Classical World Mod - Preview

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SGZ
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Classical World Mod - Preview

Post by SGZ »

** AVAILABLE NOW -- SEE POST 17 ***


Hi all. Just a quick preview of a mod I'm working on. It's to be set just before the initial campaign - starting 322BC. Main aims are to mod faction emblems, flags, colours and to add lots more new factions around the map. I've succeded in all but the last objective. You can see from the screenshots I've had some limited success in adding a first new faction of Liguria. Pocus has provided some guidance but I'm really not clear how to get new factions into the game and functioning correctly. If anyone has had success in this area and can write a brief and simple instruction guide ( " how to add factions for dummies " ) that would help me and the modding community immensely.
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SGZ
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Re: Classical World Mod - Preview

Post by SGZ »

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SGZ
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Re: Classical World Mod - Preview

Post by SGZ »

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SGZ
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Re: Classical World Mod - Preview

Post by SGZ »

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Pocus
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Re: Classical World Mod - Preview

Post by Pocus »

Looking quite nice!

Note there are several reasons why not all minor nations have been made into 'true nations'. By having minor independents, you give something to do easily at start, notably to new players. If each and every region is a minor nation, then (1) you might ask too much to the CPU and (2) game start will be much harder for many nations, as there is no room for expansion except managing to kill another nation which is as strong as you.
AGEOD Team - Makers of Kingdoms, Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.
FrenchDude
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Re: Classical World Mod - Preview

Post by FrenchDude »

This is looking good :D !
kronenblatt
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Re: Classical World Mod - Preview

Post by kronenblatt »

Agree: really looking good!

It seems too that you started off with a campaign start of 333 BC? And Alexander the Great?
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
SGZ
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Re: Classical World Mod - Preview

Post by SGZ »

Some progress...
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SGZ
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Re: Classical World Mod - Preview

Post by SGZ »

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SGZ
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Re: Classical World Mod - Preview

Post by SGZ »

3
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Pocus
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Re: Classical World Mod - Preview

Post by Pocus »

yeah! :D
AGEOD Team - Makers of Kingdoms, Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.
SGZ
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Re: Classical World Mod - Preview

Post by SGZ »

Pocus wrote: Tue Jun 09, 2020 7:39 amyeah! :D
Thanks for the help Pocus. All working well now. I'll upload it once I've done a bit of polishing and more testing.
SGZ
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Re: Classical World Mod - Preview

Post by SGZ »

Classical World Mod for FOGE

New factions added

Frisia
Knossos
Aorsi
Vandals
Heruli
Eburones
Liguria
Makran
Dumnonii
Corinth
Gerrhae
Cantabri
SGZ
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Re: Classical World Mod - Preview

Post by SGZ »

pics
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SGZ
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Re: Classical World Mod - Preview

Post by SGZ »

and more pics
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Pocus
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Re: Classical World Mod - Preview

Post by Pocus »

Did you modify the XLS first before exporting it? If yes, I can take a look at the new factions and tell you if they are set properly.
AGEOD Team - Makers of Kingdoms, Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.
SGZ
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Re: Classical World Mod - Preview

Post by SGZ »

Available now at

**UPDATED LINK 27/6/20 THIS SHOULD WORK **

https://www.dropbox.com/s/1txa0heo2x071 ... d.rar?dl=0



to install unzip and place the "ClassicalWorld FOGE mod" folder into your SCENARIOS Folder

this is in somewhere like New/My Documents/my games/FieldofGloryEmpires/SCENARIOS


Some error messages appear for me in lower R of screen after about 5 turns. They can be closed and seem to have no effect on the game. Not sure why this occurs.
Last edited by SGZ on Sat Jun 27, 2020 1:37 am, edited 1 time in total.
Fieswurst
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Re: Classical World Mod - Preview

Post by Fieswurst »

Your mod looks great!
Do you use the original map?
Would it be possible for you to make a szenario with a significantly smaller map (maybe 50% of the original map)?
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