Search found 30 matches

by Interlocutor
Thu Apr 18, 2024 3:08 pm
Forum: Starship Troopers - Terran Command
Topic: Starship Troopers - Terrand Command Not Launching, stuck on flickering load screen
Replies: 0
Views: 1569

Starship Troopers - Terrand Command Not Launching, stuck on flickering load screen

I just got and installed the game plus DLC, running version 2.08.00. My Windows 10 PC meets or exceeds all minimum requirements. The intro window opens, tells me it is "Loading", then freezes with the screen flickering, like the universe in Three Body Problem. I've tried all the fixes ment...
by Interlocutor
Thu Apr 08, 2021 2:14 pm
Forum: Field of Glory II: Tech Support
Topic: Installing FoG2 on more than one PC
Replies: 2
Views: 2069

Installing FoG2 on more than one PC

FoG2 is currently installed on my desktop PC. I just purchased a new laptop; can I install FoG2 on it as well? Or must I uninstall FoG2 on my desktop first?

Same situation and question applies to my copy of FoG Empires as well. I have the CD versions of both games.

Thanks in advance...
by Interlocutor
Thu Mar 04, 2021 11:47 am
Forum: Field of Glory: Empires
Topic: FoG-E As A Miniatures Campaign Vehicle
Replies: 2
Views: 634

Re: FoG-E As A Miniatures Campaign Vehicle

Thank you, Pocus. :D
by Interlocutor
Fri Feb 26, 2021 2:12 pm
Forum: Field of Glory: Empires
Topic: FoG-E As A Miniatures Campaign Vehicle
Replies: 2
Views: 634

FoG-E As A Miniatures Campaign Vehicle

I am a miniatures gamer who would like to use the "export battle to FoG2" feature of FoG-E to play out Fog-E battles as miniatures games, say with Field of Glory minis rules (or any other), then "import" the results back into FoG-E, bypassing FoG2. Can this be done, perhaps by tw...
by Interlocutor
Mon Apr 27, 2015 1:04 pm
Forum: Pike & Shot
Topic: Behemoth - a strategic team campaign
Replies: 35
Views: 6129

Re: Behemoth - a strategic team campaign

This looks very interesting, Keyth, thanks for taking on the task. I assume battles will be fought with stock Pike & Shot, as opposed to any mod? Totally standard. Would you like to book a berth? :) Thank you for the offer of a berth, Keyth. But I'm afraid I must decline, as I don't play standa...
by Interlocutor
Sun Apr 26, 2015 2:32 pm
Forum: Pike & Shot
Topic: Behemoth - a strategic team campaign
Replies: 35
Views: 6129

Re: Behemoth - a strategic team campaign

This looks very interesting, Keyth, thanks for taking on the task.

I assume battles will be fought with stock Pike & Shot, as opposed to any mod?
by Interlocutor
Sun Mar 22, 2015 6:14 pm
Forum: Modders Corner
Topic: Modding P&S to halve missile ranges & move distances
Replies: 46
Views: 15055

Re: Modding P&S to halve missile ranges & move distances

Thank you, Richard. I understand.
by Interlocutor
Sun Mar 22, 2015 2:17 pm
Forum: Modders Corner
Topic: Modding P&S to halve missile ranges & move distances
Replies: 46
Views: 15055

Re: Modding P&S to halve missile ranges & move distances

When you switch from vanilla to reduced range mod games or vice versa, the program switches CombatTools.BSF to the appropriate version, because there is a modded version of CombatTools.BSF in the modded campaign. However, CombatTools.BSF is included in several other scripts as an include file. Thes...
by Interlocutor
Sat Mar 21, 2015 2:37 pm
Forum: Modders Corner
Topic: Modding P&S to halve missile ranges & move distances
Replies: 46
Views: 15055

Re: Modding P&S to halve missile ranges & move distances

Richard, could you elaborate on the reason(s) for this problem?

For those of us who do not care to play MP games, will the mod work okay for SP skirmish battles? I've never encountered a glitch in my own SP games.
by Interlocutor
Sun Mar 15, 2015 3:25 pm
Forum: Scenario Design
Topic: Testing Custom MP Scenarios in Hotseat Mode
Replies: 2
Views: 1658

Re: Testing Custom MP Scenarios in Hotseat Mode

Thanks Richard, that worked.
by Interlocutor
Sat Mar 14, 2015 8:28 pm
Forum: Scenario Design
Topic: Testing Custom MP Scenarios in Hotseat Mode
Replies: 2
Views: 1658

Testing Custom MP Scenarios in Hotseat Mode

I'm currently testing a custom MP scenario in passworded hotseat mode. I want the scenario to use my modded "reduced range & movement" scripts. How do I do that?

Thanks in advance...
by Interlocutor
Fri Mar 06, 2015 1:54 pm
Forum: Modders Corner
Topic: Modding P&S to halve missile ranges & move distances
Replies: 46
Views: 15055

Re: Modding P&S to halve missile ranges & move distances

Hi. I am wondering, do the untis have default costs? I would assume that ranged combat units should now have a lower cost, as theya re arguably less usefull and more at risk. Hmmm. Interesting point. It might be a good idea to do something about that. I haven't looked yet, just saw Sabratha's post....
by Interlocutor
Fri Feb 27, 2015 7:28 pm
Forum: Modders Corner
Topic: Another modding question...
Replies: 4
Views: 2329

Re: Another modding question...

When you are completely happy with it, please supply your complete mod, and assuming it works as advertised (and I see no reason why it shouldn't) we will put it up on the FTP. (Presumably as 3 campaigns) PM me when you are ready. Okay. The issue will be getting "completely happy with it"...
by Interlocutor
Fri Feb 27, 2015 3:58 pm
Forum: Modders Corner
Topic: Another modding question...
Replies: 4
Views: 2329

Re: Another modding question...

Thank you, Richard. I'll try that out.

BTW, I've gone back to Squads.CSV and tweaked the AP allotment up a tick. So now my "halved move distances" are more like 60% of stock rather than 50%. I like the way the battles look & play this way, more linear, less concentration of fire.
by Interlocutor
Fri Feb 27, 2015 1:57 pm
Forum: Modders Corner
Topic: Another modding question...
Replies: 4
Views: 2329

Another modding question...

Is it possible to modify the way Skirmish battles are set up, in order to allow a wider initial deployment frontage for heavier troop types?
by Interlocutor
Thu Feb 26, 2015 9:28 pm
Forum: Modders Corner
Topic: Modding P&S to halve missile ranges & move distances
Replies: 46
Views: 15055

Re: Modding P&S to halve missile ranges & move distances

Thanks for your help, Richard. I've cloned the Italian Wars campaign, moved over the modded files, and it all seems to work! There will be some tweaking needed in Terrain.TXT I think, but so far, so good. Two test ECW skirmishes and one Italian Wars so far, no problems. I'd have gotten more testing ...
by Interlocutor
Thu Feb 26, 2015 2:17 pm
Forum: Modders Corner
Topic: Modding P&S to halve missile ranges & move distances
Replies: 46
Views: 15055

Re: Modding P&S to halve missile ranges & move distances

Well, it's up and running, though I had a devil of a time with mismatched brackets after editing CombatTools.BSF . Basically, I tried to follow your advice, and all I did was: 1) halve the AP values in Squads.CSV (reducing former 10's & 12's to 6, everything else to half of its former value); 2)...
by Interlocutor
Wed Feb 25, 2015 9:27 pm
Forum: Modders Corner
Topic: Modding P&S to halve missile ranges & move distances
Replies: 46
Views: 15055

Re: Modding P&S to halve missile ranges & move distances

Hi Richard,

I love your comments/documentation in CombatTools.BSF {smile}.

My wife says you're the only person, other than myself, that she has ever known to use the words "orthogonal" or "orthogonally" in a sentence {grin}...
by Interlocutor
Wed Feb 25, 2015 9:09 pm
Forum: Modders Corner
Topic: Modding P&S to halve missile ranges & move distances
Replies: 46
Views: 15055

Re: Modding P&S to halve missile ranges & move distances

Hi Richard, Noticed another puzzling thing in CombatTools.BSF. On line 3415 is the following: // Artillery, train and boats have no close combat rating if ((IsUnitSquadType(me, "Train") == 1) || (IsUnitSquadType(me, "Boat") == 1)) { ret = 0; Though the comment says artillery has ...

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