Modding Units
Moderators: rbodleyscott, Slitherine Core, Gothic Labs
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- Staff Sergeant - Kavallerie
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Modding Units
Been playing around with modding the unit textures today, first off to make pre Charles V Spanish Units. Here is a screenshot of a Spanish light cavalry unit with the Burgundian ragged cross replaced with an earlier flag. I have used Paint.Net to convert the file from DDS to Tiff and back again and Photoshop Elements 12 to prepare the earlier flag. Only downloaded the free Paint.Net software yesterday so guess that once I understand it better it might be possible to do everything there.
Enjoy
Ian
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- Field of Glory 2
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Re: Modding Units
Great game.
But I have a little question. Where may I change range of muskets?
But I have a little question. Where may I change range of muskets?
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- Field of Glory 2
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Re: Modding Units
You will need to change it in the scripts:Neoberger wrote:Great game.
But I have a little question. Where may I change range of muskets?
In \Data\scripts\CombatTools.BSF
1) In the MaximumRange() function.
2) In the OptimumRange() function.
3) In the GetShootingWeaponModifier() function.
4) In the IsLongRange() function.
Obviously, to make any sense you may also need to change the range of other shooting weapons in these functions.
Note that OptimumRange() is not the same as Short Range, it is only used by the AI to decide when to stop moving units forward. Hence for artillery it is their maximum range, but for most troops it is their short range.
Richard Bodley Scott


Re: Modding Units
Thanks.
Your game is very very good. Everything is in its place. Do not change anything anymore.
But.
You must change illustration of jannisary.
What is there in the picture?
Thank you for game. Good work.
Your game is very very good. Everything is in its place. Do not change anything anymore.

But.

What is there in the picture?

Thank you for game. Good work.
Re: Modding Units
But I haven't any CombatTools.BSF 

Re: Modding Units
try \Slitherine\Pike and Shot\Data\scripts\CombatTools.BSF (not ...\Data\battle\scripts\...)
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Re: Modding Units
Oops, yes sorry, Pejotl is correct.Pejotl wrote:try \Slitherine\Pike and Shot\Data\scripts\CombatTools.BSF (not ...\Data\battle\scripts\...)
Richard Bodley Scott


Re: Modding Units
And what's about jannisaries and haiduks illustrations? Actually they are wrong. 

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- Staff Sergeant - Kavallerie
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Re: Modding Units
Here is a screenshot of my first go at Early Spanish Unit Icon flags. Not so happy with this one as the light cavalry flag and might go for the square format I used there second time arround .
Enjoy
Ian
Enjoy
Ian
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- Field of Glory 2
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Re: Modding Units
Perhaps. In what way are they wrong?Neoberger wrote:And what's about jannisaries and haiduks illustrations? Actually they are wrong.
Richard Bodley Scott


Re: Modding Units
This is jannisary musketeers.
- Attachments
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- Janissary.jpg (50.05 KiB) Viewed 5127 times
Re: Modding Units
And this is (who knows what) in game. 
May be all musketeers cathegory has the same image?

May be all musketeers cathegory has the same image?
- Attachments
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- Janissaryingame.JPG (120.6 KiB) Viewed 5125 times
Last edited by Neoberger on Sun Oct 19, 2014 2:50 pm, edited 1 time in total.
Re: Modding Units
The same problem is with hajduks.
https://www.google.pl/search?q=hajducy& ... 20&bih=889
https://www.google.pl/search?q=hajducy& ... 20&bih=889
Re: Modding Units
Next - Reiters. Catholics has Reiters in the battles between 1618-1631.
The same has Protestants.
After Breintenfeld all are change to Kuirassiers (in game terms).
The same has Protestants.
After Breintenfeld all are change to Kuirassiers (in game terms).
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Re: Modding Units
Ah, now I understand. I thought you were referring to the unit models.
Sadly there are so many different units in the game that the icons only indicate the general troop functional type. So yes, all Musketeers have the same image. The icons aren't supposed to be a portrait of the men in that particular unit.
However, if someone would like to paint icons to the same standard for specific units, we can incorporate them into future patches. They can be added to the unit in the Squads file in the IconID column.
Sadly there are so many different units in the game that the icons only indicate the general troop functional type. So yes, all Musketeers have the same image. The icons aren't supposed to be a portrait of the men in that particular unit.
However, if someone would like to paint icons to the same standard for specific units, we can incorporate them into future patches. They can be added to the unit in the Squads file in the IconID column.
Richard Bodley Scott


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Re: Modding Units
Indeed. Arkebusiers = Bandellier reiter.Neoberger wrote:Next - Reiters. Catholics has Reiters in the battles between 1618-1631.
The same has Protestants.
After Breintenfeld all are change to Kuirassiers (in game terms).
The Imperial arkebusiers were in separate units from the kurassiers, and are so depicted in the game. However, the Catholic League arkebusiers were used as the rear ranks of the very deep Catholic League Kurassier units in set-piece battles. As it seemed unlikely that they would be able to contribute fire from this position, we assume that they were placed there just to keep them out of harms way and give moral support to the Kurassiers, so we treat the whole unit as Kurassiers.
Richard Bodley Scott


Re: Modding Units
speaking of mounted arquebusiers, are we sure they actually shot from horseback (as a unit, not as individuals in skirmishes), or acted rather as mounted infantry? the same can actually be said of mounted crossbowmen. there is evidence in the early days that archers (when they were archers before they became lighter lancers) accompanying gendarmes dismounted. in fog scenarios, i never gave mounted crossbowmen missile capability.
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- Private First Class - Opel Blitz
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Re: Modding Units - Squads.XLS
I wonder if there's some additional documentation about the Squads.XLS. The comments are in general self-explanatory, but perhaps some more info for modders?
Klink, Oberst
Klink, Oberst