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Re: Dark Ages Britain Mod v1.5
Posted: Sun Dec 04, 2022 12:31 am
by Schweetness101
The mod has been updated to a new v1.5
download link:
https://drive.google.com/drive/folders/ ... share_link
Changes:
-5 more half effect shots after 5 full effect shots now (change from Ancient Greek mod), and restored higher angle shot effect halving
-Added TT mod banners
-Added multiple allies for Middle/Late Anglo-Saxons and Vikings, and Saxon Raider allies for Late Romans and Romano-British (may add more allies later?)
-Added better unit descriptions from Kronenblatt
NOTE: I made a small edit to this version at 1:55pm MST 12/5/2022, so if you downloaded it within the first day or so it was up then you may need to redownload.
Re: Dark Ages Britain Mod v1.5
Posted: Mon Jan 30, 2023 3:09 am
by Polskers
Hi Schweetness!
Fantastic mod you've made here, I'm looking forward to playing some custom battles with this one.
I did have a question - is there meant to be a historical battle in this one? I've taken a look and it shows up in Epic Battles, and in the folder there are files for Maldon, presumably the Battle of Maldon, but there isn't an option to play the battle historically. What's the news on that?
Thanks! Looking forward to your reply.
Re: Dark Ages Britain Mod v1.5
Posted: Mon Jan 30, 2023 8:59 pm
by kronenblatt
Polskers wrote: ↑Mon Jan 30, 2023 3:09 am
Hi Schweetness!
Fantastic mod you've made here, I'm looking forward to playing some custom battles with this one.
I did have a question - is there meant to be a historical battle in this one? I've taken a look and it shows up in Epic Battles, and in the folder there are files for Maldon, presumably the Battle of Maldon, but there isn't an option to play the battle historically. What's the news on that?
Thanks! Looking forward to your reply.
If you want to try the mod out in more detail in a historical campaign setting, I've set up the
Danelaw tournament (in the
Tournaments and Leagues section) as a dynamic playground.
Quite a simple and straightforward approach in that basically a player looks at the current map and decides which of the Anglo-Saxon and Viking factions to make an attack and on which other faction, including which allies. (For example, Anglo-Saxon kingdom can attack each other, if that setup would like to be tried out.) Then another player volunteers to play as the opponent, and a mirror game between the two factions takes place. So the two players play both sides, and no players keep factions of their own.
Current map (after round 1)

Re: Dark Ages Britain Mod v1.5
Posted: Mon Jan 30, 2023 9:52 pm
by Polskers
kronenblatt wrote: ↑Mon Jan 30, 2023 8:59 pm
Polskers wrote: ↑Mon Jan 30, 2023 3:09 am
Hi Schweetness!
Fantastic mod you've made here, I'm looking forward to playing some custom battles with this one.
I did have a question - is there meant to be a historical battle in this one? I've taken a look and it shows up in Epic Battles, and in the folder there are files for Maldon, presumably the Battle of Maldon, but there isn't an option to play the battle historically. What's the news on that?
Thanks! Looking forward to your reply.
If you want to try the mod out in more detail in a historical campaign setting, I've set up the
Danelaw tournament (in the
Tournaments and Leagues section) as a dynamic playground.
Quite a simple and straightforward approach in that basically a player looks at the current map and decides which of the Anglo-Saxon and Viking factions to make an attack and on which other faction, including which allies. (For example, Anglo-Saxon kingdom can attack each other, if that setup would like to be tried out.) Then another player volunteers to play as the opponent, and a mirror game between the two factions takes place. So the two players play both sides, and no players keep factions of their own.
Current map (after round 1)
That is a very interesting option, Kronenblatt! Thanks for putting it forward for my consideration.
What I did mean in my previous query was that... is there meant to be a historical battle, the Battle of Maldon, in epic battles? When I click on it, this is what I see.

- Screenshot 2023-01-30 155440.jpg (266.15 KiB) Viewed 1332 times
Surely there was meant to be
something there at some point?
Re: Dark Ages Britain Mod v1.5
Posted: Tue Jan 31, 2023 12:31 am
by Schweetness101
Polskers wrote: ↑Mon Jan 30, 2023 9:52 pm
...
What I did mean in my previous query was that... is there meant to be a historical battle, the Battle of Maldon, in epic battles? When I click on it, this is what I see.
...
Surely there was meant to be
something there at some point?
Ah yes, there was once a point when, depending on public interest, I was planning on making a few set piece historical battles for the mod. I think one of them might have been a modification of stockwellpete's battle of maldon, but with the modded units, and then I was gonna do Brunanburh as well, but I'm not much of a map maker. The other battles listed there are basically test maps used when making the mod, but I should probably remove those from the published mod.
Re: Dark Ages Britain Mod v1.5
Posted: Sun Feb 05, 2023 5:57 pm
by Polskers
Schweetness101 wrote: ↑Tue Jan 31, 2023 12:31 am
Polskers wrote: ↑Mon Jan 30, 2023 9:52 pm
...
What I did mean in my previous query was that... is there meant to be a historical battle, the Battle of Maldon, in epic battles? When I click on it, this is what I see.
...
Surely there was meant to be
something there at some point?
Ah yes, there was once a point when, depending on public interest, I was planning on making a few set piece historical battles for the mod. I think one of them might have been a modification of stockwellpete's battle of maldon, but with the modded units, and then I was gonna do Brunanburh as well, but I'm not much of a map maker. The other battles listed there are basically test maps used when making the mod, but I should probably remove those from the published mod.
That is certainly what I meant, yes! Maybe it would be a good idea to remove it from the mod if it's not functional or not planning to be added, but I definitely think that adding some historical battles in the future would be very nice for the mod.
Do you have any plans to add campaign functionality as well?
Re: Dark Ages Britain Mod v1.5
Posted: Mon Feb 06, 2023 3:59 am
by Schweetness101
Polskers wrote: ↑Sun Feb 05, 2023 5:57 pm
...
Do you have any plans to add campaign functionality as well?
I actually made a version that supported campaigns, but for some esoteric technical reasons they wouldn't be able to support purchasing generals, so you'd have to play the campaign with only 1 general vs the AI's normal amount, so I didn't include that. Maybe I should, but adding the purchasable generals was super complicated and I don't wanna try to undo it now. Maybe I could do something to hack it in, but I'm not really focused on FoG modding at the moment.
Re: Dark Ages Britain Mod v1.5
Posted: Thu Feb 09, 2023 2:53 am
by Polskers
Schweetness101 wrote: ↑Mon Feb 06, 2023 3:59 am
Polskers wrote: ↑Sun Feb 05, 2023 5:57 pm
...
Do you have any plans to add campaign functionality as well?
I actually made a version that supported campaigns, but for some esoteric technical reasons they wouldn't be able to support purchasing generals, so you'd have to play the campaign with only 1 general vs the AI's normal amount, so I didn't include that. Maybe I should, but adding the purchasable generals was super complicated and I don't wanna try to undo it now. Maybe I could do something to hack it in, but I'm not really focused on FoG modding at the moment.
I'd definitely be very interested in playing the version that supports campaigns!
Why do you suppose they wouldn't be able to support purchasing generals? Is it some coding issue from an older version perhaps?
Re: Dark Ages Britain Mod v1.5
Posted: Thu Feb 09, 2023 4:07 pm
by rbodleyscott
Polskers wrote: ↑Thu Feb 09, 2023 2:53 am
Schweetness101 wrote: ↑Mon Feb 06, 2023 3:59 am
Polskers wrote: ↑Sun Feb 05, 2023 5:57 pm
...
Do you have any plans to add campaign functionality as well?
I actually made a version that supported campaigns, but for some esoteric technical reasons they wouldn't be able to support purchasing generals, so you'd have to play the campaign with only 1 general vs the AI's normal amount, so I didn't include that. Maybe I should, but adding the purchasable generals was super complicated and I don't wanna try to undo it now. Maybe I could do something to hack it in, but I'm not really focused on FoG modding at the moment.
I'd definitely be very interested in playing the version that supports campaigns!
Why do you suppose they wouldn't be able to support purchasing generals? Is it some coding issue from an older version perhaps?
It is probably because campaigns use their own database to keep track of units between battles, and so force selection works somewhat differently from non-campaign games.
Re: Dark Ages Britain Mod v1.5
Posted: Thu Feb 09, 2023 10:55 pm
by Polskers
rbodleyscott wrote: ↑Thu Feb 09, 2023 4:07 pm
Polskers wrote: ↑Thu Feb 09, 2023 2:53 am
Schweetness101 wrote: ↑Mon Feb 06, 2023 3:59 am
I actually made a version that supported campaigns, but for some esoteric technical reasons they wouldn't be able to support purchasing generals, so you'd have to play the campaign with only 1 general vs the AI's normal amount, so I didn't include that. Maybe I should, but adding the purchasable generals was super complicated and I don't wanna try to undo it now. Maybe I could do something to hack it in, but I'm not really focused on FoG modding at the moment.
I'd definitely be very interested in playing the version that supports campaigns!
Why do you suppose they wouldn't be able to support purchasing generals? Is it some coding issue from an older version perhaps?
It is probably because campaigns use their own database to keep track of units between battles, and so force selection works somewhat differently from non-campaign games.
That makes a lot of sense, thank you!
Re: Dark Ages Britain Mod v1.6
Posted: Sat Feb 18, 2023 1:24 am
by Schweetness101
updated link w/ v1.6 to be compatible with latest version of FoG II. I didn't add any new features, just got rid of crashes (let me know if it still crashes for you).
Re: Dark Ages Britain Mod v1.6
Posted: Mon Nov 20, 2023 6:01 pm
by kronenblatt
I realise now that the latest version of this mod doesn't take the addition of e.g. Plain as additional map type and thus the mod allows only for the selection of Mediterranean Agricultural, nothing else.
What do I need to change, and in which files, in order to make it work and to be able to freely select among the different map types?
Re: Dark Ages Britain Mod v1.6
Posted: Tue Nov 21, 2023 8:33 am
by rbodleyscott
kronenblatt wrote: ↑Mon Nov 20, 2023 6:01 pm
I realise now that the latest version of this mod doesn't take the addition of e.g. Plain as additional map type and thus the mod allows only for the selection of Mediterranean Agricultural, nothing else.
What do I need to change, and in which files, in order to make it work and to be able to freely select among the different map types?
Hi Andréas,
You need to replace the following functions in UITools.BSF in the mod with:
Code: Select all
// New version v1.6.0. For previous version see changelog 9518
FUNCTION PopulateScenarioList()
{
int i;
int highest;
int scenario;
ClearUIListbox("Skirm_ScenarioList");
highest = GetHighestStringIndex("SKIRMISH_TYPE");
for (i = 0; i <= highest; i++)
{
scenario = i;
if ((IsMultiplayer() == 0) || (SP_Only(scenario) == 0)) // Don't allow SP Only scenarios in MP
{
if (Medieval_Only(scenario) == 0) // Don't allow scenarios only available in Medieval
{
StartString()
PrintStringIndexed("IDS_SKIRMISH_TYPE_", scenario);
AddUIListboxItem("Skirm_ScenarioList", "", -1, scenario);
}
}
}
}
FUNCTION PopulateMapTypeList()
{
int i;
int highest;
ClearUIListbox("Skirm_MapList");
// highest = GetHighestStringIndex("SKIRMISH_MAP_TYPE"); // No longer works because of pot luck being 99 so will need to be set manually
highest = 27; // Will need to be altered if number of terrain types increases. // Increased from 18 to 27 in v1.6.1
Print("%s", "IDS_SKIRMISH_MAP_TYPE_99");
// AddUIListboxItem("Skirm_MapList", "ffe7ddc3");
AddUIListboxItem("Skirm_MapList", "ffe7ddc3", -1, 99, "", 0); // v1.6.1 change
for (i = 0; i <= highest; i++)
{
if (IsValidSkirmishMapType(i) == 1) // v1.6.1 addition to allow some map types to be excluded
{
StartString()
PrintStringIndexed("IDS_SKIRMISH_MAP_TYPE_", i);
// AddUIListboxItem("Skirm_MapList", "ffe7ddc3");
AddUIListboxItem("Skirm_MapList", "ffe7ddc3", -1, i, "", 1); // v1.6.1 change
}
}
SortUIListbox("Skirm_MapList", 0, 3); // v1.6.1 addition
}
You also need to add the following functions to UITools.BSF
Code: Select all
// Returns 1 if scenarioType is SP only
FUNCTION SP_Only(scenarioType)
{
int ret;
ret = 0;
if ((scenarioType == 14) || (scenarioType == 15)) // Overconfident AI scenarios
{
ret = 1;
}
return ret;
}
// Returns 1 if scenarioType is Medieval only
FUNCTION Medieval_Only(scenarioType)
{
int ret;
ret = 0;
if ((scenarioType == 10) || (scenarioType == 11)) // Siege relief scenarios
{
ret = 1;
}
return ret;
}
// Moved from Slith_RandomMap2 and updated v1.6.1
FUNCTION IsValidSkirmishMapType(n)
{
int ret;
ret = 0;
if ((n >= 0) && (n <= 18))
{
ret = 1 ;
}
if ((n >= 24) && (n <= 27))
{
ret = 1 ;
}
return ret;
}
You also need to delete the IsValidSkirmishMapType() function from Slith_RandomMap2.BSF
Re: Dark Ages Britain Mod v1.6
Posted: Tue Nov 21, 2023 8:36 am
by kronenblatt
rbodleyscott wrote: ↑Tue Nov 21, 2023 8:33 am
kronenblatt wrote: ↑Mon Nov 20, 2023 6:01 pm
I realise now that the latest version of this mod doesn't take the addition of e.g. Plain as additional map type and thus the mod allows only for the selection of Mediterranean Agricultural, nothing else.
What do I need to change, and in which files, in order to make it work and to be able to freely select among the different map types?
You need to replace the following functions in UITools.BSF with:
Code: Select all
// New version v1.6.0. For previous version see changelog 9518
FUNCTION PopulateScenarioList()
{
int i;
int highest;
int scenario;
ClearUIListbox("Skirm_ScenarioList");
highest = GetHighestStringIndex("SKIRMISH_TYPE");
for (i = 0; i <= highest; i++)
{
scenario = i;
if ((IsMultiplayer() == 0) || (SP_Only(scenario) == 0)) // Don't allow SP Only scenarios in MP
{
if (Medieval_Only(scenario) == 0) // Don't allow scenarios only available in Medieval
{
StartString()
PrintStringIndexed("IDS_SKIRMISH_TYPE_", scenario);
AddUIListboxItem("Skirm_ScenarioList", "", -1, scenario);
}
}
}
}
FUNCTION PopulateMapTypeList()
{
int i;
int highest;
ClearUIListbox("Skirm_MapList");
// highest = GetHighestStringIndex("SKIRMISH_MAP_TYPE"); // No longer works because of pot luck being 99 so will need to be set manually
highest = 27; // Will need to be altered if number of terrain types increases. // Increased from 18 to 27 in v1.6.1
Print("%s", "IDS_SKIRMISH_MAP_TYPE_99");
// AddUIListboxItem("Skirm_MapList", "ffe7ddc3");
AddUIListboxItem("Skirm_MapList", "ffe7ddc3", -1, 99, "", 0); // v1.6.1 change
for (i = 0; i <= highest; i++)
{
if (IsValidSkirmishMapType(i) == 1) // v1.6.1 addition to allow some map types to be excluded
{
StartString()
PrintStringIndexed("IDS_SKIRMISH_MAP_TYPE_", i);
// AddUIListboxItem("Skirm_MapList", "ffe7ddc3");
AddUIListboxItem("Skirm_MapList", "ffe7ddc3", -1, i, "", 1); // v1.6.1 change
}
}
SortUIListbox("Skirm_MapList", 0, 3); // v1.6.1 addition
}
You also need to add the following functions to UITools.BSF
Code: Select all
// Returns 1 if scenarioType is SP only
FUNCTION SP_Only(scenarioType)
{
int ret;
ret = 0;
if ((scenarioType == 14) || (scenarioType == 15)) // Overconfident AI scenarios
{
ret = 1;
}
return ret;
}
// Returns 1 if scenarioType is Medieval only
FUNCTION Medieval_Only(scenarioType)
{
int ret;
ret = 0;
if ((scenarioType == 10) || (scenarioType == 11)) // Siege relief scenarios
{
ret = 1;
}
return ret;
}
// Moved from Slith_RandomMap2 and updated v1.6.1
FUNCTION IsValidSkirmishMapType(n)
{
int ret;
ret = 0;
if ((n >= 0) && (n <= 18))
{
ret = 1 ;
}
if ((n >= 24) && (n <= 27))
{
ret = 1 ;
}
return ret;
}
You also need to delete the IsValidSkirmishMapType() function from Slith_RandomMap2.BSF
Thanks, Richard! I’ll give it a go!
Re: Dark Ages Britain Mod v1.6
Posted: Tue Nov 21, 2023 8:11 pm
by kronenblatt
Thanks, Richard: it worked!

Re: Dark Ages Britain Mod v1.6
Posted: Fri Nov 24, 2023 7:30 am
by Schweetness101
rbodleyscott wrote: ↑Tue Nov 21, 2023 8:33 am
You need to replace the following functions in UITools.BSF in the mod with...
In addition to those changes, where can I pick the default potluck type map for armies and make it correspond to what's on the army list? Currently, the mod is picking Mediterranean for potluck of northern euro armies.
I can make all these changes and push a v1.7.
Re: Dark Ages Britain Mod v1.6
Posted: Fri Nov 24, 2023 11:48 am
by rbodleyscott
Schweetness101 wrote: ↑Fri Nov 24, 2023 7:30 am
rbodleyscott wrote: ↑Tue Nov 21, 2023 8:33 am
You need to replace the following functions in UITools.BSF in the mod with...
In addition to those changes, where can I pick the default potluck type map for armies and make it correspond to what's on the army list? Currently, the mod is picking Mediterranean for potluck of northern euro armies.
Strange. I just set up 3 Dark Age Britain Mod v1.6 Custom Battle SP battles, with terrain set as Pot Luck. All were on North European maps.
Likewise in MP.

- Screen_00000107a.jpg (214.3 KiB) Viewed 834 times
Re: Dark Ages Britain Mod v1.6
Posted: Fri Nov 24, 2023 12:28 pm
by kronenblatt
rbodleyscott wrote: ↑Fri Nov 24, 2023 11:48 am
Schweetness101 wrote: ↑Fri Nov 24, 2023 7:30 am
rbodleyscott wrote: ↑Tue Nov 21, 2023 8:33 am
You need to replace the following functions in UITools.BSF in the mod with...
In addition to those changes, where can I pick the default potluck type map for armies and make it correspond to what's on the army list? Currently, the mod is picking Mediterranean for potluck of northern euro armies.
Strange. I just set up 3 Dark Age Britain Mod v1.6 Custom Battle SP battles, with terrain set as Pot Luck. All were on North European maps.
Likewise in MP.
Screen_00000107a.jpg
Does it pick Plain though, or does that need to be amended script wise?
Re: Dark Ages Britain Mod v1.6
Posted: Fri Nov 24, 2023 2:12 pm
by rbodleyscott
kronenblatt wrote: ↑Fri Nov 24, 2023 12:28 pm
rbodleyscott wrote: ↑Fri Nov 24, 2023 11:48 am
Schweetness101 wrote: ↑Fri Nov 24, 2023 7:30 am
In addition to those changes, where can I pick the default potluck type map for armies and make it correspond to what's on the army list? Currently, the mod is picking Mediterranean for potluck of northern euro armies.
Strange. I just set up 3 Dark Age Britain Mod v1.6 Custom Battle SP battles, with terrain set as Pot Luck. All were on North European maps.
Likewise in MP.
Screen_00000107a.jpg
Does it pick Plain though, or does that need to be amended script wise?
Should do, but only 10% chance. (Plains are boring, and not exactly frequent in UK)
Code: Select all
// Get potluck map type from map set
FUNCTION GetPotluckMapType(mapSet)
{
int region;
int terrain;
int mapType;
int random;
region = MPS_GetRegionFromMapSet(mapSet);
if (mapSet < 3) // Mediterranean, Northern Europe, Middle East
{
random = Rand(1,100); // Needs to use Rand() rather than FXRand() so it works with the MP random seed.
// v1.6.1 change
if (random <= 50) // 50% chance Agricultural
{
terrain = 0;
}
else
{
if (random <= 60) // 10% chance Plain
{
terrain = 9;
}
else
{
if (random <= 80) // 20% chance Hilly
{
terrain = 1;
}
else
{
if (random <= 90) // 10% chance Woodland
{
terrain = 2;
}
else
{
terrain = 3; // 10% chance Mountains
}
}
}
}
// End v1.6.1 change
}
if (mapSet == 3) // Steppe
{
terrain = 4;
}
if (mapSet == 4) // Desert
{
terrain = 5;
}
if (mapSet == 5) // Tropical
{
terrain = 6;
}
mapType = GetMapType(region, terrain);
DebugLogY("GetPotluckMapType:", mapType);
return mapType;
}
The mod appears to have the same code, unless I am missing something.
Re: Dark Ages Britain Mod v1.6
Posted: Fri Nov 24, 2023 3:09 pm
by kronenblatt
rbodleyscott wrote: ↑Fri Nov 24, 2023 2:12 pm
The mod appears to have the same code, unless I am missing something.
That's very weird! My 1.6 version of the mod doesn't.
And were
THESE changes already in your v1.6 too?