Search found 290 matches
- Sun Apr 03, 2022 8:29 pm
- Forum: Close Combat Series
- Topic: Project of pack to collect maps, scenarios & mod for CCMT
- Replies: 1
- Views: 1274
Project of pack to collect maps, scenarios & mod for CCMT
Hi gentlemen, I recently bought CCMT Close combat modern tactics, and this old game is a very good CC opus. But I noticed that old mods, maps and scenarios download links on forums (CC series, Matrix forum, etc) were broken I plane to create a “public pack” for CCMT community players, that would con...
- Mon Oct 30, 2017 8:28 am
- Forum: Field of Glory II: Modding
- Topic: Modding guide
- Replies: 25
- Views: 13094
Re: Modding guide
One consolation is that despite I can not follow my modding obsession with FOG2, I can follow my FOG2 obsession playing with 

- Sun Oct 29, 2017 7:28 pm
- Forum: Field of Glory II: Modding
- Topic: Modding guide
- Replies: 25
- Views: 13094
Re: Modding guide
And the problem is that I can not stop my desire to mod this game !
Actually, after deciding to not mod more this game, I am searching how to mod the collective move limit. Modding obsession is modding obsessions...

Actually, after deciding to not mod more this game, I am searching how to mod the collective move limit. Modding obsession is modding obsessions...

- Sun Oct 29, 2017 6:40 pm
- Forum: Field of Glory II: Modding
- Topic: Modding guide
- Replies: 25
- Views: 13094
Re: Modding guide
And in addition, the study of your function cause me some trouble (sorry for poor english: its diffcult to explain in other langage than native, and in a technical subject where I have no any knowledges) Supposing I would have wanted to do the same you did : how could I know what is int ret; , and w...
- Sun Oct 29, 2017 6:27 pm
- Forum: Field of Glory II: Modding
- Topic: Modding guide
- Replies: 25
- Views: 13094
Re: Modding guide
But the pb is : when I have created my unique scenario Raphia, this operation did not create a Raphia.bsf file, just a Raphia.BAM Have I to create this file myself manually ? In the main directory of the game build is a file call SCENARIOTEMPLATE.BSF. Copy that to the /SCENARIOS subfolder of your c...
- Sun Oct 29, 2017 5:48 pm
- Forum: Field of Glory II: Modding
- Topic: Suggestion to all modders
- Replies: 2
- Views: 1349
Re: Suggestion to all modders
Slitherin players have always good ideas :mrgreen: In addition, I précise that I continue to update the modding guide in this thread http://www.slitherine.com/forum/viewtopic.php?f=492&t=80109&p=684745#p684745 each time I see something usefull in the modding forum, I update the thread And e...
- Sun Oct 29, 2017 5:38 pm
- Forum: Field of Glory II: Modding
- Topic: Modding guide
- Replies: 25
- Views: 13094
Re: Modding guide
ok, thanks a lot for infos 

- Sun Oct 29, 2017 5:33 pm
- Forum: Field of Glory II: Modding
- Topic: Suggestion to all modders
- Replies: 2
- Views: 1349
Suggestion to all modders
I do a suggestion to allow us to benefit of the common work : when you will modifie the file scripts, you will integrate them in your mods and upload. OK. But a good thing would be to do that : in the thread where you upload your mod, could you please publish in addition a little "technical not...
- Sun Oct 29, 2017 5:25 pm
- Forum: Field of Glory II: Modding
- Topic: Modding attempt to penalize cavalry vs elephants
- Replies: 4
- Views: 1469
Re: Modding attempt to penalize cavalry vs elephants
Ok, thanks for infos 

- Sun Oct 29, 2017 4:49 pm
- Forum: Field of Glory II: Modding
- Topic: Modding attempt to penalize cavalry vs elephants
- Replies: 4
- Views: 1469
Re: Modding attempt to penalize cavalry vs elephants
Ok, thanks. Hope you will have time to do later
Juste 2 questions :
I encouter very ofty "me" or (me) in the scripts. And also POA.
What means these, please ?
Juste 2 questions :
I encouter very ofty "me" or (me) in the scripts. And also POA.
What means these, please ?
- Sun Oct 29, 2017 9:34 am
- Forum: Field of Glory II: Modding
- Topic: Speedy mod (to accelerate moves effects animation units)
- Replies: 5
- Views: 2567
Re: Speedy mod (to accelerate moves effects animation units)
Ok, it works
thanks
thanks

- Sun Oct 29, 2017 9:25 am
- Forum: Field of Glory II: Modding
- Topic: Modding attempt to penalize cavalry vs elephants
- Replies: 4
- Views: 1469
Modding attempt to penalize cavalry vs elephants
I have began to explore scripts, and to see how to work As exercice, I tried to set a heavy handicap for Cavalry when cavalry atacks elephants : I want to have a percent=0 in any case (horses are afreid by elephants = so, they can't attack them) My "exercise" is that : I have included blue...
- Sat Oct 28, 2017 8:48 pm
- Forum: Field of Glory II: Modding
- Topic: Modding guide
- Replies: 25
- Views: 13094
Re: Modding guide
I saw something concerning Generals radius in GeneralTools.BSF (Data/scripts) but I had no time to explore the script in details, I will do in the future : perhaps you may find here what you search What I saw is that : (line 108 with notepad++) // Returns general's command range - me is general's un...
- Sat Oct 28, 2017 8:33 pm
- Forum: Field of Glory II: Modding
- Topic: Modified zoom functions
- Replies: 0
- Views: 1159
Modified zoom functions
In vanilla game, you may use key M to see "vertical view, but this view has a poor far zoom limit. You may use the X key to have a very far zoom view, but in this case, you lost the rotation of camera This mod allows you to have the both : vertical view and/or very far zoom, without lost the ro...
- Sat Oct 28, 2017 6:11 pm
- Forum: Field of Glory II
- Topic: Unit Modding Suggestions:
- Replies: 6
- Views: 1547
Re: Unit Modding Suggestions:
Yes, good that some modders know (Ancient times specialists). But it's better if all modders have informations (all modders are not Ancient times specialists)lapdog666 wrote: i ll try to do it, but it seems people already know what they need to do

- Sat Oct 28, 2017 5:48 pm
- Forum: Field of Glory II: Modding
- Topic: Speedy mod (to accelerate moves effects animation units)
- Replies: 5
- Views: 2567
Re: Speedy mod (to accelerate moves effects animation units)
Note that this will break MP games I would imagine. A safer alternative might be to alter the UnitSpeedHack value in OPTIONS.TXT. Valid values are [0,10] with zero being off. Cheers Pip I explored OPTIONS.BSF and options.txt in Core/UI but founded no any mention of a UnitSpeedHack value Founded (wi...
- Sat Oct 28, 2017 11:12 am
- Forum: Field of Glory II: Modding
- Topic: More range shooting for Cretan archers (Mod)
- Replies: 1
- Views: 1451
Re: More range shooting for Cretan archers (Mod)
Technical precisions : Just for information other moddeurs - Not needed to read this for using the mod The attached CombatTools.BSF replaces or completes some line of vanilla CombatTools.BSF file => these line are : ------------------------------------------------------- This modification to allows ...
- Sat Oct 28, 2017 11:10 am
- Forum: Field of Glory II: Modding
- Topic: More range shooting for Cretan archers (Mod)
- Replies: 1
- Views: 1451
More range shooting for Cretan archers (Mod)
This little mod gives +1 range to Cretan archers and improves their global efficacity (100% -> 125%) INSTALL : 1°/ After saving original, copy the attached CombatTools.BSF file in Data/Scripts 2°/ Open your Squads excel file (Data directory) : in intersection of line "Cretan Archers" ans r...
- Sat Oct 28, 2017 9:24 am
- Forum: Field of Glory II: Modding
- Topic: New Unit Graphic: Indian Forest Tribesmen
- Replies: 4
- Views: 1731
Re: New Unit Graphic: Indian Forest Tribesmen
Very nice : what is your used graphs tool ?
- Sat Oct 28, 2017 9:20 am
- Forum: Field of Glory II: Scenario Design
- Topic: Battle of Raphia
- Replies: 15
- Views: 4817
Re: Battle of Raphia
Thanks, Paul. MP send