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Re: FoG II Napoleonic Mod
Posted: Tue Feb 05, 2019 1:22 am
by rcanavan
Hi
I'm getting an error when I try to run this mod. I have attached a screenshot:

- Clipboard02.jpg (35.39 KiB) Viewed 5441 times
Re: FoG II Napoleonic Mod
Posted: Tue Feb 05, 2019 7:31 am
by rbodleyscott
Sadly, this mod has not be updated by the author, and it won't run with the current version of the game.
Re: FoG II Napoleonic Mod
Posted: Tue Feb 05, 2019 12:05 pm
by rcanavan
Hi Richard,
Sorry to hear that... thank you for the information..
-Richard
Re: FoG II Napoleonic Mod
Posted: Fri Jun 28, 2019 12:02 pm
by Let'sPlayHistory
Is there any plan for an official FoG Napoleonics? I would really love to see one coming!
Re: FoG II Napoleonic Mod
Posted: Fri Jun 28, 2019 12:53 pm
by rbodleyscott
Let'sPlayHistory wrote: ↑Fri Jun 28, 2019 12:02 pm
Is there any plan for an official FoG Napoleonics?
Not currently.
Re: FoG II Napoleonic Mod
Posted: Sat Jun 29, 2019 4:12 pm
by Athos1660
rbodleyscott wrote: ↑Fri Jun 28, 2019 12:53 pm
Let'sPlayHistory wrote: ↑Fri Jun 28, 2019 12:02 pm
Is there any plan for an official FoG Napoleonics?
Not currently.
What if we broaden the scope of this question to the periods from say the 16th century to the 18th century ('P&S 2' and/or 'FoG 18th century' or a mix)?

Re: FoG II Napoleonic Mod
Posted: Sat Jun 29, 2019 4:51 pm
by rbodleyscott
Athos1660 wrote: ↑Sat Jun 29, 2019 4:12 pm
rbodleyscott wrote: ↑Fri Jun 28, 2019 12:53 pm
Let'sPlayHistory wrote: ↑Fri Jun 28, 2019 12:02 pm
Is there any plan for an official FoG Napoleonics?
Not currently.
What if we broaden the scope of this question to the periods from say the 16th century to the 18th century ('P&S 2' and/or 'FoG 18th century' or a mix)?
Perhaps, once we have covered 2500 BC to 1500 AD.
Re: FoG II Napoleonic Mod
Posted: Fri Oct 09, 2020 8:15 pm
by Woollymammoth
Started debugging this mod as hobby project possibly, and fan of Napoleon era warfare, and think this engine could be great for around that period. Thanks to the original author for giving permission in the thread. Caveat: it may take awhile, and no promises. I have programming experience, but in different languages, and will need to learn the variables and functions etc
I will upload it in this thread if I can get working again. I may develop it further, depends on if Slitherine release a Napoleon era and thereabouts version of this game for example
If there are people who want to participate on this together more than welcome to join in
Re: FoG II Napoleonic Mod
Posted: Sat Oct 10, 2020 10:40 am
by GBISSET
Thats Great! Looking forward to it!
Re: FoG II Napoleonic Mod
Posted: Sat Oct 10, 2020 12:22 pm
by Athos1660
Happy to see this project is back on track (even if I am not a big fan of this period).
FoG2 deserves such ambitious mods. I too think the engine is great for this period.
I played this mod a couple of years ago (before some updates). It worked fine. So debugging may not be insurmountable. I guess the first parts to look at are in data\scripts and data\battle\scripts.
As other mentioned it in this thread, and iirc, soldier animations had never been implemented in this mod, so I guess the biggest challenge would be to add them (if possible). But imho it is not vital.
Keep it up.
Re: FoG II Napoleonic Mod
Posted: Mon Oct 12, 2020 1:15 am
by 76mm
I somehow missed this mod when it first came out, would be interested in checking it out if it can be made functional again.
Rather than "epic battle" type scenarios, how hard would it be to be able to set up Napoleonic "skirmishes" as with the base game?
Re: FoG II Napoleonic Mod
Posted: Mon Oct 12, 2020 10:33 am
by Paul59
It would be quite easy to get this mod running again. The reason why it does not work at the moment is that it contains a handful of .bsf files that are incompatible with the latest version of the game.
Fortunately James Manhattan noted all his changes to the .bsf files with his name, so it is very easy to just search inside the files for "James" to find all the changes he made. Just apply those changes to the latest versions of the relevant .bsf files, and put them into the mod in place of the original files.
To make it into a custom battles mod it would only require an ArmyList.txt file with army lists for all the required nations, and then associated text strings added to the mod's text files so that the game displays the correct army names.
Re: FoG II Napoleonic Mod
Posted: Mon Oct 12, 2020 1:13 pm
by 76mm
Thanks for the reply. WoollyMammoth, I'm not much of a programmer but might be able to help in some way, let me know.
Re: FoG II Napoleonic Mod
Posted: Thu Oct 29, 2020 1:56 pm
by Lancier
Wow, great news indeed! Looking forward to it @Woollymammoth, thanks...
Woollymammoth wrote: ↑Fri Oct 09, 2020 8:15 pm
Started debugging this mod as hobby project possibly, and fan of Napoleon era warfare, and think this engine could be great for around that period. Thanks to the original author for giving permission in the thread. Caveat: it may take awhile, and no promises. I have programming experience, but in different languages, and will need to learn the variables and functions etc
I will upload it in this thread if I can get working again. I may develop it further, depends on if Slitherine release a Napoleon era and thereabouts version of this game for example
If there are people who want to participate on this together more than welcome to join in
Re: FoG II Napoleonic Mod
Posted: Thu Jul 31, 2025 1:41 pm
by Stratos_MatrixForum
This mod was never repaired right?
Re: FoG II Napoleonic Mod
Posted: Thu Aug 07, 2025 11:38 pm
by Karvon
Not as far as I know.
Karvon