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Re: FoG II Terrain For Medieval Plus Mod (Updated to Reconquista)
Posted: Sun May 23, 2021 3:57 pm
by Mord
Paul59 wrote: ↑Sun May 23, 2021 3:12 pm
I reloaded your original mod into another Medieval installation, and it worked fine. I have no idea what went wrong before, but it was definitely showing the new Southern European mountains, and not the Mod's Ancients versions. Maybe I didn't copy and paste the Objects folder, but I was seeing the Mod's Ancient Southern European trees, so God knows what was going on!
Cool. It worked out because I wanted to tweak the vegetation around the ME crops anyway (uses the palm trees now). But yeah, the game can be mysteriously finicky at times. I've had two separate occasions (this time around and when we did the original) where I was getting a graphical anomaly on certain maps. I started with fresh stock files and when I went through and replaced them one at a time, with the modded copies (hoping to see which one was the culprit) the glitches disappeared. VERY weird. I was never able to track what file was causing it. In other words, if I replaced the ME object stock files all at once I had the bug, if I did them one or two at a time, I didn't. LOL. WTF?
Mord.
Re: FoG II Terrain For Medieval Plus Mod (Updated to Reconquista)
Posted: Mon May 24, 2021 5:20 pm
by Patrick Ward
Welcome to our world.
Re: FoG II Terrain For Medieval Plus Mod (Updated to Reconquista)
Posted: Tue Jun 01, 2021 1:13 am
by Jagger2002
Looks great! Any problems show up with multi-player? I am waiting until we get the green light on MP.
Re: FoG II Terrain For Medieval Plus Mod (Updated to Reconquista)
Posted: Thu Jun 03, 2021 7:40 am
by Mord
Jagger2002 wrote: ↑Tue Jun 01, 2021 1:13 am
Looks great! Any problems show up with multi-player? I am waiting until we get the green light on MP.
Thanks.
It remains to be seen. A fresh MP game (one started after mod install) may work. No one has tested it as far as I know. I think most people using it are single players. One work around would be to create a second install for SP and keep the original textures for MP.
NOTE: As long as you backup your TILES and objects folders you can't hurt your install by using this.
Mord.
Re: FoG II Terrain For Medieval Plus Mod (Updated to Reconquista)
Posted: Thu Jun 03, 2021 7:42 am
by Mord
Patrick Ward wrote: ↑Mon May 24, 2021 5:20 pm
Welcome to our world.
LOL. Do you have bald patches from tearing your hair out?
Mord.
Re: FoG II Terrain For Medieval Plus Mod (Updated to Reconquista)
Posted: Mon Jun 07, 2021 10:09 pm
by Benpark
Great mod, Mord and all who contributed.
Thanks for making it, and updating the DLC as well.
Re: FoG II Terrain For Medieval Plus Mod (Updated to Reconquista)
Posted: Tue Jun 08, 2021 3:20 pm
by Mord
Benpark wrote: ↑Mon Jun 07, 2021 10:09 pm
Great mod, Mord and all who contributed.
Thanks for making it, and updating the DLC as well.
Thanks, Mr. Ben Park. Now when are we gonna see you jump in the FoG II pool? You've sure got the skills.
Mord.
Re: FoG II Terrain For Medieval Plus Mod (Updated to Reconquista)
Posted: Fri Dec 10, 2021 6:22 am
by Karvon
Thanks to all who had a hand in creating and putting this together; it's an awesome mod!
FYI I've used it without any apparent hiccups MP. It works with reviewing finished games fine as well.
Re: FoG II Terrain For Medieval Plus Mod (Updated to Reconquista)
Posted: Sat Dec 11, 2021 12:14 pm
by Mord
You are welcome. I am glad you are enjoying it.
Thanks for the MP update.
Mord.
Re: FoG II Terrain For Medieval Plus Mod PATCH UPDATE 12/18/21
Posted: Sat Dec 18, 2021 2:45 pm
by Mord
Bump for patch update.
Mord.
Re: FoG II Terrain For Medieval Plus Mod PATCH UPDATE 12/18/21
Posted: Sat Feb 12, 2022 11:13 am
by Jace11
Is it possible to make a new object set for a map set. At the moment, tropical maps use the northern europe tile set and middle east plants and trees. This looks pretty awful because all the vegetation textures are yellow at the bottom to blend into the middle east tile set. Could the game be redirected to a different folder for a dedicated set of tropical textures that match the terrain better?
Re: FoG II Terrain For Medieval Plus Mod PATCH UPDATE 12/18/21
Posted: Sat Feb 12, 2022 2:09 pm
by Paul59
Jace11 wrote: ↑Sat Feb 12, 2022 11:13 am
Is it possible to make a new object set for a map set. At the moment, tropical maps use the northern europe tile set and middle east plants and trees. This looks pretty awful because all the vegetation textures are yellow at the bottom to blend into the middle east tile set. Could the game be redirected to a different folder for a dedicated set of tropical textures that match the terrain better?
I am sure this would be possible for Mord's mod. A new Tropical objects folder could be created by just copying the MiddleEast object folder, but with new texture files that would get rid of all the ugly yellow vegetation. It would then need a modified MapGenerate.bsf file that would tell the game to use the new Tropical object folder for Tropical maps.
Unfortunately that would make the mod a lot more complex to use, as it would probably have to be updated after every game patch, as the MapGenerate.bsf file is often updated by the developer. Also the user would have to make a back up of his vanilla MapGenerate.bsf, just in case something goes wrong.
Maybe it would be better if a Tropical objects folder was officially incorporated into the game, maybe RBS would consider it? It wouldn't require new models, just one or two modified texture files as I suggested above.
cheers
Paul
Re: FoG II Terrain For Medieval Plus Mod PATCH UPDATE 12/18/21
Posted: Sat Feb 12, 2022 2:55 pm
by rbodleyscott
Paul59 wrote: ↑Sat Feb 12, 2022 2:09 pm
Maybe it would be better if a Tropical objects folder was officially incorporated into the game, maybe RBS would consider it? It wouldn't require new models, just one or two modified texture files as I suggested above.
Perhaps that might be possible at some point, but currently Pat is busy with the models for the next DLC.
Re: FoG II Terrain For Medieval Plus Mod PATCH UPDATE 12/18/21
Posted: Sat Feb 12, 2022 7:17 pm
by Jace11
Paul59 wrote: ↑Sat Feb 12, 2022 2:09 pm
I am sure this would be possible for Mord's mod. A new Tropical objects folder could be created by just copying the MiddleEast object folder, but with new texture files that would get rid of all the ugly yellow vegetation. It would then need a modified MapGenerate.bsf file that would tell the game to use the new Tropical object folder for Tropical maps.
Unfortunately that would make the mod a lot more complex to use, as it would probably have to be updated after every game patch, as the MapGenerate.bsf file is often updated by the developer. Also the user would have to make a back up of his vanilla MapGenerate.bsf, just in case something goes wrong.
Maybe it would be better if a Tropical objects folder was officially incorporated into the game, maybe RBS would consider it? It wouldn't require new models, just one or two modified texture files as I suggested above.
cheers
Paul
Well I'd actually already tried it, but failed, early this morning. I'd found the switch in mapGenerate, but couldn;t get it to work. However I tried again a few minutes ago and it did work. There is also a "style" listed in the OBJECTS.TXT as well.
So now just need to tweak the vegetation color. I'm using the default terrain at the moment, but it should work with mord's mod too.

Re: FoG II Terrain For Medieval Plus Mod PATCH UPDATE 12/18/21
Posted: Sat Feb 12, 2022 7:30 pm
by Paul59
Jace11 wrote: ↑Sat Feb 12, 2022 7:17 pm
There is also a "style" listed in the OBJECTS.TXT as well.
Yes, you need to name your new object set in the OBJECTS.TXT, ie:
STYLE Tropical
The name needs to match the new object folder name.
Re: FoG II Terrain For Medieval Plus Mod PATCH UPDATE 12/18/21
Posted: Thu Feb 02, 2023 12:03 pm
by Jubal Early
Thanks for this mod ,it makes the grass and the other ground textures look much better.
Re: FoG II Terrain For Medieval Plus Mod PATCH UPDATE 12/18/21
Posted: Thu Mar 09, 2023 4:50 pm
by fogman
Will this mod also work with all dlc's (that came out after Reconquista)?
Re: FoG II Terrain For Medieval Plus Mod PATCH UPDATE 12/18/21
Posted: Thu Mar 09, 2023 7:18 pm
by Paul59
fogman wrote: ↑Thu Mar 09, 2023 4:50 pm
Will this mod also work with all dlc's (that came out after Reconquista)?
I have got it working for my install, but I needed to make some changes to the download. The main issue is that patches after Reconquista added things like Camps, Field Fortifications and some improvements to the Stakes. It's the patches that add that stuff to your main game folders, it doesn't matter if you purchased the DLCs or not, the patch still adds the content. So deleting the vanilla Objects folder and using this mod version would be a disaster. Even copying the mod folder and pasting it over the vanilla folder would not be ideal, as it would replace a few essential updated vanilla files.
It might be easiest to only use the Terrain Mods Tile folders, and keep the vanilla Object folders. Please make a backup copy of your vanilla terrain folders first, just in case something goes wrong.
Ideally, it would be good if the mod's authors could update the mod.
Re: FoG II Terrain For Medieval Plus Mod PATCH UPDATE 12/18/21
Posted: Fri Mar 10, 2023 5:25 pm
by fogman
All right, I'll do the Fog II period battles first and leave the risky maneuvers for later.
Re: FoG II Terrain For Medieval Plus Mod UPDATE 5/5/23
Posted: Fri May 05, 2023 2:57 pm
by Mord
I updated the mod to be inline with the Sublime Porte patch. Just download the Reconquista version and install and everything should be just fine.
Mord.