[MOD] Empires : Table Top Mod
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[MOD] Empires : Table Top Mod
Hey everyone !
I've always loved playing the Table Top mod in Field of glory 2 battles, and being able to export FOG2 battles during my Field of Glory Empires campaigns is probably my favorite aspect of FOGE.
So naturally, when Paul, (the creator of the amazing Table Top mod for Field of Glory 2) created a version of his mod to match a potential future Field of Glory Empires mod using Table Top units, I really wanted to make this possible.
This Field of Glory Empires Table Top mod, when paired with the Global Table Top Mod in Field of Glory 2, makes FOGE exported battles in Field of Glory 2 use units of the FOG2 Table top Mod.
So, to make this mod work, you have to :
1. Play using the d310BModCamp scenario in Field of Glory Empires
2. Enable the Global TT.Mod inside Field of Glory 2 BEFORE playing exported Empires battles
So here is my homemade Empires : Table Top Mod :
http://www.mediafire.com/file/4f680fhz7 ... 1.rar/file
Download this scenario, then put it inside : Documents > My games > Field of Glory Empires > SCENARIOS
Do NOT put it anywhere else ! This mod only works as a specific grand campaign scenario, it doesn't overwrite any other file from the main game. If you want to play without this mod, you just have to play a normal campaign scenario.
And here is the topic of Paul's Global Table Top mod for Field of Glory 2 :
https://www.slitherine.com/forum/viewto ... 03#p803003
I tried to make the exported FOGE units of each nation/culture more representative of their respective FOG2TT army lists. For this, I used two methods :
1. At first, I modified the UNITS.csv file of my custom scenario, and for each FOGE units, I assigned a Field of Glory 2 Table Top unit. Sometimes, I even created new units for a few nations. For example, Pedites Extraordinarii for Rome, Italian Foot Allies for the Samnites, Etruscan Heavy Infantry, Iberian Caetrati and Celtiberian Warbands for the Iberian factions, or Mercenary Gallic infantry for Carthage, among others
2. Then, I stumbled upon Kronenblatt's mod for Field of Glory Empires, here : https://www.slitherine.com/forum/viewto ... 2&t=100420
I looked at the scripts in his mod, and I thought it was a very simple, clever way to convert a single FOGE unit to multiple FOG2 units in exported battles. So I mimicked his way of doing it and adapted it to the Empires TT Mod.
These two points are important, because if you want to modifiy or create some units later on your own, you'll have to look at both files, and make them match.
To give you a sample of what I did :
In the original FOGE, Hellenisitc armies, when exported to Field of Glory 2, used a mixture of Armored Citizen Hoplites, Pikemen, etc... It wasn't always accurate for the time period.
Ex : Armored Citizen Hoplites were used in older periods, Thureophoroi should be more represented, Xystophoroi cavalry were an important component of many Hellenisitc armies and were not only used as "companion cavalry", etc...
In my mod, I tried to make most of the Successor armies more unique : Each companion-type cavalry units is specific to its nation (Ex : Macedonian companion cavalry, Seleucid Agema, Ptolemaic Agema, Epirote agema, etc...), most pikemen, when possible, are specific to their nation (Bactrian pikemen, Pontic phalangites, Epirote pikemen, etc...), at later stages of the campaign some rare Thorakitai units will mix in with Thureophoroi, and when a single Regular Skirmisher unit is exported in Field of Glory 2, you can find a mixture of Archers, slingers javelinmen, and euzonoi. This last part was made possible by Kroenenblatt's Faction Specifi Armies mod, by the way, a mod that really adds more variety to armies.
This mod isn't perfect. I tried to keep a balance between Field of Glory Empires system (Heavy Infantry units, Regular Units, Improvement system, etc...) and Field of Glory 2's more fluid system. I try to go for historical accuracy as much as possible, and at the same time I wanted to keep the original balance of factions in FOGEmpires preserved as much as possible. So some choices that I made might be questionnable (For example : I kept the "Sacred Band" unit, even if by Field of Glory Empires' timeframe it shouldn't be existing anymore. I did for balance purposes.), but I, most of the time, did it for specific reasons.
Not all factions/cultures are entirely finished, but the majority of them are. I'll post updated versions of the mod from time to time, because as I play different nations in FOGE, I make modifications to the mod during my campaigns to make it more historically accurate and more balanced, and to use the full potential of the Field of Glory 2 Table Top Mod.
If you have any question on the installation of the mod, the army units of the different factions, or if you'd like to know how to create/modify units yourself, feel free to ask.
My goal here was to make a mod that makes use of the Global Table Top Mod, while being historically accurate, and to make the community use it and modify it as it whishes
This is the first time I ever created a mod in my life, so it's kinda rough around the edges in some regards, but I'm playing with this mod every time I play FOGE, and it makes the experience really enjoyable, as far as I am concerned. I hope you'll enjoy it as much as I do !
Big thanks to Paul59 and Kronenblatt for their work, couldn't have done this without them
UPDATE 06/12/2020 : Uploaded the new version 1.1 of the Empire TT Mod
I've always loved playing the Table Top mod in Field of glory 2 battles, and being able to export FOG2 battles during my Field of Glory Empires campaigns is probably my favorite aspect of FOGE.
So naturally, when Paul, (the creator of the amazing Table Top mod for Field of Glory 2) created a version of his mod to match a potential future Field of Glory Empires mod using Table Top units, I really wanted to make this possible.
This Field of Glory Empires Table Top mod, when paired with the Global Table Top Mod in Field of Glory 2, makes FOGE exported battles in Field of Glory 2 use units of the FOG2 Table top Mod.
So, to make this mod work, you have to :
1. Play using the d310BModCamp scenario in Field of Glory Empires
2. Enable the Global TT.Mod inside Field of Glory 2 BEFORE playing exported Empires battles
So here is my homemade Empires : Table Top Mod :
http://www.mediafire.com/file/4f680fhz7 ... 1.rar/file
Download this scenario, then put it inside : Documents > My games > Field of Glory Empires > SCENARIOS
Do NOT put it anywhere else ! This mod only works as a specific grand campaign scenario, it doesn't overwrite any other file from the main game. If you want to play without this mod, you just have to play a normal campaign scenario.
And here is the topic of Paul's Global Table Top mod for Field of Glory 2 :
https://www.slitherine.com/forum/viewto ... 03#p803003
I tried to make the exported FOGE units of each nation/culture more representative of their respective FOG2TT army lists. For this, I used two methods :
1. At first, I modified the UNITS.csv file of my custom scenario, and for each FOGE units, I assigned a Field of Glory 2 Table Top unit. Sometimes, I even created new units for a few nations. For example, Pedites Extraordinarii for Rome, Italian Foot Allies for the Samnites, Etruscan Heavy Infantry, Iberian Caetrati and Celtiberian Warbands for the Iberian factions, or Mercenary Gallic infantry for Carthage, among others
2. Then, I stumbled upon Kronenblatt's mod for Field of Glory Empires, here : https://www.slitherine.com/forum/viewto ... 2&t=100420
I looked at the scripts in his mod, and I thought it was a very simple, clever way to convert a single FOGE unit to multiple FOG2 units in exported battles. So I mimicked his way of doing it and adapted it to the Empires TT Mod.
These two points are important, because if you want to modifiy or create some units later on your own, you'll have to look at both files, and make them match.
To give you a sample of what I did :
In the original FOGE, Hellenisitc armies, when exported to Field of Glory 2, used a mixture of Armored Citizen Hoplites, Pikemen, etc... It wasn't always accurate for the time period.
Ex : Armored Citizen Hoplites were used in older periods, Thureophoroi should be more represented, Xystophoroi cavalry were an important component of many Hellenisitc armies and were not only used as "companion cavalry", etc...
In my mod, I tried to make most of the Successor armies more unique : Each companion-type cavalry units is specific to its nation (Ex : Macedonian companion cavalry, Seleucid Agema, Ptolemaic Agema, Epirote agema, etc...), most pikemen, when possible, are specific to their nation (Bactrian pikemen, Pontic phalangites, Epirote pikemen, etc...), at later stages of the campaign some rare Thorakitai units will mix in with Thureophoroi, and when a single Regular Skirmisher unit is exported in Field of Glory 2, you can find a mixture of Archers, slingers javelinmen, and euzonoi. This last part was made possible by Kroenenblatt's Faction Specifi Armies mod, by the way, a mod that really adds more variety to armies.
This mod isn't perfect. I tried to keep a balance between Field of Glory Empires system (Heavy Infantry units, Regular Units, Improvement system, etc...) and Field of Glory 2's more fluid system. I try to go for historical accuracy as much as possible, and at the same time I wanted to keep the original balance of factions in FOGEmpires preserved as much as possible. So some choices that I made might be questionnable (For example : I kept the "Sacred Band" unit, even if by Field of Glory Empires' timeframe it shouldn't be existing anymore. I did for balance purposes.), but I, most of the time, did it for specific reasons.
Not all factions/cultures are entirely finished, but the majority of them are. I'll post updated versions of the mod from time to time, because as I play different nations in FOGE, I make modifications to the mod during my campaigns to make it more historically accurate and more balanced, and to use the full potential of the Field of Glory 2 Table Top Mod.
If you have any question on the installation of the mod, the army units of the different factions, or if you'd like to know how to create/modify units yourself, feel free to ask.
My goal here was to make a mod that makes use of the Global Table Top Mod, while being historically accurate, and to make the community use it and modify it as it whishes
This is the first time I ever created a mod in my life, so it's kinda rough around the edges in some regards, but I'm playing with this mod every time I play FOGE, and it makes the experience really enjoyable, as far as I am concerned. I hope you'll enjoy it as much as I do !
Big thanks to Paul59 and Kronenblatt for their work, couldn't have done this without them
UPDATE 06/12/2020 : Uploaded the new version 1.1 of the Empire TT Mod
Last edited by FrenchDude on Sun Dec 06, 2020 12:34 pm, edited 1 time in total.
Re: [MOD] Empires : Table Top Mod
Many thanks for this!
I am testing it out with Pontus, have you updated them to use the TT Mod yet?
Here's some feedback so far;
1) The Scyth Chariots are not dispersing after one round of melee. Is this normal for exported Empires battles? I have tested the TT Mod and they disperse as normal in that, and there is nothing in the TT Mod that would cause them to not work properly anyway. I can't imagine your mod is affecting this, but I can't think what is causing this.
2) My Pontic Citizen Hoplites are exporting as Thureophoroi, but not the Pontic Thureophoroi. I would assume from this that you have not updated Pontus to use the TT Mod yet, but is it intended that they convert to Thurephoroi?
3) The Thureophoroi sometimes seem to convert to Euzonoi instead, is that your mod, or is that normal for Empires. I have not played Empires for a very long time, so I am not aware of these things.
4) I fought against a Semitic independent army from Lyrus at one point, they had my TT Mod Numidian Foot. Is that intentional? The Eastern Irregular Foot would be a better fit.
cheers
Paul
I am testing it out with Pontus, have you updated them to use the TT Mod yet?
Here's some feedback so far;
1) The Scyth Chariots are not dispersing after one round of melee. Is this normal for exported Empires battles? I have tested the TT Mod and they disperse as normal in that, and there is nothing in the TT Mod that would cause them to not work properly anyway. I can't imagine your mod is affecting this, but I can't think what is causing this.
2) My Pontic Citizen Hoplites are exporting as Thureophoroi, but not the Pontic Thureophoroi. I would assume from this that you have not updated Pontus to use the TT Mod yet, but is it intended that they convert to Thurephoroi?
3) The Thureophoroi sometimes seem to convert to Euzonoi instead, is that your mod, or is that normal for Empires. I have not played Empires for a very long time, so I am not aware of these things.
4) I fought against a Semitic independent army from Lyrus at one point, they had my TT Mod Numidian Foot. Is that intentional? The Eastern Irregular Foot would be a better fit.
cheers
Paul
Field of Glory II Scenario Designer - Age of Belisarius, Rise of Persia, Wolves at the Gate and Swifter than Eagles.
Field of Glory II Medieval Scenario Designer.
FOGII TT Mod Creator
Warhammer 40,000: Sanctus Reach Tournament Scenario Designer.
Field of Glory II Medieval Scenario Designer.
FOGII TT Mod Creator
Warhammer 40,000: Sanctus Reach Tournament Scenario Designer.
Re: [MOD] Empires : Table Top Mod
In any case, bravo ! 

AGEOD Team - Makers of Kingdoms, Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.
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Re: [MOD] Empires : Table Top Mod
1) That's weird, I really can't think of any part of the mod doing it, weither it is in the Empires TT Mod or in the Field of Glory 2 TTMod. As far as FOG2 modding is concerned, the only thing I did was launching the Global TT Mod !Paul59 wrote: ↑Fri Nov 20, 2020 11:26 am Many thanks for this!
I am testing it out with Pontus, have you updated them to use the TT Mod yet?
Here's some feedback so far;
1) The Scyth Chariots are not dispersing after one round of melee. Is this normal for exported Empires battles? I have tested the TT Mod and they disperse as normal in that, and there is nothing in the TT Mod that would cause them to not work properly anyway. I can't imagine your mod is affecting this, but I can't think what is causing this.
2) My Pontic Citizen Hoplites are exporting as Thureophoroi, but not the Pontic Thureophoroi. I would assume from this that you have not updated Pontus to use the TT Mod yet, but is it intended that they convert to Thurephoroi?
3) The Thureophoroi sometimes seem to convert to Euzonoi instead, is that your mod, or is that normal for Empires. I have not played Empires for a very long time, so I am not aware of these things.
4) I fought against a Semitic independent army from Lyrus at one point, they had my TT Mod Numidian Foot. Is that intentional? The Eastern Irregular Foot would be a better fit.
cheers
Paul
2) The Pontic Citizen Hoplites are Regular Infantry in Field of Glory Empires. Hellenistic Regular Infantry export as Thureophoroi in FOG2, and Hellenistic Heavy Infantry (named "Armored Hoplites" in the FOGE Grand Campaign) export as a mixture of Thureophoroi and Citizen Hoplites in FOG2. I did so because during the timeframe of FOGE's Grand Campaign, Thureophoroi were a progressively prominent part of the infantry, while the citizen hoplites were less and less common, even in the Greek City states, and so I wished to see less hoplites represented in Hellenistic armies. So yes it is intended that they export as Thureophoroi in the mod !
They do not export as a Pontic Thureophoroi yet because I didn't update them to use the TT Mod yet as you correctly guessed. Before using Kronenblatt's work not so long ago (I started using his script perhaps 2 or 3 weeks before I released the mod), I had a different method for modding units : I either modified existing FOGE units to make them translate to something different in FOG2 (This didn't take too much time), OR I created whole new FOGE units, and this took more time to be done. Because of this, when I started creating new units for the Successor armies, I decided to focus on a few key units that felt more "unique" to each nation. There are lot's of different Thureophoroi types in the TT Mod, so adding a new Thureophoroi unit to each nation was a lot of work. I decided I would focus on phalangites and companion-type cavalry to give a more distinct feel to each faction, because there was, to me, a bit more difference between a Bactrian phalangite and a Seleucid one, than between a Macedonian Thureophoroi and a Bythinian one. I'm mostly talking about visuals
However, now that I have a new method of modding that is simpler and faster (Kronenblatt's mod), I'll probably do more faction specific thureophoroi units for the hellenistic states. It is on my to-do list.
As far as Pontus is concerned, I made some changes that differentiate them from other Hellenic nations : Their Phalangites aren't of the same quality of other Hellenistic phalangites but they're cheaper, they mostly use Iranian style cavalry, they can have access to Pontic Imitation Legionaries in later stages of the campaign, and their unit roster is overall closer to that of the FOG2TT Pontus army list. However, I plan to come back to them in the near future to make some changes. I don't know if the Pontic Phalangites still are Raw pikemen in the 1.5.32 version of TTMod ? If that's not the case, I might change them to make them have a higher default quality than Raw in exported FOG2 battles
3) Yes, that's a decision I made for the mod that might feel a bit weird, so I'll try to explain myself : In the mod, Regular Hellenistic infantry mostly convert to Thureophoroi, but there's a very small chance (10%) that some of it convert as Euzonoi. I did it this way because of the verstatility the Thureophoroi were supposed to have, they were medium infantry, able to bridge the gap between the rigid phalanx and the skirmishers who didn't have much staying power. They were described as being able to fight in a close formation with good staying power, using their spears and shield to go toe to toe with other close-ranks infantry units, while still being light enough to chase enemy skirmishers away.
The small part of FOGE Thureophoroi converting to a few euzonoi in FOG2 is supposed to represent some Thureophoroi fighting in a skirmisher type of formation, while their comrades fight as close order infantry. I don't know if it's a good choice yet, but I was happy playing this way, with this little narrative around the versatility of Thureophoroi, so I kept it

4) Yes it is intended, but for the same reason as for 2) : I didn't have the time to do specific units for each Semitic nation, so I moddified the regular infantry unit common to all semitic nations (aside from Carthage or Judea) in the UNITS.CSV, and I used the Numidian Foot, because I wanted a unit that fought as the Carthaginian Poeni Foot without looking TOO specific to a particular nation. Numidian Foot use less distinctive shield emblems than let's say Carthaginian Poeni foot, and I felt that they could approximately represent the Semitic infantry of the majority of semitic nations without looking too much out of place. I known it's not perfect and probably not 100% historical, and I think that Eastern Hillmen would be more fitting to some Semitic Nations located around Mesopotamia, but I didn't have the time to make very specific units for each nation, some of them are a little less detailed. It was a compromise. When I play a new campaign in a new area, I tend to make progressive changes to the units I encounter to make them more specific, and since I haven't played any Semitic nation but Carthage (that I enjoy a lot, so I made more specific changes for them), I didn't affect them much other than moddifying the standard Semitic Unit Roster in the UNITS.CSV and make sure all were compatible with the TTMod
By the way, where is Lyrus exactly on the map ? Are they a sort of emergent/rebell faction that can pop up sometimes around the Seleucid's area ?
I'm happy to see that some people play the mod. As I said it's not as polished as I'd like it to be yet, but I'll make progressive changes as time go on, and if you wish to have specific changes to your units that would suit you better, I can I explain how to make these changes so everyone can have a more tailored experience.
Thanks for the feedback, don't hesitate to ask questions or give your opinion about the mod !
Re: [MOD] Empires : Table Top Mod
Thanks FrenchDude,FrenchDude wrote: ↑Sat Nov 21, 2020 5:13 pm
1) That's weird, I really can't think of any part of the mod doing it, weither it is in the Empires TT Mod or in the Field of Glory 2 TTMod. As far as FOG2 modding is concerned, the only thing I did was launching the Global TT Mod !
2) The Pontic Citizen Hoplites are Regular Infantry in Field of Glory Empires. Hellenistic Regular Infantry export as Thureophoroi in FOG2, and Hellenistic Heavy Infantry (named "Armored Hoplites" in the FOGE Grand Campaign) export as a mixture of Thureophoroi and Citizen Hoplites in FOG2. I did so because during the timeframe of FOGE's Grand Campaign, Thureophoroi were a progressively prominent part of the infantry, while the citizen hoplites were less and less common, even in the Greek City states, and so I wished to see less hoplites represented in Hellenistic armies. So yes it is intended that they export as Thureophoroi in the mod !
They do not export as a Pontic Thureophoroi yet because I didn't update them to use the TT Mod yet as you correctly guessed. Before using Kronenblatt's work not so long ago (I started using his script perhaps 2 or 3 weeks before I released the mod), I had a different method for modding units : I either modified existing FOGE units to make them translate to something different in FOG2 (This didn't take too much time), OR I created whole new FOGE units, and this took more time to be done. Because of this, when I started creating new units for the Successor armies, I decided to focus on a few key units that felt more "unique" to each nation. There are lot's of different Thureophoroi types in the TT Mod, so adding a new Thureophoroi unit to each nation was a lot of work. I decided I would focus on phalangites and companion-type cavalry to give a more distinct feel to each faction, because there was, to me, a bit more difference between a Bactrian phalangite and a Seleucid one, than between a Macedonian Thureophoroi and a Bythinian one. I'm mostly talking about visuals
However, now that I have a new method of modding that is simpler and faster (Kronenblatt's mod), I'll probably do more faction specific thureophoroi units for the hellenistic states. It is on my to-do list.
As far as Pontus is concerned, I made some changes that differentiate them from other Hellenic nations : Their Phalangites aren't of the same quality of other Hellenistic phalangites but they're cheaper, they mostly use Iranian style cavalry, they can have access to Pontic Imitation Legionaries in later stages of the campaign, and their unit roster is overall closer to that of the FOG2TT Pontus army list. However, I plan to come back to them in the near future to make some changes. I don't know if the Pontic Phalangites still are Raw pikemen in the 1.5.32 version of TTMod ? If that's not the case, I might change them to make them have a higher default quality than Raw in exported FOG2 battles
3) Yes, that's a decision I made for the mod that might feel a bit weird, so I'll try to explain myself : In the mod, Regular Hellenistic infantry mostly convert to Thureophoroi, but there's a very small chance (10%) that some of it convert as Euzonoi. I did it this way because of the verstatility the Thureophoroi were supposed to have, they were medium infantry, able to bridge the gap between the rigid phalanx and the skirmishers who didn't have much staying power. They were described as being able to fight in a close formation with good staying power, using their spears and shield to go toe to toe with other close-ranks infantry units, while still being light enough to chase enemy skirmishers away.
The small part of FOGE Thureophoroi converting to a few euzonoi in FOG2 is supposed to represent some Thureophoroi fighting in a skirmisher type of formation, while their comrades fight as close order infantry. I don't know if it's a good choice yet, but I was happy playing this way, with this little narrative around the versatility of Thureophoroi, so I kept it
4) Yes it is intended, but for the same reason as for 2) : I didn't have the time to do specific units for each Semitic nation, so I moddified the regular infantry unit common to all semitic nations (aside from Carthage or Judea) in the UNITS.CSV, and I used the Numidian Foot, because I wanted a unit that fought as the Carthaginian Poeni Foot without looking TOO specific to a particular nation. Numidian Foot use less distinctive shield emblems than let's say Carthaginian Poeni foot, and I felt that they could approximately represent the Semitic infantry of the majority of semitic nations without looking too much out of place. I known it's not perfect and probably not 100% historical, and I think that Eastern Hillmen would be more fitting to some Semitic Nations located around Mesopotamia, but I didn't have the time to make very specific units for each nation, some of them are a little less detailed. It was a compromise. When I play a new campaign in a new area, I tend to make progressive changes to the units I encounter to make them more specific, and since I haven't played any Semitic nation but Carthage (that I enjoy a lot, so I made more specific changes for them), I didn't affect them much other than moddifying the standard Semitic Unit Roster in the UNITS.CSV and make sure all were compatible with the TTMod
By the way, where is Lyrus exactly on the map ? Are they a sort of emergent/rebell faction that can pop up sometimes around the Seleucid's area ?
I'm happy to see that some people play the mod. As I said it's not as polished as I'd like it to be yet, but I'll make progressive changes as time go on, and if you wish to have specific changes to your units that would suit you better, I can I explain how to make these changes so everyone can have a more tailored experience.
Thanks for the feedback, don't hesitate to ask questions or give your opinion about the mod !
Yes, I agree with splitting the Thureophoroi like that.
Lyrus is North East Anatolia.
In the TT Mod most Pontic pike are Raw, but they have some Superior "Pontic Chalkaspides Phalanx" , the guys with bronze shields.
I have also noticed Armoured Hoplites (in Empires) converting to Raw Hoplites in FOG2.
cheers
Paul
Field of Glory II Scenario Designer - Age of Belisarius, Rise of Persia, Wolves at the Gate and Swifter than Eagles.
Field of Glory II Medieval Scenario Designer.
FOGII TT Mod Creator
Warhammer 40,000: Sanctus Reach Tournament Scenario Designer.
Field of Glory II Medieval Scenario Designer.
FOGII TT Mod Creator
Warhammer 40,000: Sanctus Reach Tournament Scenario Designer.
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Re: [MOD] Empires : Table Top Mod
Some Armored hoplites have a small chance of converting to Raw hoplites, and I think I'll add a chance to make very few of them convert to Veteran Hoplites in the next update, to represent the diversity in experience of different hoplites.
I will also probably change Semitic regular infantry from Numidian foot to Irregular foot, because most Semitic nations are located between the Levant and Mesopotamia, so Regular Infantry would be better represented by Irregular Foot/Eastern Irregular foot. I actually just played a battle against Lyrus in my Armenia campaign, and yeah Numidian foot sort of look out of place in North Eastern Anatolia, I didn't think I'd encounter Semitic nations this close to the Caucasus.
When I'll update the Pontic army, I'll probably add a chance of having some Superior Pontic Chalkaspides during later stages of the campaign, I'll look at the FOG2TT Pontus army lists again
I will also probably change Semitic regular infantry from Numidian foot to Irregular foot, because most Semitic nations are located between the Levant and Mesopotamia, so Regular Infantry would be better represented by Irregular Foot/Eastern Irregular foot. I actually just played a battle against Lyrus in my Armenia campaign, and yeah Numidian foot sort of look out of place in North Eastern Anatolia, I didn't think I'd encounter Semitic nations this close to the Caucasus.
When I'll update the Pontic army, I'll probably add a chance of having some Superior Pontic Chalkaspides during later stages of the campaign, I'll look at the FOG2TT Pontus army lists again
Re: [MOD] Empires : Table Top Mod
Hello and thank you for your efforts.
I would like myself to point 1-2 small things
As I see it and in order to mantain some consistency between empires and fog2 specially in smaller or medium armies that every unit matters I suggest the following
Armored hoplites turned to either citizen hoplites or thyreophoroi ( majority ) or veteran but no raw which are very weak and better leave them to represent garrisons.
You have correct about the historical role of the euzonoi but as they follow the rules of the light troops on fog2 is a little unfair ( they cant engaged in combat on their will ) so medium units from empire to medium units on fog2 , lights to lights and so on would be preferable.
I see that you maintain the provincial units unchanged, I hope this is a rule.
That is all , I just had a few turns so only an early feedback.
Anyway, thank you again for your mod and your willing to share it.
I would like myself to point 1-2 small things
As I see it and in order to mantain some consistency between empires and fog2 specially in smaller or medium armies that every unit matters I suggest the following
Armored hoplites turned to either citizen hoplites or thyreophoroi ( majority ) or veteran but no raw which are very weak and better leave them to represent garrisons.
You have correct about the historical role of the euzonoi but as they follow the rules of the light troops on fog2 is a little unfair ( they cant engaged in combat on their will ) so medium units from empire to medium units on fog2 , lights to lights and so on would be preferable.
I see that you maintain the provincial units unchanged, I hope this is a rule.
That is all , I just had a few turns so only an early feedback.
Anyway, thank you again for your mod and your willing to share it.
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Re: [MOD] Empires : Table Top Mod
I'm going to be releasing an update soon, either today if I have the time or this coming week. The update will adress these issues :
- I have taken the feedback into account and I have changed the unit's roster for generic Semitic nations
- Various changes in units proportions for diverse factions, mainly Caucasian, Indian, Iranian, Semitic, and Hellenic ones
- For Hellenic nations : FOGE "Armored Citizen Hoplites" won't be converted to "Raw Hoplites" in FOG2 anymore, as it was rarely the case before. They now will convert to Citizen Hoplites, Thureophoroi, and a few Veteran Hoplites. I'm also going to add a few faction specific units : Seleucid, Macedonian, Ptolemaic, Pontic, Bactrian Thureophoroi.
- Pontus will have some of it's units convert to Pontic Chalkaspides Phalangitai. They won't be present at the start but will appear later on in the campaign
- Carthage : i made a mistake ! Carthaginian Mercenary Horsemen currently convert to Light Horse Javelin AND Light Horse Bow, that's not intended. They are going to convert to Light Horse Javelin and nothing else in the next update. There will also be some change concerning the Sacred Band : Since the Carthaginian sacred band didn't exist in FOGE' grand campaign time period, I will still keep them in FOGE but make them export to a minority of Sacred Band units in FOG2 TT mod and a majority of Veteran African Spearmen. The FOGE Sacred Band unit will represent a renewal of the Sacred Band of old, with the number of "true" Carthaginian citizens being small and accompanied by some veteran Liby-phoenician footmen who will make the bulk of the new "Sacred Band". This New Sacred Band, is closer in philosophy to the rest of the Carthaginian army : Very few citizens, lots of subject and mercenary troops
I think that removing the Raw Hoplites from the FOGE Armored Hoplites is indeed better.
About the Euzonoi : In my mod, Hellenistic regular infantry is one of the most advantageous regular inf in the game, because they export as Thureophoroi who are Protected, Offensive spearmen in FOG2 that can go toe to toe against many Heavy Offensive spearmen units (Citizen Hoplites, Mercenary Hoplites, African Spearmen...) while being manoeuverable, not disordered by rough terrain, and relatively cheap to get in FOGE. They are also more efficient in some situations than many of their neighbourgs Regular Infantry, such as Eastern Hillmen or Italian Foot. Having few of them export as Euzonoi is a small advantage because they are even more versatile, but a bigger drawback because a little less of their units convert to Thureophoroi. This is a way to have a bit of balance between nations when battles are exported to FOG2, because other ethnicities can then have a small numerical advantage when it comes to Medium Foot vs Medium Foot. So that's why I'm keeping things that way for the moment being. Perhaps that I'll change it in the near future if I think it isn't so good for balance.
About provincial units : It is not a rule, contrary to Kronenblatt's mod, and it is voluntary, here's why : I want some provincial units to export to multiple unit types in FOG2. For example, Latin Foot or Provincial Italian Foot export to Italian Foot and a few Italian Citizen Hoplites, when playing as Rome or Italic nations. However, more unique provincial units such as the Balearic Slingers or the Cretan archers export to a unique unit type in FOG2. It's a work in progress, but I want provincial units to be able to export to multiple unit types in FOG2 if I want to.
However, if you'd like to make the mod closer to what you wish for, you can make some modifications yourself :
- For Euzonoi : Go to the mods main file, then "SCRIPTS", and then open the BattleConnection file with Notepad++ or a similar app. Then, around the 1100 mark on the left of the file if you're using Notepad++, in the "Hellenic/Hellenistic group (9) OR Bactria, etc...", you'll see this :
else if ( StringCompare ( squadtemp, "Thureophoroi" ) == 1 )
{
if ( randomunit <= 10 )
{
squadtemp = "Euzonoi";
}
else
{
squadtemp = "Thureophoroi";
}
}
You have to change it to :
else if ( StringCompare ( squadtemp, "Thureophoroi" ) == 1 )
{
if ( randomunit <= 100)
{
squadtemp = "Thureophoroi";
}
}
And you should be good !
Concerning the rule making all provincial units convert to a single unique type, I don't know how to do it yet, I know that Kronenblatt's mod latest version does it but I didn't really look into it
- I have taken the feedback into account and I have changed the unit's roster for generic Semitic nations
- Various changes in units proportions for diverse factions, mainly Caucasian, Indian, Iranian, Semitic, and Hellenic ones
- For Hellenic nations : FOGE "Armored Citizen Hoplites" won't be converted to "Raw Hoplites" in FOG2 anymore, as it was rarely the case before. They now will convert to Citizen Hoplites, Thureophoroi, and a few Veteran Hoplites. I'm also going to add a few faction specific units : Seleucid, Macedonian, Ptolemaic, Pontic, Bactrian Thureophoroi.
- Pontus will have some of it's units convert to Pontic Chalkaspides Phalangitai. They won't be present at the start but will appear later on in the campaign
- Carthage : i made a mistake ! Carthaginian Mercenary Horsemen currently convert to Light Horse Javelin AND Light Horse Bow, that's not intended. They are going to convert to Light Horse Javelin and nothing else in the next update. There will also be some change concerning the Sacred Band : Since the Carthaginian sacred band didn't exist in FOGE' grand campaign time period, I will still keep them in FOGE but make them export to a minority of Sacred Band units in FOG2 TT mod and a majority of Veteran African Spearmen. The FOGE Sacred Band unit will represent a renewal of the Sacred Band of old, with the number of "true" Carthaginian citizens being small and accompanied by some veteran Liby-phoenician footmen who will make the bulk of the new "Sacred Band". This New Sacred Band, is closer in philosophy to the rest of the Carthaginian army : Very few citizens, lots of subject and mercenary troops
Thanks for your feedback, I appreciate it !nikossaiz wrote: ↑Sat Nov 21, 2020 11:39 pm Hello and thank you for your efforts.
I would like myself to point 1-2 small things
As I see it and in order to mantain some consistency between empires and fog2 specially in smaller or medium armies that every unit matters I suggest the following
Armored hoplites turned to either citizen hoplites or thyreophoroi ( majority ) or veteran but no raw which are very weak and better leave them to represent garrisons.
You have correct about the historical role of the euzonoi but as they follow the rules of the light troops on fog2 is a little unfair ( they cant engaged in combat on their will ) so medium units from empire to medium units on fog2 , lights to lights and so on would be preferable.
I see that you maintain the provincial units unchanged, I hope this is a rule.
That is all , I just had a few turns so only an early feedback.
Anyway, thank you again for your mod and your willing to share it.
I think that removing the Raw Hoplites from the FOGE Armored Hoplites is indeed better.
About the Euzonoi : In my mod, Hellenistic regular infantry is one of the most advantageous regular inf in the game, because they export as Thureophoroi who are Protected, Offensive spearmen in FOG2 that can go toe to toe against many Heavy Offensive spearmen units (Citizen Hoplites, Mercenary Hoplites, African Spearmen...) while being manoeuverable, not disordered by rough terrain, and relatively cheap to get in FOGE. They are also more efficient in some situations than many of their neighbourgs Regular Infantry, such as Eastern Hillmen or Italian Foot. Having few of them export as Euzonoi is a small advantage because they are even more versatile, but a bigger drawback because a little less of their units convert to Thureophoroi. This is a way to have a bit of balance between nations when battles are exported to FOG2, because other ethnicities can then have a small numerical advantage when it comes to Medium Foot vs Medium Foot. So that's why I'm keeping things that way for the moment being. Perhaps that I'll change it in the near future if I think it isn't so good for balance.
About provincial units : It is not a rule, contrary to Kronenblatt's mod, and it is voluntary, here's why : I want some provincial units to export to multiple unit types in FOG2. For example, Latin Foot or Provincial Italian Foot export to Italian Foot and a few Italian Citizen Hoplites, when playing as Rome or Italic nations. However, more unique provincial units such as the Balearic Slingers or the Cretan archers export to a unique unit type in FOG2. It's a work in progress, but I want provincial units to be able to export to multiple unit types in FOG2 if I want to.
However, if you'd like to make the mod closer to what you wish for, you can make some modifications yourself :
- For Euzonoi : Go to the mods main file, then "SCRIPTS", and then open the BattleConnection file with Notepad++ or a similar app. Then, around the 1100 mark on the left of the file if you're using Notepad++, in the "Hellenic/Hellenistic group (9) OR Bactria, etc...", you'll see this :
else if ( StringCompare ( squadtemp, "Thureophoroi" ) == 1 )
{
if ( randomunit <= 10 )
{
squadtemp = "Euzonoi";
}
else
{
squadtemp = "Thureophoroi";
}
}
You have to change it to :
else if ( StringCompare ( squadtemp, "Thureophoroi" ) == 1 )
{
if ( randomunit <= 100)
{
squadtemp = "Thureophoroi";
}
}
And you should be good !
Concerning the rule making all provincial units convert to a single unique type, I don't know how to do it yet, I know that Kronenblatt's mod latest version does it but I didn't really look into it
Re: [MOD] Empires : Table Top Mod
I had a really strange thing just now, fighting the spartans in a few battles i didnt see any spartan hoplite converted as such. Lot of raw and citizen hoplites but just that. Is it a problem from my end perhaps?( Messed up files and such )
About provincial units, well since they are kind of special units , more expensive but better than the normal recruitment ones i still believe would preferably keep them intact. As i said again , seing mollosian javelinmen into slingers is not so good. But then again, your call. So far you have a great job! Much appreciated!
About provincial units, well since they are kind of special units , more expensive but better than the normal recruitment ones i still believe would preferably keep them intact. As i said again , seing mollosian javelinmen into slingers is not so good. But then again, your call. So far you have a great job! Much appreciated!
Re: [MOD] Empires : Table Top Mod
Well it look similar to the problem you had with the recruit local units decision.spartan hoplites dont so at all on fog2. A full stack of spartan hoplites from empire exported to fog2 and not a single unit shown. Only with spartans is the case till now. ( Playing as macedon) ps i really enjoy what you did with the thracian armies, thracian peltasts at last:)
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Re: [MOD] Empires : Table Top Mod
I think I must have made a mistake then, either in the UNITS.csv or in one of the scripts file. I'll look into it and correct it in the next update !nikossaiz wrote: ↑Sun Nov 22, 2020 7:27 pm Well it look similar to the problem you had with the recruit local units decision.spartan hoplites dont so at all on fog2. A full stack of spartan hoplites from empire exported to fog2 and not a single unit shown. Only with spartans is the case till now. ( Playing as macedon) ps i really enjoy what you did with the thracian armies, thracian peltasts at last:)
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Re: [MOD] Empires : Table Top Mod
So I just tested exporting a battle playing as spartans, using only FOGE Spartan hoplites, and they exported to Spartiatai Hoplites in FOG2 ! One thing that could explain your problem : Perhaps that you forgot to enable the "TT_Mod-Global.1.1.18" as a global mod in Field of Glory 2 before playing the Empire battle ? It happens to me sometimes, and when that is the case, some units which are only used in the Table Top mod and not in the vanilla game do not show up ! So you'll get units such as citizen hoplites, thureophoroi, or javelinmen because they are also present in the regular FOG2, but units such as Spartiatai Hoplites won't appear because they aren't present in the base game's Squad file.nikossaiz wrote: ↑Sun Nov 22, 2020 7:27 pm Well it look similar to the problem you had with the recruit local units decision.spartan hoplites dont so at all on fog2. A full stack of spartan hoplites from empire exported to fog2 and not a single unit shown. Only with spartans is the case till now. ( Playing as macedon) ps i really enjoy what you did with the thracian armies, thracian peltasts at last:)
One mistake that I clearly made though, is that the FOGE Spartan hoplites export to the wrong version of Spartiatai Hoplites in FOG2TTmod, they are from an older army list. It isn't a big issue, it's just that they aren't dressed correctly (they are wearing a sort of red cloak, whereas they should be wearing a linothorax), so I'll update this too in the next version
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Re: [MOD] Empires : Table Top Mod
This is an exciting development, I look forward to trying it in 3.......2.....1.......
wait, does this mean I cant use the rise of ai mod now?
wait, does this mean I cant use the rise of ai mod now?
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- Sergeant - 7.5 cm FK 16 nA
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Re: [MOD] Empires : Table Top Mod
I like using the Rise of Ai mod too, so at first I was kinda sad that I had to stop using it in order to use the Global TT mod. Then, the Rise of AI 3.0 version came out and it was too good to be left behind, so I tried to mix ROAI with the Global Table Top mod to make a single global mod, and I think that it works, I’m not a 100% sure but it seems to work !
I use this combination of the TTMod and Rise Of Ai for my exported FOGE Battles, and the AI seems to behave as in ROAI : more agressive, moves directly as soon as turn 1 begins, etc...
I’ll post this mod-patchwork in the coming days, for now I can’t, I’m at work

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Re: [MOD] Empires : Table Top Mod
good to hear you've merged themFrenchDude wrote: ↑Mon Nov 23, 2020 6:35 amI like using the Rise of Ai mod too, so at first I was kinda sad that I had to stop using it in order to use the Global TT mod. Then, the Rise of AI 3.0 version came out and it was too good to be left behind, so I tried to mix ROAI with the Global Table Top mod to make a single global mod, and I think that it works, I’m not a 100% sure but it seems to work !
I use this combination of the TTMod and Rise Of Ai for my exported FOGE Battles, and the AI seems to behave as in ROAI : more agressive, moves directly as soon as turn 1 begins, etc...
I’ll post this mod-patchwork in the coming days, for now I can’t, I’m at work![]()
Re: [MOD] Empires : Table Top Mod
You have right, I had the rise of the ai mod as global , that's why some units didnt show. Anyway, Waiting for your new update, ( and hopefully an extra version combined with ai mod ) some further feedback.
You had right about the 10% of thyreophoroi exported to euzonoi. They are very advantageous and very early on.
Definitely not allow armored hoplites turned into raw hoplites.
As Macedonia a hoplite unit ( I think was mercenary? ) exported into Iranian masses archers. Possible mistake?
Keep it up!
You had right about the 10% of thyreophoroi exported to euzonoi. They are very advantageous and very early on.
Definitely not allow armored hoplites turned into raw hoplites.
As Macedonia a hoplite unit ( I think was mercenary? ) exported into Iranian masses archers. Possible mistake?
Keep it up!
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- Sergeant - 7.5 cm FK 16 nA
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Re: [MOD] Empires : Table Top Mod
I looked into the macedonian exported unit turning in to Iranian massed archers, but couldn't find any or recreate the issue. Was the macedonian army in question using an eastern light infantry provincial unit ? They can sometimes, on rare occasions, export to Iranian Massed Archers, which is something I'll probably change in the new versionnikossaiz wrote: ↑Fri Nov 27, 2020 3:22 pm You have right, I had the rise of the ai mod as global , that's why some units didnt show. Anyway, Waiting for your new update, ( and hopefully an extra version combined with ai mod ) some further feedback.
You had right about the 10% of thyreophoroi exported to euzonoi. They are very advantageous and very early on.
Definitely not allow armored hoplites turned into raw hoplites.
As Macedonia a hoplite unit ( I think was mercenary? ) exported into Iranian masses archers. Possible mistake?
Keep it up!
I had fewer time than I had hoped to work on the mod these days, but there isn't much left to do before the new version gets out. The pontic Chalkaspides pikemen, which are Superior pikemen in FOG2, will probably work as the Silver Shield type units that the other Successor Kingdoms use : 50% increase in price after each unit is recruited, and limited amount available
Re: [MOD] Empires : Table Top Mod
excellent work french dude, could it possible to combine your work with this mod?
http://www.slitherine.com/forum/viewtop ... 62&t=93494
its outdated and probably abandoned but you could use what work they have done.
http://www.slitherine.com/forum/viewtop ... 62&t=93494
its outdated and probably abandoned but you could use what work they have done.
Re: [MOD] Empires : Table Top Mod
Hi!gaius21 wrote: ↑Sat Dec 05, 2020 8:55 am excellent work french dude, could it possible to combine your work with this mod?
http://www.slitherine.com/forum/viewtop ... 62&t=93494
its outdated and probably abandoned but you could use what work they have done.
Just to let you know that the mod is not abandoned nor dead and that I'll work to make it compatible with FrenchDude's amazing work,.
Cheers
Re: [MOD] Empires : Table Top Mod
hey,i didnt know that you are still working on it.
either way excellent news!
either way excellent news!
