Medieval Mod ?
Moderators: rbodleyscott, Slitherine Core, Gothic Labs
Medieval Mod ?
I have been very impressed by the new Bosworth Scenerio, a couple of questions....Is there a way for it to appear in Skirmish mode ? And does anyone have a link or some advice for me to perhaps make up my own army list. I would be very grateful for any help at all.
Re: Medieval Mod ?
Cheers, I'm afraid that Bosworth is a stand-alone scenario only. However I do think this game can reasonably be stretched to include the Late Medieval period. I don't have the skill to change the appearance of the units themselves, but we have already have a range of knights and other cavalry, bows and crossbows, pikes can double as halberds or other pole weapons, etc, and in the Squads file you can adjust things like morale and armour levels, weapon types and mixes, in Text you can change names, and even the background icons to make them look more medieval.
Jomni's Japanese mod is the best I've seen so far.
However I've found this a very steep learning curve, with lots of help required from Richard. There's no really simple way to get into modding the game. You could take a look at the changes I made to Squads, Text, Textures by going into the Bosworth scenario files in your D drive: DON'T make any changes directly to the main game in your C drive or you'll affect the entire thing. If you search through the Forum there are a lot of tips and ideas regarding how to design different scenarios.
I know this is just scratching the surface, you just have to be prepared to spend many a frustrating hour sitting at your PC to really get into it. Divorce your wife, abandon your girlfriend and children, resign from your job, and you'll have time to give it the attention it requires.
Jomni's Japanese mod is the best I've seen so far.
However I've found this a very steep learning curve, with lots of help required from Richard. There's no really simple way to get into modding the game. You could take a look at the changes I made to Squads, Text, Textures by going into the Bosworth scenario files in your D drive: DON'T make any changes directly to the main game in your C drive or you'll affect the entire thing. If you search through the Forum there are a lot of tips and ideas regarding how to design different scenarios.
I know this is just scratching the surface, you just have to be prepared to spend many a frustrating hour sitting at your PC to really get into it. Divorce your wife, abandon your girlfriend and children, resign from your job, and you'll have time to give it the attention it requires.
Re: Medieval Mod ?
Thank's for the reply. Just come back from holiday. I have to say I'm not the greatest modder, so I will leave well alone.......Knowing my luck I will break the game ! I certainly appreciate the hard work you put into doing the Bosworth scenerio. Will you be doing more battles from Wars of the Roses ? Towton being the biggest of all..........40,0000 per side depending on who's account you read.
Any way thanks for the advice......I take it if I change anything in the squad files I make a copy first.......And put the original somewhere safe like documents.........I told you I have no idea . Thank's again.
Any way thanks for the advice......I take it if I change anything in the squad files I make a copy first.......And put the original somewhere safe like documents.........I told you I have no idea . Thank's again.
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rbodleyscott
- Field of Glory 2

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Re: Medieval Mod ?
You should not make ANY changes to the main build. You do not need to do so to make mods.fairfax wrote:Any way thanks for the advice......I take it if I change anything in the squad files I make a copy first.......And put the original somewhere safe like documents.........I told you I have no idea . Thank's again.
When you start to make a scenario in the editor, the program will prompt you to create a campaign folder for it to go in. That campaign folder will be saved in
\My Documents\My Games\PSCAMP\Campaigns (assuming you are using Pike and Shot Campaigns)
or
\My Documents\My Games\PSCAMP\Multiplayer if you have set the campaign to be Multiplayer.
Any modded files should go in your custom campaign folder NOT IN THE MAIN BUILD.
So if your (single player) campaign folder was called "FairfaxCampaign"
you would copy the Squads.csv file from the main build into
\My Documents\My Games\PSCAMP\Campaigns\FairfaxCampaign
and then make any alterations you wish to the copy.
The full file tree for a custom campaign folder can be found near the end of this document:
http://www.slitherinebravo.net/GameWiki ... tub_engine
Files in a custom campaign (as long as they are in the correct place as shown by the file tree diagram) will automatically be used by scenarios in that campaign instead of the vanilla files.
Richard Bodley Scott


Re: Medieval Mod ?
Thank's for the help Richard, for me it will take a while to digest......But I will have a try.
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KiwiWarlord
- Lieutenant Colonel - Panther D

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Re: Medieval Mod ?
Just playing Bosworth and notice that the Scurryers, ( Light Horse,Javelins, Spear, Sword ) beat Heavy Gendarmes.
Looked at the combat specs and find that the Scurryers get spear + 100. Sword +100 the Gendarmes get Armour +50 and Quality +37.
note NO sword ?
Mounted Spear + Sword ???
I also had a Longbow BG charge Henry ?? my opponent was jumping up & down and calling the rules all sorts of names when I routed Henry !!!
There seems to be technical problems with the scenario.
Looked at the combat specs and find that the Scurryers get spear + 100. Sword +100 the Gendarmes get Armour +50 and Quality +37.
note NO sword ?
Mounted Spear + Sword ???
I also had a Longbow BG charge Henry ?? my opponent was jumping up & down and calling the rules all sorts of names when I routed Henry !!!
There seems to be technical problems with the scenario.
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rbodleyscott
- Field of Glory 2

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- Joined: Sun Dec 04, 2005 6:25 pm
Re: Medieval Mod ?
Warlord wrote:Just playing Bosworth and notice that the Scurryers, ( Light Horse,Javelins, Spear, Sword ) beat Heavy Gendarmes.
Looked at the combat specs and find that the Scurryers get spear + 100. Sword +100 the Gendarmes get Armour +50 and Quality +37.
note NO sword ?
Mounted Spear + Sword ???
I also had a Longbow BG charge Henry ?? my opponent was jumping up & down and calling the rules all sorts of names when I routed Henry !!!
There seems to be technical problems with the scenario.
Richard Bodley Scott


Re: Medieval Mod ?
I think the problem is that the Scurryers have been given infantry spears, rather than cavalry light spears!
Field of Glory II Scenario Designer - Age of Belisarius, Rise of Persia, Wolves at the Gate and Swifter than Eagles.
Field of Glory II Medieval Scenario Designer.
FOGII TT Mod Creator
Warhammer 40,000: Sanctus Reach Tournament Scenario Designer.
Field of Glory II Medieval Scenario Designer.
FOGII TT Mod Creator
Warhammer 40,000: Sanctus Reach Tournament Scenario Designer.
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rbodleyscott
- Field of Glory 2

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Re: Medieval Mod ?
Light spears is also an infantry weapon only (in FOGR and P&S). The cavalry equivalent is Light Lancers.Paul59 wrote:I think the problem is that the Scurryers have been given infantry spears, rather than cavalry light spears!
Richard Bodley Scott


Re: Medieval Mod ?
I am guessing then that the Scurryers should be armed with javelins and/or light lancers.
Field of Glory II Scenario Designer - Age of Belisarius, Rise of Persia, Wolves at the Gate and Swifter than Eagles.
Field of Glory II Medieval Scenario Designer.
FOGII TT Mod Creator
Warhammer 40,000: Sanctus Reach Tournament Scenario Designer.
Field of Glory II Medieval Scenario Designer.
FOGII TT Mod Creator
Warhammer 40,000: Sanctus Reach Tournament Scenario Designer.
Re: Medieval Mod ?
My bad, I hadn't realised that arming lighter cavalry with spears (which they carried) would cancel out heavy cavalry's lance bonuses. Won't do it again, there's only one unit in Bosworth so it isn't the end of the world.
I'm more concerned about the longbows (Medium Foot, Bow, Swordsmen) charging and defeating Henry Tudor's heavy cavalry unit. That is odd. Unless it's the small Yorkist unit of Royal Household mounted archers, although even they shouldn't be able to face heavy cavalry in a fair fight, although perhaps if they hit the latter while disordered or fragmented, or in the flank, it might not be so unlikely?
I'm more concerned about the longbows (Medium Foot, Bow, Swordsmen) charging and defeating Henry Tudor's heavy cavalry unit. That is odd. Unless it's the small Yorkist unit of Royal Household mounted archers, although even they shouldn't be able to face heavy cavalry in a fair fight, although perhaps if they hit the latter while disordered or fragmented, or in the flank, it might not be so unlikely?
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rbodleyscott
- Field of Glory 2

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Re: Medieval Mod ?
It is better to think of the Combat Capabilities in P&S as tactical doctrines rather than weapons. Troops armed with identical weapons can have different capabilities depending on their tactical doctrine.Odenathus wrote:My bad, I hadn't realised that arming lighter cavalry with spears (which they carried) would cancel out heavy cavalry's lance bonuses.
The Spearmen capability represents the tactical doctrine of foot spearmen in close formation, grounding their spears to repel cavalry charges. Hence the Spearmen capability cancels cavalry impact capabilities provided that the spearmen are steady and stand to receive the cavalry charge (rather than charging the cavalry).
Richard Bodley Scott


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dang
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Re: Medieval Mod ?
Hi,
I'm the cunning warlords opponent in the said game. Lovely scenario! I just play it 3 times simultaneously.
Another oddity in the scenario is that the english heavy foot billmen easy outrun the medium foot bowmen, they usualy do 3 tiles to the medium foots 2. Don't know why.
The worst bug in the game is the really that blunt game mechanism that "foot '(other than Keils) cant attack non light mounted". Here we have a lot of dismounted knights that in this scenarios dense action are often surrounded by fighting friends and a mounted enemy knight (their social equal) to their front. Now, I had it several times, that the knights did NOTHING for bounds and waited for their King and army to fall to pieces around them, rather than attack the mounted Henry right in front of them.
This is just bad and ruins the fun of the game and scenario. I really think this rule must be changed in a way that foot can attack horse blocking their way if the horse fight friends and the foot can not do anything else. At the very minimum. Still doesn't heal the problem that you can block any supreme foot with some bad Horse for the game lenght. Had it with some meagre polish cavalry blocking the enemy salvo foot. The salvo foot held their fire (very meagre shooting) for the attack (RBS ruling) that they where forbidden to make (RBS contradicting himself brilliantly). I really love this game but this rule ruins close to half the games and scenarios for me, forcing infantry to hold in the most unreasonable places (in the middle of a mellee or in front of a lone mounted that they would easy brush aside in reality) just because the rule is that simple.
I started to use it as it can be used very unhistorically but effective and even turn the back of some bad cavalry in the most unrealistic way to enemy foot just to block their movement to the flank of one of my fighting foot. The sad foot (who in Reality would have beaten the crap out of the horse who stuck their bums into their faces) stood fast and watched, as they couldnt attack and friends right and left meant they couldnt move (and mind you, falling back would have given them a morale check... in this situation... what a laugh). They cant attack. Drives both me and my opponents crazy. This rule produces fantasy outcomes. Needs to go imnsho.
Cheers
Tilman
I'm the cunning warlords opponent in the said game. Lovely scenario! I just play it 3 times simultaneously.
Another oddity in the scenario is that the english heavy foot billmen easy outrun the medium foot bowmen, they usualy do 3 tiles to the medium foots 2. Don't know why.
The worst bug in the game is the really that blunt game mechanism that "foot '(other than Keils) cant attack non light mounted". Here we have a lot of dismounted knights that in this scenarios dense action are often surrounded by fighting friends and a mounted enemy knight (their social equal) to their front. Now, I had it several times, that the knights did NOTHING for bounds and waited for their King and army to fall to pieces around them, rather than attack the mounted Henry right in front of them.
This is just bad and ruins the fun of the game and scenario. I really think this rule must be changed in a way that foot can attack horse blocking their way if the horse fight friends and the foot can not do anything else. At the very minimum. Still doesn't heal the problem that you can block any supreme foot with some bad Horse for the game lenght. Had it with some meagre polish cavalry blocking the enemy salvo foot. The salvo foot held their fire (very meagre shooting) for the attack (RBS ruling) that they where forbidden to make (RBS contradicting himself brilliantly). I really love this game but this rule ruins close to half the games and scenarios for me, forcing infantry to hold in the most unreasonable places (in the middle of a mellee or in front of a lone mounted that they would easy brush aside in reality) just because the rule is that simple.
I started to use it as it can be used very unhistorically but effective and even turn the back of some bad cavalry in the most unrealistic way to enemy foot just to block their movement to the flank of one of my fighting foot. The sad foot (who in Reality would have beaten the crap out of the horse who stuck their bums into their faces) stood fast and watched, as they couldnt attack and friends right and left meant they couldnt move (and mind you, falling back would have given them a morale check... in this situation... what a laugh). They cant attack. Drives both me and my opponents crazy. This rule produces fantasy outcomes. Needs to go imnsho.
Cheers
Tilman
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TheGrayMouser
- Field Marshal - Me 410A

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Re: Medieval Mod ?
Not sure how this battle plays out in MP but I thought it was great in single player, and didn't notice many of the issues others were having. (the movement rates seemed "inconsistent" at worst)
As for cavalry blocking... Sure they can do it, until you balst them apart with missle fire
Anyways , really tough battle vs the AI and In the end I only won once I committed Richard. Cheers to the desighner
As for cavalry blocking... Sure they can do it, until you balst them apart with missle fire
Anyways , really tough battle vs the AI and In the end I only won once I committed Richard. Cheers to the desighner
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rbodleyscott
- Field of Glory 2

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Re: Medieval Mod ?
If they have missile fire. Those that don't (e.g. non-mixed units of Spearmen, Halberdiers, Dismounted Men-at-Arms) will be allowed to charge cavalry in the next update.TheGrayMouser wrote:As for cavalry blocking... Sure they can do it, until you balst them apart with missile fire
Richard Bodley Scott


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TheGrayMouser
- Field Marshal - Me 410A

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Re: Medieval Mod ?
rbodleyscott wrote:If they have missile fire. Those that don't (e.g. non-mixed units of Spearmen, Halberdiers, Dismounted Men-at-Arms) will be allowed to charge cavalry in the next update.TheGrayMouser wrote:As for cavalry blocking... Sure they can do it, until you balst them apart with missile fire
Wow , that a big change, although if literal, there currently not too many units made up of those specific types, even in the earlier modules.
It would be nice if non keils would have to "test" in order to charge mounted, not sure if the engine can do that...
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rbodleyscott
- Field of Glory 2

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Re: Medieval Mod ?
I don't really think that is necessary as they will be at a disadvantage if they charge lancers/impact pistol/impact mounted frontally, and the worst that happens to the cavalry is likely to be that they fall back.TheGrayMouser wrote:rbodleyscott wrote:If they have missile fire. Those that don't (e.g. non-mixed units of Spearmen, Halberdiers, Dismounted Men-at-Arms) will be allowed to charge cavalry in the next update.TheGrayMouser wrote:As for cavalry blocking... Sure they can do it, until you balst them apart with missile fire
Wow , that a big change, although if literal, there currently not too many units made up of those specific types, even in the earlier modules.
It would be nice if non keils would have to "test" in order to charge mounted, not sure if the engine can do that...
And as you say, there aren't many of them anyway. (Except in the Sengoku Jidai mod, where they are already able to charge cavalry).
Richard Bodley Scott


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KiwiWarlord
- Lieutenant Colonel - Panther D

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Re: Medieval Mod ?
Sorry. my mistake, I asked 'Henry' if he remembered the incident, he did and it was the other way around. My error.Odenathus wrote:
I'm more concerned about the longbows (Medium Foot, Bow, Swordsmen) charging and defeating Henry Tudor's heavy cavalry unit. That is odd.
my (Stupid) Henry charged someone who evaded and then charged your bow in pursuit, not the other way around.
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KiwiWarlord
- Lieutenant Colonel - Panther D

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Re: Medieval Mod ?
rbodleyscott wrote:If they have missile fire. Those that don't (e.g. non-mixed units of Spearmen, Halberdiers, Dismounted Men-at-Arms) will be allowed to charge cavalry in the next update.TheGrayMouser wrote:As for cavalry blocking... Sure they can do it, until you balst them apart with missile fire
Fantastic rule change, many will look forward to the next patch. Thanks RBS
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macdonncadh
- Corporal - Strongpoint

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Re: Medieval Mod ?
I would love a medieval mod more than just about any other. One of my concerns would be how can we add siege towers engines, etc.? It would also be kind of nice to have a few more tools to build castles. I like the graphical look of this game. It suits the period and is different from other things out there. Good choices. I have minor reservations with the "castle" keep" which looks like a cross between a minaret and Sauron's Tower..


