[MOD]Silk Road Medieval(update to 3.0,1500AD)

Moderator: rbodleyscott

Rosedelio
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Re: [MOD]Silk Road Medieval(update to 2.0,1328AD)

Post by Rosedelio »

The game seems joinable, though it says Irish vs Anglo-Irish. The bottom part still says Yuan and Song, so I guess we'll see which armies show up when someone picks up the game.

https://imgur.com/a/RXaxkAA
Touhou mod for FOGII: Medieval: https://www.slitherine.com/forum/viewtopic.php?t=111582
My FOGII and FOGII Medieval focused channel: https://www.youtube.com/@Rosedelio
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Re: [MOD]Silk Road Medieval(update to 2.0,1328AD)

Post by rbodleyscott »

Rosedelio wrote: Wed Mar 30, 2022 3:20 pm The game seems joinable, though it says Irish vs Anglo-Irish. The bottom part still says Yuan and Song, so I guess we'll see which armies show up when someone picks up the game.

https://imgur.com/a/RXaxkAA

This is because the ArmyList.txt file does not have REPLACE at the top.

This only affects the MP Lobby which is coded in the engine, which assumes the mod ArmyList.txt file is to be concatenated to the vanilla ArmyList.txt file if the word REPLACE isn't at the top. This throws out the saved chunk indices for the army lists used in the challenge, so the wrong armies are displayed in the lobby tooltip.

Everything else is done in the scripts, which don't do this, so the battle should be between the armies you picked.

I will fix it and put out another version.
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Re: [MOD]Silk Road Medieval(update to 2.0,1328AD)

Post by rbodleyscott »

Rosedelio wrote: Wed Mar 30, 2022 3:20 pm The game seems joinable, though it says Irish vs Anglo-Irish. The bottom part still says Yuan and Song, so I guess we'll see which armies show up when someone picks up the game.

https://imgur.com/a/RXaxkAA
This issue is now fixed in v2.2 of the mod. You need to download this for future games, but you need to keep v2.1 installed if you want to finish the game you started with it.
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Re: [MOD]Silk Road Medieval(update to 2.0,1328AD)

Post by wzfcns »

rbodleyscott wrote: Thu Mar 31, 2022 6:54 am
Rosedelio wrote: Wed Mar 30, 2022 3:20 pm The game seems joinable, though it says Irish vs Anglo-Irish. The bottom part still says Yuan and Song, so I guess we'll see which armies show up when someone picks up the game.

https://imgur.com/a/RXaxkAA
This issue is now fixed in v2.2 of the mod. You need to download this for future games, but you need to keep v2.1 installed if you want to finish the game you started with it.
Many thanks to rbodleyscott for fixing my mistake!
Working on the Silk Road mod for FOG2 and FOG2:Medieval.
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Re: [MOD]Silk Road Medieval(update to 2.0,1328AD)

Post by Rosedelio »

rbodleyscott wrote: Thu Mar 31, 2022 6:54 am
Rosedelio wrote: Wed Mar 30, 2022 3:20 pm The game seems joinable, though it says Irish vs Anglo-Irish. The bottom part still says Yuan and Song, so I guess we'll see which armies show up when someone picks up the game.

https://imgur.com/a/RXaxkAA
This issue is now fixed in v2.2 of the mod. You need to download this for future games, but you need to keep v2.1 installed if you want to finish the game you started with it.
Thanks for the update. My 2.1 game got picked up, so I'll try out 2.2 later.
Touhou mod for FOGII: Medieval: https://www.slitherine.com/forum/viewtopic.php?t=111582
My FOGII and FOGII Medieval focused channel: https://www.youtube.com/@Rosedelio
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Re: [MOD]Silk Road Medieval(update to 2.0,1328AD)

Post by rbodleyscott »

Rosedelio wrote: Thu Mar 31, 2022 4:33 pm
rbodleyscott wrote: Thu Mar 31, 2022 6:54 am
Rosedelio wrote: Wed Mar 30, 2022 3:20 pm The game seems joinable, though it says Irish vs Anglo-Irish. The bottom part still says Yuan and Song, so I guess we'll see which armies show up when someone picks up the game.

https://imgur.com/a/RXaxkAA
This issue is now fixed in v2.2 of the mod. You need to download this for future games, but you need to keep v2.1 installed if you want to finish the game you started with it.
Thanks for the update. My 2.1 game got picked up, so I'll try out 2.2 later.
You can have them both on your system at the same time.
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vispainiusii
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Re: [MOD]Silk Road Medieval(update to 2.0,1328AD)

Post by vispainiusii »

Lovely mod. Some interesting dynamics.

Only issue I spotted was uh... Palace Guard (forget the proper name and hope that's right, but they are the *only* unit with "Palace" in their name).

The Palace units seem to be a tiny bit taller, and wide, than other units. They look like giants almost. To compare, put them next to like a Dsmtd Hard Army or crossbow unit for example or really any other foot unit. They *tower* over em.

Maybe it's not an issue, but the width and height makes me think *maybe* it is.
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Re: [MOD]Silk Road Medieval(update to 2.0,1328AD)

Post by Polskers »

Has the single player version been updated to 2.2 if necessary? Or is there no update requisite in the SP version?
Looking forward to the new update either way!
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Re: [MOD]Silk Road Medieval(update to 2.0,1328AD)

Post by wzfcns »

Polskers wrote: Sun Apr 24, 2022 10:15 pm Has the single player version been updated to 2.2 if necessary? Or is there no update requisite in the SP version?
Looking forward to the new update either way!
I think 2.1 ok for SP.
Part of what influenced the next update was that cloth-surface armor (iron armor wrapped under cotton clothing) began to become mainstream from the end of the Yuan Dynasty. This type of armor differs greatly from the previous armor look, so I'm waiting for the game to be updated with a more recent model (possibly in the next DLC) to make it easier to create the Silk Road unit look.
Of course I'm going to update some of the East Asian regimes that exist in the current timeline, such as Goryeo, Japan, Vietnam, Southeast Asia, and so on.
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Re: [MOD]Silk Road Medieval

Post by wzfcns »

Paul59 wrote: Sun Feb 20, 2022 12:36 pm
wzfcns wrote: Sun Feb 20, 2022 5:43 am
Regarding the banner, I haven't paid attention to this aspect before and will check out how to make changes afterwards.
If you haven't found them yet here are my banner creation guides:

Part 1:

https://www.slitherine.com/forum/viewto ... 92&t=88649

Part 2:

https://www.slitherine.com/forum/viewto ... 92&t=88650

Part 3:

https://www.slitherine.com/forum/viewto ... 92&t=88651

These guides were created for FOG2 Ancients, but will work for Medieval as well. Although the examples I give for how the text files look will be different in Medieval of course.


cheers

Paul
Thanks for the guide, I am going to learn how to make a banner in the near future.
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Re: [MOD]Silk Road Medieval(update to 2.0,1328AD)

Post by wzfcns »

About the Banner!
After a month of delays caused by the anti-epidemic policy, I finally got my hands on the purchased resource book! It includes many of the flags used by ancient Chinese armies. I'm going to make some of them into the mod. This is definitely a challenge to my photoshop skills!
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Re: [MOD]Silk Road Medieval(update to 2.0,1328AD)

Post by galahad14 »

Just wanted to say that from what I see you're doing really great job!
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Re: [MOD]Silk Road Medieval(update to 2.0,1328AD)

Post by edb1815 »

Add another compliment for a great job! Fantastic work!
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Re: [MOD]Silk Road Medieval(update to 2.0,1328AD)

Post by wzfcns »

New Release Preview.
The timeline will reach 1500AD. firearms are starting to be everywhere in the Chinese army.
Japan and Korea will also join in, bringing together the important parties in East Asia.
Working on the Silk Road mod for FOG2 and FOG2:Medieval.
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Re: [MOD]Silk Road Medieval(update to 2.0,1328AD)

Post by wzfcns »

Version 3.0 has been uploaded!
New faction:
Chinese (Yuan) 1328 - 1388 AD",
Chinese (The Red Turbans) 1351 - 1371 AD",
Chinese (Ming) 1356 - 1402 AD",
Chinese (Ming) 1402 - 1449 AD",
Chinese (Ming) 1450 - 1502 AD",
Mongol(Northern Yuan) 1388-1500 AD",
Korea 1046-1105 AD",
Korea 1105-1375 AD",
Korea 1375-1392 AD",
Korea 1392-1500 AD",
Japan 1040-1335 AD",
Japan 1335-1467 AD",
Japan 1467-1500 AD",
Thanks to ericdoman1, rbodleyscott and Rosedelio for helping me with the testing of the mod.
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Re: [MOD]Silk Road Medieval(update to 3.0,1500AD)

Post by wzfcns »

After defeating Ariq Böke in 1264, Kublai became the only khan of all Mongolia - although in four great khanates (the so-called Princes of the Western), only Ilkhanate recognised this. Kublai called himself emperor in the Chinese tradition, moved his capital to Dadu (today's Beijing), and posthumously honoured all the Mongol khans up to Genghis Khan as emperors, giving the dynasty its name, the Yuan dynasty*.
In 1279 at the Battle of Yashan, where the chancellor Lu Xiufu committed suicide by jumping into the sea carrying the eight-year-old emperor Zhao bing on his back. At this point, the Yuan Dynasty completely unified all of China, ending a 372-year era of great division since the collapse of the Tang Dynasty.
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Statue of the Chancellor Lu Xiufu and the Emperor Zhao bing.
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The Yuan Dynasty of 1280.

*Note:In fact, the name Kublai chose for his Dynasty was Da Yuan (Great Yuan), from a phrase in the ancient Chinese book Yijing, "Da Zai Qian Yuan".
Last edited by wzfcns on Tue Jun 14, 2022 6:30 am, edited 1 time in total.
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Re: [MOD]Silk Road Medieval(update to 3.0,1500AD)

Post by wzfcns »

After the unification of China, Kublai attacked Vietnam, Burma, Japan and Indonesia, all of which ended in failure.
After his death in 1294, the Yuan dynasty was plunged into ongoing internal turmoil*, and in 1328 a succession crisis led to the Battle of the Two Capitals. This bloody civil war led to the further economic and political collapse of the Yuan dynasty.

In 1351, in order to repair the Yellow River waterway, the Yuan government requisitioned 150,000 civilian workers, but was unable to pay them. A massive peasant uprising broke out as a result. The earliest rebellions were marked by red turbans, hence the name Red Turban Army. In order to suppress the uprising, the Yuan government allowed local officials and landowners to recruit their own troops, resulting in the formation of a large number of warlords.
Wars broke out between the warlords, the Yuan government and different peasant armies, resulting in the country being plunged into chaos.
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The Yuan Dynasty of 1361

*note:In 1303, the four Khanates recognised the Yuan Emperor as the sole all-Mongolian Khan and ruler, ending the division of the Mongol Empire.
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Re: [MOD]Silk Road Medieval(update to 3.0,1500AD)

Post by Polskers »

Hello wzfcns!

Is there any progress on the next version of the mod?
How are the banners coming along?

It works with the latest DLC so that's great! Looking forward to any updates! Keep up the good work. :D
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Re: [MOD]Silk Road Medieval(update to 3.0,1500AD)

Post by Rosedelio »

The new Sublime Porte armies need to get added though.
Touhou mod for FOGII: Medieval: https://www.slitherine.com/forum/viewtopic.php?t=111582
My FOGII and FOGII Medieval focused channel: https://www.youtube.com/@Rosedelio
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