Per a post in the Steam forums & a tip from Zarkarion (dev) I decide to try & mod the Victory Conditions a little.
Instead of the 60-40 threshold I adjusted it to 70-50 just for fun. It appears to work.
Did a quick test & got a green -37 & the enemy did not "resign" until after its' turn with 56% routed.
Anyways, for anyone interested, thought I would share.
Modding the Victory Conditions
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eddieballgame
- 2nd Lieutenant - Panzer IVF/2

- Posts: 651
- Joined: Mon Dec 17, 2012 2:53 am
Modding the Victory Conditions
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new_victory_conditions.zip- updated to say For Campaigns & Custom Battles
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Last edited by eddieballgame on Wed Oct 18, 2017 6:14 pm, edited 1 time in total.
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rbodleyscott
- Field of Glory 2

- Posts: 28323
- Joined: Sun Dec 04, 2005 6:25 pm
Re: Modding the Victory Conditions
Here is what I wrote:
Note that altering this line only affect non-campaign random map games, but there is a line below where you can do the same thing for campaign games.What values would you like to substitute for the default values?
If you wanted to change the standard figures to 60% (instead of 40%) and 80% (instead of 60%), for most scenario types, you would need to change line 751 in /Data/Battle/Scripts/Slith_RandomMap.bsf from
StandardVictoryConditions(60, 40, 60, 40, drawdecider, MPgame);
to
StandardVictoryConditions(40, 20, 40, 20, drawdecider, MPgame);
Note that these numbers are the percent _not_ routed to be reached for the break point, not the percent routed.
The first two are the break points for side A and the second for side B.
We very strongly recommend that you do _not_ mod the files in the main build for various very sound reasons. (e.g. You might break the game if you make a mistake. You won't be able to play MP unless your opponent has exactly the same mod loaded. STEAM updates will over-write your mod).
So you should go into the editor and create a new custom folder. Don't tick either of the boxes, and leave it as Copy of <None>. If you call it "myfoldername", it will be saved in /Documents/My Games/FieldOfGlory2/Campaigns/myfoldername
Then copy the Slith_RandomMap.bsf file into
/documents/ My Games/FieldOfGlory2/Campaigns/myfoldername/Data/Battle/Scripts
and edit line 751 as above.
Then when you load up Custom Battles, if you click on the "Select another Module" button, you can pick your modded folder for the custom battles and your modded victory conditions should apply.
(They won't display in the briefing, however, as that would require you to mod a different file.).
Richard Bodley Scott


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eddieballgame
- 2nd Lieutenant - Panzer IVF/2

- Posts: 651
- Joined: Mon Dec 17, 2012 2:53 am
Re: Modding the Victory Conditions
So you are Zarkarion...nice.
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rbodleyscott
- Field of Glory 2

- Posts: 28323
- Joined: Sun Dec 04, 2005 6:25 pm
Re: Modding the Victory Conditions
Yeah, if I had set up my STEAM account specifically for Byzantine Games I would have used my real name, but I had a STEAM account for playing games long before, and Zarkarion is a derivative of one of my long-standing Everquest characters name from aeons ago.eddieballgame wrote:So you are Zarkarion...nice.
Richard Bodley Scott


Re: Modding the Victory Conditions
Probably a bit necromantic, but seeing as though I was trying to work this out earlier today.
NB - this was for Empire -> FOG conversions, it may a bit different for other games.
Apart from the useful info above, I also found that the scenario briefing text is hard coded to 40/60% and if you want to change the briefing to reflect your change then you need to tackle that.
The texts used are in Data/Text/Text2.txt by the script in Data/Scripts/MoreScenarioTools Function StandardScenarioUI.
You can mod the text directly and/or script it different. Actually you may need to do both, the 40% is hard wired in the texts, the 60% is based on some script for Multi player (or I think multiplayer). I added a Text2.txt in my mod directory with similar but different named texts for the briefing and then conditioned the script to go to another function for Liaison Games, and allow the briefing to create text based on the break points per game, as my morale points were based on the Empires generals and could change per game.
NB - this was for Empire -> FOG conversions, it may a bit different for other games.
Apart from the useful info above, I also found that the scenario briefing text is hard coded to 40/60% and if you want to change the briefing to reflect your change then you need to tackle that.
The texts used are in Data/Text/Text2.txt by the script in Data/Scripts/MoreScenarioTools Function StandardScenarioUI.
You can mod the text directly and/or script it different. Actually you may need to do both, the 40% is hard wired in the texts, the 60% is based on some script for Multi player (or I think multiplayer). I added a Text2.txt in my mod directory with similar but different named texts for the briefing and then conditioned the script to go to another function for Liaison Games, and allow the briefing to create text based on the break points per game, as my morale points were based on the Empires generals and could change per game.
Re: Modding the Victory Conditions
Is there a way to add a bit of random in the victory condtions?
I like to have the victory conditions change a bit from a battle to an another
something like victory minimun routing ennemis: from 35 to 45 %, with a gap of 20 from 30%; and automatic victory from 55 to 65%
What could be very nice is we don't know the exact percentage for the victory conditions during the battle
I like to have the victory conditions change a bit from a battle to an another
something like victory minimun routing ennemis: from 35 to 45 %, with a gap of 20 from 30%; and automatic victory from 55 to 65%
What could be very nice is we don't know the exact percentage for the victory conditions during the battle
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rbodleyscott
- Field of Glory 2

- Posts: 28323
- Joined: Sun Dec 04, 2005 6:25 pm
Re: Modding the Victory Conditions
It could be done, but would require some real modding. It isn't a built in option to the existing scripts like setting the break points is.
Having said that, you could randomise the parameters to the victory conditions function, so that variable breakpoints are set at the beginning of the game, but the players don't know what they are, because altering the breakpoints does not automatically alter the displayed conditions. Well not the 40%, it maybe will alter the 60%.
e.g.
Code: Select all
StandardVictoryConditions(Rand(55,65), Rand(35,45), Rand(55,65), Rand(35,45), drawdecider, MPgame);Richard Bodley Scott


Re: Modding the Victory Conditions
Great: thanks rbodleyscottrbodleyscott wrote: ↑Thu May 21, 2020 6:13 amIt could be done, but would require some real modding. It isn't a built in option to the existing scripts like setting the break points is.
Having said that, you could randomise the parameters to the victory conditions function, so that variable breakpoints are set at the beginning of the game, but the players don't know what they are, because altering the breakpoints does not automatically alter the displayed conditions. Well not the 40%, it maybe will alter the 60%.
e.g.
Code: Select all
StandardVictoryConditions(Rand(55,65), Rand(35,45), Rand(55,65), Rand(35,45), drawdecider, MPgame);

