rbodleyscott wrote: ↑Thu Jul 16, 2020 10:16 am
kronenblatt wrote: ↑Thu Jul 16, 2020 6:50 am
rbodleyscott wrote: ↑Wed Jul 15, 2020 12:20 pm
I don't really know. The two games use different versions of ARCHON. However, engine compaitibility aside, probably not, as each FOGE unit has one entry in the export file. If two entries were created, FOG2 would assume they each represented a full FOGE unit, so those units would be over-represented.
Ok, I see. Well, I'm looking (for the sake of simplicity) at 1:1 unit conversion, i.e., 1 unit in FoGE gets converted into 1 unit in FoG2. But right now I'm struggling how to deduct the faction, ethnic group or area of origin for each side in the battle (within FoGE's BattleConnection.bsf), which will in turn determine which FoG2 unit to convert to.
If one is attempting to achieve equivalence between fighting FOGE battles in Empires or exporting them, a 1:1 conversion makes no sense because the two games are different, and the relative power of different units is greatly different between the FOGE battle system and FOG2. A 1:1 conversion would result in the more powerful FOGE units being significantly relatively underpowered in FOG2 compared with their efficacy in FOGE.
Moreover the diffierent nations' FOG2 conversions of the same FOGE type are also greatly differing in power in FOG2, strongly disadvantaging some nations if a 1:1 conversion was used.
So a 1:1 conversion would move the game significantly further away from equivalence between fighting FOGE battles in Empires or exporting them.
Ok, so now I understand your concerns better, sorry about my slow thinking. What I meant by ”
1:1 conversion” was that 1
FoGE unit will still be exported to
FoG2 as 1 unit. And therein (in
FoG2, that is) getting converted into 2-5
FoG2 units, sa part of
FoG2 vanilla procedure.
I will not touch the conversion thereafter being made in
FoG2. So no modding in
FoG2; just interested in understanding what determines these conversion ratios.
I will do the modding in
FoGE, and what I’m aiming at doing is to (given the current
FoGE unit lists) other units, even more faction/ethnic/origin based than currently, will be written to the file that gets imported to
FoG2.
But then again maybe some of the work and these changes is already made within
FoG2, as part of the
TranslateLiaisonUnitToFOGCampaignUnits() function in the
/Data/scripts/LiaisonTools.BSF file.
Currently I’m just struggling writing the right
FoGE script in order to retrieve the data on faction (tag/id), ethnicity, and/or area of origin and setting variables to these values, that can be used later on in the script to make the script more comprehensible. But that’s a question to the
FoGE guys/girls and not to you.
