KABILL'S GREAT GENERALS 1.1 MOD
by kabill
for FOG2 1.2.5
-- OUTLINE --
This simple mod makes a few changes to give the C-in-C more impact. It is written in particular for the "Remove the Head" game mode but is compatible with any game.
The mod makes three changes:
- C-in-C gets +150 PoA in combat rather than +50
- C-in-C gives a +3 bonus to cohesion checks within command radius/4 rather than +1
- Generals (including sub-generals) cannot be killed in combat resolutions that they win (draws and losses can kill generals as normal)
-- INSTALLATION --
There are two versions. The basic version is a global mod, which is compatible with all single-player games. To install this:
- Download the first .zip file attached and unpack in My Documents -> My Games -> FieldOfGlory2 -> Mods
- In the game itself, on the main menu screen click the circular arrow icon in the bottom left corner. In the following menu, select the mod. When confirmed, you should see the name of the mod appear in the bottom left corner.
The second version is a multiplayer module for playing custom multiplayer scenarios. To install this:
- Download the second .zip file and unpack in My Documents -> My Games -> FieldOfGlory2 -> Multiplayer
- In the game itself, when setting up a custom multiplayer game, select the file icon near the top and select the mod. When confirmed, you should see the name of the mod at the top of the game options.
- Note that only players with the mod installed will be able to accept a challenge set up using this mod.
-- COMPATIBILITY --
- As the game only allows one global mod to be loaded at a time, it will be incompatible with other global mods (e.g. roguedjack's excellent Rise of AI mod, *sniff*) but should work with other single player modules.
Kabill's Great Generals Mod
Kabill's Great Generals Mod
Last edited by Kabill on Sun Jun 17, 2018 9:10 am, edited 10 times in total.
Kabill's Great Generals Mod for FoG2: http://www.slitherine.com/forum/viewtopic.php?f=492&t=84915
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- Field of Glory 2
- Posts: 28284
- Joined: Sun Dec 04, 2005 6:25 pm
Re: Kabill's Great Generals Mod
Global Mods are disabled in MPKabill wrote:- To the best of my knowledge, this mod will work in multiplayer but will need to be activated by both players (NEEDS TESTING!)
Richard Bodley Scott


Re: Kabill's Great Generals Mod
Ah, ok. I was wondering how the game stopped "cheating" using global mods in multiplayer. So to work in mulitplayer games, this would need to be written as a module (like previously with rougedjack's AI mod)?
Kabill's Great Generals Mod for FoG2: http://www.slitherine.com/forum/viewtopic.php?f=492&t=84915
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- Field of Glory 2
- Posts: 28284
- Joined: Sun Dec 04, 2005 6:25 pm
Re: Kabill's Great Generals Mod
YesKabill wrote:Ah, ok. I was wondering how the game stopped "cheating" using global mods in multiplayer. So to work in mulitplayer games, this would need to be written as a module (like previously with rougedjack's AI mod)?
Richard Bodley Scott


Re: Kabill's Great Generals Mod
Update: I've updated the OP with a new download and instructions for a multiplayer version of the mod in addition to the original single-player one.
Kabill's Great Generals Mod for FoG2: http://www.slitherine.com/forum/viewtopic.php?f=492&t=84915
Re: Kabill's Great Generals Mod
Bought FoG2 on Steam. How do I install this mod?
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- Field of Glory 2
- Posts: 28284
- Joined: Sun Dec 04, 2005 6:25 pm
Re: Kabill's Great Generals Mod
It works the same way with the STEAM version as with the non-STEAM version. The instructions are in the original post above.vicco wrote:Bought FoG2 on Steam. How do I install this mod?
Richard Bodley Scott


Re: Kabill's Great Generals Mod
Update: After playing a test battle (thanks TheSkirmishLord!) I've adjusted the mod slightly to increase the cohesion check bonus from +2 to +3, to make it a bit more impact (and also because it means its the same multiplier over the vanilla value as the PoA bonus, which is the kind of thing that matters to me, apparently).
Kabill's Great Generals Mod for FoG2: http://www.slitherine.com/forum/viewtopic.php?f=492&t=84915
Re: Kabill's Great Generals Mod
Update: A final change to remove the possibility of a general being killed in a melee resolution that they win (draws and losses can still result in slain commanders as usual). This will avoid players losing games through sheer dumb luck alone and facilitate a more aggressive use of the C-in-C to support combats which, in turn, will open up chances for the opposing player to kill them in more advantageous match-ups.
Kabill's Great Generals Mod for FoG2: http://www.slitherine.com/forum/viewtopic.php?f=492&t=84915
Re: Kabill's Great Generals Mod
Update: Mod is now updated for Fog2 v 1.3.9. Also fixed a bug which meant that, rather than generals never dying when their unit won a combat round, instead they always died ("1" and "-1" are not nearly as close to one another as their numerical values would suggest).
Kabill's Great Generals Mod for FoG2: http://www.slitherine.com/forum/viewtopic.php?f=492&t=84915