More elephants and Triarii in squads

welk
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More elephants and Triarii in squads

Post by welk » Mon Oct 23, 2017 2:57 pm

Added more elefants and Triarii icons in units

Triarii : 8 icons (in place of 4)
Elephants : 2 icons in place of 1 (I tried 4, it works fun but elefants are a little bit "compressed", due to the lack of place)
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Kaede11
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Re: More elephants and Triarii in squads

Post by Kaede11 » Wed Oct 25, 2017 11:23 am

Maybe this could be added in a future patch to the base game with an option to change the amount of models per unit shown for those who have computer capable of running it?

rbodleyscott
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Re: More elephants and Triarii in squads

Post by rbodleyscott » Wed Oct 25, 2017 11:33 am

Kaede11 wrote:Maybe this could be added in a future patch to the base game with an option to change the amount of models per unit shown for those who have computer capable of running it?
We are in the process of implementing a global mods system which can be used to apply mods like this to all scenarios, rather than having to have multiple modded folders, and without modding the base game.
Richard Bodley Scott

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Cumandante
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Re: More elephants and Triarii in squads

Post by Cumandante » Wed Oct 25, 2017 12:07 pm

rbodleyscott wrote:
Kaede11 wrote:Maybe this could be added in a future patch to the base game with an option to change the amount of models per unit shown for those who have computer capable of running it?
We are in the process of implementing a global mods system which can be used to apply mods like this to all scenarios, rather than having to have multiple modded folders, and without modding the base game.
Oh, nice! Thanks, Richard.

majgentob
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Re: More elephants and Triarii in squads

Post by majgentob » Wed Oct 25, 2017 4:40 pm

I second that! Very nice! You guys are the best!

welk
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Re: More elephants and Triarii in squads

Post by welk » Wed Oct 25, 2017 5:18 pm

rbodleyscott wrote:
Kaede11 wrote:
We are in the process of implementing a global mods system which can be used to apply mods like this to all scenarios, rather than having to have multiple modded folders, and without modding the base game.

One other thing would be good to have : a parameters editor to be in order to modify the capacities of all units (move capacity, fight, etc). Actually, the Squads.csv does not allow to modify anything important : for example, to modify "speed" paramater in squads.csv modifies the speed of animations but not the move capacity of unit, etc

At the present time, this game is unmoddable : only little details may be modified, this is not a moddable game : for this aspect, Field of Glory 1 was more better because it allowed to modify the units parameters with a xml editor (but except this aspect, FOG2 is an excellent game, a "must to have" : waiting for a Alexandre le grand" expansion and a "triumph of Rome expansion")

FOG 2 is exactly the dream I had when I created a special "Ancient Battles mod" for Age of Empire
http://aoe.heavengames.com/cgi-bin/aoec ... 7,6363,,10

It was an adaptation of the game that erased all vanilla aspects of the game, with a system that allowed to recreate large ancient battles. But FOG2 is more better, the unique pb of this game is the actual impossibility to mod it 8)

pipfromslitherine
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Re: More elephants and Triarii in squads

Post by pipfromslitherine » Wed Oct 25, 2017 5:36 pm

welk wrote:
rbodleyscott wrote:
Kaede11 wrote:
We are in the process of implementing a global mods system which can be used to apply mods like this to all scenarios, rather than having to have multiple modded folders, and without modding the base game.

One other thing would be good to have : a parameters editor to be in order to modify the capacities of all units (move capacity, fight, etc). Actually, the Squads.csv does not allow to modify anything important : for example, to modify "speed" paramater in squads.csv modifies the speed of animations but not the move capacity of unit, etc

At the present time, this game is unmoddable : only little details may be modified, this is not a moddable game : for this aspect, Field of Glory 1 was more better because it allowed to modify the units parameters with a xml editor (but except this aspect, FOG2 is an excellent game, a "must to have" : waiting for a Alexandre le grand" expansion and a "triumph of Rome expansion")

FOG 2 is exactly the dream I had when I created a special "Ancient Battles mod" for Age of Empire
http://aoe.heavengames.com/cgi-bin/aoec ... 7,6363,,10

It was an adaptation of the game that erased all vanilla aspects of the game, with a system that allowed to recreate large ancient battles. But FOG2 is more better, the unique pb of this game is the actual impossibility to mod it 8)
RBS would need to provide the details, but all the stats are defined in data and are therefore moddable. It is likely you just need to find the correct attribute to achieve the result you want.

Cheers

Pip
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welk
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Re: More elephants and Triarii in squads

Post by welk » Wed Oct 25, 2017 5:49 pm

Mmmmmmmm... Not so easy to find what is what

Sample for elefants :

In Game/data/units there are 2 files for elefants

First file content is that :

[Attack00]
FRM 512 585
[Attack01]
FRM 435 508

[Attack_Inf00]
FRM 512 585
[Attack_Inf01]
FRM 435 508

[Shoot00]
FRM 512 585
[Shoot01]
FRM 435 508

[Charge00]
FLAGS 1
FRM 38 58
AMBIENT 468 469

//[Cheer00]
//FRM 681 746

[Die00]
FRM 993 1043
[Die01]
FRM 1048 1098

[FallBack00]
FLAGS 1
FRM 0 33
AMBIENT 468 469

[Impact_Cav00]
FRM 512 585
[Impact_Cav01]
FRM 435 508

[Impact00]
FRM 512 585
[Impact01]
FRM 435 508

[Wait00]
FRM 84 99
[Wait01]
FRM 104 170
[Wait02]
FRM 175 220
[Wait03]
FRM 225 291
[Wait04]
FRM 1242 1269
[Wait05]
FRM 1276 1303

[Move00]
FLAGS 1
FRM 38 58
AMBIENT 468 469

[March00]
FRM 0 33

[Melee_Cav00]
FRM 512 585
[Melee_Cav01]
FRM 435 508

[Melee00]
FRM 512 585
[Melee01]
FRM 435 508

[meleeidle00]
FRM 367 429
[meleeidle01]
FRM 435 508

[Rout_idle]
FRM 674 743

[Rout00]
FLAGS 1
FRM 1161 1182
AMBIENT 468 469

And second file content is that (part of content) :


Ý ELEPHANT_DIFFUSE@.DDS ELEPHANT_NORMAL@.DDS ELEPHANT_SPEC@.DDS ELEPHANT_DIFFUSE@.DDS ELEPHANT_NORMAL@.DDS ELEPHANT_SPEC@.DDS ELEPHANT_DIFFUSE@.DDS ELEPHANT_NORMAL@.DDS ELEPHANT_SPEC@.DDS €? €? €? RootNode €? € €? € € € €? € Empty_Mesh1_$AssimpFbx$_PreRotation €? € .½;³ €? € €¿.½;³ € Empty_Mesh1_$AssimpFbx$_Rotation €? € .½;³ €¿ € €?.½;³ € Empty_Mesh1_$AssimpFbx$_Scaling &“É> € &“É> € € €&“É> € Empty_Mesh1 €? € €? € € € €? € €ófr?éPõ¼ba°¿_M¤>cr?ûß¿<_¼;AŸÔª<k3½ªÐ?X¸Ì¾qW?6©¿¢¾¾`qg>ðÔ?­%X?@Â=Î`HA7Õº=¸Ñ½þ–}?@L“=Øq?¢w“>>‡1¾ŽÞæÀŠñ¦¾‰}h?çi†¾6CAק=‹ˆ›>L s?é?hÀ¡åF?h‚,½PÏ ¿f”ÀXˆ>½*m?°ˆ>ÈDA×?ž‰¿¾^!;?lÜì?§µU?ÞÆ¿‡Ù¼àfï>4½?ÌÐU?–ÁX¼BwIAHñ<‡äh»/ã?ЧN¿ÿW?h ¿€©†»pÇ­>”W?äV?„Åñ½ò„IA«Òˆ=T‚Ç=65~?T™Þ¿·ƒ?^[z=í"ò»°¼œÀX²n½±1f?TÞ¾ioLA^´¢¼ìÓÝ>U«f?È;À•q¸>‚ F?ýƒ?¾ºìÀ•ÁD¿¬?, ›¾r(XAOX¿å+•¾UL? åË?€_’>} ?<G¿¢vÈÀ×.[¿/‡?’_=?ícAÃYÜ>.–&?% ?y¾©À’¢>µˆM?$+?šaöÀsm1¿ãD?þ¡è¾ ËOAÚ¬%¿Ò\R¾ñ;? «)?n“Æ>!aH?&5ù¾,ò Á„¸k¿=œ>|Îx¾]BsA
ž*½„Û
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7Aø\=¥Ó»3ß?%Q¿Ýñì>î"?ù÷¿ÐâéÀê£D¿ö§"?ìP¢=”EVA§â>tæß>älH?ÕðÀ´M8?ûÝܾ§/¿ ΁À(ÊÃ>yf?bòT¾„?VAòE?¯]n½(P?b2À'òV?JØš¾½ÿæ>î͏Àˆj=­`?Úõ>Â~WAýE
¿¢2Á¾B“@?ñ¼@%xÒ>2h¿©°É½ÕâJÀÀñ\?ç×>+ZŽ¾aVXAšE–>Äýï<]œt?)ù¿¨\ò>—X¿¬^>ŠqÀ™à7?9+ ?M>ã>6ÌXAUê¼y\?Ó?•r?½‘¥¾5ûõ¼>³°¿3ð¥>Èr?¨¿<<P;ARÚª<M4½¤Ð?·̾ТV?Ûc¿˜à¾€$b>¬Ž ?ó°W?Ðï=Ò
HA„Öº=hѽó–}? P“=¦aq?Wå‘>@Ÿ0¾cÿæÀrP¥¾î¼h?q¶†¾T\BA&™§=¨ˆ›>? s?@hÀKzF?pû5½UI!¿$Ë”Àµ‹ˆ>am?P†>(LCA̐?‚X¾¾î;?P$ê?©;U?€
¿]/Ù¼x¢ì>½u
?ÉVU?œ9Z¼ž$IA*Mñ<þh»,ã?/§N¿ßˆW?_!
¿À]s» «> ?ÉV?dÌñ½…0IAåÓˆ=¬Ç=05~?™Þ¿Úp?›†=­Û»ŸÀ(ã~½f?)ÿÛ¾•KAT嵼кÛ>(g?X'ŽÀ^á¸>ãÏE?b¥?ìKíÀº+D¿?T·œ¾öUWA6¿ö;”¾ÍK?vgÉ?èŠ>üy?ʘG¿¬¨ÊÀÆ[¿f?T‚=}ocA,ÑÞ>ˆ&?S?.#©Àó¢>XYM?óW?ÓîöÀÀ0¿´?ôžé¾bOAN&¿†P¾¬ƒ;?è<$?¹*È>1H?ˆÉø¾4,ÁUbk¿Ä—>ÿ|


Yes, it is very easy to mod this qame :mrgreen: :mrgreen:
Last edited by welk on Wed Oct 25, 2017 5:50 pm, edited 1 time in total.

rbodleyscott
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Re: More elephants and Triarii in squads

Post by rbodleyscott » Wed Oct 25, 2017 5:50 pm

welk wrote:
rbodleyscott wrote:
Kaede11 wrote:
We are in the process of implementing a global mods system which can be used to apply mods like this to all scenarios, rather than having to have multiple modded folders, and without modding the base game.

One other thing would be good to have : a parameters editor to be in order to modify the capacities of all units (move capacity, fight, etc). Actually, the Squads.csv does not allow to modify anything important : for example, to modify "speed" paramater in squads.csv modifies the speed of animations but not the move capacity of unit, etc
The movement capacity is the "AP" parameter in the squads file - column O. (Value = 4 * number of square unit can move straight (not diagonally) in open terrain)
At the present time, this game is unmoddable : only little details may be modified, this is not a moddable game : for this aspect, Field of Glory 1 was more better because it allowed to modify the units parameters with a xml editor (but except this aspect, FOG2 is an excellent game, a "must to have" : waiting for a Alexandre le grand" expansion and a "triumph of Rome expansion")
The game is highly moddable, but changing most things will require modding the game scripts, not just data files. This is because the representation of different troop-types does not boil down to a simple set of numerical values, but instead involves detailed logic.
Richard Bodley Scott

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rbodleyscott
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Re: More elephants and Triarii in squads

Post by rbodleyscott » Wed Oct 25, 2017 5:51 pm

welk wrote:Mmmmmmmm... Not so easy to find what is what

Sample for elefants :

In Game/data/units there are 2 files for elefants
Those are the animation definitions and the actual model. They don't affect the behaviour of the unit.
Richard Bodley Scott

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rbodleyscott
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Re: More elephants and Triarii in squads

Post by rbodleyscott » Wed Oct 25, 2017 5:53 pm

welk wrote:Yes, it is very easy to mod this qame :mrgreen: :mrgreen:
The game is highly moddable, that does not mean it is super-easy to mod.

This is because the mechanisms do not boil down to a set of numerical values that can be put in an editable chart.

There isn't any way to significantly alter the mechanisms without coding. But the game is specifically designed allow modded content to automatically replace the vanilla files when the modded module is loaded.
Richard Bodley Scott

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welk
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Re: More elephants and Triarii in squads

Post by welk » Wed Oct 25, 2017 5:58 pm

Ok, thanks for informations

Here is the complete list of Squads.csv parameters : could you please explain what is what ? and what may be (or not) modified ? And what are the min/max accepted value (sample : Mancount accept only 16 as max)

Name
ID
Type
IconID
Mancount = ok
IconSIze
IconHeight
LOS
CoverLOS
Cost
DeathAngle
ViewFlags
AP
Speed
MoveCost
FireDirectionOffset
AssetFilename
Morale
Transport
CanBeCarried
Blocking
ScoutRange
HE_TileDamage
SFXImpact
Shots
AmbushSkill
TurnRate
TotalMen
UnitSize
BodyArmour
Experience
Elan
Reserve
Light_Artillery
Heavy_Artillery
Handgun
Bombs
Bow
Longbow
Crossbow
Sling
Javelins
Darts
Heavy_Lancers
Light_Lancers
Impact_Foot
Pike
Heavy_Weapon
Offensive_Spearmen
Defensive_Spearmen
Light_Spear
Swordsmen
MoraleState
Attacking
SeasonalMultiplier
Startdate
Endate
General
UnitScaling
ShaderValue
BannerHeight
3DViewZoom
3DViewHeight

welk
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Re: More elephants and Triarii in squads

Post by welk » Wed Oct 25, 2017 6:09 pm

There isn't any way to significantly alter the mechanisms without coding
Perhaps to do a script editor ? It would be more easy to work in modding with : I remember that for Age of Empire, a guy had made this sort of editor

In the actual situation, I think that modders will not work massivly on the game : modding is modding, but coding is coding...

rbodleyscott
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Re: More elephants and Triarii in squads

Post by rbodleyscott » Wed Oct 25, 2017 6:16 pm

Here is the complete list of Squads.csv parameters : could you please explain what is what ?
Name - this is the name of the unit used in scenario .BAM files and also in ArmyList.txt files
ID - this is the units index number for IDS_UNITNAME and IDS_UNITINFO strings
Type - this is the troop type ("squad type"). You can see the full list in /Data/Terrain.txt
IconID - this is not used
ManCount - this is the number of models in the unit
IconSIze - this is not used
IconHeight - this is not used
LOS - this is the LOS in the open x 10
CoverLOS - this is the LOS into cover x 10
Cost - this is the cost to purchase in Force Selection
DeathAngle - not used
ViewFlags - 1 can hide in the edge of a wood, 2 - can't hide in the edge of a wood (can hide further in)
AP - basic move distance x 4
Speed - move animation speed
MoveCost - a multiplier for move cost. All units have value 1 currently
FireDirectionOffset - not used
AssetFilename 0 the model name (the actual model file has "_0.s4f" appended to this).
Morale - not used (FOG2 uses a different Morale system - see MoraleState below)
Transport - not used
CanBeCarried - not used
Blocking - not used
ScoutRange - not used
HE_TileDamage - not used
SFXImpact - not used
Shots - number of shots per turn. All units have value of 1. May not work correctly if increased.
AmbushSkill - not used
TurnRate - not used
TotalMen - the number of men in the unit as the default StrengthMultiplier of 100%
UnitSize - the combat strength of the unit
BodyArmour - armour 0 = none, 50 = protected, 100 = armoured, 300 = fully armoured. Can be any value in batween.
Experience - Experience - trop quality is the average of Experience and elan. Each value can be 0 to 300
Elan - Elan
Reserve - not used

These are all capabilities:
Light_Artillery
Heavy_Artillery
Handgun
Bombs
Bow
Longbow
Crossbow
Sling
Javelins
Darts
Heavy_Lancers
Light_Lancers
Impact_Foot
Pike
Heavy_Weapon
Offensive_Spearmen
Defensive_Spearmen
Light_Spear
Swordsmen
// end of capabilities

MoraleState - morale state of the unit - 0 = steady, 1 = disrupted, 2 = fragmented, 3 = routed, 5 = destroyed
Attacking - whether the unit originally initiated the close combat or not
SeasonalMultiplier - not used
Startdate - not used
Endate - not used
General - general's name index. -1 if no general with unit.
UnitScaling - a value to compensate for models not all coming out of MAX at the same scale. 0 is equivalent to 1000.
ShaderValue - the number of variants on the texture sheet
BannerHeight - the height of the bottom of the banner above ground level.
3DViewZoom - camera zoom on the unit in 3D view boxes - e.g. the unit UI at the bottom of the battle screen
3DViewHeight - camera height in the 3D view boxes
Richard Bodley Scott

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rbodleyscott
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Re: More elephants and Triarii in squads

Post by rbodleyscott » Wed Oct 25, 2017 6:17 pm

welk wrote:
There isn't any way to significantly alter the mechanisms without coding
Perhaps to do a script editor ?
Notepad++ is recommended. I prefer UltraEdit.
Richard Bodley Scott

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welk
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Re: More elephants and Triarii in squads

Post by welk » Wed Oct 25, 2017 6:35 pm

Ok, thanks for listing

The terrain file seems allow to modify the move capacity of each type of unit in each type of terrain, interesting : I will try some work about this aspect

I opened the shooting.bsf file and I have seen a parameter "max range" is used for script.
But i did not found were this "max range" parameter is listed for each type of unit : have please some infos about that ?

jomni
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Re: More elephants and Triarii in squads

Post by jomni » Thu Oct 26, 2017 3:59 am

Max range is tagged to the shooting capability, not the unit.
Richard can tell you where it is.
Notepad++ can search through all script files in a location I suggest u use it.

welk
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Re: More elephants and Triarii in squads

Post by welk » Thu Oct 26, 2017 5:34 am

Ok, thanks

As consequence, the only possibility to improve maxrange of a unit for shooting is to change the weapon/capability of this unit : i.e, to replace bow by crossbow (supposing that crossbow range is higher than bow range in the game). But at this time, crossbow seems not be used in game (giving crossbow to archer in place a bow erase their shooting capacity)

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Re: More elephants and Triarii in squads

Post by jomni » Thu Oct 26, 2017 7:23 am

Crossbow code is fully working though no one is using it. My Chinese mod will use it.
Crossbows are actually weaker than bows in terms of damage. Range is the same as far as I can recall.

rbodleyscott
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Re: More elephants and Triarii in squads

Post by rbodleyscott » Thu Oct 26, 2017 7:58 am

welk wrote:Ok, thanks for listing

The terrain file seems allow to modify the move capacity of each type of unit in each type of terrain, interesting : I will try some work about this aspect

I opened the shooting.bsf file and I have seen a parameter "max range" is used for script.
But i did not found were this "max range" parameter is listed for each type of unit : have please some infos about that ?
To alter the ranges of different weapons you would need to alter the following functions:

MaximumRange() - used for multiple purposes
OptimumRange() - used by the AI
GetShootingWeaponModifier() - this is what actually determines the effect of each weapon at different ranges

these are all in /Data/scripts/CombatTools.bsf
Richard Bodley Scott

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