Search found 43 matches

by Chris36
Sun Aug 18, 2019 11:37 am
Forum: MOD
Topic: [MOD] 395 CE
Replies: 11
Views: 4393

Re: [MOD] 395 CE

Got the problem fixed and this is what i got so far. - Added some more countries - Full Via Appia now - Completed the Capital and all Province Capitals of the WRE and ERE with buildings and population, based on city maps - Added historically resources and resource production to WRE and some german m...
by Chris36
Fri Aug 16, 2019 7:59 pm
Forum: MOD
Topic: [Mini-Mod] Phalanx for Syracuse
Replies: 0
Views: 933

[Mini-Mod] Phalanx for Syracuse

Mini Mod which just adds hellenic phalanx to Syracuse. Still Baracks are needed to recruit them. In case of Syracuse Phalanx were not really missing but only accessable at age 3. This mod is open to add more "missing" units! This mod doesn't affect the original files, it's a copy of the or...
by Chris36
Tue Aug 13, 2019 12:53 pm
Forum: MOD
Topic: [MOD] 395 CE
Replies: 11
Views: 4393

Re: [MOD] 395 CE

Just wanted to continue modding after holiday and now i get this error msg and cannot load up the scenario. it may be caused by the patch? No clue what to do about that:
error.png
error.png (14.18 KiB) Viewed 3919 times

Theres also an exception pop-up: ExpCode: 0x8000003 ExpFlags: 0 ExpAddress: 0x76133E8
by Chris36
Fri Jul 26, 2019 12:34 pm
Forum: MOD
Topic: Generals traits
Replies: 3
Views: 1340

Re: Generals traits

Does anyone know if it is possible to mod generals traits, and add new ones? It should work, though haven't edited the files yet. In \Data\modifiers.csv there are all generals traits listed at the end of the file with each having an effect which on the other hand are listed in EFFECTS.csv. You can ...
by Chris36
Sat Jul 20, 2019 7:04 pm
Forum: MOD
Topic: [MOD] 395 CE
Replies: 11
Views: 4393

Re: [MOD] 395 CE

@Tiberius Great!! Actual buildings and units are at the top of the to do list. Right off i got an idea about something to implent @buildings: a new chain of religious buildings for christendom with the same effects(for now) as the vanilla chain: Cult Site->Temple->Major Temple->Great Temple. Not sur...
by Chris36
Sat Jul 20, 2019 12:00 pm
Forum: MOD
Topic: [MOD] 395 CE
Replies: 11
Views: 4393

[MOD] 395 CE

This mod will be about the division of the roman empire and the big migration of people with the introduction of the huns. :twisted: While this was historically more of an issue for the Western Roman Empire it might hit both roman states equally in this game. But the Eastern Roman Empire might be th...
by Chris36
Fri Jul 19, 2019 2:49 am
Forum: MOD
Topic: Rome@Peace Mod - UPDTAE 1.1 patch
Replies: 2
Views: 1388

Re: Modding Question

Was attempting to adjust the Grand Campaign so that Rome does not start out at war with Senones. Going through the Grand Campaign files I could locate the factions & the provinces but could not decipher what was causing this war to be part of this scenario. I noticed a lot of 'NULL' data when u...
by Chris36
Wed Jul 17, 2019 1:29 pm
Forum: Field of Glory: Empires
Topic: Way to mod so that you can have a infinite campaign or just a really long campaign
Replies: 6
Views: 1047

Re: Way to mod so that you can have a infinite campaign or just a really long campaign

Thanks! Is there a way to make that into a new mode? Like copying the grand campaign file, call it something new and change the turn duration? Or is it only possible to edit the currently existing modes No Problem man. Make a copy of the folder d310BCGrandCampaign, then adjust the turns in the copi...
by Chris36
Wed Jul 17, 2019 12:27 pm
Forum: Field of Glory: Empires
Topic: Way to mod so that you can have a infinite campaign or just a really long campaign
Replies: 6
Views: 1047

Re: Way to mod so that you can have a infinite campaign or just a really long campaign

Hi, go into \Field of Glory Empires\Scenarios\d310BCGrandCampaign, open SCENARIO.BSF and edit the line:
gTurnInfos.durationTurns = 500; // how many **turns**
by Chris36
Sun Sep 16, 2018 3:30 pm
Forum: Aggressors Modding
Topic: [MOD]Ancient Mediterranean XL
Replies: 16
Views: 6116

Re: [MOD]Ancient Mediterranean XL

First version here , had to sort some things out. Plans: * adding Britain tribes * adding objectives * adding territories Download & install: There are 2 Rar files in a main rar file. Extract the first rar file Bin.rar into the main folder of the game. Extract the second rar file Scenarios into ...
by Chris36
Wed Sep 12, 2018 3:43 pm
Forum: Aggressors Modding
Topic: [MOD]Ancient Mediterranean XL
Replies: 16
Views: 6116

Re: [MOD]Ancient Mediterranean XL

Thanks Cablenexus, i will revisit all flags again when the scenario is in beta-test. The Frisian and one other dutch tribe(dont have the name at hand, west of Frisian) could make use of your flags. Well, i did all tribes in continental europe and would like to begin the test phase, where just all tr...
by Chris36
Thu Sep 06, 2018 8:34 pm
Forum: Aggressors Modding
Topic: [MOD]Ancient Mediterranean XL
Replies: 16
Views: 6116

Re: [MOD]Ancient Mediterranean XL

Made some progress, some new tribes added with flag, coat of arms, cities and units. Half of the editing is done :)
europe3.jpg
europe3.jpg (854.9 KiB) Viewed 5987 times
by Chris36
Thu Sep 06, 2018 8:32 am
Forum: Aggressors Modding
Topic: [MOD] Italy 500BC
Replies: 44
Views: 10885

Re: [MOD] Italy 500BC

Got one question here, so far nothing catched. Is it possible to allow terrain extensions on tiles with specific static buildings say resource?
by Chris36
Thu Sep 06, 2018 8:26 am
Forum: Aggressors Modding
Topic: [MOD]Ancient Mediterranean XL
Replies: 16
Views: 6116

Re: [MOD]Ancient Mediterranean XL

Yes i even wasnt for a second in doubt that i will make it. :wink: Now its just fun and easy to add all the visibility infos to the tribes thats very good work you put into the editor! If it will be extended at some time with functionality to make edits even more easier like drawing-map-as-long-as-y...
by Chris36
Thu Sep 06, 2018 8:03 am
Forum: Aggressors Modding
Topic: [MOD] Atlantis
Replies: 5
Views: 3126

Re: [MOD] Atlantis

Very interesting scenario, i will follow that one. Very nice work on the gui :!:
by Chris36
Wed Sep 05, 2018 8:19 am
Forum: Aggressors Modding
Topic: [MOD]Ancient Mediterranean XL
Replies: 16
Views: 6116

Re: [MOD]Ancient Mediterranean XL

Alright. Maybe an important info for you Pavel to get an idea where i may made an error: When i select my user defined country(ID21) in the editor and click in Visibility mode(None) on the tiles that are visible to the Celtic Tribe(ID19) i copied my nation from, these changes take place for nation I...
by Chris36
Wed Sep 05, 2018 7:55 am
Forum: Aggressors Modding
Topic: [MOD]Ancient Mediterranean XL
Replies: 16
Views: 6116

Re: [MOD]Ancient Mediterranean XL

That confuses me a little bit that im in the editor but maybe not in the real edit mode. So far i saved every change within the editor or do you mean by saving to create a scenario? About the visibility feature: at least i found out just now that visibility changes work for every other country i sel...
by Chris36
Tue Sep 04, 2018 11:44 pm
Forum: Aggressors Modding
Topic: [MOD]Ancient Mediterranean XL
Replies: 16
Views: 6116

Re: [MOD]Ancient Mediterranean XL

so far: * added the first first Celts tribe of Gaul: Averni to the north of Massila + unit and ship names * The vanilla "Celtic Tribes" are for now Italo-Celts owning Northern-Italy, Ravenna is still 'independent' * much more terrain detail and rivers in Germania * more terrain detail in F...
by Chris36
Tue Sep 04, 2018 3:41 pm
Forum: Aggressors Modding
Topic: [MOD] Italy 500BC
Replies: 44
Views: 10885

Re: [Modding]A first scenario and little bit of modding

Great infos Pavel, thanks! Followed your suggestion and created a new terrain first without TerrainBehaviorMemento. All works fine in the editor and i have to test it later on during some turns. I now opened a new thread for the XL map and i will use this thread to continue the Italy 500 BC mod then...
by Chris36
Tue Sep 04, 2018 3:31 pm
Forum: Aggressors Modding
Topic: [MOD]Ancient Mediterranean XL
Replies: 16
Views: 6116

[MOD]Ancient Mediterranean XL

About: Extended map of the vanilla scenario "Ancient Mediterranean" Goals: 1. Extended map north: Adding Gaul, Germania and Britania 2. Countries: Removing the vanilla celtic tribe and adding 6 or more individual celtic tribes in Northern Italy, Gaul and Britania 3. Countries: Adding 2 or ...

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