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Extra Nations Campaign Mod Version 2

Posted: Tue Mar 01, 2016 8:10 pm
by Paul59
Version 2 of my Extra Nations Campaign Mod is now available for download in game.

I have been working on this ever since I released version 1 in November last year. Several new armies have been added.

There have been some requests for the Venetian and Savoyard armies, so I have created these, and they are actually great fun in the game. The Savoyard lists cover only the mid to late 17th Century, but the Venetians have several lists covering both colonial and mainland Italian armies for the whole of our period.

My friend Macdonncadh always likes some Scots battles, so I have added Covenanters, Jacobites and Scottish Border Reivers!

I have also added Jacobite Irish, English Border Reivers, Bavaria, Prussia, Saxony, and Zaporozhian Cossacks.

I hope you enjoy it.


Paul59

Re: Extra Nations Campaign Mod Version 2

Posted: Wed Mar 02, 2016 12:22 am
by TheGrayMouser
Fantastic work, love the Saxons!

Re: Extra Nations Campaign Mod Version 2

Posted: Wed Mar 02, 2016 8:27 am
by stefankollers
Yes thank's for all the hard work, will give folk even more possibilities, also thanks for your great scenerios, Where do you get the maps from "I know you create them in the editor", but what do you work off ? Same with the oobs. I have the Nafziger files and searched the net for more oobs. on the time period spanning the game.But to no avail. Anyway thanks again.

Re: Extra Nations Campaign Mod Version 2

Posted: Wed Mar 02, 2016 9:10 am
by Paul59
Creating scenarios for the Nine Years War is quite challenging, but that is one of the things that makes it so interesting. The information is available, but it takes a bit of finding. The maps I usually get from internet searches, although the Marburg Digital Archive has a lot of good maps;

http://www.digam.net/index.php?page=34

Most of it is in German, but you can also get some useful OOBs too, although they tend to be original hand written 17th century plans which take a lot of deciphering!

OOBs are also pieced together from a lot of sources found on the net, although I get a lot of info from the League of Augsburg Forum;

http://www.leagueofaugsburg.com/fightin ... um.php?f=6

Also very useful for British battles is Colonel Walton's History of the British Standing Army, an online version is here;

https://archive.org/stream/historybriti ... 0/mode/2up

It is quite old, 1894 I think, and is therefore written in a rather patriotic style which I find quite amusing, but is very informative. He get's a lot of his information from the works of Edward D'Auvergne, who was a chaplain in the Scots Guards during the Nine Years Wars. D'Auvergne's works are also available online, but are more difficult to read as they are in 17th century English with f instead of s etc.


Regards


Paul

Re: Extra Nations Campaign Mod Version 2

Posted: Wed Mar 02, 2016 9:53 am
by stefankollers
Thank's for the information, like you say, it's a case of piecing information together, the ECW and to some extent 30 years war are reasonably well covered, but little else,I know you always put together a good scenerio, I was actually wondering if you had googled maps,or perhaps a book, I guess some places change, and of course battlefields are built on, but I would guess the ly of the land may not have changed to much. Anyway thanks for providing some good links.

What are your next project/s ?, although dont get burned out. Thanks again, I'm sure many people who play this game very much appreciate your and other modders efforts. For me this "Extra Nation's mod" is a very good bonus, even if I dont want to create or am unable to make famous Battles, I am only limited by my imagination, from Border raids to warring German States, these very much compliment the lists that came with the game........All the best.

Re: Extra Nations Campaign Mod Version 2

Posted: Wed Mar 02, 2016 11:29 am
by Paul59
My main aim now is to do more Nine Years War scenarios. I am currently working on doing the Battle of Neerwinden (1693). It is a very large battle so I have had to split it into 3 separate scenarios, two are already finished, the third will take another week or so. I would like to do all the other major battles of the NYW; Fleurus, La Marsaglia, Staffarda etc.

When I first got into Pike and Shot last year, I spent several months learning how to create scenarios by designing a lot of 15th/16th century battles that I had information for. Only a few of these have I released; Flodden, Ancrum Moor, Chaldiran. The rest are just sitting on my hard drive, they only need a bit of polishing to bring them up to my latest standards and I can release them. For instance, I have an epic Pavia scenario based on the Osprey book that I worked on for weeks, I must have play tested it 20 times or more, but I was never satisfied with it. Now I have learned a lot more about making scenarios and I may be able to fix it.

I also learned how to mod Campaigns by turning the standard Great Turkish War into a new campaign set in the 1520s around Suleiman the Magnificent's Mohacs and Vienna campaigns. Now I know a lot more about campaign making, and I would want to make a lot of amendments to this to bring it up to standard.

Re: Extra Nations Campaign Mod Version 2

Posted: Fri Mar 04, 2016 8:19 pm
by stefankollers
Just thought I would ask, is it possible to use this mod in the editor ? Thinking of making up my own battle.....The Editor is a place I seldom visit, so should be fun or frustration. Thanks in advance for any advice.

Re: Extra Nations Campaign Mod Version 2

Posted: Fri Mar 04, 2016 9:35 pm
by rbodleyscott
stefankollers wrote:Just thought I would ask, is it possible to use this mod in the editor ? Thinking of making up my own battle.....The Editor is a place I seldom visit, so should be fun or frustration. Thanks in advance for any advice.
Yes, just go into the Editor and pick the Extra Nations campaign.

Re: Extra Nations Campaign Mod Version 2

Posted: Sat Mar 05, 2016 11:32 am
by Paul59
stefankollers wrote:Just thought I would ask, is it possible to use this mod in the editor ? Thinking of making up my own battle.....The Editor is a place I seldom visit, so should be fun or frustration. Thanks in advance for any advice.
The only problem is that many of the new Unit textures that I included in the mod will not be accessible in the editor.

You can get around this problem by putting the textures you want to use in to different texture folders, but you would need to know what you are doing. The method that the editor uses to access textures is very complicated and I still don't fully understand it myself.

Re: Extra Nations Campaign Mod Version 2

Posted: Sat Mar 05, 2016 12:02 pm
by rbodleyscott
Paul59 wrote:
stefankollers wrote:Just thought I would ask, is it possible to use this mod in the editor ? Thinking of making up my own battle.....The Editor is a place I seldom visit, so should be fun or frustration. Thanks in advance for any advice.
The only problem is that many of the new Unit textures that I included in the mod will not be accessible in the editor.
The editor accesses textures according to a reference in the .S4F file. If you clone and rename a model, the internal reference will still refer to the original model, so those are the textures the editor will offer.

Skirmish games use the name of the model to reference the correct texture, instead of using the internal reference, so they work correctly with cloned .s4f files.

The correct way to do it is to edit the reference in the .S3F version of the model. For that, of course, you need the S3Fs, which are not supplied with the game.

But I thought you had them Paul? And all should work apart from the corrupted archer .s3f.

Re: Extra Nations Campaign Mod Version 2

Posted: Sat Mar 05, 2016 1:38 pm
by Paul59
Hi Richard,

Yes the cloned unit textures will work ok, including the Archer based ones, because I managed to fix that.

I was referring to all the standard named unit textures. I have 49 different texture folders in the mod, and for campaigns and skirmish games that is no problem. But the editor can only read a limited number of folders in alphabetical order for each unit, it seems to vary from unit to unit , but is only about the first 12 folders in the mod that include that particular unit.

So for instance if you wanted to use the Bavarian Guard Infantry (which uses the standard Musketeers_Veteran unit graphic) in the editor, the editor only reads up to the IW_Portuguese texture and does not give the option of using the SK_Bavarian graphic.

Regards

Paul

Re: Extra Nations Campaign Mod Version 2

Posted: Sat Mar 05, 2016 2:58 pm
by stefankollers
Well I did say going into the Editor would be fun or frustration ! Having read through the posts, I think it maybe a "little over my head". Which is a great shame, still I can play the mod on Skirmish or in a Campaign. So I will leave it at that.

Thank's to Richard and Paul but like I say "way to much" for this technophobe, I still think things are done by magic on Computers, although I do know that New Games and Mods take an awful lot of hard work and effort. That is why I appreciate the Mods and Scenerios that do come out, and being slightly greedy "If that's the right word" Look forward to whats coming out in the future. Be it a mod or New Game.

All the best stefankolers

Re: Extra Nations Campaign Mod Version 2

Posted: Sat Mar 05, 2016 3:49 pm
by Paul59
stefankollers wrote:Well I did say going into the Editor would be fun or frustration ! Having read through the posts, I think it maybe a "little over my head". Which is a great shame, still I can play the mod on Skirmish or in a Campaign. So I will leave it at that.

Thank's to Richard and Paul but like I say "way to much" for this technophobe, I still think things are done by magic on Computers, although I do know that New Games and Mods take an awful lot of hard work and effort. That is why I appreciate the Mods and Scenerios that do come out, and being slightly greedy "If that's the right word" Look forward to whats coming out in the future. Be it a mod or New Game.

All the best stefankolers
I don't wish to put you off trying. It can get a bit complex, but why don't you just give it a go, and if you run into any problems let me know, and I can suggest ways around them. You might be working with armies that do not have the graphical problem that I mentioned.

Re: Extra Nations Campaign Mod Version 2

Posted: Sat Mar 05, 2016 4:56 pm
by rbodleyscott
Paul59 wrote:Hi Richard,

Yes the cloned unit textures will work ok, including the Archer based ones, because I managed to fix that.

I was referring to all the standard named unit textures. I have 49 different texture folders in the mod, and for campaigns and skirmish games that is no problem. But the editor can only read a limited number of folders in alphabetical order for each unit, it seems to vary from unit to unit , but is only about the first 12 folders in the mod that include that particular unit.
Ah, I hadn't noticed that. It may result from the fact that there used to be a maximum of 16 texture folders in use. Perhaps nobody told the editor that the limit was increased. I will ask Pip.

Re: Extra Nations Campaign Mod Version 2

Posted: Sun Mar 06, 2016 1:34 pm
by TheGrayMouser
rbodleyscott wrote:
Paul59 wrote:
stefankollers wrote:Just thought I would ask, is it possible to use this mod in the editor ? Thinking of making up my own battle.....The Editor is a place I seldom visit, so should be fun or frustration. Thanks in advance for any advice.
The only problem is that many of the new Unit textures that I included in the mod will not be accessible in the editor.
The editor accesses textures according to a reference in the .S4F file. If you clone and rename a model, the internal reference will still refer to the original model, so those are the textures the editor will offer.

Skirmish games use the name of the model to reference the correct texture, instead of using the internal reference, so they work correctly with cloned .s4f files.

The correct way to do it is to edit the reference in the .S3F version of the model. For that, of course, you need the S3Fs, which are not supplied with the game.

But I thought you had them Paul? And all should work apart from the corrupted archer .s3f.

Isnt it also possible to rename the internal reference in the S4 files with a text editor ( or has that been proven not to work?)

Re: Extra Nations Campaign Mod Version 2

Posted: Sun Mar 06, 2016 1:47 pm
by rbodleyscott
TheGrayMouser wrote:Isnt it also possible to rename the internal reference in the S4 files with a text editor ( or has that been proven not to work?)
Well I tried it without success.

Re: Extra Nations Campaign Mod Version 2

Posted: Mon Mar 07, 2016 11:11 am
by Adraeth
Excellent, had a quick view on Savoy .... and well the Duty ad Glory army list is there (even bavarian guards). Thank you

Re: Extra Nations Campaign Mod Version 2

Posted: Tue Mar 08, 2016 12:10 am
by rbodleyscott
Paul59 wrote:I was referring to all the standard named unit textures. I have 49 different texture folders in the mod, and for campaigns and skirmish games that is no problem. But the editor can only read a limited number of folders in alphabetical order for each unit, it seems to vary from unit to unit , but is only about the first 12 folders in the mod that include that particular unit.

So for instance if you wanted to use the Bavarian Guard Infantry (which uses the standard Musketeers_Veteran unit graphic) in the editor, the editor only reads up to the IW_Portuguese texture and does not give the option of using the SK_Bavarian graphic.
The maximum number of texture folders is supposed to be 32, which probably explains the editor issue. We should therefore perhaps be thankful that the extra folders work OK for skirmishes and campaigns (presumably because I scripted those to look directly in the folders rather than using the engine references).

Re: Extra Nations Campaign Mod Version 2

Posted: Tue Mar 08, 2016 1:50 am
by jomni
Ah that means using the Editor will not show all nations.

Re: Extra Nations Campaign Mod Version 2

Posted: Tue Mar 08, 2016 11:41 am
by Paul59
If you want to create a scenario from the Extra Nations campaign Mod using the editor, all you have to do is this;

1) Open the editor and open the 13ExtraNationsCampaign.
2) Create a new scenario folder, you don't need to design the map, add units or do anything else at this stage, just open a new scenario and save it.
3) Exit the editor and exit the game.
4) Find the location where your Pike and Shot Campaign folder is, probably My Documents/My Games/PSCAMP/Campaigns. Copy and paste the contents of the 13ExtraNationsCampaign folder into the new scenario folder overwriting any existing files. Delete any unnecessary texture folders from Data/Battle/Unittextures folder.
5) Reopen the editor and design the scenario.

For instance if you wanted to do Fehrbellin, a battle between the Swedes and Prussians in 1675;

1) Open the editor and open the 13ExtraNationsCampaign.
2) Create a new scenario folder, call it 1675_Fehrbellin, open a new scenario and save it as Fehrbellin 1675.
3) Exit the editor and exit the game.
4) Find the location where your Pike and Shot Campaign folder is, probably My Documents/My Games/PSCAMP/Campaigns. Copy and paste the contents of the 13ExtraNationsCampaign folder into the 1675_Fehrbellin folder overwriting any existing files. Delete any unnecessary texture folders from Data/Battle/Unittextures folder, leaving just the TYW_Swedish and SK_Prussian folders.
5) Reopen the editor, open 1675_Fehrbellin and design the scenario.

The ArmyList.txt tells you what texture folder is used for each army.

I know this sounds a bit complicated for people not used to creating scenarios, but for those that do it should be easy.


Regards


Paul