Modding the exe file : question for Slitherine staff

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welk
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 306
Joined: Sat Sep 08, 2007 11:56 am

Modding the exe file : question for Slitherine staff

Post by welk »

Working on my Napoleonic mod for Fog, I have a way to modify some names in the exe file, to have "bayonet","rifle", "gun" in place of "light spear", "swordsmen", "arrows" etc.

I have just to change some parameters lines with hexe neo editor, it takes me few seconds (modding an other game, named "IMPERIALISM 1", I founded alone during my work all the translation elements by deduction :

a=61
b=62
c=63
d=64
e=65
f=66
g=67

etc

A=41
B=42
C=43
D=44
E=45
F=46

etc


My question is : may I include the modified exe file in my napoleonic mod or not ? If not, it would be not very important,

so players will play with old names and that's all, but it will be funny to have the exact weapon names in napoleonic

battles.

Precision : I will make no other modification than the weapon's names
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IainMcNeil
Site Admin
Site Admin
Posts: 13558
Joined: Fri Apr 01, 2005 10:19 am

Post by IainMcNeil »

Anything that modifies the exe is actually a breach of your license agreement. We really would not like this to be messed around with as it cuases all sorts of tech support issues.

Please put in requests for features but dont try and change the code yourself :)
welk
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 306
Joined: Sat Sep 08, 2007 11:56 am

Post by welk »

Ok. They are very little modifications, but I will not include a modified exe in my mod. Other players than me will play the mod with sword, light spear and arrows :twisted: , waiting the official FOG Napoleonic in 2012.2013 (?)
PDiFolco
Administrative Corporal - SdKfz 251/1
Administrative Corporal - SdKfz  251/1
Posts: 129
Joined: Sat Aug 25, 2007 2:08 pm

Post by PDiFolco »

The needed feature would be to externalize/allow editing of weapon names and effects... But then the AI should be able to cope with the changes !
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