Search found 326 matches
- 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...
- 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...
- 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...
- 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...
- 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)) { } ...
- 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...
- 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:
- 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...
- 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 = ...
- 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...
- 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...
- 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...
- 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...
- 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
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.
- 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
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.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?
- 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...
- 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 :) ...
- 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...
- 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...
- 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
I would be happy too

Most likely this will be a new module after replacing all unit models.
'New Austrian Grenadiers':
