Question regarding community content & DLC

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
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Mister T
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Question regarding community content & DLC

Post by Mister T »

I'm rather confused in terms of which community campaigns/battles can be downloaded into the game if one does NOT have any of the DLC packs installed.
For instance, should I only d/l those scenarios listed in RB-S's community content post BEFORE his post of Odenathus's Battle of Mantinea which says "The first user content for the Immortal Fire period"? Or can I go ahead and try later scenarios? I don't want to break anything, and the manual is unfortunately of no help in this regard.
pipfromslitherine
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Re: Question regarding community content & DLC

Post by pipfromslitherine »

You will never break anything by downloading a campaign or mod. It may not work, but nothing will be permanently messed up as they all exist separate to the main game data.

Cheers

Pip
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rbodleyscott
Field of Glory 2
Field of Glory 2
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Re: Question regarding community content & DLC

Post by rbodleyscott »

You should be able to run user scenarios that contain units from DLCs that you do not own.

There have been issues of some scenarios not working after a game update. This has invariably been because they contain modded versions of the game scripts, and these have not yet been updated to work with the updated vanilla game scripts. As far as we know, all of the user content currently downloadable in-game has now been updated to work with the current version of the game. If you encounter "script error" messages when using any scenario please report the issue, so that we can get the author to update the scenario.

Such errors will crash the game, but will not break it. i.e. It will still work for everything else when you restart the game.

At the last update, we had an issue with the "Rise of the AI" global mod. Because it runs for all single player battles it caused "script error" crashes immediately and for all content, but it was not immediately obvious to users that it was the mod that was causing those errors. From the next update onwards, the game will automatically switch off any global mod when the game is updated. You can turn it on again, but you will get a popup warning about possible script errors. So if any do occur (and they probably will) at least it will be obvious what was causing them, and you can switch the global mod off again until it has been updated.
Richard Bodley Scott

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