General Mod

Moderators: rbodleyscott, Slitherine Core, Gothic Labs

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Cronos09
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
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General Mod

Post by Cronos09 » Sat Oct 13, 2018 9:16 am

Generals in P&S campaigns:
Image

Image

Generals have been added in:
1) campaigns - English Civil War (historical names for each side), Gustav Adolf (historical names of C-inCs at the beginning of the campaign) and the Great Turkish War,
2) skirmish module - English Civil War (historical names for each side).
The icon of the general is original for each fraction. The scripts are taken from SJ without duels. From FoG2 I added the ability to switch command at the deployment stage. I also added a mod for limited ammunition of shooters (viewtopic.php?f=322&t=87896). In Gustav Adolf and the Great Turkish War campaigns (in the latter the unit level has been changed from regimental to battalion) I increased the economic and human resources of the provinces twice for larger battles.

Download:
English Civil War campaign https://drive.google.com/open?id=1rJt9i ... 1J3JoY6fPp
Gustav Adolf campaign https://drive.google.com/open?id=1rK3-8 ... 0Q7fAZJUwm
Great Turkish War campaign https://drive.google.com/open?id=1yK7ts ... oYYBGbuZJO
English Civil War skirmish module https://drive.google.com/open?id=1Umypd ... cGDKPWRbuU

Installation:
The archives should be unzipped at ...\Documents\My Games\PSCAMP\CAMPAIGNS\. The corresponding modules will appear in the sections of Campaigns and Skirmish with the addition of "... with generals".
Last edited by Cronos09 on Thu Oct 17, 2019 5:48 pm, edited 1 time in total.

TheGrayMouser
General - Carrier
General - Carrier
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Re: General Mod

Post by TheGrayMouser » Fri Oct 19, 2018 1:01 am

Wow, can’t wait to try this out!

Cronos09
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
Posts: 27
Joined: Thu Feb 22, 2018 4:28 pm

Re: General Mod

Post by Cronos09 » Wed Dec 19, 2018 4:43 pm

The multiplayer versions of ECW and Le Roi Soleil (without minor sides - Jacobite Irish and Scots and Hungarian rebellion) modules adapted for this mod:

English Civil War https://drive.google.com/open?id=1oawW3 ... S8NGAnu80u
Le Roi Soleil https://drive.google.com/open?id=1qb-I1 ... ZwUEmQN1yc

Installation: download all the folders MPEnglishCivilWar_Gen, MPLeRoiSoleil_Gen and place them at ...\Documents\My Games\PSCAMP\MULTIPLAYER\. After this you can set up challenges from these modules and accept them. When creating a skirmish, additional modules will appear in the list: English Civil War with generals and Le Roi Soleil with generals.
Thanks to Ahuyton for his help in testing these modules.
Attention. The cavalry (Cavalry and Horse types without lancers, impact pistols and with experience less than 200 - below Superior) can evade enemy charges in these modules.

rbodleyscott
Field of Glory 2
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Posts: 22333
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Re: General Mod

Post by rbodleyscott » Mon Oct 14, 2019 10:03 am

Hi Cronos,

It has come to light, from testing someone else's mod of your mod, that there is a bug in the Generals Mod version of CampaignTools.BSF, on line 1323.

This should read

DetachExcessUnits(ret);

but has been changed to

DetachExcessUnits(army);

which stops DetachExcessUnits() from working properly.
Richard Bodley Scott

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Cronos09
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
Posts: 27
Joined: Thu Feb 22, 2018 4:28 pm

Re: General Mod

Post by Cronos09 » Tue Oct 15, 2019 9:32 am

Hi!

Thank you for this note. Corrected versions of the campaigns:

English Civil War campaign https://drive.google.com/open?id=1rJt9i ... 1J3JoY6fPp
Gustav Adolf campaign https://drive.google.com/open?id=1rK3-8 ... 0Q7fAZJUwm
Great Turkish War campaign https://drive.google.com/open?id=1yK7ts ... oYYBGbuZJO

rbodleyscott
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Posts: 22333
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Re: General Mod

Post by rbodleyscott » Tue Oct 15, 2019 10:16 am

It would probably be worth updating the links in the earlier posts, to avoid confusion.
Richard Bodley Scott

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rbodleyscott
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Re: General Mod

Post by rbodleyscott » Thu Oct 17, 2019 10:32 am

Regarding the ammunition rules in this mod, I have been asked to repost my PM answer to lt1956_slith on the subject:
It is not something we had in the tabletop rules - it wasn't considered necessary. Running out of ammunition in the middle of a battle does not seem to have been a major problem in this era, although there are many cases of an army withdrawing rather than fighting for a second day because they did not have enough powder/ammunition for another day's fighting. OTOH It has worked OK in FOG, so why not? Only testing will tell whether it improves the game.

One issue that will perhaps be annoying is that troops will automatically shoot in the residual shooting phase (which does not exist in FOG2) or as reaction shooting. It isn't currently possible to order them to hold their fire. So really if one wants to mod ammunition rules into P&S then one should also add a "Hold Fire" order. (It is perfectly possible to mod in new orders. See Unit Ability Functions in http://www.slitherinebravo.net/GameWiki ... tub_engine)
Richard Bodley Scott

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Cronos09
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
Posts: 27
Joined: Thu Feb 22, 2018 4:28 pm

Re: General Mod

Post by Cronos09 » Thu Oct 17, 2019 5:55 pm

rbodleyscott wrote:
Tue Oct 15, 2019 10:16 am
It would probably be worth updating the links in the earlier posts, to avoid confusion.
Done.
rbodleyscott wrote:
Thu Oct 17, 2019 10:32 am
Regarding the ammunition rules in this mod, I have been asked to repost my PM answer to lt1956_slith on the subject...
Why? If someone has questions (or suggestions) about the mod he can ask me himself.

rbodleyscott
Field of Glory 2
Field of Glory 2
Posts: 22333
Joined: Sun Dec 04, 2005 6:25 pm

Re: General Mod

Post by rbodleyscott » Thu Oct 17, 2019 6:33 pm

Cronos09 wrote:
Thu Oct 17, 2019 5:55 pm
Why? If someone has questions (or suggestions) about the mod he can ask me himself.
I guess because it was my answer to his query re my views on the addition of ammunition rules to Pike and Shot.
Richard Bodley Scott

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