[MOD] Faction-Specific Armies
Moderator: Pocus
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[MOD] Faction-Specific Armies
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
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
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
thanks good sir, this mod was urgently needed!
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Re: [MOD] Faction-Specific Armies
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.
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.
kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
https://www.slitherine.com/forum/viewtopic.php?t=108643
Re: [MOD] Faction-Specific Armies
Well done!
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 ?
That's a nice feature.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).
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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- General - Elite King Tiger
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Re: [MOD] Faction-Specific Armies
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.)Athos1660 wrote: ↑Wed Jul 29, 2020 9:05 am Well done!
That's a nice feature.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).
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 ?
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
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
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
Re: [MOD] Faction-Specific Armies
where should this be installed please? (non steam location preferred)
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- General - Elite King Tiger
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Re: [MOD] Faction-Specific Armies
Don't think any additional FoG2 DLCs are needed than vanilla FoGE requires. Let me know if that's not the case.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
kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
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Re: [MOD] Faction-Specific Armies
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
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";
}
}
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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- General - Elite King Tiger
- Posts: 4361
- Joined: Mon Jun 03, 2019 4:17 pm
- Location: Stockholm, SWEDEN
Re: [MOD] Faction-Specific Armies
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.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";
}
}
kronenblatt's campaign and tournament thread hub:
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Re: [MOD] Faction-Specific Armies
Thanks for the reply. Now I understand
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- General - Elite King Tiger
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Re: [MOD] Faction-Specific Armies
Excellent! Please let me know if you suggest any improvements to the mod.
kronenblatt's campaign and tournament thread hub:
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Re: [MOD] Faction-Specific Armies
I've tried this at last and can state that I do like it, it's a yes from me!
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- General - Elite King Tiger
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Re: [MOD] Faction-Specific Armies
Glad to hear: thanks!
kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
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Re: [MOD] Faction-Specific Armies
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!
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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- General - Elite King Tiger
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- Joined: Mon Jun 03, 2019 4:17 pm
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Re: [MOD] Faction-Specific Armies
Thanks for kind words and feedback. Only question is how I can distinguish between provincial units and other units? Is there a way?
Do you know, Pocus?Pocus wrote:
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Re: [MOD] Faction-Specific Armies
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.
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.
AGEOD Team - Makers of Kingdoms, Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.
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Re: [MOD] Faction-Specific Armies
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.
I tried (b) out a bit in the scripts, but couldn't get it to work, so I'm skipping that development.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.
But (a) is fixed, a new version being available for upload in the first post of this thread.
kronenblatt's campaign and tournament thread hub:
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Re: [MOD] Faction-Specific Armies
hi kronenblatt,
thank you for updated your mod, i will downloaded and play tommorow
keep up the good work!
thank you for updated your mod, i will downloaded and play tommorow
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.I tried (b) out a bit in the scripts, but couldn't get it to work, so I'm skipping that development.
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.But (a) is fixed, a new version being available for upload in the first post of this thread.
keep up the good work!