Search found 83 matches

by Cronos09
Sun May 17, 2020 8:47 am
Forum: Pike & Shot
Topic: Odenthus has passed away.
Replies: 24
Views: 1169

Re: Odenthus has passed away.

I am also very sorry that Odenathus left us. He was at the origins of P&S modding and continued to do this until the end of his days. He opened for us the era of the 18th and 19th centuries in this game. He was a great scenario designer and made a lot of excellent scenarios. My condolences to his fa...
by Cronos09
Wed May 06, 2020 3:16 pm
Forum: Pike & Shot
Topic: Warriors/Medium Foot
Replies: 9
Views: 365

Re: Warriors/Medium Foot

All of these parameters are moddable:
Disordering units - FUNCTION TileDisorder(me, x, y) in CombatTools.BSF,
The ability of infantry to attack cavalry - FUNCTION ChargePermitted(me, enemy) in CombatTools.BSF.
by Cronos09
Tue Apr 28, 2020 6:10 am
Forum: Scenario Design
Topic: Unmovable ships ?
Replies: 25
Views: 3770

Re: Unmovable ships ?

A cool idea, Athos! It reminds me of Panzer Corps landing missions.
by Cronos09
Fri Apr 24, 2020 12:41 pm
Forum: Modders Corner
Topic: Modding dragoons ?
Replies: 27
Views: 2050

Re: Modding dragoons ?

Athos1660 wrote:
Fri Apr 24, 2020 12:02 pm
Dismount/Mount is the first decision you take during a turn (before moving and/or shooting) ?
Yes. You can send me the module in which you would like to add these dragoons. And mark in SQUADS.csv 2 models for the convertion. I will add them in it.
by Cronos09
Fri Apr 24, 2020 11:45 am
Forum: Modders Corner
Topic: Modding dragoons ?
Replies: 27
Views: 2050

Re: Modding dragoons ?

Thank you, Athos ! In FoG2 you can really dismount/mount knight cavalry during the deployment phase. I added the condition for it: you can only mount/dismount your dragoon unit once at the beginning of the turn and then it can be moved based on its AP. There is no AP partition. You can see available...
by Cronos09
Fri Apr 24, 2020 11:07 am
Forum: Modders Corner
Topic: Infantry Square Mod
Replies: 12
Views: 1752

Re: Infantry Square Mod

StuccoFresco, Adebar thank you. The ideas are inspired by FoG2.
by Cronos09
Fri Apr 24, 2020 8:17 am
Forum: Modders Corner
Topic: Modding dragoons ?
Replies: 27
Views: 2050

Re: Modding dragoons ?

Using the principle of converting units from FoG2 on the P&S basis, we can create the following concept of modding dragoons:

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Next turn:

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by Cronos09
Thu Apr 23, 2020 7:32 am
Forum: Modders Corner
Topic: Infantry Square Mod
Replies: 12
Views: 1752

Re: Infantry Square Mod

Thank you. There is a simple way to relate unit conversion to their Type Index, eg: // Replace Unit i = GetUnitTypeIndex(me); i+= 120; GetUnitTypeString(i); RemoveUnit(me, 1); id = AddUnit(x, y, side, GetWorkString(), 1); True in this case you have to order the necessary units in SQUADS.csv in a cer...
by Cronos09
Wed Apr 22, 2020 6:42 pm
Forum: Modders Corner
Topic: Infantry Square Mod
Replies: 12
Views: 1752

Re: Infantry Square Mod

I found a way to use a more appropriate visual display square formations in P&S:
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by Cronos09
Fri Apr 10, 2020 7:29 am
Forum: Modders Corner
Topic: General Mod
Replies: 59
Views: 5713

Re: General Mod

Thanks, Athos. I want to resolve one question of Command move and I will be able to give you the link for the module to test if you do not mind.
by Cronos09
Thu Apr 09, 2020 2:47 pm
Forum: Modders Corner
Topic: General Mod
Replies: 59
Views: 5713

Re: General Mod

I added 'Undo' command (FoG2 scripts) to P&S: after 'Command' move https://i.imgur.com/PJzMZQV.jpg https://i.imgur.com/70bF6Up.jpg after an individual move https://i.imgur.com/NHGxbr1.jpg https://i.imgur.com/eGL1Eca.jpg During testing I did not find any serious conflicts of the"Undo" command with th...
by Cronos09
Sun Apr 05, 2020 6:51 pm
Forum: Modders Corner
Topic: Infantry Square Mod
Replies: 12
Views: 1752

Re: Infantry Square Mod

Command Move in P&S "on crutches". In view of the above reasons, I added a restriction on the movement of units in a command/group to the "Move Command" script. An unit can move in a command/group if it has not another unit of its own group in front of it at the angle of 120 degr (6 squares in front...
by Cronos09
Wed Apr 01, 2020 6:28 pm
Forum: Modders Corner
Topic: (mod) FoG2 Flank/Rear Charge tweaking in P&S ?
Replies: 12
Views: 1253

Re: (mod) FoG2 Flank/Rear Charge tweaking in P&S ?

FoG2 Flank/Rear charge rules in P&S:
Image

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The archive https://yadi.sk/d/h2AtrJ8uelWHvw should be unzipped at ...\Documents\My Games\PSCAMP\CAMPAIGNS\(Your Campaign name)\.
Perhaps, it should be tested more.
by Cronos09
Wed Apr 01, 2020 9:29 am
Forum: Modders Corner
Topic: (mod) FoG2 Flank/Rear Charge tweaking in P&S ?
Replies: 12
Views: 1253

Re: (mod) FoG2 Flank/Rear Charge tweaking in P&S ?

Athos , in principle everything is true. You can commented out the string for Steady and Disrupted units, and the whole block for Fragmented one. If you would like to use all FoG2 Flank/Rear charge rules in P&S you should compare the appropriate blocks and transfer scripts with the addition of the ...
by Cronos09
Wed Apr 01, 2020 7:17 am
Forum: Modders Corner
Topic: (mod) FoG2 Flank/Rear Charge tweaking in P&S ?
Replies: 12
Views: 1253

Re: (mod) FoG2 Flank/Rear Charge tweaking in P&S ?

1. Cohesion auto-drop for Flank/Rear charges is scripted in Assault.BSF : for Steady and Disrupted units if ((IsLightTroops(me) == 0) || (IsLightTroops(enemy) == 1) || (IsArtillery(enemy) == 1)) // Light troops only cause cohesion drop if flank/rear charging light troops or artillery { if (GetAttrib...
by Cronos09
Fri Mar 27, 2020 12:35 pm
Forum: Field of Glory II: Modding
Topic: (mod) Opportunity fire in FoG2 ?
Replies: 14
Views: 1409

Re: (mod) Opportunity fire in FoG2 ?

In P&S there is Residual Shooting Phase. FoG2 has such phase only for AI turn. This is scripted in StartTurnPreTools.BSF (P&S) if (GetTurn() > 0) { if (GetTurn() == 1) { first_time = 1; } AddVizFunctionCall("StartString",1); PrintStringX(1, 0, "IDS_PHASE_HOUSEKEEPING_SHOOTING0"); AddVizFunctionCall(...
by Cronos09
Fri Mar 27, 2020 10:44 am
Forum: Field of Glory II: Modding
Topic: (mod) Opportunity fire in FoG2 ?
Replies: 14
Views: 1409

Re: (mod) Opportunity fire in FoG2 ?

btw for players interested in this mod but not knowing the ins and out of modding, maybe the following sentence would be easier to understand : 3) replace the FUNCTION REACT_Unit_Shoot(me, unit) of the Shooting.BSF that you copied to your testing FoG module with that of P&S Shooting.BSF, as if you ...
by Cronos09
Fri Mar 27, 2020 10:30 am
Forum: Field of Glory II: Modding
Topic: (mod) Opportunity fire in FoG2 ?
Replies: 14
Views: 1409

Re: (mod) Opportunity fire in FoG2 ?

rbodleyscott wrote:
Fri Mar 27, 2020 9:25 am
You would need to make a lot of other changes to rebalance shooting, otherwise troops with shooting capability would be severely overpowered.
I see it from your post above. This is only a "cosmetic" change. If Athos1660 wish to see some reactive fire in FoG2 he can do and test it.
by Cronos09
Fri Mar 27, 2020 8:53 am
Forum: Field of Glory II: Modding
Topic: (mod) Opportunity fire in FoG2 ?
Replies: 14
Views: 1409

Re: (mod) Opportunity fire in FoG2 ?

... be a purely cosmetic one (whose sole limited interest would be to show the animation of opportunity fire), while coming into conflict with Undo... To make this change: 1) copy any module for testing to ...\Documents\My Games\FieldOfGlory2\CAMPAIGNS\ ; 2) copy $DEFAULT.BSF and Shooting.BSF from ...
by Cronos09
Sun Mar 22, 2020 4:20 pm
Forum: After Action Reports
Topic: Rivoli 1797
Replies: 11
Views: 507

Re: Rivoli 1797

Did you fought it at Hard difficulty? Yes, as it's designed by Odenathus. But in this scenario Easy, Normal and Hard difficulty levels are equal. I'm going to play it at Very Hard level to feel the difference. Thanks, Athos. Upd 24.03.2020 I played this scenario at the level of Captain General. The...

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