Thank you very much for the explanation.
I will look into it in the coming weeks when I finished our mod.
I can see the biggest dangers being overlooking something or destroying something else completely on the way.
I will let you know, if I managed to do it. If you don't hear from me I probably ...
Search found 9 matches
- Sat Jan 03, 2026 1:42 pm
- Forum: Field of Glory II: Modding
- Topic: Army Lists
- Replies: 28
- Views: 36784
- Sat Jan 03, 2026 9:37 am
- Forum: Field of Glory II: Modding
- Topic: Army Lists
- Replies: 28
- Views: 36784
Re: Army Lists
Thanks for the quick reply.
I looked through Globals.bsf, but I couldn't really identify which of these are a propper suit for the given task, except maybe the ForceSelection[] ones. Can I just add my own globalvariable(array)?
And I don't know if that's just what I want to understand, but are you ...
I looked through Globals.bsf, but I couldn't really identify which of these are a propper suit for the given task, except maybe the ForceSelection[] ones. Can I just add my own globalvariable(array)?
And I don't know if that's just what I want to understand, but are you ...
- Fri Jan 02, 2026 11:36 am
- Forum: Field of Glory II: Modding
- Topic: Army Lists
- Replies: 28
- Views: 36784
Re: Army Lists
Hey there,
me and my brother ran into the exact same problem. I already altered a lot of different variables in different files, including:
Macro.bsf
Slith_RandomMap2.bsf
Map_Generate.bsf
UI_Tools.bsf
Tools.bsf
Liaison_Tools.bsf
ForceSelectionTools.bsf
MPSShowArmyTools.bsf
Apparently, nothing did ...
me and my brother ran into the exact same problem. I already altered a lot of different variables in different files, including:
Macro.bsf
Slith_RandomMap2.bsf
Map_Generate.bsf
UI_Tools.bsf
Tools.bsf
Liaison_Tools.bsf
ForceSelectionTools.bsf
MPSShowArmyTools.bsf
Apparently, nothing did ...
- Thu Feb 02, 2023 3:42 pm
- Forum: Field of Glory II: Modding
- Topic: Adding combat capabilities
- Replies: 9
- Views: 2072
Re: Adding combat capabilities
Thank you very much for your work. I appreciate your time put into is. Unfortunately by the first look it seems like this task is beyond my capabilities. I already failed finding the suggested line:
Hence line 634:
maxUnits = Min(maxUnits, 255);
The only line I could find which looks similar ...
Hence line 634:
maxUnits = Min(maxUnits, 255);
The only line I could find which looks similar ...
- Wed Feb 01, 2023 7:44 pm
- Forum: Field of Glory II: Modding
- Topic: Answered: How to change the generals command range
- Replies: 1
- Views: 1176
Re: Question: How to change the generals command range?
If anyone was wandering:
The above line in GeneralsTools.BSF is indeed the correct line to apply the Generals CommandRange.
However for changing the visual effect of the command range (hotkey 3) you need to access the file Callbacks.BSF under the following line:
// Show general command range
if ...
The above line in GeneralsTools.BSF is indeed the correct line to apply the Generals CommandRange.
However for changing the visual effect of the command range (hotkey 3) you need to access the file Callbacks.BSF under the following line:
// Show general command range
if ...
- Wed Feb 01, 2023 6:58 pm
- Forum: Field of Glory II: Modding
- Topic: Adding combat capabilities
- Replies: 9
- Views: 2072
Re: Adding combat capabilities
Probably, although I can't immediately get my head around what would be required. It is such a long time since that part of the game was programmed. And it is past my thinking time for today.
However, why do you need more than 256 units in an army list? The lists contain troop numbers for 2000 ...
However, why do you need more than 256 units in an army list? The lists contain troop numbers for 2000 ...
- Wed Feb 01, 2023 5:59 pm
- Forum: Field of Glory II: Modding
- Topic: Adding combat capabilities
- Replies: 9
- Views: 2072
Re: Adding combat capabilities
There would be several of them.
At least:
CombatTools.BSF
UITools.BSF
If it is a missile capability, also:
Trigger.BSF
UnitInfoPop.bsf
But there may be others. I found the above by looking for "Swordsmen" and "Bow"
Thank you very much.
I also found by looking through the files there is the ...
At least:
CombatTools.BSF
UITools.BSF
If it is a missile capability, also:
Trigger.BSF
UnitInfoPop.bsf
But there may be others. I found the above by looking for "Swordsmen" and "Bow"
Thank you very much.
I also found by looking through the files there is the ...
- Wed Feb 01, 2023 3:03 pm
- Forum: Field of Glory II: Modding
- Topic: Adding combat capabilities
- Replies: 9
- Views: 2072
Adding combat capabilities
Hello,
I've read in the respective Squadfiles- Threat that it is indeed possible to add combat capabilities in the squads.bsf
However it is not described what exact other files (except the combattools.bsf, which I am aware of) I do need to respect.
May I receive a brief advice what the ...
I've read in the respective Squadfiles- Threat that it is indeed possible to add combat capabilities in the squads.bsf
However it is not described what exact other files (except the combattools.bsf, which I am aware of) I do need to respect.
May I receive a brief advice what the ...
- Sat Jan 28, 2023 10:56 am
- Forum: Field of Glory II: Modding
- Topic: Answered: How to change the generals command range
- Replies: 1
- Views: 1176
Answered: How to change the generals command range
Greetings,
so I'd like to change the command range of the generals. Any idea where I can find the critical entry?
So from 8 to 12 for CinC or Quality1 SubGeneral;
and from 4 to 8 for Quality0 Subgeneral.
I found the following function in the GeneralTools.bsf:
FUNCTION GetGeneralRange(me, type ...
so I'd like to change the command range of the generals. Any idea where I can find the critical entry?
So from 8 to 12 for CinC or Quality1 SubGeneral;
and from 4 to 8 for Quality0 Subgeneral.
I found the following function in the GeneralTools.bsf:
FUNCTION GetGeneralRange(me, type ...