[MOD] Faction-Specific Armies

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kronenblatt
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[MOD] Faction-Specific Armies

Post by kronenblatt » Tue Jul 28, 2020 6:30 pm

This mod for the Grand Campaign of Field of Glory: Empires (FoGE) starting in 310 BCE makes the export of units to battles in Field of Glory II (FoG2) more based on the army lists of FoG2. It is primarily structured around the ethnic groups of FoGE, subjectively having identified and linked the most appropriate (or least inappropriate) army list or lists from FoG2 for each such ethnic group. Of course, there are always exceptions, and some of the Iranian nomad factions are instead using the army list for the Nomadic ethnic group. Plus that at this moment Carthage has its own units, and so will Rome in due course. Some factions even apply units from several army lists. E.g. Parthia apply units from the Iranian as well as Nomadic army lists, and Indo-Greek and Sogdian even use units from three army lists: Nomadic, Indian, and Hellenic!

There's also an element of chance from battle to battle which units actually get exported from FoGE to FoG2. When army lists include for example several types of skirmisher foot, there is a roughly equal chance that the exported unit will be either slinger, archer or javelineer (again, if such unit is included in the army list). This was done in order to both reflect FoG2 army lists more accurately and avoid total predictability.

Enjoy and please let me know what you think.

Caledonian: Caledonian 50-225 AD
Caucasian: Armenian 331 BC - 252 AD and Georgian 331 BC - 252 AD
Celtic: Gallic 300-101 BC
Dalmatic: Illyrian 680 BC - 25 AD
Desertic: Arab 312 BC - 299 AD
Egyptian: Egyptian 405-343 BC
Germanic: Germanic Foot Tribes 105 BC - 259 AD
Hellenic: Greek 280-228 BC and Greek 227-146 BC
Hispanic: Spanish (Iberian) 300-10 BC
Indian: Indian 500 BC - 319 AD
Iranian: Achaemenid Persian 419-329 BC
Italic: Etruscan 330-280 BC
Nomadic: Skythian 300 BC - 50 AD
Semitic: Jewish 163-111 BC

Latest version for FoGE v1.3.4 as of 2020-10-24 here
x310BCFoG2ArmyLists_20201024_1037.7z
(74.17 KiB) Downloaded 22 times
Last edited by kronenblatt on Sat Oct 24, 2020 8:40 am, edited 3 times in total.
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Re: [MOD] Faction-Specific Armies

Post by gaius21 » Tue Jul 28, 2020 9:37 pm

thanks good sir, this mod was urgently needed!

kronenblatt
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Re: [MOD] Faction-Specific Armies

Post by kronenblatt » Wed Jul 29, 2020 6:00 am

Thanks, it can of course be further expanded and improved, but the base structure is there.

It should also be noted (changed opening post) that the mod contains an element of chance from battle to battle which units actually get exported from FoGE to FoG2. When army lists include for example several types of skirmisher foot, there is a roughly equal chance that the exported unit will be either slinger, archer or javelineer (again, if such unit is included in the army list). This was done in order to both reflect FoG2 army lists more accurately and avoid total predictability.
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Re: [MOD] Faction-Specific Armies

Post by Athos1660 » Wed Jul 29, 2020 9:05 am

Well done!
kronenblatt wrote:
Tue Jul 28, 2020 6:30 pm
When army lists include for example several types of skirmisher foot, there is a roughly equal chance that the exported unit will be either slinger, archer or javelineer (again, if such unit is included in the army list).
That's a nice feature.
Does the same thing happen to e.g. FoGE (Cavalry) => FoG2 (Noble Cavalry + Armoured Noble Cavalry) ?

Will you expand your mod into the 550 BC Campaign ?

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Re: [MOD] Faction-Specific Armies

Post by kronenblatt » Wed Jul 29, 2020 9:09 am

Athos1660 wrote:
Wed Jul 29, 2020 9:05 am
Well done!
kronenblatt wrote:
Tue Jul 28, 2020 6:30 pm
When army lists include for example several types of skirmisher foot, there is a roughly equal chance that the exported unit will be either slinger, archer or javelineer (again, if such unit is included in the army list).
That's a nice feature.
1. Does the same thing happen to e.g. FoGE (Cavalry) => FoG2 (Noble Cavalry + Armoured Noble Cavalry) ?

2. Will you expand your mod into the 550 BC Campaign ?
1. Yes. (I should also point out that "roughly equal" chance may change, since it was made for the sake of efficiency and may be adapted to the available numbers of the "competing" units in the applicable FoG2 army lists (slingers may be available only as 1-2 in an army list, whereas javelineers can be chosen in masses, and that should then be reflected in the chances of each unit being randomly chosen). Unless that is too much work, for too little benefit. We'll see.)
2. Most likely, yes, but once I feel comfortable that the 310 BC version is actually working and makes sense, and is good-to-go. I'd ideally like to have one mod for all start dates, if possible. See this very recent thread with some questions to Pocus et al.
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Re: [MOD] Faction-Specific Armies

Post by Sh1mbo » Sun Aug 09, 2020 7:32 am

it looks great, downloading =)
Edit:
its seems that the mod is not very MP friendly xD
everything looks right after testing, but i got a cuestion now, do you need the Fog2 DLC to play with the mod?, as far i remember the caledonian army is from legion triumphant

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Re: [MOD] Faction-Specific Armies

Post by TimDee58 » Tue Aug 11, 2020 10:37 am

where should this be installed please? (non steam location preferred)

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Re: [MOD] Faction-Specific Armies

Post by kronenblatt » Tue Aug 11, 2020 7:39 pm

Sh1mbo wrote:
Sun Aug 09, 2020 7:32 am
it looks great, downloading =)
Edit:
its seems that the mod is not very MP friendly xD
everything looks right after testing, but i got a cuestion now, do you need the Fog2 DLC to play with the mod?, as far i remember the caledonian army is from legion triumphant
Don't think any additional FoG2 DLCs are needed than vanilla FoGE requires. Let me know if that's not the case.
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Re: [MOD] Faction-Specific Armies

Post by kronenblatt » Tue Aug 11, 2020 7:41 pm

TimDee58 wrote:
Tue Aug 11, 2020 10:37 am
where should this be installed please? (non steam location preferred)
In same location as all other mods, under MyGames/FoGE/Scenarios/...

Put the unzipped x310BCFoG2ArmyLists folder within MyGames/FoGE/Scenarios/ folder and it should work. Please let me know if it doesn't.
Last edited by kronenblatt on Sat Aug 15, 2020 12:24 pm, edited 1 time in total.
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Re: [MOD] Faction-Specific Armies

Post by toska » Sat Aug 15, 2020 11:43 am

I am interested in modifying this.

However, I don't really understand some things in the code.


I would like someone to explain the following to me. I understand that hillmen have a 33% chance of being hillmen, and 66% of being levies in FOGII, however I do not understand the reference to Thureophoroi.

In short, I do not quite understand it, any help would be very useful


else if ( StringCompare(squadtemp, "Hillmen") == 1 )
{
if ( randomunit <= 33 )
{
squadtemp = "Hillmen";
}
else if ( randomunit <= 66 )
{
squadtemp = "Levies";
}
else
{
squadtemp = "Thureophoroi";
}
}

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Re: [MOD] Faction-Specific Armies

Post by kronenblatt » Sat Aug 15, 2020 12:20 pm

toska wrote:
Sat Aug 15, 2020 11:43 am
I am interested in modifying this.

However, I don't really understand some things in the code.


I would like someone to explain the following to me. I understand that hillmen have a 33% chance of being hillmen, and 66% of being levies in FOGII, however I do not understand the reference to Thureophoroi.

In short, I do not quite understand it, any help would be very useful


else if ( StringCompare(squadtemp, "Hillmen") == 1 )
{
if ( randomunit <= 33 )
{
squadtemp = "Hillmen";
}
else if ( randomunit <= 66 )
{
squadtemp = "Levies";
}
else
{
squadtemp = "Thureophoroi";
}
}
It's true that hillmen have a 33% chance of being hillmen, but the chance of being levies is 33% too (since it's 66-33% = 33%, i.e., if randomunit > 33 (i.e., not hillmen) but <= 66 (i.e., levies)), and if above 66 (i.e., 33% too), they become thureophoroi.
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Re: [MOD] Faction-Specific Armies

Post by toska » Sat Aug 15, 2020 2:44 pm

Thanks for the reply. Now I understand

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Re: [MOD] Faction-Specific Armies

Post by kronenblatt » Sat Aug 15, 2020 2:51 pm

toska wrote:
Sat Aug 15, 2020 2:44 pm
Thanks for the reply. Now I understand
Excellent! Please let me know if you suggest any improvements to the mod.
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Re: [MOD] Faction-Specific Armies

Post by TimDee58 » Tue Aug 25, 2020 6:26 am

I've tried this at last and can state that I do like it, it's a yes from me!

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Re: [MOD] Faction-Specific Armies

Post by kronenblatt » Tue Aug 25, 2020 7:11 pm

TimDee58 wrote:
Tue Aug 25, 2020 6:26 am
I've tried this at last and can state that I do like it, it's a yes from me!
Glad to hear: thanks!
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Re: [MOD] Faction-Specific Armies

Post by nikossaiz » Sat Oct 17, 2020 9:53 pm

hello,

started a new campaign to check your mod and it is trully captivated.

i am not sure if you are still working this but a few notice.

a) sice you have moded the file "battleconnection" , you didnt add the fix that allow to export battles when an enemy fleet is present in the region.

b) the random transform units ( if you have say many scirmishers ) is good and adds to the emersion a lot ( after tens of battles in vanilla empires i havent seen units exported that i see with your mod ( euzonoi, thorakitai, etc ) but i would suggest not to alter the provisial units. Seeing hepeirot javelinmen exported to archers it is just bad.

keep it up!

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Re: [MOD] Faction-Specific Armies

Post by kronenblatt » Tue Oct 20, 2020 12:55 pm

nikossaiz wrote:
Sat Oct 17, 2020 9:53 pm
... i would suggest not to alter the provisial units. Seeing hepeirot javelinmen exported to archers it is just bad...
Thanks for kind words and feedback. Only question is how I can distinguish between provincial units and other units? Is there a way?
Pocus wrote:
Do you know, Pocus?
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Re: [MOD] Faction-Specific Armies

Post by Pocus » Fri Oct 23, 2020 2:50 pm

There is no quick function that will tell you if a unit is a provincial one or not, because for now the code has no use of that (there is no discrimination done based on being provincial or not). A work around would be to check for the presence of the modifier $ID_MOD_UNIT_PROVINCIAL though.

so in this case, you can copy paste this code

modCount = Unit_GetModifiersCount(unitID);

for (modIdx = 0; modIdx < modCount; modIdx++)
{
modTplID = Unit_GetModifierByIndex(unitID, modIdx);

if modTplID happens to be $ID_MOD_UNIT_PROVINCIAL, you are good.
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Re: [MOD] Faction-Specific Armies

Post by kronenblatt » Sat Oct 24, 2020 8:38 am

nikossaiz wrote:
Sat Oct 17, 2020 9:53 pm
a) sice you have moded the file "battleconnection" , you didnt add the fix that allow to export battles when an enemy fleet is present in the region.
b) the random transform units ( if you have say many scirmishers ) is good and adds to the emersion a lot ( after tens of battles in vanilla empires i havent seen units exported that i see with your mod ( euzonoi, thorakitai, etc ) but i would suggest not to alter the provisial units. Seeing hepeirot javelinmen exported to archers it is just bad.
Pocus wrote:
Fri Oct 23, 2020 2:50 pm
There is no quick function that will tell you if a unit is a provincial one or not, because for now the code has no use of that (there is no discrimination done based on being provincial or not). A work around would be to check for the presence of the modifier $ID_MOD_UNIT_PROVINCIAL though.

so in this case, you can copy paste this code

modCount = Unit_GetModifiersCount(unitID);

for (modIdx = 0; modIdx < modCount; modIdx++)
{
modTplID = Unit_GetModifierByIndex(unitID, modIdx);

if modTplID happens to be $ID_MOD_UNIT_PROVINCIAL, you are good.
I tried (b) out a bit in the scripts, but couldn't get it to work, so I'm skipping that development.

But (a) is fixed, a new version being available for upload in the first post of this thread.
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Re: [MOD] Faction-Specific Armies

Post by nikossaiz » Sat Oct 24, 2020 7:54 pm

hi kronenblatt,

thank you for updated your mod, i will downloaded and play tommorow :)
I tried (b) out a bit in the scripts, but couldn't get it to work, so I'm skipping that development.
oh,i hoped for a solution on this, since provincial unit are an ecential benefit on empires. Maybe if you dont ( or make a sub - version ) implement the % chance of units to become something else? we will have predictabillity but then again to predict things like your oponent is part of the strategy.
But (a) is fixed, a new version being available for upload in the first post of this thread.
again thank you for bringing your mod in line with the current base game version. I must say that i like your mod a lot ( have you seen the TT mod made axlusivly for empires and waiting from someone with skills to use it? ) so i will definetely use it either way.

keep up the good work!

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