Dark Ages Britain Mod v1.7

Schweetness101
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Re: Dark Ages Britain Mod v1.5

Post by Schweetness101 »

The mod has been updated to a new v1.5

download link: https://drive.google.com/drive/folders/ ... share_link

Changes:
-5 more half effect shots after 5 full effect shots now (change from Ancient Greek mod), and restored higher angle shot effect halving
-Added TT mod banners
-Added multiple allies for Middle/Late Anglo-Saxons and Vikings, and Saxon Raider allies for Late Romans and Romano-British (may add more allies later?)
-Added better unit descriptions from Kronenblatt

NOTE: I made a small edit to this version at 1:55pm MST 12/5/2022, so if you downloaded it within the first day or so it was up then you may need to redownload.
My Mods:
Ancient Greek https://www.slitherine.com/forum/viewtopic.php?p=977908#p977908
Dark Ages Britain https://www.slitherine.com/forum/viewtopic.php?t=106417
Anarchy (Medieval) https://www.slitherine.com/forum/viewtopic.php?p=987488#p987488
Polskers
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Re: Dark Ages Britain Mod v1.5

Post by Polskers »

Hi Schweetness!

Fantastic mod you've made here, I'm looking forward to playing some custom battles with this one.
I did have a question - is there meant to be a historical battle in this one? I've taken a look and it shows up in Epic Battles, and in the folder there are files for Maldon, presumably the Battle of Maldon, but there isn't an option to play the battle historically. What's the news on that?

Thanks! Looking forward to your reply.
kronenblatt
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Re: Dark Ages Britain Mod v1.5

Post by kronenblatt »

Polskers wrote: Mon Jan 30, 2023 3:09 am Hi Schweetness!

Fantastic mod you've made here, I'm looking forward to playing some custom battles with this one.
I did have a question - is there meant to be a historical battle in this one? I've taken a look and it shows up in Epic Battles, and in the folder there are files for Maldon, presumably the Battle of Maldon, but there isn't an option to play the battle historically. What's the news on that?

Thanks! Looking forward to your reply.
If you want to try the mod out in more detail in a historical campaign setting, I've set up the Danelaw tournament (in the Tournaments and Leagues section) as a dynamic playground.

Quite a simple and straightforward approach in that basically a player looks at the current map and decides which of the Anglo-Saxon and Viking factions to make an attack and on which other faction, including which allies. (For example, Anglo-Saxon kingdom can attack each other, if that setup would like to be tried out.) Then another player volunteers to play as the opponent, and a mirror game between the two factions takes place. So the two players play both sides, and no players keep factions of their own.

Current map (after round 1)

Image
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
Polskers
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Re: Dark Ages Britain Mod v1.5

Post by Polskers »

kronenblatt wrote: Mon Jan 30, 2023 8:59 pm
Polskers wrote: Mon Jan 30, 2023 3:09 am Hi Schweetness!

Fantastic mod you've made here, I'm looking forward to playing some custom battles with this one.
I did have a question - is there meant to be a historical battle in this one? I've taken a look and it shows up in Epic Battles, and in the folder there are files for Maldon, presumably the Battle of Maldon, but there isn't an option to play the battle historically. What's the news on that?

Thanks! Looking forward to your reply.
If you want to try the mod out in more detail in a historical campaign setting, I've set up the Danelaw tournament (in the Tournaments and Leagues section) as a dynamic playground.

Quite a simple and straightforward approach in that basically a player looks at the current map and decides which of the Anglo-Saxon and Viking factions to make an attack and on which other faction, including which allies. (For example, Anglo-Saxon kingdom can attack each other, if that setup would like to be tried out.) Then another player volunteers to play as the opponent, and a mirror game between the two factions takes place. So the two players play both sides, and no players keep factions of their own.

Current map (after round 1)

Image
That is a very interesting option, Kronenblatt! Thanks for putting it forward for my consideration. :)

What I did mean in my previous query was that... is there meant to be a historical battle, the Battle of Maldon, in epic battles? When I click on it, this is what I see.
Screenshot 2023-01-30 155440.jpg
Screenshot 2023-01-30 155440.jpg (266.15 KiB) Viewed 1302 times
Surely there was meant to be something there at some point?
Schweetness101
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Re: Dark Ages Britain Mod v1.5

Post by Schweetness101 »

Polskers wrote: Mon Jan 30, 2023 9:52 pm
...

What I did mean in my previous query was that... is there meant to be a historical battle, the Battle of Maldon, in epic battles? When I click on it, this is what I see.

...

Surely there was meant to be something there at some point?
Ah yes, there was once a point when, depending on public interest, I was planning on making a few set piece historical battles for the mod. I think one of them might have been a modification of stockwellpete's battle of maldon, but with the modded units, and then I was gonna do Brunanburh as well, but I'm not much of a map maker. The other battles listed there are basically test maps used when making the mod, but I should probably remove those from the published mod.
My Mods:
Ancient Greek https://www.slitherine.com/forum/viewtopic.php?p=977908#p977908
Dark Ages Britain https://www.slitherine.com/forum/viewtopic.php?t=106417
Anarchy (Medieval) https://www.slitherine.com/forum/viewtopic.php?p=987488#p987488
Polskers
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Re: Dark Ages Britain Mod v1.5

Post by Polskers »

Schweetness101 wrote: Tue Jan 31, 2023 12:31 am
Polskers wrote: Mon Jan 30, 2023 9:52 pm
...

What I did mean in my previous query was that... is there meant to be a historical battle, the Battle of Maldon, in epic battles? When I click on it, this is what I see.

...

Surely there was meant to be something there at some point?
Ah yes, there was once a point when, depending on public interest, I was planning on making a few set piece historical battles for the mod. I think one of them might have been a modification of stockwellpete's battle of maldon, but with the modded units, and then I was gonna do Brunanburh as well, but I'm not much of a map maker. The other battles listed there are basically test maps used when making the mod, but I should probably remove those from the published mod.
That is certainly what I meant, yes! Maybe it would be a good idea to remove it from the mod if it's not functional or not planning to be added, but I definitely think that adding some historical battles in the future would be very nice for the mod.

Do you have any plans to add campaign functionality as well?
Schweetness101
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Re: Dark Ages Britain Mod v1.5

Post by Schweetness101 »

Polskers wrote: Sun Feb 05, 2023 5:57 pm ...

Do you have any plans to add campaign functionality as well?
I actually made a version that supported campaigns, but for some esoteric technical reasons they wouldn't be able to support purchasing generals, so you'd have to play the campaign with only 1 general vs the AI's normal amount, so I didn't include that. Maybe I should, but adding the purchasable generals was super complicated and I don't wanna try to undo it now. Maybe I could do something to hack it in, but I'm not really focused on FoG modding at the moment.
My Mods:
Ancient Greek https://www.slitherine.com/forum/viewtopic.php?p=977908#p977908
Dark Ages Britain https://www.slitherine.com/forum/viewtopic.php?t=106417
Anarchy (Medieval) https://www.slitherine.com/forum/viewtopic.php?p=987488#p987488
Polskers
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Re: Dark Ages Britain Mod v1.5

Post by Polskers »

Schweetness101 wrote: Mon Feb 06, 2023 3:59 am
Polskers wrote: Sun Feb 05, 2023 5:57 pm ...

Do you have any plans to add campaign functionality as well?
I actually made a version that supported campaigns, but for some esoteric technical reasons they wouldn't be able to support purchasing generals, so you'd have to play the campaign with only 1 general vs the AI's normal amount, so I didn't include that. Maybe I should, but adding the purchasable generals was super complicated and I don't wanna try to undo it now. Maybe I could do something to hack it in, but I'm not really focused on FoG modding at the moment.
I'd definitely be very interested in playing the version that supports campaigns!
Why do you suppose they wouldn't be able to support purchasing generals? Is it some coding issue from an older version perhaps?
rbodleyscott
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Re: Dark Ages Britain Mod v1.5

Post by rbodleyscott »

Polskers wrote: Thu Feb 09, 2023 2:53 am
Schweetness101 wrote: Mon Feb 06, 2023 3:59 am
Polskers wrote: Sun Feb 05, 2023 5:57 pm ...

Do you have any plans to add campaign functionality as well?
I actually made a version that supported campaigns, but for some esoteric technical reasons they wouldn't be able to support purchasing generals, so you'd have to play the campaign with only 1 general vs the AI's normal amount, so I didn't include that. Maybe I should, but adding the purchasable generals was super complicated and I don't wanna try to undo it now. Maybe I could do something to hack it in, but I'm not really focused on FoG modding at the moment.
I'd definitely be very interested in playing the version that supports campaigns!
Why do you suppose they wouldn't be able to support purchasing generals? Is it some coding issue from an older version perhaps?
It is probably because campaigns use their own database to keep track of units between battles, and so force selection works somewhat differently from non-campaign games.
Richard Bodley Scott

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Polskers
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Re: Dark Ages Britain Mod v1.5

Post by Polskers »

rbodleyscott wrote: Thu Feb 09, 2023 4:07 pm
Polskers wrote: Thu Feb 09, 2023 2:53 am
Schweetness101 wrote: Mon Feb 06, 2023 3:59 am I actually made a version that supported campaigns, but for some esoteric technical reasons they wouldn't be able to support purchasing generals, so you'd have to play the campaign with only 1 general vs the AI's normal amount, so I didn't include that. Maybe I should, but adding the purchasable generals was super complicated and I don't wanna try to undo it now. Maybe I could do something to hack it in, but I'm not really focused on FoG modding at the moment.
I'd definitely be very interested in playing the version that supports campaigns!
Why do you suppose they wouldn't be able to support purchasing generals? Is it some coding issue from an older version perhaps?
It is probably because campaigns use their own database to keep track of units between battles, and so force selection works somewhat differently from non-campaign games.
That makes a lot of sense, thank you!
Schweetness101
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Re: Dark Ages Britain Mod v1.6

Post by Schweetness101 »

updated link w/ v1.6 to be compatible with latest version of FoG II. I didn't add any new features, just got rid of crashes (let me know if it still crashes for you).
My Mods:
Ancient Greek https://www.slitherine.com/forum/viewtopic.php?p=977908#p977908
Dark Ages Britain https://www.slitherine.com/forum/viewtopic.php?t=106417
Anarchy (Medieval) https://www.slitherine.com/forum/viewtopic.php?p=987488#p987488
kronenblatt
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Re: Dark Ages Britain Mod v1.6

Post by kronenblatt »

I realise now that the latest version of this mod doesn't take the addition of e.g. Plain as additional map type and thus the mod allows only for the selection of Mediterranean Agricultural, nothing else.

What do I need to change, and in which files, in order to make it work and to be able to freely select among the different map types?
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
rbodleyscott
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Re: Dark Ages Britain Mod v1.6

Post by rbodleyscott »

kronenblatt wrote: Mon Nov 20, 2023 6:01 pm I realise now that the latest version of this mod doesn't take the addition of e.g. Plain as additional map type and thus the mod allows only for the selection of Mediterranean Agricultural, nothing else.

What do I need to change, and in which files, in order to make it work and to be able to freely select among the different map types?
Hi Andréas,

You need to replace the following functions in UITools.BSF in the mod with:

Code: Select all

// New version v1.6.0. For previous version see changelog 9518
FUNCTION PopulateScenarioList()
{
	int i;
	int highest;
	int scenario;
	
	ClearUIListbox("Skirm_ScenarioList");
	
	highest = GetHighestStringIndex("SKIRMISH_TYPE");
	
	for (i = 0; i <= highest; i++)
	{
		scenario = i;
		
		if ((IsMultiplayer() == 0) || (SP_Only(scenario) == 0)) // Don't allow SP Only scenarios in MP
			{
				if (Medieval_Only(scenario) == 0)	// Don't allow scenarios only available in Medieval
					{		
						StartString()
						PrintStringIndexed("IDS_SKIRMISH_TYPE_", scenario);
						AddUIListboxItem("Skirm_ScenarioList", "", -1, scenario);
					}
			} 
	}
}

FUNCTION PopulateMapTypeList()
{
	int i;
	int highest;
	
	ClearUIListbox("Skirm_MapList");
	
//	highest = GetHighestStringIndex("SKIRMISH_MAP_TYPE"); // No longer works because of pot luck being 99 so will need to be set manually
  highest = 27; // Will need to be altered if number of terrain types increases. // Increased from 18 to 27 in v1.6.1
	
	Print("%s", "IDS_SKIRMISH_MAP_TYPE_99");
//	AddUIListboxItem("Skirm_MapList", "ffe7ddc3");
  AddUIListboxItem("Skirm_MapList", "ffe7ddc3", -1, 99, "", 0); // v1.6.1 change
	
	for (i = 0; i <= highest; i++)
	{
		if (IsValidSkirmishMapType(i) == 1) // v1.6.1 addition to allow some map types to be excluded
			{
				StartString()
				PrintStringIndexed("IDS_SKIRMISH_MAP_TYPE_", i);
		//		AddUIListboxItem("Skirm_MapList", "ffe7ddc3");
				AddUIListboxItem("Skirm_MapList", "ffe7ddc3", -1, i, "", 1); // v1.6.1 change
			}
	}
	
	SortUIListbox("Skirm_MapList", 0, 3); // v1.6.1 addition
}
You also need to add the following functions to UITools.BSF

Code: Select all

// Returns 1 if scenarioType is SP only
FUNCTION SP_Only(scenarioType)
{
	int ret;
	
	ret = 0;
	
	if ((scenarioType == 14) || (scenarioType == 15)) // Overconfident AI scenarios
		{
			ret = 1;
		}
	
	return ret;
}

// Returns 1 if scenarioType is Medieval only
FUNCTION Medieval_Only(scenarioType)
{
	int ret;
	
	ret = 0;
	
	if ((scenarioType == 10) || (scenarioType == 11)) // Siege relief scenarios
		{
			ret = 1;
		}
	
	return ret;
}


// Moved from Slith_RandomMap2 and updated v1.6.1
FUNCTION IsValidSkirmishMapType(n)
{
	int ret;
	
	ret = 0;
	
	if ((n >= 0) && (n <= 18))
	{
		ret = 1 ;
	}
	
	if ((n >= 24) && (n <= 27))
	{
		ret = 1 ;
	}	

	return ret;
}
You also need to delete the IsValidSkirmishMapType() function from Slith_RandomMap2.BSF
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kronenblatt
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Re: Dark Ages Britain Mod v1.6

Post by kronenblatt »

rbodleyscott wrote: Tue Nov 21, 2023 8:33 am
kronenblatt wrote: Mon Nov 20, 2023 6:01 pm I realise now that the latest version of this mod doesn't take the addition of e.g. Plain as additional map type and thus the mod allows only for the selection of Mediterranean Agricultural, nothing else.

What do I need to change, and in which files, in order to make it work and to be able to freely select among the different map types?
You need to replace the following functions in UITools.BSF with:

Code: Select all

// New version v1.6.0. For previous version see changelog 9518
FUNCTION PopulateScenarioList()
{
	int i;
	int highest;
	int scenario;
	
	ClearUIListbox("Skirm_ScenarioList");
	
	highest = GetHighestStringIndex("SKIRMISH_TYPE");
	
	for (i = 0; i <= highest; i++)
	{
		scenario = i;
		
		if ((IsMultiplayer() == 0) || (SP_Only(scenario) == 0)) // Don't allow SP Only scenarios in MP
			{
				if (Medieval_Only(scenario) == 0)	// Don't allow scenarios only available in Medieval
					{		
						StartString()
						PrintStringIndexed("IDS_SKIRMISH_TYPE_", scenario);
						AddUIListboxItem("Skirm_ScenarioList", "", -1, scenario);
					}
			} 
	}
}

FUNCTION PopulateMapTypeList()
{
	int i;
	int highest;
	
	ClearUIListbox("Skirm_MapList");
	
//	highest = GetHighestStringIndex("SKIRMISH_MAP_TYPE"); // No longer works because of pot luck being 99 so will need to be set manually
  highest = 27; // Will need to be altered if number of terrain types increases. // Increased from 18 to 27 in v1.6.1
	
	Print("%s", "IDS_SKIRMISH_MAP_TYPE_99");
//	AddUIListboxItem("Skirm_MapList", "ffe7ddc3");
  AddUIListboxItem("Skirm_MapList", "ffe7ddc3", -1, 99, "", 0); // v1.6.1 change
	
	for (i = 0; i <= highest; i++)
	{
		if (IsValidSkirmishMapType(i) == 1) // v1.6.1 addition to allow some map types to be excluded
			{
				StartString()
				PrintStringIndexed("IDS_SKIRMISH_MAP_TYPE_", i);
		//		AddUIListboxItem("Skirm_MapList", "ffe7ddc3");
				AddUIListboxItem("Skirm_MapList", "ffe7ddc3", -1, i, "", 1); // v1.6.1 change
			}
	}
	
	SortUIListbox("Skirm_MapList", 0, 3); // v1.6.1 addition
}
You also need to add the following functions to UITools.BSF

Code: Select all

// Returns 1 if scenarioType is SP only
FUNCTION SP_Only(scenarioType)
{
	int ret;
	
	ret = 0;
	
	if ((scenarioType == 14) || (scenarioType == 15)) // Overconfident AI scenarios
		{
			ret = 1;
		}
	
	return ret;
}

// Returns 1 if scenarioType is Medieval only
FUNCTION Medieval_Only(scenarioType)
{
	int ret;
	
	ret = 0;
	
	if ((scenarioType == 10) || (scenarioType == 11)) // Siege relief scenarios
		{
			ret = 1;
		}
	
	return ret;
}


// Moved from Slith_RandomMap2 and updated v1.6.1
FUNCTION IsValidSkirmishMapType(n)
{
	int ret;
	
	ret = 0;
	
	if ((n >= 0) && (n <= 18))
	{
		ret = 1 ;
	}
	
	if ((n >= 24) && (n <= 27))
	{
		ret = 1 ;
	}	

	return ret;
}
You also need to delete the IsValidSkirmishMapType() function from Slith_RandomMap2.BSF
Thanks, Richard! I’ll give it a go!
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
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Re: Dark Ages Britain Mod v1.6

Post by kronenblatt »

rbodleyscott wrote: Tue Nov 21, 2023 8:33 am ...
Thanks, Richard: it worked! :)
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
Schweetness101
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Re: Dark Ages Britain Mod v1.6

Post by Schweetness101 »

rbodleyscott wrote: Tue Nov 21, 2023 8:33 am You need to replace the following functions in UITools.BSF in the mod with...
In addition to those changes, where can I pick the default potluck type map for armies and make it correspond to what's on the army list? Currently, the mod is picking Mediterranean for potluck of northern euro armies.

I can make all these changes and push a v1.7.
My Mods:
Ancient Greek https://www.slitherine.com/forum/viewtopic.php?p=977908#p977908
Dark Ages Britain https://www.slitherine.com/forum/viewtopic.php?t=106417
Anarchy (Medieval) https://www.slitherine.com/forum/viewtopic.php?p=987488#p987488
rbodleyscott
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Re: Dark Ages Britain Mod v1.6

Post by rbodleyscott »

Schweetness101 wrote: Fri Nov 24, 2023 7:30 am
rbodleyscott wrote: Tue Nov 21, 2023 8:33 am You need to replace the following functions in UITools.BSF in the mod with...
In addition to those changes, where can I pick the default potluck type map for armies and make it correspond to what's on the army list? Currently, the mod is picking Mediterranean for potluck of northern euro armies.
Strange. I just set up 3 Dark Age Britain Mod v1.6 Custom Battle SP battles, with terrain set as Pot Luck. All were on North European maps.

Likewise in MP.


Screen_00000107a.jpg
Screen_00000107a.jpg (214.3 KiB) Viewed 804 times
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Re: Dark Ages Britain Mod v1.6

Post by kronenblatt »

rbodleyscott wrote: Fri Nov 24, 2023 11:48 am
Schweetness101 wrote: Fri Nov 24, 2023 7:30 am
rbodleyscott wrote: Tue Nov 21, 2023 8:33 am You need to replace the following functions in UITools.BSF in the mod with...
In addition to those changes, where can I pick the default potluck type map for armies and make it correspond to what's on the army list? Currently, the mod is picking Mediterranean for potluck of northern euro armies.
Strange. I just set up 3 Dark Age Britain Mod v1.6 Custom Battle SP battles, with terrain set as Pot Luck. All were on North European maps.

Likewise in MP.



Screen_00000107a.jpg
Does it pick Plain though, or does that need to be amended script wise?
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
rbodleyscott
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Re: Dark Ages Britain Mod v1.6

Post by rbodleyscott »

kronenblatt wrote: Fri Nov 24, 2023 12:28 pm
rbodleyscott wrote: Fri Nov 24, 2023 11:48 am
Schweetness101 wrote: Fri Nov 24, 2023 7:30 am

In addition to those changes, where can I pick the default potluck type map for armies and make it correspond to what's on the army list? Currently, the mod is picking Mediterranean for potluck of northern euro armies.
Strange. I just set up 3 Dark Age Britain Mod v1.6 Custom Battle SP battles, with terrain set as Pot Luck. All were on North European maps.

Likewise in MP.



Screen_00000107a.jpg
Does it pick Plain though, or does that need to be amended script wise?
Should do, but only 10% chance. (Plains are boring, and not exactly frequent in UK)

Code: Select all

// Get potluck map type from map set
FUNCTION GetPotluckMapType(mapSet)
{
	int region;
	int terrain;
	int mapType;
	int random;
	
	region = MPS_GetRegionFromMapSet(mapSet);
	
	if (mapSet < 3) // Mediterranean, Northern Europe, Middle East
		{
			random = Rand(1,100); // Needs to use Rand() rather than FXRand() so it works with the MP random seed.
			
             	// v1.6.1 change
			if (random <= 50) // 50% chance Agricultural
				{
					terrain = 0;
				}
			else
				{
					if (random <= 60) // 10% chance Plain						
						{
							terrain = 9;
						}
					else
						{
							if (random <= 80) // 20% chance Hilly
								{
									terrain = 1;
								}
							else
								{
									if (random <= 90) // 10% chance Woodland
										{
											terrain = 2;
										}
									else
										{
											terrain = 3; // 10% chance Mountains
										}
								}
						}
				}
			// End v1.6.1 change					
				
		}
	
	if (mapSet == 3) // Steppe
		{
			terrain = 4; 
		}
	
	if (mapSet == 4) // Desert
		{
			terrain = 5;
		}

	if (mapSet == 5) // Tropical
		{
			terrain = 6;
		}
		
	mapType = GetMapType(region, terrain);
	
	DebugLogY("GetPotluckMapType:", mapType);
		
	return mapType;
}
The mod appears to have the same code, unless I am missing something.
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Re: Dark Ages Britain Mod v1.6

Post by kronenblatt »

rbodleyscott wrote: Fri Nov 24, 2023 2:12 pm The mod appears to have the same code, unless I am missing something.
That's very weird! My 1.6 version of the mod doesn't.

And were THESE changes already in your v1.6 too?
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
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