- Views: 12742
Re: Alternative Gameplay Mod
This mod needs to be updated to be compatible with the current build of FOG2; the current version crashes the game when run. Regards, Karvon Yeah, I know. It's been almost three years since an update and it has not worked for some time, probably at least a year. It would be a large amount of work t...
- Tue Dec 19, 2023 3:24 pm
- Forum: Field of Glory II: Modding
- Topic: Dark Ages Britain Mod v1.7
- Replies: 69
- Views: 8687
Re: Dark Ages Britain Mod v1.7
updated to v1.7 for plains maps selection
- Fri Dec 15, 2023 11:28 pm
- Forum: Field of Glory II
- Topic: Realism - visibilty and command capabilities
- Replies: 7
- Views: 463
Re: Realism - visibilty and command capabilities
I've released a series of mods of different kinds messing with command and control, culminating in the alternative gameplay mod, and then the more era specific ancient greek and dark ages mods. I did experiment for awhile with getting rid of free turns when units are outside command range, but it so...
- Sat Nov 25, 2023 12:38 am
- Forum: Field of Glory II: Modding
- Topic: Dark Ages Britain Mod v1.7
- Replies: 69
- Views: 8687
Re: Dark Ages Britain Mod v1.6
Strange. I just set up 3 Dark Age Britain Mod v1.6 Custom Battle SP battles, with terrain set as Pot Luck. All were on North European maps. well that's good at least, i'll test some more and see if it's due to map size or some such testing more it seems to only happen on very small map size, strang...
- Sat Nov 25, 2023 12:33 am
- Forum: Field of Glory II: Modding
- Topic: Dark Ages Britain Mod v1.7
- Replies: 69
- Views: 8687
Re: Dark Ages Britain Mod v1.6
well that's good at least, i'll test some more and see if it's due to map size or some suchrbodleyscott wrote: ↑Fri Nov 24, 2023 11:48 am
Strange. I just set up 3 Dark Age Britain Mod v1.6 Custom Battle SP battles, with terrain set as Pot Luck. All were on North European maps.
- Fri Nov 24, 2023 7:30 am
- Forum: Field of Glory II: Modding
- Topic: Dark Ages Britain Mod v1.7
- Replies: 69
- Views: 8687
Re: Dark Ages Britain Mod v1.6
You need to replace the following functions in UITools.BSF in the mod with... In addition to those changes, where can I pick the default potluck type map for armies and make it correspond to what's on the army list? Currently, the mod is picking Mediterranean for potluck of northern euro armies. I ...
- Sun Mar 05, 2023 9:55 pm
- Forum: Field of Glory II: Tournaments & Leagues
- Topic: Sacred Bands - an open and dynamic tournament: Closed
- Replies: 21
- Views: 919
- Sun Mar 05, 2023 6:31 pm
- Forum: Field of Glory II: Tournaments & Leagues
- Topic: Sacred Bands - an open and dynamic tournament: Closed
- Replies: 21
- Views: 919
Re: Sacred Bands - an open and dynamic tournament: Upcoming!
So let's go : Syracuse attacks Himera from Gela ! Nice! So it's Syracuse against Carthage ! :twisted: Who'd like to face dim30 in this mirror match? (You'll need to have downloaded and installed version 1.4 of the Ancient Greek Mod , see instructions in the rules and in the link itself.) I'll pick ...
- Sun Mar 05, 2023 4:55 pm
- Forum: Field of Glory II
- Topic: What is the Worst Unit?
- Replies: 75
- Views: 4616
Re: What is the Worst Unit?
I never really found warband to be worth the cost, although maybe they are a bit better now than they were a few years ago? cheaper perhaps? They can be ok as one or two units in an otherwise non-warband line to take a chance on dropping a mediocre enemy on impact, but the mostly warband armies I fi...
- Sat Mar 04, 2023 6:48 pm
- Forum: Field of Glory II: Tournaments & Leagues
- Topic: Sacred Bands - an open and dynamic tournament: Closed
- Replies: 21
- Views: 919
About the Mod
I strongly recommend that you read the PDF changelist at the mod page download link, as the mod makes many gameplay, and not just aesthetic, changes. The short list of important things to keep in mind though are the following: Anarchy and refusal charge : Units have a chance to anarchy charge (i.e.,...
- Sat Feb 25, 2023 7:36 pm
- Forum: Field of Glory II: Modding
- Topic: Ancient Greek Mod v1.4
- Replies: 36
- Views: 4516
Re: Ancient Greek Mod v1.3
uploaded v1.3 (link in OP) to be compatible with latest FoG2
- Sat Feb 18, 2023 1:24 am
- Forum: Field of Glory II: Modding
- Topic: Dark Ages Britain Mod v1.7
- Replies: 69
- Views: 8687
Re: Dark Ages Britain Mod v1.6
updated link w/ v1.6 to be compatible with latest version of FoG II. I didn't add any new features, just got rid of crashes (let me know if it still crashes for you).
- Mon Feb 06, 2023 3:59 am
- Forum: Field of Glory II: Modding
- Topic: Dark Ages Britain Mod v1.7
- Replies: 69
- Views: 8687
Re: Dark Ages Britain Mod v1.5
... Do you have any plans to add campaign functionality as well? I actually made a version that supported campaigns, but for some esoteric technical reasons they wouldn't be able to support purchasing generals, so you'd have to play the campaign with only 1 general vs the AI's normal amount, so I d...
- Tue Jan 31, 2023 12:31 am
- Forum: Field of Glory II: Modding
- Topic: Dark Ages Britain Mod v1.7
- Replies: 69
- Views: 8687
Re: Dark Ages Britain Mod v1.5
... What I did mean in my previous query was that... is there meant to be a historical battle, the Battle of Maldon, in epic battles? When I click on it, this is what I see. ... Surely there was meant to be something there at some point? Ah yes, there was once a point when, depending on public inte...
- Mon Jan 09, 2023 7:44 am
- Forum: Field of Glory II: Modding
- Topic: Ancient Greek Mod v1.4
- Replies: 36
- Views: 4516
Re: Ancient Greek Mod v1.1
Hi, yes I was warned recently that the newest version of FoG2 would not be compatible with these mods and I'd have to make some updates, but have not had the time recently. I will look into getting updated versions of these as soon as I can. Not the current release version, but the next update. ah ...
- Thu Jan 05, 2023 10:16 pm
- Forum: Field of Glory II: Modding
- Topic: Ancient Greek Mod v1.4
- Replies: 36
- Views: 4516
Re: Ancient Greek Mod v1.1
Hi any chance you double checking the files in this mod - I installed this and the dark age mod but neither worked. They did not turn up in the campaigns menu (or am I miss understanding what they do). I did try re-downloads, and to prove I was installing correctly installed the TT Mod in "Cam...
- Thu Jan 05, 2023 10:11 pm
- Forum: Field of Glory II: Modding
- Topic: Ancient Greek Mod v1.4
- Replies: 36
- Views: 4516
Re: Ancient Greek Mod v1.1
Hi any chance you double checking the files in this mod - I installed this and the dark age mod but neither worked. They did not turn up in the campaigns menu (or am I miss understanding what they do). I did try re-downloads, and to prove I was installing correctly installed the TT Mod in "Cam...
- Thu Jan 05, 2023 10:09 pm
- Forum: Field of Glory II: Modding
- Topic: GetUnitLOSToUnit and GetTileLOS Functions
- Replies: 20
- Views: 1169
Re: GetUnitLOSToUnit and GetTileLOS Functions
Yes, I am referring to the unit positions. My idea is that if a non-uniform formation is used (such as a reinforced flank, as at Leuctra), this should not be visible to the other side if a solid line is maintained.... Right, I understand why you would do it. My question is more about how well this ...
- Sat Dec 24, 2022 5:03 am
- Forum: Field of Glory II: Modding
- Topic: GetUnitLOSToUnit and GetTileLOS Functions
- Replies: 20
- Views: 1169
Re: GetUnitLOSToUnit and GetTileLOS Functions
I described it in my previous post. Use the code and see for yourself ... ok it just sets it to the LOS of each unit to the distance to the nearest enemy (but at least 40). Are you finding this has generally desirable results? It seems like it would sort of work if the enemy is in a line, but doesn...