[MOD]Silk Road Extend:618- 1046AD

wzfcns
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Re: [MOD]Silk Road Extend:618- 1046AD(now update to 980AD)

Post by wzfcns »

Nijis wrote: Thu Jan 13, 2022 5:45 pm Just saw this now!

If it's all right, I'll add all the new armies to the Tides of Conquest tool. It would be great for supporting campaigns in the east through the 10th century as well as having Koreans, Tibetans and others available for earlier periods.
Thank you!I also enjoyed playing Tides of Conquest!
next I will also follow the FOG2 medieval timeline to continue updating the army of the East!
Working on the Silk Road mod for FOG2 and FOG2:Medieval.
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wzfcns
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Re: [MOD]Silk Road Extend:618- 1046AD(now update to 980AD)

Post by wzfcns »

After centuries of unification, China was once again divided with the decline of the central government. After the Five Dynasties and Ten Kingdoms, three regimes: Song, Liao, and Western Xia. They divided the land of China and plunged into a long period of strife and confrontation. This period is also known as the "New Three Kingdoms Era" (although the Western Xia was too weak and always submitted to the other two sides).
Military technology was greatly enhanced during this period. Both sides began to constantly for the equipment of increasingly heavy armor. Cavalry with both men and horses equipped with armor was no longer reserved for elite cavalry, but gradually became a symbol of the regular army. This period is often considered to be a period of maturity for the traditional Chinese military.

Song:Infantry as the main body, with wagon and Light Artillery
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Liao:A large number of cavalry coming from the northern grasslands were equipped with heavy armor.
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Western Xia:A wonderful combination of nomadic cavalry and mountain infantry
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This will be the last big faction update for Silk Road in FOG2. After that the era moves into the FOG2 Medieval category, where I will continue making it. Stay tuned for the medieval armies of the Far East: Dynasties obsessed with equipping crossbowmen with 30kg armor; the new forces that opened the way for super-heavy infantry with lots of inferior unit; the new dynasties established by the tough Mongols and the fierce civil wars.
Thank you all for your support and attention.

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Map in 1060.Blue:Song,Purple:Liao,Pink: Western Xia
Working on the Silk Road mod for FOG2 and FOG2:Medieval.
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Re: Silk Road add on 3.0 max end date of 36,800 AD?

Post by wzfcns »

ray552 wrote: Sat Jan 22, 2022 5:25 am Just noticed that loading the Silk Road add on 3.0 shows an end date of 36,800 AD :shock:

This did not happen with the earlier versions:

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Can you show me a bigger image?
Working on the Silk Road mod for FOG2 and FOG2:Medieval.
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Ray552
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Re: [MOD]Silk Road Extend:618- 1046AD(now update to 980AD)

Post by Ray552 »

Sure, please click on this thumbnail to see a larger image:

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Polskers
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Re: [MOD]Silk Road Extend:618- 1046AD

Post by Polskers »

Hello there!

Fantastic mod, I must say, this is an absolutely great addition to the game!

A couple of quick questions for you:
1) Does this require the original Silk Road mod to be downloaded?
2) Is it updated for the latest patch?

Cheers! Great work! :)
wzfcns
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Re: [MOD]Silk Road Extend:618- 1046AD

Post by wzfcns »

Polskers wrote: Sun Feb 13, 2022 6:39 am Hello there!

Fantastic mod, I must say, this is an absolutely great addition to the game!

A couple of quick questions for you:
1) Does this require the original Silk Road mod to be downloaded?
2) Is it updated for the latest patch?

Cheers! Great work! :)
Thank you!
1. This does not require the original Silk Road.
2. This is adapted to the latest version.
Welcome to play!
Working on the Silk Road mod for FOG2 and FOG2:Medieval.
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Polskers
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Re: [MOD]Silk Road Extend:618- 1046AD

Post by Polskers »

wzfcns wrote: Mon Feb 14, 2022 3:38 am
Polskers wrote: Sun Feb 13, 2022 6:39 am Hello there!

Fantastic mod, I must say, this is an absolutely great addition to the game!

A couple of quick questions for you:
1) Does this require the original Silk Road mod to be downloaded?
2) Is it updated for the latest patch?

Cheers! Great work! :)
Thank you!
1. This does not require the original Silk Road.
2. This is adapted to the latest version.
Welcome to play!
Thanks so much! Looking forward to getting into it!
Cheers!
Polskers
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Re: [MOD]Silk Road Extend:618- 1046AD

Post by Polskers »

wzfcns wrote: Mon Feb 14, 2022 3:38 am
Polskers wrote: Sun Feb 13, 2022 6:39 am Hello there!

Fantastic mod, I must say, this is an absolutely great addition to the game!

A couple of quick questions for you:
1) Does this require the original Silk Road mod to be downloaded?
2) Is it updated for the latest patch?

Cheers! Great work! :)
Thank you!
1. This does not require the original Silk Road.
2. This is adapted to the latest version.
Welcome to play!
Thanks so much! Looking forward to getting into it!
Cheers!
Ray552
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Re: [MOD]Silk Road Extend:618- 1046AD

Post by Ray552 »

Just downloaded v4.2, getting this screen when looking at the various Chinese army lists (same result for the five lists I sampled, from 1046 BC - 1050 AD).

Please click on the thumbnail for a larger image:

Image

At the same time, mouse movement becomes much slower.

When I tried to start a single-player very small open battle [Three Kingdoms Wu vs Three Kingdoms Wei], I got this unit selection screen:

Image
Paul59
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Re: [MOD]Silk Road Extend:618- 1046AD

Post by Paul59 »

ray552 wrote: Tue Mar 01, 2022 3:50 pm Just downloaded v4.2, getting this screen when looking at the various Chinese army lists (same result for the five lists I sampled, from 1046 BC - 1050 AD).

Please click on the thumbnail for a larger image:

Image

At the same time, mouse movement becomes much slower.

When I tried to start a single-player very small open battle [Three Kingdoms Wu vs Three Kingdoms Wei], I got this unit selection screen:

Image
This is very odd.

The reason for this is that the custom battles version of the mod is missing the Squads.csv file! In fact all of the armies should have similar problems to this, because all the new chinese units added by the mod do not exist without this one file.

I am sure that the mod creator will rectify this error, but if you want to fix this yourself, just copy the Squads.csv file from the campaign version of the mod, and paste it into the SILK ROAD ADD-ON 4.2 folder.
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wzfcns
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Re: [MOD]Silk Road Extend:618- 1046AD

Post by wzfcns »

ray552 wrote: Tue Mar 01, 2022 3:50 pm Just downloaded v4.2, getting this screen when looking at the various Chinese army lists (same result for the five lists I sampled, from 1046 BC - 1050 AD).

Please click on the thumbnail for a larger image:

Image

At the same time, mouse movement becomes much slower.

When I tried to start a single-player very small open battle [Three Kingdoms Wu vs Three Kingdoms Wei], I got this unit selection screen:

Image
Hello,
error fixed.
Please delete the previous version and download it again
Working on the Silk Road mod for FOG2 and FOG2:Medieval.
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Ray552
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Re: [MOD]Silk Road Extend:618- 1046AD

Post by Ray552 »

Thanks! I really appreciate the work you and Jomni have done on this fantastic mod.
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Re: [MOD]Silk Road Extend:618- 1046AD

Post by Rosedelio »

I was making some multiplayer matches when I noticed Veteran Eastern Nomad Armored Cavalry still cost 72 rather than the modern 66.

Edit: Another thing I noticed is that the Veteran Chinese Lancers are 70 rather than the 72 the Tagmatic Lancers & Archers cost.
Touhou mod for FOGII: Medieval: https://www.slitherine.com/forum/viewtopic.php?t=111582
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wzfcns
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Re: [MOD]Silk Road Extend:618- 1046AD

Post by wzfcns »

Rosedelio wrote: Mon Mar 14, 2022 9:45 pm I was making some multiplayer matches when I noticed Veteran Eastern Nomad Armored Cavalry still cost 72 rather than the modern 66.

Edit: Another thing I noticed is that the Veteran Chinese Lancers are 70 rather than the 72 the Tagmatic Lancers & Archers cost.
Thank you. I'll check it later.
Working on the Silk Road mod for FOG2 and FOG2:Medieval.
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wzfcns
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Re: [MOD]Silk Road Extend:618- 1046AD

Post by wzfcns »

Update Preview: the next update will include: Japan, Goryeo and Nanzhao.
The army is almost complete but still busy making textures for the troops.
Working on the Silk Road mod for FOG2 and FOG2:Medieval.
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Re: [MOD]Silk Road Extend:618- 1046AD

Post by Rosedelio »

I'm not sure if it's due to the engine, but the Mixed Command for the Song armies have 40 POA for Defensive Spear Impact rather than the full 100.

Also the Veteran Chinese Horse Archers (Late) cost the same as Armoured Superior horse archers, even though their armor is Well Armoured.

I'm still excited for the new armies coming in the next update.

Edit: Also noticed heavy artillery can't move in this mod
Touhou mod for FOGII: Medieval: https://www.slitherine.com/forum/viewtopic.php?t=111582
My FOGII and FOGII Medieval focused channel: https://www.youtube.com/@Rosedelio
wzfcns
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Re: [MOD]Silk Road Extend:618- 1046AD

Post by wzfcns »

Rosedelio wrote: Sat Apr 30, 2022 2:18 pm I'm not sure if it's due to the engine, but the Mixed Command for the Song armies have 40 POA for Defensive Spear Impact rather than the full 100.

Also the Veteran Chinese Horse Archers (Late) cost the same as Armoured Superior horse archers, even though their armor is Well Armoured.

I'm still excited for the new armies coming in the next update.

Edit: Also noticed heavy artillery can't move in this mod
1.40 POA might be appropriate for the poor performance of Song infantry in this period. I'm certainly testing it.
2. The cost of Veteran Chinese Horse Archers (Late) should indeed be changed.
3. Actually the new version is already made and waiting for Richard to upload it.
4. I don't think I have changed the heavy artillery?
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Re: [MOD]Silk Road Extend:618- 1046AD

Post by Rosedelio »

1. Hmm, Raw P&C still get the full defensive spear on impact, even though it's 33%. The manual does say 33% def spear is the cut-off. Maybe 30% def spear, 20% heavy weapon would still be consistent while still keeping their impact low?

4. I couldn't find a Chinese list with heavy artillery, so I chose one that did. The Byzantine heavy arty in the picture below can't move, even though they haven't fired yet.

https://imgur.com/a/Cdux3tU
Touhou mod for FOGII: Medieval: https://www.slitherine.com/forum/viewtopic.php?t=111582
My FOGII and FOGII Medieval focused channel: https://www.youtube.com/@Rosedelio
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Re: [MOD]Silk Road Extend:618- 1046AD

Post by rbodleyscott »

wzfcns wrote: Fri May 06, 2022 3:47 am
Rosedelio wrote: Sat Apr 30, 2022 2:18 pm Edit: Also noticed heavy artillery can't move in this mod
4. I don't think I have changed the heavy artillery?
No, but they can in v1.5.40 of FOG2. You need to update their AP in the mod squads file to match the vanilla squads file.

(But preferably not until the next major update. Downloading from Dropbox, testing, uploading to Slitherine FTP, testing download from Slitherine FTP etc. for the 3 versions takes too long to be worth it just for that).
Richard Bodley Scott

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wzfcns
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Re: [MOD]Silk Road Extend:618- 1046AD

Post by wzfcns »

rbodleyscott wrote: Mon May 09, 2022 10:54 am
wzfcns wrote: Fri May 06, 2022 3:47 am
Rosedelio wrote: Sat Apr 30, 2022 2:18 pm Edit: Also noticed heavy artillery can't move in this mod
4. I don't think I have changed the heavy artillery?
No, but they can in v1.5.40 of FOG2. You need to update their AP in the mod squads file to match the vanilla squads file.

(But preferably not until the next major update. Downloading from Dropbox, testing, uploading to Slitherine FTP, testing download from Slitherine FTP etc. for the 3 versions takes too long to be worth it just for that).
Thanks for the answer, I will change it together in the next big update :D
Working on the Silk Road mod for FOG2 and FOG2:Medieval.
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