Search found 326 matches

by Cronos09
Sun Jan 12, 2025 6:07 pm
Forum: Modders Corner
Topic: Enhanced artillery fire power
Replies: 10
Views: 1685

Re: Enhanced artillery fire power

First of all I don't understand what the skew_type definition refers to. There is the FUNCTION SkewedRandom(min, max, skew_type) in Tools.BSF - all skew types are described in comments: // Returns skewed randomly generated number. FUNCTION SkewedRandom(min, max, skew_type) { int result; int randomi...
by Cronos09
Wed Dec 25, 2024 12:39 pm
Forum: Pike & Shot
Topic: AGE OF REASON MOD Version 2.0
Replies: 32
Views: 4104

Re: AGE OF REASON MOD Version 1.0

Interesting mod, good work! I noticed a bug. The minimal routing level in skirmishes - 30% of breaking troops: Age of Reason.jpg That's the result of your VC change in Slith_RandomMap2.BSF : // CAMPAIGN ADDITION // if (GetSkirmishState() != 2) if (GetScriptGlobal("CampaignDisplay", "g...
by Cronos09
Wed Nov 20, 2024 2:27 pm
Forum: Field of Glory II: Medieval - Modding
Topic: Middle Earth Mod (Updated to 1.3 August 2024)
Replies: 64
Views: 11712

Re: Middle Earth Mod (Updated to 1.3 August 2024)

Warg charges: Warg.jpg Are you working on this to make it work in a mod? Even if lacking rider, it’s still a vast improvement from current camels. No, I don't. It is not my 'subject' - I don't know this fantasy universe. I've just started learning a computer program RME Editor which is used to crea...
by Cronos09
Sat Nov 16, 2024 12:53 pm
Forum: Modders Corner
Topic: Modding horse ?
Replies: 14
Views: 1891

Re: Modding horse ?

It does not work with me. I certainly did a mistake, maybe misplaced the piece of code : The condition must be used in the code block with an angle more than 99 degrees like this: if (angle >= 100) // More than 90 degrees + margin for error { if (IsLightTroops(me) == 1) { if (GetAttrib(me, "Ma...
by Cronos09
Sat Nov 16, 2024 11:17 am
Forum: Modders Corner
Topic: Modding horse ?
Replies: 14
Views: 1891

Re: Modding horse ?

The issue (from my point of view) with this mod as it is currently is that it breaks the ZoC : The ZoC option works in the original game in this way. Add an extra condition in TurnCost function, eg. if ((IsUnitSquadType(me, "Cavalry") == 1) && (SquareZOCd(x, y, me, 1) == -1)) { } ...
by Cronos09
Fri Nov 15, 2024 7:30 pm
Forum: Modders Corner
Topic: Modding army flags
Replies: 2
Views: 1290

Re: Modding army flags

Having created a new army list in a campaign mod I'm working on, I tried to select an appropriate flag for it, inserting the Flag.dds and Armyflag:dds files in the DATA/UI/TEXTURES folder where all this item are placed, naming them Armyflag99 and Flag 99, given that this is the SIDEID of the new ar...
by Cronos09
Fri Nov 15, 2024 5:50 pm
Forum: Field of Glory II: Medieval - Modding
Topic: Middle Earth Mod (Updated to 1.3 August 2024)
Replies: 64
Views: 11712

Re: Middle Earth Mod (Updated to 1.3 August 2024)

Warg charges:
Warg.jpg
Warg.jpg (268.95 KiB) Viewed 1286 times
by Cronos09
Wed Nov 13, 2024 11:56 am
Forum: Modders Corner
Topic: Modding horse ?
Replies: 14
Views: 1891

Re: Modding horse ?

Btw, it also allows other "Mounted" (such as Reiters, Kurassiers or Gendarmes) to have this behaviour. No big deal of course, as the mod can just to be turned on/off, according to one's own taste (or in SP you can just decide to ignore the '4 squares behind' ; in friendly MP too). I do no...
by Cronos09
Wed Nov 13, 2024 8:58 am
Forum: Modders Corner
Topic: Modding horse ?
Replies: 14
Views: 1891

Re: Modding horse ?

Does someone know how to... ? Just change the cost of turn at an angle more than 99 degrees for Mounted units in Tools.BSF - something like this: if (angle >= 100) // More than 90 degrees + margin for error { if (IsLightTroops(me) == 1) { if (GetAttrib(me, "MadeLargeTurn") == 0) { cost = ...
by Cronos09
Tue Nov 12, 2024 9:00 am
Forum: Modders Corner
Topic: Enhanced artillery fire power
Replies: 10
Views: 1685

Re: Enhanced artillery fire power

Hi guys! Being working on an Age of Reason mod I would like to enhance a bit the power fire of artillery pieces. I tried, very simply, to give the selected units a superior morale status but it doesn't seem to achieve nothing. Has anyone some hints about haw to reach the desired effect? Many thanks...
by Cronos09
Tue Nov 12, 2024 8:44 am
Forum: Pike & Shot
Topic: Longer battles (increased victory percentage required)
Replies: 3
Views: 1191

Re: Longer battles (increased victory percentage required)

Hi all, Is there a way to mod for longer battles, in MP Skirmish PBEM mode? We would like to increase from 60%/40% to say 80%/60%, to allow for those might and glorious comeback wins! Cheers, Blair These figures can be changed for skirmishes in each MP module in CAMPAIGN.BSF file. These changes sho...
by Cronos09
Tue Oct 08, 2024 1:50 pm
Forum: Modders Corner
Topic: General Mod
Replies: 81
Views: 31179

Re: General Mod

The mod will have full historical names of generals, 2 lists for random battles - separately for commanders-in-chief and separately for sub-generals. The mod will also include some original P&S historical battles which I changed in order to make them more balanced and replayable: 1) Edgehill, 16...
by Cronos09
Mon Oct 07, 2024 12:05 pm
Forum: Modders Corner
Topic: General Mod
Replies: 81
Views: 31179

Re: General Mod

I am preparing the ECW GENERALS EDITION module for the MP mode. If Mr. Richard agrees it will be put for in-game downloading. The main description: a) GENERALS FEATURES (the difference from SJ and FoG2 is written in bold): At the start of the battle, your army is divided into commands. In skirmishes...
by Cronos09
Sat Aug 24, 2024 3:13 am
Forum: Modders Corner
Topic: Problems in creating new units
Replies: 8
Views: 1610

Re: Problems in creating new units

Lysimachos wrote: Fri Aug 23, 2024 9:58 pm
The changes you described in your first post should not cause any problems when running the mod (if they are done correctly).
If you want me to figure out why this error occurs, send me a link to the mod with your changes.
by Cronos09
Fri Aug 23, 2024 3:47 am
Forum: Modders Corner
Topic: Problems in creating new units
Replies: 8
Views: 1610

Re: Problems in creating new units

Lysimachos wrote: Thu Aug 22, 2024 9:15 pm In effect, the SQUADS.CSV files contain in the first cell te locution "#REPLACE".
Is it right or wrong?
It is right. But why do you mention the SQUADS.CSV file in plural? There should only be one file with that name in your mod folder.
by Cronos09
Thu Aug 22, 2024 7:03 pm
Forum: Modders Corner
Topic: Problems in creating new units
Replies: 8
Views: 1610

Re: Problems in creating new units

... When tried to launch the mod in the game, however, it crashed and two messages appeared of this content: Duplicate unit name in custom campaign squads file: BLUE_PIKE_AND_SHOT (0) *** Unhandled Exception! ExpCode: 0x80000003 ExpFlags: ExpAddress: 0x00490240 Please report! ... It seems very much...
by Cronos09
Tue Aug 20, 2024 2:27 pm
Forum: Sengoku Jidai: Shadow of the Shogun
Topic: Only Two Generals in my Army
Replies: 4
Views: 2040

Re: Only Two Generals in my Army

To prevent such situations in FoG2 and FoG2M, the script "Add General" is used at the deployment stage in custom battles. I adapted this script for SJ MP (I also added the "Change Command" script - so that a unit with the added general does not remain alone on the battlefield :) ...
by Cronos09
Sun Aug 18, 2024 3:02 pm
Forum: Field of Glory II: Medieval - Modding
Topic: 18th Century mod - Frederick the Great's battles
Replies: 36
Views: 8980

Re: 18th Century mod - Frederick the Great's battles

Hello, guys! I have a working custom battle module in the current game version, if the mod Second Silesian War v1 is activated by 'Select another module' button: https://i.imgur.com/dOjuEYM.jpeg Thus I don't know what the problem Sucellus has with it. But, Jack, I didn't expect this from you :( In t...
by Cronos09
Sat Aug 17, 2024 5:12 am
Forum: Modders Corner
Topic: ADDING UNITS TO A PRESET CAMPAIGN
Replies: 5
Views: 1539

Re: ADDING UNITS TO A PRESET CAMPAIGN

Greetings to the Diadochus of Alexander the Great :) As I see on your screen Blue_Arkebusiers works fine, but Blue_U_Impact_Horse and Blue_U_Impact_Horse_Vet don't work correctly. The reason is missing textures for these units. You had to check them in SQUADS.CSV. Their Asset Filename are Cavaliers...
by Cronos09
Wed Jul 03, 2024 3:41 pm
Forum: Field of Glory II: Medieval - Modding
Topic: 18th Century mod - Frederick the Great's battles
Replies: 36
Views: 8980

Re: 18th Century mod - Frederick the Great's battles

locustmustdie wrote: Mon Jun 10, 2024 12:56 am Happy to see ye update again :D
I would be happy too :)
Most likely this will be a new module after replacing all unit models.

'New Austrian Grenadiers':
Image

Go to advanced search