Too bad. Must be the tyranny of the modernity when one wants everything right away. Blame the machine guns.Paul59 wrote: ↑Tue Jun 29, 2021 9:12 am I think it is much better to click to fire and have the gun shoot immediately, and then reload ready for next turn. The alternative would be to click to fire, and then wait several seconds for the team to load the gun before firing, which in my view would be much less satisfying.
18th Century mod right here Frederick the Great Age of Reaso
Re: 18th Century mod right here Frederick the Great Age of Reaso
Re: 18th Century mod right here Frederick the Great Age of Reaso
I made the simplest animation of initiating a cannon shot with a torch without any delay after the order. I think it is more suitable for the 18th century and the gameplay.
All the artillerist animations - in the next video:
https://disk.yandex.by/i/pFqnKAaFPVvBGg
I want to note that AI-controlled artillery 'lives its own life' - its guns rarely fire after my turn (mine shoot regularly on my turn and AI turn), the AI tries to turn some of its guns away from my troops. True, this will not be a problem for multiplayer.
All the artillerist animations - in the next video:
https://disk.yandex.by/i/pFqnKAaFPVvBGg
I want to note that AI-controlled artillery 'lives its own life' - its guns rarely fire after my turn (mine shoot regularly on my turn and AI turn), the AI tries to turn some of its guns away from my troops. True, this will not be a problem for multiplayer.
Re: 18th Century mod right here Frederick the Great Age of Reaso
nice animations !
Re: 18th Century mod right here Frederick the Great Age of Reaso
This is Archon engine, which allows me to import these lovely animations into the game.
I thought I should try to add an animation of throwing bombs to the grenadiers. It's best to do this automatically during the charge before the impact phase. And then separate the use of bombs from the shooting process in general. You can see the result here https://disk.yandex.by/i/9ZPlxPmRe5C_DA
In this variant the bombs are available for only one throw. They then disappear from the unit's attributes. In this case, they are used only for charging, not for shooting. I can leave them using both during the charge and during the shooting. But in any case, I would limit their availability (max - 2 shots or 2 throws).
I thought I should try to add an animation of throwing bombs to the grenadiers. It's best to do this automatically during the charge before the impact phase. And then separate the use of bombs from the shooting process in general. You can see the result here https://disk.yandex.by/i/9ZPlxPmRe5C_DA
In this variant the bombs are available for only one throw. They then disappear from the unit's attributes. In this case, they are used only for charging, not for shooting. I can leave them using both during the charge and during the shooting. But in any case, I would limit their availability (max - 2 shots or 2 throws).
Last edited by Cronos09 on Mon Jul 19, 2021 7:33 am, edited 1 time in total.
Re: 18th Century mod right here Frederick the Great Age of Reaso
Such nice animations make me dream of what could be done in terms of animations in the Renaissance : caracoles, cavalry shooting or swords drawn during the charge, some shooting during the melees, muskets on forks...
Re: 18th Century mod right here Frederick the Great Age of Reaso
The other day I managed to solve the problem with an absence of the artillery reactive fire in FoG2. The issue was in the movement modifier ("moved"). Earlier it also created a problem with infantry stationary fire after the its reactive shot (this is solved too).
There remains a problem with the random rotation of the AI of its cannons, which I can partially solve with a script limit. This will not be a problem for the multiplayer game, of course.
I decided to convert one of the P&S custom scenarios of the 18th century to show a mass battle of Frederick's wars. There will be SP and MP scenarios.
Thanks to Paul59 for the provided banners!
Another innovation will be the presence of a canister shot for the guns. It is made automatically at a distance of 4 tiles or less from the cannon. In this case, a tooltip will appear above the gun. The losses from this shot will be greater (as a rule), in any case, the minimum ones will be above zero.
Who will guess what this scenario is called?
There remains a problem with the random rotation of the AI of its cannons, which I can partially solve with a script limit. This will not be a problem for the multiplayer game, of course.
I decided to convert one of the P&S custom scenarios of the 18th century to show a mass battle of Frederick's wars. There will be SP and MP scenarios.
Thanks to Paul59 for the provided banners!
Another innovation will be the presence of a canister shot for the guns. It is made automatically at a distance of 4 tiles or less from the cannon. In this case, a tooltip will appear above the gun. The losses from this shot will be greater (as a rule), in any case, the minimum ones will be above zero.
Who will guess what this scenario is called?
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Re: 18th Century mod right here Frederick the Great Age of Reaso
Great work. So you intend to have skirmish lists for this as well then, or strictly for scenario building?
SnuggleBunny's Field of Glory II / Medieval / Pike and Shot / Sengoku Jidai MP Channel:
https://www.youtube.com/channel/UCjUQy6dEqR53NwoGgjxixLg
https://www.youtube.com/channel/UCjUQy6dEqR53NwoGgjxixLg
Re: 18th Century mod right here Frederick the Great Age of Reaso
Thanks. Of course, over time it will be possible to make a skirmish list. But first, there will be several historical scenarios.SnuggleBunnies wrote: ↑Mon Jul 19, 2021 3:51 pm Great work. So you intend to have skirmish lists for this as well then, or strictly for scenario building?
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Re: 18th Century mod right here Frederick the Great Age of Reaso
Just to say that I am following this project with great interest.
Re: 18th Century mod right here Frederick the Great Age of Reaso
Yippee ! Got my prize. I like itExactly, my friend. You will get a bonus.
Last edited by Athos1660 on Fri Jul 30, 2021 7:52 pm, edited 1 time in total.
Re: 18th Century mod right here Frederick the Great Age of Reaso
OK. I will mean that. There are probably still people following the topic.stockwellpete wrote: ↑Fri Jul 30, 2021 8:19 am Just to say that I am following this project with great interest.
There is a problem with lags and low FPS, since the graphics of the units are 'heavy' for the game engine. If I use too many units on the map, the battle becomes unplayable.
In Soor scenario, I had to reduce the number of units by about a quarter compared to the original, increase the speed of the units by half and still the FPS goes down and sometimes lags appear. The best use case for the units is to do small battles like James Manhattan did originally. But I do not like battles of the small size
Re: 18th Century mod right here Frederick the Great Age of Reaso
I am sure several ppl are interested in this mod
Yet there is no lags/FPS issue with the scenarios using the original textures but no scripts nor animations, see on this page :Cronos09 wrote: ↑Sat Jul 31, 2021 11:39 am There is a problem with lags and low FPS, since the graphics of the units are 'heavy' for the game engine. If I use too many units on the map, the battle becomes unplayable.
In Soor scenario, I had to reduce the number of units by about a quarter compared to the original, increase the speed of the units by half and still the FPS goes down and sometimes lags appear. The best use case for the units is to do small battles like James Manhattan did originally. But I do not like battles of the small size
https://www.slitherine.com/forum/viewto ... 6&start=20
Aren't they the same textures ? Is mixing textures, scripts and animations the issue ?
Re: 18th Century mod right here Frederick the Great Age of Reaso
The same units and textures. I have just looked at James' scenarios with the editor. I was mistaken to call them small. By the number of units they correspond to Soor scenario. I am not an IT specialist and cannot name the exact reason for the decrease of FPS. From my experience I can say that adding scripts always decrease FPS both in P&S (General mod) and in FoG2 (when I wanted to add P&S functional to Napoleonic mod).Athos1660 wrote: ↑Sat Jul 31, 2021 1:40 pm Yet there is no lags/FPS issue with the scenarios using the original textures but no scripts nor animations, see on this page :
https://www.slitherine.com/forum/viewto ... 6&start=20
Aren't they the same textures ? Is mixing textures, scripts and animations the issue ?
Re: 18th Century mod right here Frederick the Great Age of Reaso
Maybe reducing smoke would help increase FPS (especially as your mod includes opportunity fire) ?
There's much more smoke than in P&S, isn't there ?
Smoke may be not vital ?
There's much more smoke than in P&S, isn't there ?
Smoke may be not vital ?
Re: 18th Century mod right here Frederick the Great Age of Reaso
What about your statement:
How to feel the atmosphere of the 18th century battle without smokeAthos1660 wrote:Fri Jul 30, 2021 7:47 pm Lots of smoke and shooting, great 18th century atmosphere.
Seriously though, there is probably more smoke here than in P&S - but I'm not sure. FoG2 explosions.fxf it is identical to the one used in P&S.
You can copy it to the scenario folder and try to change it. Here is some useful info https://www.slitherine.com/forum/viewto ... 22&t=79892
Re: 18th Century mod right here Frederick the Great Age of Reaso
As is in the code in both P&S and FoG2 (I haven't looked at though), doesn't the smoke depend on the number of soldiers shooting ?
A P&S unit is 500 men.
The units in your mod are made of up to 800 men.
Can't smoke be decreased so that the amount of smoke fired by 500 men in P&S = the amount of smoke made by 800 men in your mod ?
A P&S unit is 500 men.
The units in your mod are made of up to 800 men.
Can't smoke be decreased so that the amount of smoke fired by 500 men in P&S = the amount of smoke made by 800 men in your mod ?
Re: 18th Century mod right here Frederick the Great Age of Reaso
Where did you get this from? В FoG2 (the same as in P&S) smoke emitters (or particle emitters) are made in a graphical editor for every unit and is written in Unit.txt file. The rest of the emitter parameters are taken from Core/explosions.fxf. As far as I know, there is nothing else in the code regarding smoke/particles.
Re: 18th Century mod right here Frederick the Great Age of Reaso
from the fact that Detached musketeers in P&S (250 men) seem to make much less smoke than P&S units (500 men) that seem to make much less smoke than your 800 men units
+ you saying that explosions.fxf is identical in both games.
+ you saying that explosions.fxf is identical in both games.