Search found 42 matches

by Pi-R
Fri May 29, 2020 6:48 am
Forum: Battle Academy 2 – Eastern Front
Topic: Re: North Africa British v German Skirmish Mod updated to v1.5!
Replies: 12
Views: 3931

Re: North Africa British v German Skirmish Mod 1.4

Thanks Paul59. Also for your plan to create a British vs Italians skirmish mod. I gues that will be hard with few models available.
by Pi-R
Fri May 29, 2020 6:44 am
Forum: Tech Support
Topic: Cannot download Paul59's North Africa skirmish mod
Replies: 1
Views: 1374

Re: Cannot download Paul59's North Africa skirmish mod

This has been solved by Paul59
by Pi-R
Thu May 28, 2020 4:51 pm
Forum: Tech Support
Topic: Cannot download Paul59's North Africa skirmish mod
Replies: 1
Views: 1374

Cannot download Paul59's North Africa skirmish mod

When selecting Paul59's'North African Britisch v German Skirmish 1.4 mod I get an error message:

"*** Inhandled Exceprion! ExpCode: 0xC0000094 ExpFlags: 0 ExpAddresss: 0x004EDDF8 Please report!

Is there something wrong with the file?
by Pi-R
Thu May 28, 2020 4:44 pm
Forum: Battle Academy 2 – Eastern Front
Topic: Re: North Africa British v German Skirmish Mod updated to v1.5!
Replies: 12
Views: 3931

Re: North Africa British v German Skirmish Mod 1.4

Same here. And I really was looking forward to this. :-(
These skirmish mods from Paul59 made me play BA2 again, as I'm not really into to the Eastern front setting.
Too bad the italians are not it, although they were part of the forces Rommel'had in North Africa.
by Pi-R
Tue Dec 03, 2019 6:01 pm
Forum: Field of Glory II: Scenario Design
Topic: AI problem: Skirmishers stopping Heavy Foots?
Replies: 7
Views: 1570

Re: AI problem: Skirmishers stopping Heavy Foots?

Well I will probably have to use a scenariotemplate.bsf file anyway. I want the AI's cavalry to make a flanking move,i.e. first get passed the players line and then move sideways to get behind the players line. So the AI has to move first to a target AI point and from there to another one. Cannot do...
by Pi-R
Mon Dec 02, 2019 7:47 pm
Forum: Field of Glory II: Scenario Design
Topic: AI problem: Skirmishers stopping Heavy Foots?
Replies: 7
Views: 1570

Re: AI problem: Skirmishers stopping Heavy Foots?

Hi Richard, I see. Is there maybe something that can reduce the chance the pike units follow any unit, e.g. a skirmishers unit that is evading? I'm thinking of a very well disciplined pike unit that does not easily forgets its orders to stay in line. Maybe something in the squads file? Although I wo...
by Pi-R
Sun Dec 01, 2019 6:08 pm
Forum: Field of Glory II: Scenario Design
Topic: AI problem: Skirmishers stopping Heavy Foots?
Replies: 7
Views: 1570

Re: AI problem: Skirmishers stopping Heavy Foots?

Thanks Richard for your reply. Unfortunately removing the 4, i.e. using aggression 898, does not help. The pike units that were not blocked by a skirmisher unit did move towards them. So their line was totally disrupted in their first turn already. Agression898.jpg Do you maybe have something else I...
by Pi-R
Sun Dec 01, 2019 2:11 pm
Forum: Field of Glory II: Scenario Design
Topic: AI problem: Skirmishers stopping Heavy Foots?
Replies: 7
Views: 1570

AI problem: Skirmishers stopping Heavy Foots?

Hi I thought I more or less understood the AI settings of the game. However I encountered this week something I do not understand. In an epic battle I'm creating I want a line of Heavy Foot to advance to a certain point without being distracted too much by skirmishers that may be in their path. So I...
by Pi-R
Sat Oct 06, 2018 11:39 am
Forum: Field of Glory II: Modding
Topic: Increasing number of figures displayed
Replies: 82
Views: 25038

Re: Increasing number of figures displayed

Hi Richard, Sorry it was just a stupid mistake on my side. I had no BSF file in the folder for my test scenario. Once I had copied SCENARIOTEMPLATE.BSF over and renamed it Test.bsf the scenario did use my adapted version of Callbacks.bsf. Not that I really need this. I reverted back to the vanilla n...
by Pi-R
Wed Oct 03, 2018 6:01 pm
Forum: Field of Glory II: Modding
Topic: Increasing number of figures displayed
Replies: 82
Views: 25038

Re: Increasing number of figures displayed

Hi TimDee58 My assumption turned out to be correct. The vanilla formation for mancount = 12 seems to be intended for less strict organized units according to (only initial formation displayed) if (manCount == 12) { if ((IsUnitSquadType(me, "Warriors") == 1) || (IsUnitSquadType(me, "Mo...
by Pi-R
Wed Oct 03, 2018 5:08 pm
Forum: Field of Glory II: Modding
Topic: Increasing number of figures displayed
Replies: 82
Views: 25038

Re: Increasing number of figures displayed

Hi Richard, I have tried my alternative version of callbacks.bsf in a test scenario, i.e. in ...\My Games\FieldOfGlory2\CAMPAIGNS\TEST\Data\Battle\Scripts. Unfortunately this did not work. Formation for mancount=5 was still displayed as --x-- x-x-x --x-- Only when I placed my alternative version in ...
by Pi-R
Tue Oct 02, 2018 6:50 pm
Forum: Field of Glory II: Modding
Topic: Increasing number of figures displayed
Replies: 82
Views: 25038

Re: Increasing number of figures displayed

Hi Tim, As I already told you in a private message what you see is the default behavior of FOG2 as formations have only been defined for 2, 4, 8, 12 and 16 figures per unit. These are defined in FUNCTION FORMATION_CALLBACK in callbacks.bsf that is located in ...\Field of Glory II\Data\Battle\Scripts...
by Pi-R
Sun Apr 15, 2018 8:00 am
Forum: Field of Glory II: Scenario Design
Topic: Campaign creation guide Part 3 (Adding new nation names)
Replies: 9
Views: 5433

Re: Campaign creation guide Part 3 (Adding new nation names)

Hi Richard, Sorry I should have mentioned. And now I understand that when trying to find the cause I noticed my CAMPAIGN.txt file always stated SIDE0 38 and SIDE1 32, but the (epic) battles played with me controlling the correct side. Checked the BAM files and they indeed correctly state the sides I...
by Pi-R
Sat Apr 14, 2018 2:10 pm
Forum: Field of Glory II: Scenario Design
Topic: Campaign creation guide Part 3 (Adding new nation names)
Replies: 9
Views: 5433

Re: Campaign creation guide Part 3 (Adding new nation names)

Hi Richard You mean the CAMPAIGN.txt? This is the first battle once for every side [Baetis_River_80BC_S] SIDE0 38 SIDE1 32 DATE 2920 // All dates start from 3000 BC MAPX 170 // Pixel x location of battle in EpicMap_Ptolemy.dds MAPY 695 // Pixel y location of battle in EpicMap_Ptolemy.dds [Baetis_Riv...
by Pi-R
Sat Apr 14, 2018 11:57 am
Forum: Field of Glory II: Scenario Design
Topic: Campaign creation guide Part 3 (Adding new nation names)
Replies: 9
Views: 5433

Re: Campaign creation guide Part 3 (Adding new nation names)

I have picked up the epic battles I'm trying to create. To my surprise the colors and banners for all my battles I had created to play from the opposite side have changed. My initial battles are Spanish vs Roman i.e CAMPAIGN.txt SIDE0 38 SIDE1 32 I had only used the default settings of the game and ...
by Pi-R
Wed Jan 31, 2018 8:58 pm
Forum: Field of Glory II: Scenario Design
Topic: Scenario creation guide part 9 (Reinforcements Part2)
Replies: 16
Views: 13835

Re: Scenario creation guide part 9 (Reinforcements Part2)

Thanks again Paul59

I don't know what I would have done without all your help.

Now I can concentrate again on trying to get the AI making proper movements during its first moves, with some alternatives to use at random.
by Pi-R
Tue Jan 30, 2018 8:34 pm
Forum: Field of Glory II: Scenario Design
Topic: Scenario creation guide part 9 (Reinforcements Part2)
Replies: 16
Views: 13835

Re: Scenario creation guide part 9 (Reinforcements Part2)

Thanks Paul59 Stupid me. I did not check your other guide about reinforcements anymore, and I also had missed your text ... and clicked on the units to add them to the reinforcement group ... I assumed that as the units had already been assigned to the group that I wanted to appear as reinforcements...
by Pi-R
Mon Jan 29, 2018 7:53 pm
Forum: Field of Glory II: Scenario Design
Topic: Scenario creation guide part 9 (Reinforcements Part2)
Replies: 16
Views: 13835

Re: Scenario creation guide part 9 (Reinforcements Part2)

I'm still strugling with the AI code for the epic battles I'm creating. The AI does not always seems to do what my MoveTeamCoord function calls says it should. To have a break with this I have tried to include the reinforcements for one of these epic battles. Unfortunately the created file REINFORCE...
by Pi-R
Sat Jan 06, 2018 3:33 pm
Forum: Field of Glory II: Scenario Design
Topic: Additional Victory Conditions
Replies: 6
Views: 1615

Re: Additional Victory Conditions

Thanks Richard, that was exactly what I needed.
by Pi-R
Sat Jan 06, 2018 1:45 pm
Forum: Field of Glory II: Scenario Design
Topic: Additional Victory Conditions
Replies: 6
Views: 1615

Re: Additional Victory Conditions

Thanks Richard. I have now solved 1 and 2. For 3 I believe I will have script it. When using IDS_SCENUI_VC_STANDARD in my text1.txt file the updated condition I believe it will be displayed for all other battles as well, as they all use the same file. Or can you have different text1.txt files for th...

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