Search found 25 matches

by Femto
Fri Feb 17, 2023 6:35 am
Forum: Field of Glory II: Modding
Topic: Units in combat modification (shot at)
Replies: 9
Views: 1239

Re: Units in combat modification (shot at)

But I think they shouldn't be able to shoot over cavalry. Any idea what the height difference is between infantry and cavalry? If I were you, I would try limiting "unitBlocksLOS = UnitBlockingLOS(me, unit);" conditional on the said unit having the attribute "3DViewHeight" over 7...
by Femto
Sun Feb 05, 2023 12:48 pm
Forum: Field of Glory II: Modding
Topic: Units in combat modification (shot at)
Replies: 9
Views: 1239

Re: Units in combat modification (shot at)

So, overhead shooting not in-combat precision shooting, yes? For that, you have to revert the entry I posted previously and tweak the "FUNCTION CheckRouteForBlockingUnit(me, checkTerrain)" in CombatTools. In the said entry, you will find two "if (shooter_height > blocker_height)"...
by Femto
Sun Feb 05, 2023 7:05 am
Forum: Field of Glory II: Modding
Topic: Units in combat modification (shot at)
Replies: 9
Views: 1239

Re: Units in combat modification (shot at)

You are welcome.

As for AI taking advantage of the modding, I cannot remember. Sorry.
by Femto
Sat Feb 04, 2023 5:48 pm
Forum: Field of Glory II: Modding
Topic: Units in combat modification (shot at)
Replies: 9
Views: 1239

Re: Units in combat modification (shot at)

I happen to have made a modding to such effect. The lines between 255 and 322 says: // Can't shoot at friends if ((GetUnitSide(me) != GetUnitSide(unit))) { // Can't shoot if in Close Combat or Pursuing. if ((IsInCloseCombat(me) == 0) && (MightPursue(me) == 0)) { // instead of hiding, only di...
by Femto
Wed Jun 15, 2022 5:02 pm
Forum: Panzer Corps 2
Topic: Let's get ahead of ourselves : Axis Operations 1944/1945
Replies: 101
Views: 18507

Re: Let's get ahead of ourselves : Axis Operations 1944/1945

I think it would be nice if there is some way to simulate the slow but steady artillery push of the Red Army, especially in historical paths. However, the AI is not particularly adept at using artillery. I suggest reviving extended support ability (scrapped trait that enables full-range support) and...
by Femto
Tue May 11, 2021 7:49 am
Forum: Field of Glory II
Topic: How to configure the custom battle generator to have a nice, flat field ? (Frustrating issue)
Replies: 3
Views: 1016

Re: How to configure the custom battle generator to have a nice, flat field ? (Frustrating issue)

I once tried to create a more "level playing ground" and tweaked MapGenerateBattle.BSF. Downside of it is that marsh has completely disappeared. If you are interested, you can download it from the following link. It is available as a global mod. https://www.mediafire.com/file/4vv1hc7vlwhmp...
by Femto
Sat May 16, 2020 5:56 am
Forum: Panzer Corps 2
Topic: creating a Hero
Replies: 7
Views: 2221

Re: creating a Hero

It's "cheat NewHero IgnoresEntrenchment".
by Femto
Mon Mar 30, 2020 8:02 am
Forum: Panzer Corps 2
Topic: Artillery is Rather Broken
Replies: 37
Views: 5192

Re: Artillery is Rather Broken

170mms provide support only against tanks. So do 210mms.
You have to check traits of each artillery to see if they provide support against infantry, tanks or both (like 150mms).
by Femto
Sat Mar 28, 2020 6:58 pm
Forum: Panzer Corps 2
Topic: Recommended Hero Rework
Replies: 22
Views: 3915

Re: Recommended Hero Rework

Sure I am not denying the Devs’ prerogative to modify the game. I am just asking them to leave the option to play that “cartoony” style. The PC2 allows many styles to play it. From special challenges to outright cheating. That is one of its appeal. And I feel just nerfing or restricting use of heroe...
by Femto
Sat Mar 28, 2020 11:07 am
Forum: Panzer Corps 2
Topic: Recommended Hero Rework
Replies: 22
Views: 3915

Re: Recommended Hero Rework

Tigers and Panthers are official, integral part of the game. There is no setting in option that says “Big Cats Off”. On the other hand, heroes are optional like difficulty settings or like giving your enemy +5 strength. Complaining about heroes’ power sounds like “This game’s easy setting is too eas...
by Femto
Sat Mar 28, 2020 9:02 am
Forum: Panzer Corps 2
Topic: Recommended Hero Rework
Replies: 22
Views: 3915

Re: Recommended Hero Rework

Kerensky, thanks for the comic! Maybe I should have said player empowerment through heroes. I think allusion to Godzilla is quite apt in this debate. Godzilla was created because some scientists decided to meddle with nature. Likewise, if an overpowered, lethal and historically-incorrect combo is cr...
by Femto
Sat Mar 28, 2020 6:45 am
Forum: Panzer Corps 2
Topic: Recommended Hero Rework
Replies: 22
Views: 3915

Re: Recommended Hero Rework

+1 for continued empowerment of heroes. They are completely optional feature of the game. You can turn them off at your pleasure. No one is forced to use heroes. You can CHOOSE not to assign one you don't like. Or even better, exterminate him with extreme prejudice. It just takes a few clicks. Devs,...
by Femto
Thu Mar 26, 2020 2:57 pm
Forum: Panzer Corps 2
Topic: List of Hero attributes
Replies: 23
Views: 42569

Re: List of Hero attributes

To Devs,

Those unit traits are not in a format that can be written in units.csv.
Could you please release still functional ones?

I am especially interested in WMD part. :twisted:
by Femto
Wed Mar 25, 2020 2:59 pm
Forum: Panzer Corps 2
Topic: German Arty doesn't provide direct support against a tank attack?
Replies: 41
Views: 6199

Re: German Arty doesn't provide direct support against a tank attack?

As far as I checked, those high calibre artilleries (like 17cm, 21cm ones) do not provide support against soft targets though they do against hard ones. The opposite is the case for low calibre artilleries.

15cm calibre artilleries do both.
by Femto
Mon Mar 09, 2020 11:40 am
Forum: MOD
Topic: Possible to mod quality of national leaders?
Replies: 4
Views: 1981

Re: Possible to mod quality of national leaders?

You mean rulers, not generals?

I think following file sets out their generating process.
\Field of Glory Empires\Data\scripts\Ruler.bsf

As far as I can see, their process is randomized and no faction-wise tweak (like making Romans more likely to have competent ruler) is possible.
by Femto
Sat Dec 14, 2019 6:53 pm
Forum: MOD
Topic: Possible To Mod Building Effects?
Replies: 2
Views: 1027

Re: Possible To Mod Building Effects?

You need to edit STRUCTURES.CSV. For decadence, enter the desired number in column CH. It is effective in percentage. For loyalty, enter loyalty-related structure modifiers into any one of empty columns (show as -1) between CD to CG. Those modifiers are found in MODIFIERS.CSV with strings of ID_MOD_...
by Femto
Sun Aug 11, 2019 6:59 pm
Forum: MOD
Topic: Can we mod the province conquering mechanics?
Replies: 2
Views: 1149

Re: Can we mod the province conquering mechanics?

Abandonment issues... Yes, that can be remedied. Disable line 7590 to 7597 of Region.bsf. This enables you to abandon any region even your capital. Also disable line 4085 of Faction.bsf. This nullifies the aging penalty. Disabling a line can be done by entering // at the beginning. In case of Factio...
by Femto
Sat Aug 03, 2019 2:26 pm
Forum: Field of Glory: Empires
Topic: All of my generals are terrible. How do I get new ones??
Replies: 8
Views: 1591

Re: All of my generals are terrible. How do I get new ones??

You can modify the general quality of your leaders by editing FACTIONS.csv.

Find the row of your country (76 for Massalia) and increase integers in column DD (offense) and DE (defense).
Current leader pool must be refreshed for new, more competent leaders to appear, I presume.
by Femto
Thu Aug 01, 2019 11:15 am
Forum: MOD
Topic: How to mod a nation's modifiers
Replies: 3
Views: 1588

Re: How to mod a nation's modifiers

If you want to mod the game, I strongly recommend reading archonwiki page below. http://archonwiki.slitherine.com/index.php/Empires_Modding Now, the factions traits are set out in "\Steam\steamapps\common\Field of Glory Empires\Data\FACTIONS.CSV", effect of traits are in "\Steam\steam...
by Femto
Fri Jul 12, 2019 2:12 pm
Forum: Field of Glory: Empires
Topic: FOG:E —> FOG2 Unit Mapping Config?
Replies: 12
Views: 3113

Re: FOG:E —> FOG2 Unit Mapping Config?

I have been trying global modding to no avail...

So, yes. I will try a campaign.
Thank you for your advice, Heinz.

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