Search found 335 matches
- Tue Jan 20, 2026 8:21 am
- Forum: Field of Glory II
- Topic: Alternative LoS (instead of base game's 20)?
- Replies: 14
- Views: 1115
Re: Alternative LoS (instead of base game's 20)?
I've been thinking some time about the line-of-sight range. Base game's is 20, which to me is too long. What would be a challenging yet enjoyable range for MP games? I'm thinking 10 or maybe 7, which could make a true difference to MP and add more nerve. 5 may be too low, but is worthwhile consider...
- Fri Jan 09, 2026 9:36 am
- Forum: Field of Glory II
- Topic: Sandbox Campaign suggestions
- Replies: 190
- Views: 98534
Re: Sandbox Campaign suggestions
... It shouldn't be automatic in Pike and Shot Campaigns and Sengoku Jidai, both for the IA and the player. Retreating could be made possible say 66% of the time (or less). ... I think, if you add to the file CampaignTools.bsf in the corresponding condition || (FXRand(0,99) < 34) like this if (((ar...
- Mon Jan 05, 2026 8:37 am
- Forum: Modders Corner
- Topic: UNDO command and other FoG2 features in P&S
- Replies: 87
- Views: 25790
Re: UNDO command and other FoG2 features in P&S
Has adding to P&S LF being able to pass through friendly units in FoG2, via a mod, ever been discussed, historically and technically ? At present this is impossible from a technical point of view, since the P&Sh engine lacks one necessary command (for the same reason, it is impossible to ad...
- Mon Jan 05, 2026 8:29 am
- Forum: Modders Corner
- Topic: Lethality of musket fire
- Replies: 18
- Views: 654
Re: Lethality of musket fire
In other words, If I would like to have that: - raw units fire 30% less effectively than average units, - below average units fire 15% less effectively than average units, - above average units fire 15% more effectively than average units, - superior units fire 30% more effectively than average uni...
- Mon Dec 29, 2025 7:07 am
- Forum: Pike & Shot
- Topic: AGE OF REASON MOD Version 2.0
- Replies: 73
- Views: 10628
Re: AGE OF REASON MOD Version 2.0
I would not want to realise it. The current rules already allow more manoeuvrability than there would usually be in a real battle. Someone is welcome to mod it thus, however. In reality it would just be a matter of adding a couple of squares on each side. What, if any, would be the file and string ...
- Sun Dec 28, 2025 9:18 am
- Forum: Pike & Shot
- Topic: AGE OF REASON MOD Version 2.0
- Replies: 73
- Views: 10628
Re: AGE OF REASON MOD Version 2.0
@Cronos : As you seem interested, these rules provide more info on how they see Manoeuvre battles. They are of two types and the attacker have to choose one of them at the start : 1) 'Attaques convergentes' ( converging attacks ? ). Austrians are good at that one, thanks to their general staff. The...
- Sun Dec 28, 2025 7:39 am
- Forum: Pike & Shot
- Topic: AGE OF REASON MOD Version 2.0
- Replies: 73
- Views: 10628
Re: AGE OF REASON MOD Version 2.0
... 2) the ‘Manoeuvre' battle : the defending army is in active and placed in the centre of the table with a wide area empty of troops around them. The attacking army can then attempt to march around the defending army to attack from one or more different directions. Alternatively the attacking arm...
- Mon Dec 22, 2025 6:46 pm
- Forum: Modders Corner
- Topic: Lethality of musket fire
- Replies: 18
- Views: 654
Re: Lethality of musket fire
Moreover, my intent wasn't that of merely enhancing the fire power of some units but to decrease the range of probabilities of the outcome of the salvo (i.e., for example, to have casualties for superior units going from 70 to 90 instead from 36 to 111 and for average units from 40 to 60 instead fr...
- Mon Dec 22, 2025 11:15 am
- Forum: Modders Corner
- Topic: Lethality of musket fire
- Replies: 18
- Views: 654
Re: Lethality of musket fire
As as I understand the mechanism of the Squads.cvs file, it shouldn't be here that the problem can be solved. There must be some other file which determines the effects of musket fire ... As for me I do not quite understand the problem with musket fire. All scripts related to shooting and firing da...
- Sun Jan 12, 2025 6:07 pm
- Forum: Modders Corner
- Topic: Enhanced artillery fire power
- Replies: 10
- Views: 4733
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: 73
- Views: 10628
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: 21956
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: 4389
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: 4389
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: 3025
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: 21956
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: 4389
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: 4389
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: 4733
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: 3067
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...