Triarii : 8 icons (in place of 4)
Elephants : 2 icons in place of 1 (I tried 4, it works fun but elefants are a little bit "compressed", due to the lack of place)


We are in the process of implementing a global mods system which can be used to apply mods like this to all scenarios, rather than having to have multiple modded folders, and without modding the base game.Kaede11 wrote:Maybe this could be added in a future patch to the base game with an option to change the amount of models per unit shown for those who have computer capable of running it?


Oh, nice! Thanks, Richard.rbodleyscott wrote:We are in the process of implementing a global mods system which can be used to apply mods like this to all scenarios, rather than having to have multiple modded folders, and without modding the base game.Kaede11 wrote:Maybe this could be added in a future patch to the base game with an option to change the amount of models per unit shown for those who have computer capable of running it?
rbodleyscott wrote:We are in the process of implementing a global mods system which can be used to apply mods like this to all scenarios, rather than having to have multiple modded folders, and without modding the base game.Kaede11 wrote:

RBS would need to provide the details, but all the stats are defined in data and are therefore moddable. It is likely you just need to find the correct attribute to achieve the result you want.welk wrote:rbodleyscott wrote:We are in the process of implementing a global mods system which can be used to apply mods like this to all scenarios, rather than having to have multiple modded folders, and without modding the base game.Kaede11 wrote:
One other thing would be good to have : a parameters editor to be in order to modify the capacities of all units (move capacity, fight, etc). Actually, the Squads.csv does not allow to modify anything important : for example, to modify "speed" paramater in squads.csv modifies the speed of animations but not the move capacity of unit, etc
At the present time, this game is unmoddable : only little details may be modified, this is not a moddable game : for this aspect, Field of Glory 1 was more better because it allowed to modify the units parameters with a xml editor (but except this aspect, FOG2 is an excellent game, a "must to have" : waiting for a Alexandre le grand" expansion and a "triumph of Rome expansion")
FOG 2 is exactly the dream I had when I created a special "Ancient Battles mod" for Age of Empire
http://aoe.heavengames.com/cgi-bin/aoec ... 7,6363,,10
It was an adaptation of the game that erased all vanilla aspects of the game, with a system that allowed to recreate large ancient battles. But FOG2 is more better, the unique pb of this game is the actual impossibility to mod it
The movement capacity is the "AP" parameter in the squads file - column O. (Value = 4 * number of square unit can move straight (not diagonally) in open terrain)welk wrote:rbodleyscott wrote:We are in the process of implementing a global mods system which can be used to apply mods like this to all scenarios, rather than having to have multiple modded folders, and without modding the base game.Kaede11 wrote:
One other thing would be good to have : a parameters editor to be in order to modify the capacities of all units (move capacity, fight, etc). Actually, the Squads.csv does not allow to modify anything important : for example, to modify "speed" paramater in squads.csv modifies the speed of animations but not the move capacity of unit, etc
The game is highly moddable, but changing most things will require modding the game scripts, not just data files. This is because the representation of different troop-types does not boil down to a simple set of numerical values, but instead involves detailed logic.At the present time, this game is unmoddable : only little details may be modified, this is not a moddable game : for this aspect, Field of Glory 1 was more better because it allowed to modify the units parameters with a xml editor (but except this aspect, FOG2 is an excellent game, a "must to have" : waiting for a Alexandre le grand" expansion and a "triumph of Rome expansion")

Those are the animation definitions and the actual model. They don't affect the behaviour of the unit.welk wrote:Mmmmmmmm... Not so easy to find what is what
Sample for elefants :
In Game/data/units there are 2 files for elefants

The game is highly moddable, that does not mean it is super-easy to mod.welk wrote:Yes, it is very easy to mod this qame![]()

Perhaps to do a script editor ? It would be more easy to work in modding with : I remember that for Age of Empire, a guy had made this sort of editorThere isn't any way to significantly alter the mechanisms without coding
Name - this is the name of the unit used in scenario .BAM files and also in ArmyList.txt filesHere is the complete list of Squads.csv parameters : could you please explain what is what ?

Notepad++ is recommended. I prefer UltraEdit.welk wrote:Perhaps to do a script editor ?There isn't any way to significantly alter the mechanisms without coding

To alter the ranges of different weapons you would need to alter the following functions:welk wrote:Ok, thanks for listing
The terrain file seems allow to modify the move capacity of each type of unit in each type of terrain, interesting : I will try some work about this aspect
I opened the shooting.bsf file and I have seen a parameter "max range" is used for script.
But i did not found were this "max range" parameter is listed for each type of unit : have please some infos about that ?
