I don't understand the Mod's for this game

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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desicat
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I don't understand the Mod's for this game

Post by desicat »

So if one downloads the Mercenary Mod, it only works by selecting the Module and then one selects either battles or campaigns? If that is the case then one can't use the Mercenary Mod and the TT Mod together, and none of the preexisting campaigns will work with either Mod? Same with the TT Mod Banners, one will never see them in the preexisting campaigns?

Both Mods looks to add a lot to the game, but if I want to play the Campaigns (like Rico's Labenious or Sertorious) then I am out of luck? I am not the most well versed in the downloads for this game, so I could easily be doing something incorrectly.

Looks like the best way to use the Mods will be in conjunction with the Tides of Conquest Campaign.
rbodleyscott
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Re: I don't understand the Mod's for this game

Post by rbodleyscott »

desicat wrote: Wed Feb 12, 2020 4:29 am So if one downloads the Mercenary Mod, it only works by selecting the Module and then one selects either battles or campaigns? If that is the case then one can't use the Mercenary Mod and the TT Mod together, and none of the preexisting campaigns will work with either Mod? Same with the TT Mod Banners, one will never see them in the preexisting campaigns?
That is correct.

The Mod system in this engine is very good for isolating Mods so they don't mess up MP games, but it does make it hard to have multiple mods working together. Of course the Mercenary Mod and TT Mod were never intended to work together, so even if you could run them both at the same time they would not work correctly.
Richard Bodley Scott

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