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Modding the exe file : question for Slitherine staff

Posted: Wed Jan 27, 2010 1:23 pm
by welk
Working on my Napoleonic mod for Fog, I have a way to modify some names in the exe file, to have "bayonet","rifle", "gun" in place of "light spear", "swordsmen", "arrows" etc.

I have just to change some parameters lines with hexe neo editor, it takes me few seconds (modding an other game, named "IMPERIALISM 1", I founded alone during my work all the translation elements by deduction :

a=61
b=62
c=63
d=64
e=65
f=66
g=67

etc

A=41
B=42
C=43
D=44
E=45
F=46

etc


My question is : may I include the modified exe file in my napoleonic mod or not ? If not, it would be not very important,

so players will play with old names and that's all, but it will be funny to have the exact weapon names in napoleonic

battles.

Precision : I will make no other modification than the weapon's names
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Posted: Wed Jan 27, 2010 2:22 pm
by IainMcNeil
Anything that modifies the exe is actually a breach of your license agreement. We really would not like this to be messed around with as it cuases all sorts of tech support issues.

Please put in requests for features but dont try and change the code yourself :)

Posted: Wed Jan 27, 2010 4:37 pm
by welk
Ok. They are very little modifications, but I will not include a modified exe in my mod. Other players than me will play the mod with sword, light spear and arrows :twisted: , waiting the official FOG Napoleonic in 2012.2013 (?)

Posted: Sat Jan 30, 2010 6:45 pm
by PDiFolco
The needed feature would be to externalize/allow editing of weapon names and effects... But then the AI should be able to cope with the changes !