Search found 864 matches

by Paul59
Thu Aug 29, 2019 2:40 pm
Forum: Field of Glory II
Topic: New TT Mod version 1.5.18 now available!
Replies: 34
Views: 1771

New TT Mod version 1.5.18 now available!

The TT mod has now been updated to cover the "Wolves at the Gate" DLC, and the latest 1.5.18 game patch. In addition to the new armies and units for the new period, the original TT Mod armies and units have had many improvements, additions and corrections. I have attempted to keep track of all the c...
by Paul59
Thu Aug 29, 2019 12:59 pm
Forum: Field of Glory II
Topic: TT Mod version 1.5.3 (NOW REPLACED BY v1.5.18 - see separate thread)
Replies: 160
Views: 18615

Re: New TT Mod version 1.5.3 AVAILABLE HERE!

It won't be long now!

Hopefully I will be ready to release the new version later today.
by Paul59
Thu Aug 29, 2019 11:06 am
Forum: MOD
Topic: [MOD] Ode to Europa Barbarorum (Roman/Italic Units Preview - page 3)
Replies: 50
Views: 1998

Re: [MOD] Ode to Europa Barbarorum - Version 0.1 Released

Wow dude this is looking amazing ! Such a nice work done in such a short time :D ! TT Mod’s Textures look amazing, can’t wait to try these new units that you created ! Do you plan or reworking the FOG2 unit conversion too ? Congratulations for your work :D Thank you! Well, I'd love to remap the uni...
by Paul59
Fri Aug 23, 2019 10:12 am
Forum: Field of Glory II
Topic: TT Mod version 1.5.3 (NOW REPLACED BY v1.5.18 - see separate thread)
Replies: 160
Views: 18615

Re: New TT Mod version 1.5.3 AVAILABLE HERE!

It's done, but after waiting for the Digital league to finish, I now have to wait for something else to happen before I can safely release the new version.

All the stars should align soon, and then I will be good to go!
by Paul59
Sun Aug 18, 2019 8:27 pm
Forum: Field of Glory II: Modding
Topic: Banner Creation Guide 3: Creating extra banner sets
Replies: 8
Views: 834

Re: Banner Creation Guide 3: Creating extra banner sets

Thanks Latro,

I think I have solved your problem, please see the email I sent you.

It has highlighted to me that I did not describe how to exactly create a new banner .s4f file, so I have amended my first post in this thread with the necessary instructions.


cheers
by Paul59
Sun Aug 18, 2019 3:55 pm
Forum: Field of Glory II: Modding
Topic: Banner Creation Guide 3: Creating extra banner sets
Replies: 8
Views: 834

Re: Banner Creation Guide 3: Creating extra banner sets

copied all files from vanilla/banner to my mod/banner plus all ttmod/banner ones. copied banner_11 sf4, txt, spec, diffuse and normal files as new files, edited the diffuse ones. Still no luck :( So let me just confirm, the banner that you have modified is UnitFlags_11_Diffuse@.dds? Probably the be...
by Paul59
Sun Aug 18, 2019 1:37 pm
Forum: Field of Glory II: Modding
Topic: Banner Creation Guide 3: Creating extra banner sets
Replies: 8
Views: 834

Re: Banner Creation Guide 3: Creating extra banner sets

Hello Paul, I'm struggling with the new banners I'm trying to create. All units are carrying the general's banner and the alpha channel doesn't seem to work. Any ideas? Hi Latro, It sounds like you have what I call the "Long Banner problem". I described how to solve it in this thread: https://www.s...
by Paul59
Tue Jul 30, 2019 11:04 am
Forum: Field of Glory II
Topic: Man count per unit
Replies: 12
Views: 967

Re: Man count per unit

Might seem like a stupid question but I just noticed that units will have equal, less, or more than the stated man count when you play a custom battle. For example I had four Xystophoroi units in a battle and the man count was 244, 242, 232, and 249. The stated count is 244. Considering there is no...
by Paul59
Fri Jul 26, 2019 11:01 am
Forum: Field of Glory II
Topic: Age of Belisarius - historical and design scenario questions
Replies: 2
Views: 269

Re: Age of Belisarius - historical and design scenario questions

I am away from home at the moment, so it is difficult to give a complete answer, but I will do my best: 1) We felt that Ad Decimum was an unsuitable battle for FOG2 due to the wide dispersal of the forces of both sides. The battle falls into 4 distinct stages across a very large area. It would be ex...
by Paul59
Tue Jul 23, 2019 6:15 pm
Forum: Field of Glory II
Topic: Future DLC?
Replies: 52
Views: 3086

Re: Future DLC?

melm wrote:
Tue Jul 23, 2019 3:51 pm
Don't we already have the biblical DLC as Rise of Persia?
The Rise of Persia DLC only goes back to 680BC, the bulk of "biblical" history is way before that date.
by Paul59
Mon Jul 22, 2019 11:43 pm
Forum: Scenario Design
Topic: Creating a new scenario
Replies: 4
Views: 226

Re: Creating a new scenario

Paul, yet again many thanks for your help. Now that I have notepad++ I can do as you suggest. After some thought I finally decided to set up a custom squads file of all units in sets 3 and 5. This has worked fine, as there are only two units of the specific type and size, one for each side, therby ...
by Paul59
Sun Jul 21, 2019 1:41 pm
Forum: Scenario Design
Topic: Creating a new scenario
Replies: 4
Views: 226

Re: Creating a new scenario

Hi ed, I'm not exactly sure what your problems are, but these are a couple of ideas to help: 1) Copy a Text.txt file from another scenario to use in your scenario folder. Just delete everything that is already in it. 2) Open your scenario in the editor, and place a unit on the map. Save the scenario...
by Paul59
Fri Jul 19, 2019 9:41 pm
Forum: Field of Glory II
Topic: TT Mod version 1.5.3 (NOW REPLACED BY v1.5.18 - see separate thread)
Replies: 160
Views: 18615

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: TT Mod version 1.5.3 (NOW REPLACED BY v1.5.18 - see separate thread)
Replies: 160
Views: 18615

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: TT Mod version 1.5.3 (NOW REPLACED BY v1.5.18 - see separate thread)
Replies: 160
Views: 18615

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: TT Mod version 1.5.3 (NOW REPLACED BY v1.5.18 - see separate thread)
Replies: 160
Views: 18615

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: TT Mod version 1.5.3 (NOW REPLACED BY v1.5.18 - see separate thread)
Replies: 160
Views: 18615

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: 608

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: 11
Views: 581

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: 11
Views: 581

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...

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