hello everyone, is there a universal way to disable victory conditions for every game mode in FOG Medieval? since i usually only play hotseat mode, i keep finding battles ending abruptly and i would rather if i could just disable the whole thing and roleplay if a side loses heart or not, this has been talked about before in the fog rome forum, but solutions there were only applicable to a custom game module and changing every battle script for each individual epic battle, which sounds very tedious, so is there any way to do it once? even if its modding the main build.
thanks,
How to disable victory conditions for all gamemodes
Moderator: rbodleyscott
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Re: How to disable victory conditions for all gamemodes
It should be possible.Ihatesiginingupforstuff wrote: ↑Tue Apr 30, 2024 10:53 pm hello everyone, is there a universal way to disable victory conditions for every game mode in FOG Medieval? since i usually only play hotseat mode, i keep finding battles ending abruptly and i would rather if i could just disable the whole thing and roleplay if a side loses heart or not, this has been talked about before in the fog rome forum, but solutions there were only applicable to a custom game module and changing every battle script for each individual epic battle, which sounds very tedious, so is there any way to do it once? even if its modding the main build.
thanks,
In /Data/scripts/MoreScenarioTools.BSF there is a section starting around line 5596 that reads:
Code: Select all
if ((MPGame == 0) && (GetTurn() < deadline) && (UseTutorialMode() == 0) && (IsHotseat() == 0))
{
MaybeEndBattle(); // Chance for player to continue playing if desired
}
else
{
SetGlobal("victory", 1);
gGameScoreData.decisive = 1;
gGameScoreData.winner = 0;
EndBattle(0);
}
Code: Select all
if ((MPGame == 0) && (GetTurn() < deadline) && (UseTutorialMode() == 0))
However, if you edited it in your main build, you would NEVER be able to play MP, because the changed code would cause a warning message that the scripts have been altered, and might (or might not) actually break MP synch.
You would therefore need to put the modded file in a Global Mod.
See: https://archonwiki.slitherine.com/index.php/Modding
Richard Bodley Scott
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- Private First Class - Wehrmacht Inf
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- Joined: Wed Sep 06, 2023 2:00 pm
Re: How to disable victory conditions for all gamemodes
im sorry i dont understand what you did, it seemed to me like you removed the "&& (IsHotseat() == 0))" part but that causes a script error, this is probably a mistake on my part so could you explain further?rbodleyscott wrote: ↑Fri May 03, 2024 9:18 amIt should be possible.Ihatesiginingupforstuff wrote: ↑Tue Apr 30, 2024 10:53 pm hello everyone, is there a universal way to disable victory conditions for every game mode in FOG Medieval? since i usually only play hotseat mode, i keep finding battles ending abruptly and i would rather if i could just disable the whole thing and roleplay if a side loses heart or not, this has been talked about before in the fog rome forum, but solutions there were only applicable to a custom game module and changing every battle script for each individual epic battle, which sounds very tedious, so is there any way to do it once? even if its modding the main build.
thanks,
In /Data/scripts/MoreScenarioTools.BSF there is a section starting around line 5596 that reads:
If you changed the first line of this toCode: Select all
if ((MPGame == 0) && (GetTurn() < deadline) && (UseTutorialMode() == 0) && (IsHotseat() == 0)) { MaybeEndBattle(); // Chance for player to continue playing if desired } else { SetGlobal("victory", 1); gGameScoreData.decisive = 1; gGameScoreData.winner = 0; EndBattle(0); }
It should allow you to continue battles in HotSeat().Code: Select all
if ((MPGame == 0) && (GetTurn() < deadline) && (UseTutorialMode() == 0))
However, if you edited it in your main build, you would NEVER be able to play MP, because the changed code would cause a warning message that the scripts have been altered, and might (or might not) actually break MP synch.
You would therefore need to put the modded file in a Global Mod.
See: https://archonwiki.slitherine.com/index.php/Modding
-
- Field of Glory 2
- Posts: 28084
- Joined: Sun Dec 04, 2005 6:25 pm
Re: How to disable victory conditions for all gamemodes
You need to leave the last ")" in.Ihatesiginingupforstuff wrote: ↑Fri May 03, 2024 9:41 pmim sorry i dont understand what you did, it seemed to me like you removed the "&& (IsHotseat() == 0))" part but that causes a script error, this is probably a mistake on my part so could you explain further?rbodleyscott wrote: ↑Fri May 03, 2024 9:18 amIt should be possible.Ihatesiginingupforstuff wrote: ↑Tue Apr 30, 2024 10:53 pm hello everyone, is there a universal way to disable victory conditions for every game mode in FOG Medieval? since i usually only play hotseat mode, i keep finding battles ending abruptly and i would rather if i could just disable the whole thing and roleplay if a side loses heart or not, this has been talked about before in the fog rome forum, but solutions there were only applicable to a custom game module and changing every battle script for each individual epic battle, which sounds very tedious, so is there any way to do it once? even if its modding the main build.
thanks,
In /Data/scripts/MoreScenarioTools.BSF there is a section starting around line 5596 that reads:
If you changed the first line of this toCode: Select all
if ((MPGame == 0) && (GetTurn() < deadline) && (UseTutorialMode() == 0) && (IsHotseat() == 0)) { MaybeEndBattle(); // Chance for player to continue playing if desired } else { SetGlobal("victory", 1); gGameScoreData.decisive = 1; gGameScoreData.winner = 0; EndBattle(0); }
It should allow you to continue battles in HotSeat().Code: Select all
if ((MPGame == 0) && (GetTurn() < deadline) && (UseTutorialMode() == 0))
However, if you edited it in your main build, you would NEVER be able to play MP, because the changed code would cause a warning message that the scripts have been altered, and might (or might not) actually break MP synch.
You would therefore need to put the modded file in a Global Mod.
See: https://archonwiki.slitherine.com/index.php/Modding
Richard Bodley Scott
-
- Private First Class - Wehrmacht Inf
- Posts: 5
- Joined: Wed Sep 06, 2023 2:00 pm
Re: How to disable victory conditions for all gamemodes
thank you! i got it to work, this is exactly what i was looking for appreciate your helprbodleyscott wrote: ↑Sat May 04, 2024 7:12 amYou need to leave the last ")" in.Ihatesiginingupforstuff wrote: ↑Fri May 03, 2024 9:41 pmim sorry i dont understand what you did, it seemed to me like you removed the "&& (IsHotseat() == 0))" part but that causes a script error, this is probably a mistake on my part so could you explain further?rbodleyscott wrote: ↑Fri May 03, 2024 9:18 am
It should be possible.
In /Data/scripts/MoreScenarioTools.BSF there is a section starting around line 5596 that reads:
If you changed the first line of this toCode: Select all
if ((MPGame == 0) && (GetTurn() < deadline) && (UseTutorialMode() == 0) && (IsHotseat() == 0)) { MaybeEndBattle(); // Chance for player to continue playing if desired } else { SetGlobal("victory", 1); gGameScoreData.decisive = 1; gGameScoreData.winner = 0; EndBattle(0); }
It should allow you to continue battles in HotSeat().Code: Select all
if ((MPGame == 0) && (GetTurn() < deadline) && (UseTutorialMode() == 0))
However, if you edited it in your main build, you would NEVER be able to play MP, because the changed code would cause a warning message that the scripts have been altered, and might (or might not) actually break MP synch.
You would therefore need to put the modded file in a Global Mod.
See: https://archonwiki.slitherine.com/index.php/Modding
-
- Field of Glory 2
- Posts: 28084
- Joined: Sun Dec 04, 2005 6:25 pm
Re: How to disable victory conditions for all gamemodes
Glad to help.Ihatesiginingupforstuff wrote: ↑Sat May 04, 2024 11:25 pm thank you! i got it to work, this is exactly what i was looking for appreciate your help
Richard Bodley Scott