Search found 25 matches

by Cronos09
Sun Sep 15, 2019 12:49 pm
Forum: Modders Corner
Topic: Infantry Square Mod
Replies: 3
Views: 135

Re: Infantry Square Mod

Hi, Paul! I tried to add this feature to my General mod, especially there are already commands/groups in it. It was not difficult to add neccessary scripts, but as a result I had problems with unit routfinding when a unit had another unit on its rout at the initial position. I had to comment/remove ...
by Cronos09
Fri Sep 06, 2019 6:35 pm
Forum: Scenario Design
Topic: Works in progress
Replies: 56
Views: 10697

Re: Works in progress

Minden 1759 A.D. will be my next offering, just got to work out how best to simulate Lord Sackville refusing to commit his cavalry (when any sane wargamer surely would have). I can suggest to do this with scripts, removing AP points from the required units during a given number of turns (please, se...
by Cronos09
Sun Sep 01, 2019 9:42 am
Forum: Modders Corner
Topic: Infantry Square Mod
Replies: 3
Views: 135

Infantry Square Mod

I added the Square script from FoG2 to P&S: https://drive.google.com/open?id=129eDQSBwgExU0XmzLZo42mvfnO6vEbtV (it's only a set of scripts, not a ready scenario) To describe the infantry square in P&S, I give a quote from the FoG2 manual with my changes: Units having a number of 900 or more with bay...
by Cronos09
Thu Aug 22, 2019 6:15 pm
Forum: Modders Corner
Topic: Limited Ammo Mod
Replies: 4
Views: 1116

Re: Limited Ammo Mod

Bombs for grenadiers! There is 'Bombs' column in SQUADS.csv. I think modders can add bombs (grenades) for the grenadier infantry with it. The bombs can help to organize a very powerful shooting attack against an enemy unit on the next square: https://c.radikal.ru/c03/1908/2f/1ca83c87d689t.jpg I adde...
by Cronos09
Thu Aug 22, 2019 2:18 pm
Forum: Scenario Design
Topic: Unmovable ships ?
Replies: 22
Views: 1782

Re: Unmovable ships ?

The number of AP points corresponds to the range (the number of squares on which the ship can move). Moving along water/deep water tiles corresponds to moving a unit on an open ground - 1 square in a straight line - 4 AP, 1 square in a diagonal line - 6 AP.
by Cronos09
Thu Aug 22, 2019 8:45 am
Forum: Scenario Design
Topic: Unmovable ships ?
Replies: 22
Views: 1782

Re: Unmovable ships ?

The ships in P&S can move on the Deep Water tiles (after adding them AP points and Speed in SQUADS.csv) http://d.radikal.ru/d15/1908/35/c923d0f1bdf0t.jpg http://a.radikal.ru/a04/1908/13/90c06235e20at.jpg If you would like them to move on the Water tiles you should change their type from 'Ship' to 'B...
by Cronos09
Sun Aug 18, 2019 11:02 am
Forum: Scenario Design
Topic: Ships in Senkoku Jidai
Replies: 10
Views: 524

Re: Ships in Senkoku Jidai

Similar to Lepanto mod if the unit type is 'Ship' it can only moves on the Deep Water tiles. If the unit type 'Boat' it can move both on the Deep Water tiles and on the Water tiles. So these unit types (Ship and Boat) were made by P&S developers fully usable. Modders just have to use it correctly.
by Cronos09
Wed Jul 24, 2019 4:20 am
Forum: Scenario Design
Topic: Creating a new scenario
Replies: 4
Views: 203

Re: Creating a new scenario

Text 7 of SG is similar to text 1 in P&S. It nearly contains all the units from the Squads file. Imho, there are no alternative textures here for the Japanese units (with the exception of 2 folders - SJ_UNIFIERS and SJ_OTHERS). Perhaps due to the fact that several different unit names correspond to ...
by Cronos09
Sat Jun 08, 2019 8:09 am
Forum: Field of Glory II: Modding
Topic: Longer Battles? (change rout % to win)
Replies: 4
Views: 383

Re: Longer Battles? (change rout % to win)

He's talking about the routing percentages that win the battles, 40%, 60% etc. Mord. First of all he wants to make the battle longer. And I wrote in detail how to do it with campaign battles in my post above. I only had to change step 4, as TEXT2.TXT conflicts with other txt files of the campaign. ...
by Cronos09
Fri Jun 07, 2019 1:56 pm
Forum: Field of Glory II: Modding
Topic: Longer Battles? (change rout % to win)
Replies: 4
Views: 383

Re: Longer Battles? (change rout % to win)

I'm coming back to Field of Glory 2 after a long time and one of the things I always wanted tweaked back then was longer battles, mainly with tweaking the % of routed units needed to win. Is there any mod that does it right now? If not so, is it possible for me to change it myself in the files? I t...
by Cronos09
Fri Jun 07, 2019 10:47 am
Forum: Field of Glory II: Modding
Topic: 18th Century Age of Reason Expanded
Replies: 17
Views: 5459

Re: 18th Century Age of Reason Expanded

rbodleyscott wrote:
Fri Jun 07, 2019 7:17 am

But presumably won't have the intended modded rules.
I've looked through both modded files and haven't found anything important for the mod in them (IMHO).
by Cronos09
Thu Jun 06, 2019 6:17 pm
Forum: Field of Glory II: Modding
Topic: 18th Century Age of Reason Expanded
Replies: 17
Views: 5459

Re: 18th Century Age of Reason Expanded

Canavan wrote:
Wed Jun 05, 2019 8:22 pm

Has anyone come up with a working version of this mod for the updated FoG?
Try to delete or rename CombatTools.BSF and Tools.BSF from C:\Users\(Your user's name)\Documents\My Games\FieldOfGlory2\CAMPAIGNS\18thCenturyExpanded\DATA\SCRIPTS\ and the mod should be launched.
by Cronos09
Fri May 31, 2019 7:52 am
Forum: Field of Glory II: Modding
Topic: Increasing number of figures displayed
Replies: 78
Views: 10160

Re: Increasing number of figures displayed

I'd love to see a version of the Table Top mod with bigger units. If nobody ever does it I may try that at some point but I'll learn how to do the campaign stuff first. https://drive.google.com/open?id=1wbjNGKvrfMBepU9O80hLanBIIsJ9-1RN Squads.csv with increased number of figures for TT_Mod V1.5.3 a...
by Cronos09
Tue May 28, 2019 1:05 pm
Forum: Field of Glory II: Modding
Topic: Increasing number of figures displayed
Replies: 78
Views: 10160

Re: Increasing number of figures displayed

As you can see I copied-pasted all the Campaign folder to C:\Users\(User's name)\Documents\My Games\FieldOfGlory2\ Presumably in fact to: C:\Users\(User's name)\Documents\My Games\FieldOfGlory2\CAMPAIGNS I meant all the Campaigns folder (with all folders inside it: 0Hypothetical, 1Immortal_Fire, ec...
by Cronos09
Tue May 28, 2019 11:04 am
Forum: Field of Glory II: Modding
Topic: Increasing number of figures displayed
Replies: 78
Views: 10160

Re: Increasing number of figures displayed

I have a question for you. How come you did every individual Campaign? Couldn't you have just edited the Squads file (and Callback)? In my tests I just made a zip back up of the two original files and then put the modded Squads and Callback in the main game folder. So, in other words, technically a...
by Cronos09
Fri May 24, 2019 2:42 pm
Forum: Field of Glory II: Modding
Topic: Increasing number of figures displayed
Replies: 78
Views: 10160

Re: Increasing number of figures displayed

My version of this mod for the last version of the game: https://drive.google.com/open?id=1vdJv2VpYBkgIwug3ewm0J77MFamecWNJ Thank to Pi_R for his formations in Callback.bsf Installation: download all the Campaigns folder and paste it to C:\Users\ (User's name) \Documents\My Games\FieldOfGlory2\. You...
by Cronos09
Sat May 04, 2019 3:43 pm
Forum: Pike & Shot
Topic: How to play an Ottoman army (Great Turkish War)
Replies: 8
Views: 567

Re: How to play an Ottoman army (Great Turkish War)

Finally, you can play my General mod (viewtopic.php?f=322&t=88123). In its Great Turkish War campaign you will find several interesting things, which are designed to diversify the game. And the Turkish timariot sipahis can evade enemy charges there.
by Cronos09
Fri May 03, 2019 3:58 am
Forum: Pike & Shot
Topic: Crecy 1346
Replies: 14
Views: 1246

Re: Crecy 1346

Thanks for the comments. To be honest I don't know how to prevent the longbowmen from pursuing across their own pots. I think it's built-in to the underlying scripts (for that troop type if its enemies rout)? There is FUNCTION WillUnitPursue(me, enemy, type) in COMBATTOOLS.bsf. It determines the ch...
by Cronos09
Wed Dec 19, 2018 4:43 pm
Forum: Modders Corner
Topic: General Mod
Replies: 2
Views: 1330

Re: General Mod

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=1oawW3K7q-zh9amYTHIGYu7S8NGAnu80u Le Roi Soleil https://drive.google.com/open?id=1qb-I10h8hksDRN...
by Cronos09
Sat Oct 20, 2018 12:44 pm
Forum: Sengoku Jidai: Shadow of the Shogun
Topic: Command & Control
Replies: 7
Views: 1606

Re: Command & Control

I could add the "Switch Command" script from FoG2. Since it is not desirable to change the structure of game files, this can only be done for individual modules that need to be placed at ...\Documents\My Games\PSCAMP\Campaigns or Multiplayer\. In which modules you need to add it?

Go to advanced search