FoG II Napoleonic Mod

JamesManhattan
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FoG II Napoleonic Mod

Post by JamesManhattan » Sun Feb 11, 2018 8:30 pm

This is a shot at a Napoleonic Mod for FoG II.

https://www.dropbox.com/s/ubt8tecfo3bne ... C.zip?dl=1

Unzip this into your C:\Users\YourName\Documents\My Games\FieldOfGlory2\CAMPAIGNS folder so it will create the subfolder:
C:\Users\YourName\Documents\My Games\FieldOfGlory2\CAMPAIGNS\NAPOLEONIC

I recommend this zoom mod set at 50 also so you can zoom in on the detail http://www.slitherine.com/forum/viewtop ... 92&t=79690

Scenarios so far: (I am doing this in a strange order to test different things.)
Eckmuhl 1809 - a small part of the battle. For testing.
Note - this battle has a custom scripted Objective. You must take an objective square before 15 turns are up. You could easily copy the script to any other scenario. I started based on Paul59's scripting post here http://www.slitherine.com/forum/viewtop ... ve#p693961

and:
Quatre Bras 1815 right now I haven't programmed an Objective, so it is fight to the death.

I added:
Marengo 1800 split into 3 parts. Here is a summary of events leading up to, and the battle itself: https://www.youtube.com/watch?v=e6GHyf1R5BM
and two very nice maps http://www.jeanlannes.com/wp-content/up ... ps/m10.jpg and http://www.jeanlannes.com/wp-content/up ... ps/m11.jpg

Scripting Edits
I changed the Callbacks.BSF script so I could have custom formations, for units with 16 men in line formation. Horses with 8 figures, and skirmishers 8 wide.

I added some lines to the CombatTools.BSF script to give a bonus to enfilade fire, and a popup on screen whenever it happens. Enfilade fire is when a shooter can shoot a straight line down a row of men in the same line.

I also made one tiny change to CombatTools.BSF so that the camera will always Jump to the current target being shot. I find I am zoomed in a lot and constantly struggle to see the floaty text of damage done because of my camera angle. This fixes that.

Design Notes:
Your Grenadiers (Middle Guard/Old Guard) will be forces of nature in Melee, and often push back the enemy. They are throwing grenades and are absolute beasts.

Any infantry with 16 figures can form Square! Even the A.I. will do it at appropriate times! You can check this out in an included scenario named TESTING.

Note: It is usually only advantageous to go to Square if you have cavalry on two sides of your infantry. Don't bother if you just have cavalry to your front. I read somewhere "at the time Cavalry that went up face-to-face against infantry had a bad go of it, especially if the Infantry were 'Loaded'." So Cavalry will usually not beat a Non-Disordered Infantry in a one on one fight front-to-front. Although, cavalry will do a good job, charging, hurting them, then Backing Off, even against Square. The A.I. and rules system does a good job with this. Cavalry will usually only stick on to fight after charging if they have a good chance winning further melees.

Charging head-first into a Cannon will usually get the Infantry a huge face-full of Canister Shot. If they can manage that, then in Melee they will probably win, but it may be costly to charge cannons.

Your Chasseurs a Pied (Hunters on Foot), the ones that say Young Guard, are actually quite good at fighting, even in Melee. So don't just assume since they look like Skirmishers, they are fragile.

It doesn't say it as a popup in game, but I think if you get shot at from the side ('enfilade' fire), or in the back it does more damage, and has greater chance of Disrupting the unit being shot.

I'll try to make most of these Scenarios Objective Based, as most of the scenario books I've read on Napoleonic wargaming feature objectives, rather than 'kill 40% of your enemy'.

Also check out my 18th Century mod http://www.slitherine.com/forum/viewtop ... 92&t=81694

Screenshot of infantry in Square.
Image
Last edited by JamesManhattan on Tue Mar 20, 2018 2:37 am, edited 9 times in total.

Adraeth
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Re: FoG II Napoleonic Mod

Post by Adraeth » Mon Feb 12, 2018 12:25 am

I would suggest to not change victory conditions; in napoleonic warfare objectives were an accident in a pitched battle (except for aspern essling) , indeed napoleon view of a battle was to force one battle to destroy the enemy. So while objectives are extremely important on a strategic point of view, they are not so historical important in reenacting a pitched battle.

Adraeth
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Re: FoG II Napoleonic Mod

Post by Adraeth » Mon Feb 12, 2018 12:27 am

That said THANK YOU for this mod

rbodleyscott
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Re: FoG II Napoleonic Mod

Post by rbodleyscott » Mon Feb 12, 2018 9:30 am

Hi James,

Looks interesting. Do you want me to put this on the FTP for in-game download at some point?

Note that you will need to update the $Default.BSF and Tools.BSF files when the next DLC comes out, otherwise your mod will crash due to not being able to find required files.

Probably best if you email me so we can discuss the issues.
Richard Bodley Scott

Image

Adraeth
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Re: FoG II Napoleonic Mod

Post by Adraeth » Mon Feb 12, 2018 9:36 am

After a brief test, and comparing this one with the "age of reason mod":

Napoleonic mod lags a lot compared to age of reason; units animations are, like in the age of reson, lacking, so they just slide (i think you already knew it)

Lancier
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Re: FoG II Napoleonic Mod

Post by Lancier » Mon Feb 12, 2018 11:08 am

Wow JamesManhattan we are following you! If this becomes true you will get a big thank from the crowd i think. ^^
General Pierre David Édouard de Colbert-Chabanais ~ Battle on!.
(TWC) The Wargaming Club - http://www.thewargamingclub.com

JamesManhattan
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Re: FoG II Napoleonic Mod

Post by JamesManhattan » Tue Feb 13, 2018 3:02 pm

rbodleyscott wrote:Hi James,

Looks interesting. Do you want me to put this on the FTP for in-game download at some point?

Note that you will need to update the $Default.BSF and Tools.BSF files when the next DLC comes out, otherwise your mod will crash due to not being able to find required files.

Probably best if you email me so we can discuss the issues.
Yes on adding it to the FTP, that would be cool, but I want to add more units first. I am also worried that with tons of 16-men units, all on screen at the same time, that the models are not low-poly enough. It could strain the graphics cards, and slow down.

By "update the $Default.BSF and Tools.BSF files" do you mean I have to include them in the module? Or is it more than that? I can email you.

rbodleyscott
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Re: FoG II Napoleonic Mod

Post by rbodleyscott » Tue Feb 13, 2018 3:11 pm

JamesManhattan wrote:
rbodleyscott wrote:Hi James,

Looks interesting. Do you want me to put this on the FTP for in-game download at some point?

Note that you will need to update the $Default.BSF and Tools.BSF files when the next DLC comes out, otherwise your mod will crash due to not being able to find required files.

Probably best if you email me so we can discuss the issues.
Yes on adding it to the FTP, that would be cool, but I want to add more units first. I am also worried that with tons of 16-men units, all on screen at the same time, that the models are not low-poly enough. It could strain the graphics cards, and slow down.
Yes, Paul59 made some very large scenarios and they did slow down a lot. I tried to keep to a maximum of 64 units on each side in the vanilla scenarios, although there is no hard limit.

Raphia works well enough with those sorts of numbers, at least half of which are 16 man pike units.
By "update the $Default.BSF and Tools.BSF files" do you mean I have to include them in the module? Or is it more than that? I can email you.
The problem is that the versions used in the next update have additional "include" lines at the top of the file. Without these the additional script files in the new version don't get loaded and this causes the program to crash when it cannot find a script function it wants to use.

It will be a simple matter of swapping in the new version of those two files into your mod when the new version is released.

It is of course possible that you will also need to revise some of the other modded script files in your mod but at this stage I cannot say.
Richard Bodley Scott

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JamesManhattan
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Re: FoG II Napoleonic Mod

Post by JamesManhattan » Fri Feb 16, 2018 1:52 am

I added a bunch more units, and 1 Scenario Quatre Bras

BornGinger
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Re: FoG II Napoleonic Mod

Post by BornGinger » Fri Feb 16, 2018 4:54 pm

This mod looks very nice. But I think I'll wait a bit before I try it out so eventual updates have been done.

Lancier
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Re: FoG II Napoleonic Mod

Post by Lancier » Tue Feb 20, 2018 11:28 am

JamesManhattan wrote:This is a shot at a Napoleonic Mod for FoG II.

https://www.dropbox.com/s/ubt8tecfo3bne ... C.zip?dl=1

Unzip this into your C:\Users\YourName\Documents\My Games\FieldOfGlory2\CAMPAIGNS folder so it will create the subfolder:
C:\Users\YourName\Documents\My Games\FieldOfGlory2\CAMPAIGNS\NAPOLEONIC
James, i think i did as you described, i put it as FieldOfGlory2\CAMPAIGNS\NAPOLEONIC but couldnt see the Napoleonic Mod in game? what i do, go to campaigns on the menu? can you post a screen image where it is seen please?
Also can we play your mod MP?
Image
General Pierre David Édouard de Colbert-Chabanais ~ Battle on!.
(TWC) The Wargaming Club - http://www.thewargamingclub.com

rbodleyscott
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Re: FoG II Napoleonic Mod

Post by rbodleyscott » Tue Feb 20, 2018 11:43 am

You should see it in Epic Battles. (I can't show you a screenshot because you would see other secret stuff)
Richard Bodley Scott

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Lancier
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Re: FoG II Napoleonic Mod

Post by Lancier » Wed Feb 21, 2018 10:53 am

Thanks Richard found it.

Eckmuhl 1809 was laggy but almost playable. Quatre Bras 1815 is not playable at all? maybe it is cause of my poor computer? I have GeForce 840M 2GB graphic card.
rbodleyscott wrote:You should see it in Epic Battles. (I can't show you a screenshot because you would see other secret stuff)
General Pierre David Édouard de Colbert-Chabanais ~ Battle on!.
(TWC) The Wargaming Club - http://www.thewargamingclub.com

JamesManhattan
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Re: FoG II Napoleonic Mod

Post by JamesManhattan » Sun Mar 18, 2018 3:37 pm

I added a scenario, Marengo - split into 3 parts. Based off the "General de Brigade" - Napoleonic Scenarios #3 book.

I also noticed a mistake on the Animation Speed of the French Fusiliers. They were at a speed 3 times slower than everyone else, so that is corrected. I wonder if that will fix what was making the mod feel extremely slow.

rcanavan
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Re: FoG II Napoleonic Mod

Post by rcanavan » Wed May 30, 2018 12:20 pm

Thank you for this Mod!
I am really enjoying it and I hope you continue to expand it.

Best regards,

Richard

rcanavan
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Re: FoG II Napoleonic Mod

Post by rcanavan » Sat Jun 16, 2018 11:24 pm

I'm having trouble loading the scenarios with the new update. I'm getting the same error with the Napoleonic Mod.
See the attached screenshot.
-Richard
Attachments
FOG II nap. screen.jpg
FOG II nap. screen.jpg (275.7 KiB) Viewed 2468 times

rbodleyscott
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Re: FoG II Napoleonic Mod

Post by rbodleyscott » Sun Jun 17, 2018 6:19 am

The scripts in the mod will need to be updated to work with the new game version.
Richard Bodley Scott

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JamesManhattan
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Re: FoG II Napoleonic Mod

Post by JamesManhattan » Sat Jun 30, 2018 4:38 am

rbodleyscott wrote:The scripts in the mod will need to be updated to work with the new game version.
I copied in the latest DEFAULT and TOOLS scripts from the Belesarius patch 1.3.9.
If you re-download using the same old link it should work.

rcanavan
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Re: FoG II Napoleonic Mod

Post by rcanavan » Sat Jun 30, 2018 8:27 pm

Hi James,
Thank you for the update... I'm enjoying your mods very much..

-Richard

yankee1950
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Re: FoG II Napoleonic Mod

Post by yankee1950 » Mon Jul 09, 2018 4:24 pm

Hi James:

First of all - a BIG THANKS for your excellent Napoleonic Mod. I am an experienced scenario designer having did the Historical Battles for the Lordz NTW1, Rome Total war and others. I would like your permission to design some scenarios for FOG2 using your Napoleonic Mod. If you would like to contact me - please Email at isdinco@hotmail.com.

Please Advise.

Thanks

Tom Sims

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