Search found 128 matches

by SteveD64
Mon Apr 19, 2021 7:52 pm
Forum: Field of Glory II
Topic: Tides of Conquest campaign tool - new version with Bronze Age scenarios and icons out April 21 2023
Replies: 318
Views: 87353

Re: Tides of Conquest campaign tool - new version out Nov 10 2020

Thanks! The actual game (set in the early modern period) is not up and running but in terms of provinces and showing control it works. If you guys need some help let me know. Here's what the graphic looks like under the hood - if you wish to show alliances it's double the work. https://i.imgur.com/q...
by SteveD64
Mon Apr 19, 2021 5:40 pm
Forum: Field of Glory II
Topic: Tides of Conquest campaign tool - new version with Bronze Age scenarios and icons out April 21 2023
Replies: 318
Views: 87353

Re: Tides of Conquest campaign tool - new version out Nov 10 2020

Hopefully this image will show up but here's a sample. Bavaria, the checkboard color, is an ally of Austria (Habsburgs). The connectors and squares have not been set to transparent so it looks busy and ugly.

Image
by SteveD64
Mon Apr 19, 2021 4:44 pm
Forum: Field of Glory II
Topic: Tides of Conquest campaign tool - new version with Bronze Age scenarios and icons out April 21 2023
Replies: 318
Views: 87353

Re: Tides of Conquest campaign tool - new version out Nov 10 2020

I've been modding this since Nijis sent me the Monogame code a couple years back. I have not been working with the Unity code at all so take this with a grain of salt. Recently I started on a map with provinces that get "filled in" with the player color and it is tedious but very doable. T...
by SteveD64
Fri Feb 07, 2020 7:19 pm
Forum: Field of Glory II: After Action Reports
Topic: The Crisis of 100 BC and the Lollian Revolt - an AAR using a Tides of Conquest campaign
Replies: 45
Views: 9169

Re: The Crisis of 100 BC and the Lollian Revolt - an AAR using a Tides of Conquest campaign

Thanks! How's the 30 Years War campaign game coming along?
I had a couple of illnesses around November/December and now I have the flu so everything has stopped. I will pick it back up in the near future. Just a couple more things I need to do - adding Victory Points being the main one.
by SteveD64
Fri Dec 13, 2019 3:30 pm
Forum: Field of Glory: Empires
Topic: The battle deployment logic is still an issue...
Replies: 12
Views: 2678

Re: The battle deployment logic is still an issue...

Allowing the player to allocate would really be nice.
by SteveD64
Tue Mar 26, 2019 9:34 pm
Forum: Field of Glory II: After Action Reports
Topic: Tides of Conquest - Successors Mod
Replies: 49
Views: 11699

Re: Tides of Conquest - Successors Mod

Oh and if you're ever up for doing some simple AI work down the road let me know, Nijis. That is my biggest hurdle so far. :oops:
by SteveD64
Tue Mar 26, 2019 2:40 pm
Forum: Field of Glory II: After Action Reports
Topic: Tides of Conquest - Successors Mod
Replies: 49
Views: 11699

Re: Tides of Conquest - Successors Mod

Thanks. The game board is based on the game board from "1631" (Vae Victis magazine) with a few minor changes. The art (such as it is) is mine. It's a little gray so I'm going to tweak some colors.
by SteveD64
Sat Mar 23, 2019 3:37 pm
Forum: Field of Glory II: After Action Reports
Topic: Tides of Conquest - Successors Mod
Replies: 49
Views: 11699

Re: Tides of Conquest - Successors Mod

Thanks for the tips!

This map is just about done.

Image
by SteveD64
Wed Mar 20, 2019 11:34 pm
Forum: Field of Glory II: After Action Reports
Topic: Tides of Conquest - Successors Mod
Replies: 49
Views: 11699

Re: Tides of Conquest - Successors Mod

You're probably aware of this Visual Studio feature
Don't ever assume this ;)

I have never coded a line or used Visual Studio before this. It's good to know! thanks.
by SteveD64
Wed Mar 20, 2019 4:15 pm
Forum: Field of Glory II: After Action Reports
Topic: Tides of Conquest - Successors Mod
Replies: 49
Views: 11699

Re: Tides of Conquest - Successors Mod

It's coming along slowly. :wink: Question - how did you test the random events? My only idea would be to add one event at a time and somehow work the conditions to fire it every turn and then add another event (while disabling the first one) etc until you've tested them all. Is there an easier way?
by SteveD64
Sat Mar 16, 2019 3:22 pm
Forum: Field of Glory II: After Action Reports
Topic: Tides of Conquest - Successors Mod
Replies: 49
Views: 11699

Re: Tides of Conquest - Successors Mod

Thanks, I actually went ahead and wrote my own code for it. I'm learning this thing! I'm now on an operational Pike & Shot project. Here's a snippet of what it looks like so far: https://i.imgur.com/7ENa0iP.png That soldier holding the musket is a garrison unit, if there's a garrison present the...
by SteveD64
Wed Mar 13, 2019 10:16 pm
Forum: Field of Glory II: After Action Reports
Topic: Tides of Conquest - Successors Mod
Replies: 49
Views: 11699

Re: Tides of Conquest - Successors Mod

Nijis, question if you're still monitoring. There's a line of description (Realm Tab, Line 20) that says: //this means you always lose a battle unless there you have an army involved. Ie, overrunning of the Western empire I'm trying to implement this but there's no actual code that I can see. Any id...
by SteveD64
Mon Feb 25, 2019 10:03 pm
Forum: Field of Glory II: After Action Reports
Topic: Tides of Conquest - Successors Mod
Replies: 49
Views: 11699

Re: Tides of Conquest - Successors Mod

Rebellions never seem to go away. I'll have to check on the code. When two realms back factions in a province there's a rival factions event. If the player backs one of the factions it allows him to intervene. Here's the drawing code for Rival Factions (I changed the graphics but I kept your origina...
by SteveD64
Mon Feb 25, 2019 8:01 pm
Forum: Field of Glory II: After Action Reports
Topic: Tides of Conquest - Successors Mod
Replies: 49
Views: 11699

Re: Tides of Conquest - Successors Mod

Thanks, but I figured all that out. :P

What are the rules on rebellions and rival factions? Do they eventually go away after time?

I'd like to get sieges in there somehow and get more operational in scale. I've got a map idea for Pike and Shot so maybe later on I'll try to tackle that.
by SteveD64
Sun Feb 24, 2019 8:05 pm
Forum: Field of Glory II: After Action Reports
Topic: Tides of Conquest - Successors Mod
Replies: 49
Views: 11699

Re: Tides of Conquest - Successors Mod

Thank you! For battle difficulty I came up with my own house rules depending on whether there was an army present or if it was a raid etc. So if my army attacks a garrison there's a good chance I'm fighting at level III (but it's not 100% for certain). If two armies are fighting then the middle of t...
by SteveD64
Thu Feb 21, 2019 11:17 pm
Forum: Field of Glory II: After Action Reports
Topic: Tides of Conquest - Successors Mod
Replies: 49
Views: 11699

Re: Tides of Conquest - Successors Mod

Double disaster. My allied Cappadocian horde lost in Asia Minor and my army was beaten by the Ptolemies in Judea. My dream of relocating the Antigonids to Egypt has ended in disgrace. I think I'll end this AAR here. The historical road that Demetrious took (I think it was Rhodes to Greece then to Ma...
by SteveD64
Sun Feb 17, 2019 8:18 pm
Forum: Field of Glory II: After Action Reports
Topic: Tides of Conquest - Successors Mod
Replies: 49
Views: 11699

Re: Tides of Conquest - Successors Mod

288BC sees me receiving an event! A horde has appeared in Cappadocia and it's on the move. It has allied with me as it sniffs the sweet smell of success. I've also declared war on the Ptolemies after their raid into Phoenicia. These things can't be tolerated, so I march into Judea to face their army...
by SteveD64
Sun Feb 17, 2019 2:54 pm
Forum: Field of Glory II: After Action Reports
Topic: Tides of Conquest - Successors Mod
Replies: 49
Views: 11699

Re: Tides of Conquest - Successors Mod

The situation in the East as the Seleucids retake Bactria, which had become independent. Arachosia is now eyeing independence and goes from core province to ally.

Image

Go to advanced search