Search found 38 matches

by Pi-R
Tue Dec 03, 2019 6:01 pm
Forum: Field of Glory II: Scenario Design
Topic: AI problem: Skirmishers stopping Heavy Foots?
Replies: 7
Views: 393

Re: AI problem: Skirmishers stopping Heavy Foots?

Well I will probably have to use a scenariotemplate.bsf file anyway. I want the AI's cavalry to make a flanking move,i.e. first get passed the players line and then move sideways to get behind the players line. So the AI has to move first to a target AI point and from there to another one. Cannot do...
by Pi-R
Mon Dec 02, 2019 7:47 pm
Forum: Field of Glory II: Scenario Design
Topic: AI problem: Skirmishers stopping Heavy Foots?
Replies: 7
Views: 393

Re: AI problem: Skirmishers stopping Heavy Foots?

Hi Richard, I see. Is there maybe something that can reduce the chance the pike units follow any unit, e.g. a skirmishers unit that is evading? I'm thinking of a very well disciplined pike unit that does not easily forgets its orders to stay in line. Maybe something in the squads file? Although I wo...
by Pi-R
Sun Dec 01, 2019 6:08 pm
Forum: Field of Glory II: Scenario Design
Topic: AI problem: Skirmishers stopping Heavy Foots?
Replies: 7
Views: 393

Re: AI problem: Skirmishers stopping Heavy Foots?

Thanks Richard for your reply. Unfortunately removing the 4, i.e. using aggression 898, does not help. The pike units that were not blocked by a skirmisher unit did move towards them. So their line was totally disrupted in their first turn already. Agression898.jpg Do you maybe have something else I...
by Pi-R
Sun Dec 01, 2019 2:11 pm
Forum: Field of Glory II: Scenario Design
Topic: AI problem: Skirmishers stopping Heavy Foots?
Replies: 7
Views: 393

AI problem: Skirmishers stopping Heavy Foots?

Hi I thought I more or less understood the AI settings of the game. However I encountered this week something I do not understand. In an epic battle I'm creating I want a line of Heavy Foot to advance to a certain point without being distracted too much by skirmishers that may be in their path. So I...
by Pi-R
Sat Oct 06, 2018 11:39 am
Forum: Field of Glory II: Modding
Topic: Increasing number of figures displayed
Replies: 78
Views: 12546

Re: Increasing number of figures displayed

Hi Richard, Sorry it was just a stupid mistake on my side. I had no BSF file in the folder for my test scenario. Once I had copied SCENARIOTEMPLATE.BSF over and renamed it Test.bsf the scenario did use my adapted version of Callbacks.bsf. Not that I really need this. I reverted back to the vanilla n...
by Pi-R
Wed Oct 03, 2018 6:01 pm
Forum: Field of Glory II: Modding
Topic: Increasing number of figures displayed
Replies: 78
Views: 12546

Re: Increasing number of figures displayed

Hi TimDee58 My assumption turned out to be correct. The vanilla formation for mancount = 12 seems to be intended for less strict organized units according to (only initial formation displayed) if (manCount == 12) { if ((IsUnitSquadType(me, "Warriors") == 1) || (IsUnitSquadType(me, "Mob") == 1)) { //...
by Pi-R
Wed Oct 03, 2018 5:08 pm
Forum: Field of Glory II: Modding
Topic: Increasing number of figures displayed
Replies: 78
Views: 12546

Re: Increasing number of figures displayed

Hi Richard, I have tried my alternative version of callbacks.bsf in a test scenario, i.e. in ...\My Games\FieldOfGlory2\CAMPAIGNS\TEST\Data\Battle\Scripts. Unfortunately this did not work. Formation for mancount=5 was still displayed as --x-- x-x-x --x-- Only when I placed my alternative version in ...
by Pi-R
Tue Oct 02, 2018 6:50 pm
Forum: Field of Glory II: Modding
Topic: Increasing number of figures displayed
Replies: 78
Views: 12546

Re: Increasing number of figures displayed

Hi Tim, As I already told you in a private message what you see is the default behavior of FOG2 as formations have only been defined for 2, 4, 8, 12 and 16 figures per unit. These are defined in FUNCTION FORMATION_CALLBACK in callbacks.bsf that is located in ...\Field of Glory II\Data\Battle\Scripts...
by Pi-R
Sun Apr 15, 2018 8:00 am
Forum: Field of Glory II: Scenario Design
Topic: Campaign creation guide Part 3 (Adding new nation names)
Replies: 9
Views: 2557

Re: Campaign creation guide Part 3 (Adding new nation names)

Hi Richard, Sorry I should have mentioned. And now I understand that when trying to find the cause I noticed my CAMPAIGN.txt file always stated SIDE0 38 and SIDE1 32, but the (epic) battles played with me controlling the correct side. Checked the BAM files and they indeed correctly state the sides I...
by Pi-R
Sat Apr 14, 2018 2:10 pm
Forum: Field of Glory II: Scenario Design
Topic: Campaign creation guide Part 3 (Adding new nation names)
Replies: 9
Views: 2557

Re: Campaign creation guide Part 3 (Adding new nation names)

Hi Richard You mean the CAMPAIGN.txt? This is the first battle once for every side [Baetis_River_80BC_S] SIDE0 38 SIDE1 32 DATE 2920 // All dates start from 3000 BC MAPX 170 // Pixel x location of battle in EpicMap_Ptolemy.dds MAPY 695 // Pixel y location of battle in EpicMap_Ptolemy.dds [Baetis_Riv...
by Pi-R
Sat Apr 14, 2018 11:57 am
Forum: Field of Glory II: Scenario Design
Topic: Campaign creation guide Part 3 (Adding new nation names)
Replies: 9
Views: 2557

Re: Campaign creation guide Part 3 (Adding new nation names)

I have picked up the epic battles I'm trying to create. To my surprise the colors and banners for all my battles I had created to play from the opposite side have changed. My initial battles are Spanish vs Roman i.e CAMPAIGN.txt SIDE0 38 SIDE1 32 I had only used the default settings of the game and ...
by Pi-R
Wed Jan 31, 2018 8:58 pm
Forum: Field of Glory II: Scenario Design
Topic: Scenario creation guide part 9 (Reinforcements Part2)
Replies: 10
Views: 2201

Re: Scenario creation guide part 9 (Reinforcements Part2)

Thanks again Paul59

I don't know what I would have done without all your help.

Now I can concentrate again on trying to get the AI making proper movements during its first moves, with some alternatives to use at random.
by Pi-R
Tue Jan 30, 2018 8:34 pm
Forum: Field of Glory II: Scenario Design
Topic: Scenario creation guide part 9 (Reinforcements Part2)
Replies: 10
Views: 2201

Re: Scenario creation guide part 9 (Reinforcements Part2)

Thanks Paul59 Stupid me. I did not check your other guide about reinforcements anymore, and I also had missed your text ... and clicked on the units to add them to the reinforcement group ... I assumed that as the units had already been assigned to the group that I wanted to appear as reinforcements...
by Pi-R
Mon Jan 29, 2018 7:53 pm
Forum: Field of Glory II: Scenario Design
Topic: Scenario creation guide part 9 (Reinforcements Part2)
Replies: 10
Views: 2201

Re: Scenario creation guide part 9 (Reinforcements Part2)

I'm still strugling with the AI code for the epic battles I'm creating. The AI does not always seems to do what my MoveTeamCoord function calls says it should. To have a break with this I have tried to include the reinforcements for one of these epic battles. Unfortunately the created file REINFORCE...
by Pi-R
Sat Jan 06, 2018 3:33 pm
Forum: Field of Glory II: Scenario Design
Topic: Additional Victory Conditions
Replies: 6
Views: 744

Re: Additional Victory Conditions

Thanks Richard, that was exactly what I needed.
by Pi-R
Sat Jan 06, 2018 1:45 pm
Forum: Field of Glory II: Scenario Design
Topic: Additional Victory Conditions
Replies: 6
Views: 744

Re: Additional Victory Conditions

Thanks Richard. I have now solved 1 and 2. For 3 I believe I will have script it. When using IDS_SCENUI_VC_STANDARD in my text1.txt file the updated condition I believe it will be displayed for all other battles as well, as they all use the same file. Or can you have different text1.txt files for th...
by Pi-R
Fri Jan 05, 2018 8:52 pm
Forum: Field of Glory II: Scenario Design
Topic: Additional Victory Conditions
Replies: 6
Views: 744

Additional Victory Conditions

In one of the epic battles I'm creating the AI has a baggage train. I want the AI to win if its baggage train reaches the edge of the map at a specific point (or just besides that point). I use the following adapted version of the function VictoryConditions FUNCTION VictoryConditions() { int total; ...
by Pi-R
Fri Jan 05, 2018 6:46 pm
Forum: Field of Glory II: Scenario Design
Topic: Creating epic battle for opponent
Replies: 5
Views: 785

Re: Creating epic battle for opponent

Sorry I see i have forgotten to thank you both for your help. I have now created versions of my 7 epic battles for the user to play the opponents side. Btw it is not only the generals that are messed up it is also the names assigned to the units. Nevertheless it is much easier than having to recreat...
by Pi-R
Sat Dec 09, 2017 7:08 pm
Forum: Field of Glory II: Scenario Design
Topic: Creating epic battle for opponent
Replies: 5
Views: 785

Creating epic battle for opponent

Hi I have created some epic battles, but now ant to create versions of the same battles where the player plays the other side. 1. Do I need to place all units from scratch but now with sides changed, i.e. units originally placed for side 0 now placed for side 1, and same for units originally assigne...
by Pi-R
Tue Nov 28, 2017 5:59 pm
Forum: Field of Glory II: Scenario Design
Topic: Creating depleted units
Replies: 6
Views: 686

Re: Creating depleted units

Thanks for your help Richard,

It works. I also managed to do it only for the heavy_foot units, i.e. the Roman cohorts in my opponents army. Much better than creating depleted units in Squads.csv.

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