Posts: 11Joined: 2/1/2012Status: offlineHey folks. I've been having fun with the SS Unit and Historical flag/picture Mods, but I couldn't get the GME to work, so I made a copy of the entire game file and then replaced the files concerned. It wasn't until I downloaded nikivdd's GTPG campaign that I finally figured out that the 'My Documents' folder is where everything is supposed to go.Anyway, I plan on purchasing the first two DLCs today, '39 and '40, and would like to have the SS & Elite units, but can't seem to find a mod that incorporates both without running the GTPG campaign. My main question here regards this.Also, the equipment editor.I can't seem to get it to work.
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To an extent, there will be a stress test soon related to the co-op/MP portion of the mod and I need more members for that. If you are interested on participating on the stress test then by all means let me know and i'll contact you with the time, when the time is set, for there is no ETA yet for it as i'm running into some issues. AI is very difficult to make modable. You can make some parameters tweakable, like say 'aggression', but you can't mod your infantry to use spears when charged by cavalry. I lowed inbuild AI tweak interface in the first Dragon Age games. There you could actually 'mod' AI itself -that is the behavior.
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I can get it to add units within the file loaded in the editor, and even save changes to existing units when I reopen the file inside the editor, but when I play the game they're nowhere to be found. Units like the Storch are pretty cool, and I'd like to be able to do similar things. Can anyone help me with this, and the SS & Elite mod? The Editor I'm using is 0.7.1Thanks, I appreciate your guys' work, it helps make the game more enjoyable. Posts: 3466Joined: 6/23/2011From: PortugalStatus: offlineFirst in the case of GME, you don't use the My DocumentsMyGamesPanzer CorpsMods folder unless stated.I think you can play SS MOD with the DLC's, as long you use GME.To correctly install GME take a look at this tutorial:Your issue with Mike Garnett's Equipment editor, is that probably you forget to press the icon commit after changing or adding a new unit.
If you don't press commit with each new unit it won't be save. After you've done all the editing you pretended, you've to press Save and save the file.
Also in the case of adding new units with new icons in the equipment file, you need to add an entry correspondent to the icon image in the efx file in the Graphics folder. In there you'll have to attribute an animation and a sound to the movement and to the attack.Take a look at these guides:Lastly the author of the SS mod, unfortunately cannot login in this forum (technical reasons).So if you've any doubt you can register in the Slitherine forum and ask there anything related with his mod. Posts: 11Joined: 2/1/2012Status: offlineAre there any security settings that might prevent the eqp and efx files from being altered? When I commit unit, it seems to save, but only within the Equipment editor, and when I 'save' over the original file it does nothing to effect the units in the game. I've saved as 'equipment.pzeqp2' to see if it even saves and it shows up in the open file selection within the editor, but in the regular folder windows it doesn't exist. When I open 'equipment.pzeqp' in notepad the changes don't exist. I also cannot save in Notepad.
I can't take the folder off 'Read Only' no matter how many different ways I try. 'Unblock' won't stick. Altering permissions won't stick either. This is my computer.
Screenshot FOG campaign screenshot.png (283.68 KiB) Viewed 10786 times What's this?A unofficial stand-alone tool that can be used for single-player and multiplayer campaigns. There's an example of play here.Download link:LATEST VERSIONVersion 0.502. For those having UI issues, you can toggle between fullscreen and windowed, and between 1920x1080 and 1600x900 resolutions. When creating new realms, you can start in any province next to an existing empire if you ignore the preselected options, then right-click on your preferred province.OTHER RECENT VERSIONSVersion 0.5Expands scenarios to include early Middle AgesSignificant changes to the game, specifically removing armies and adding domestic politics decisions. Expands in-game helpSome players have had issues with the mouse due to configuration.
This runs the game at 1920 x 1080 in a full-screen mode, which may solve the problem.OLDER VERSIONSVersion 0.401 - has two-year rather than four year turns, requires armies to be built, and quite a few other differencesInstallation instructionsThe game was written and was tested on 64-bit Windows 10. I think it should work on most recent Windows systems, as it's a very simple program, but I can't guarantee that.The tool comes in a WinRar archive. You'll need some version of WinRar. First you extract the file into a folder, which is a WinRar option if you right-click on the package.
You should see three icons - Application Files, FoG Campaigns, and setup.exe.Hit 'setup.exe.' Because this is a new program, your antivirus might object, though if you scan the file it will probably declare it harmless. Once the game sets up (hit 'install') you should get to the load/start screen. You will see a list of savegame slots then, in the upper-left corner, two 'start scenario' links.If you move your mouse over one of the scenario links link it should turn purple. If you click on that, it should take you to a map.
You choose a realm, than give a decision for the first turn. Then you can start clicking on provinces and giving orders.There is a 'Help' link at the top-right corner of the page which gives advice on basic game concepts.NOTE: If you installed an earlier version of Tides of Conquest on your computer, you will need to uninstall it before installing the updated version. With Windows 10, you do this through the Apps panel of your Settings. You can also search for Uninstall, and it will lead you to a list of programs you can uninstall.
Find 'FoG Campaigns,' and remove it. With Windows 8, search for 'Add Remove Programs', and that will take you to the same list.A number of issues related to bugs encountered while installing it are on page 5 and 6 of this thread.AttachmentsFoGStartscreen.png (705.51 KiB) Viewed 10262 times.
My apologies. I suspect it's that you need to click very close to the beginning of the text in the link. If a link is active the text should turn purple.
I'll redo with bigger links, and also expand the instructions a bit.The programming is all very simple stuff and I've tried it on a computer that does not have Monogame installed. So I don't think there would be any runtime library issues. But if clicking close to the beginning of the link doesn't work, I'd welcome any suggestions from anyone on what else could be wrong.
Any plans for a map editor?I'm hoping to add one fairly soon. In the meantime, if you have a version of Visual Studio and can download Monogame, I can send you the C# solution and you could do a scenario that way. One could also start a game, save it, and edit the xml files. To start that scenario you'd just load the edited saved game. Did you have a particular scenario in mind? I'm hoping to add your Silk Road powers to a pan-Eurasian mega-scenario, maybe set around 250 BC to catch the end of the Warring States. Any plans for a map editor?I'm hoping to add one fairly soon.
In the meantime, if you have a version of Visual Studio and can download Monogame, I can send you the C# solution and you could do a scenario that way. One could also start a game, save it, and edit the xml files.
To start that scenario you'd just load the edited saved game. Did you have a particular scenario in mind? I'm hoping to add your Silk Road powers to a pan-Eurasian mega-scenario, maybe set around 250 BC to catch the end of the Warring States.Not really planning to do one myself at the moment.
But the idea of extending to China is cool. Thanks for the kind words, all!
The single player campaign is still very much a work in progress, though, as there's no AI yet, let alone one that has been extensively playtested.The way I was thinking of going with the single-player: as you gain legacy points, your empire loses its political cohesion, Ibn Khaldoun's asabiya. Your rulers become worse and worse, swayed this way and that by factionalized petty court politics, and consequently the difficulty rating of your battles becomes higher and higher (or at least the suggested difficulty - you start your own battles so players can adjust as they see fit.) You start off as an Alexander or Caesar, sweeping all before you, and end up as Stilicho or Yue Fei, scrambling to hold things together for as long as possible with fewer and fewer resources. Random events could add a bit of narrative drama to the decline. From my limited knowledge of game design, it might be best to playtest something small and basic; just the pieces on the board. I remember this from a free game design course which admittedly I did not complete, and there are way more experienced people here (you know; actual game designers) who can run roughshod over what I'm saying if I'm wrong, but one of the principles of game design is to come up with a core mechanic and then slowly add or subtract rules from it depending on how the mechanic works out.As empires grow up, I imagine coalitions of players will band together to keep the large empire in check.
Just as the Roman empire had threats on every border towards the end, big players are likely going to find their resources stretched thin as everybody tries to take them down. It's only when a player's position becomes truly overwhelming that I see this breaking down, and by that point, that player has probably conclusively won the campaign anyway.
Thanks for the feedback - the multiplayer basically just is pieces on the board. I was counting on peripheral players to keep the big empires busy.The imperial decay system described above would be for single-player games, where I can't count on the AI to cooperate against a player. Ancient empires did have a tendency to collapse rather quickly, though, the Byzantines being a relatively rare example of a regional hegemon power being reduced to a regional peer power.So, given that there already is a variable difficulty system in single-player FoG, I thought I'd take advantage of that. Sometimes when I play single-player it feels that I'm choosing whether I win or lose when I select the difficulty rating. I was thinking I might actually welcome another party telling me when I should play at a hard level, or when I should give myself a break by playing at a lower level.I want just enough complexity in the multiplayer game to model most of the major map-altering political and military events of the ancient world in some way.
One of the best parts of multiplayer campaigns I think are the AARs, and one of the things that make AARs interesting are narrative turning points. So it would be fun, for example, to have a major migration of tribes spark a crisis from time to time. That means I need a few basic mechanisms for migrations, and civil wars, and a couple of other things.However, sometimes it's fun between turns to look over your position at leisure, to tweak things here and there. So I might add a layer of chrome that has very subtle effects on small things - ie, regional decisions that add extra units to a custom army list, for example, assuming that custom lists can be handled easily.The one pitfall is that I want battles to always be at least as competitive as a potluck custom battle. Ie, the point of the game is to put competitive FoG battles into an interesting narrative context, not to make people play FoG battles that were decided beforehand on the strategic map, because I don't think players will do that. That's great to hear!Right now, the battles are generated when the orders are in and the GM hits the button, 'Process orders.' The way I envisioned things for the time being would be that the game would tell the players what battlefield type to use and what lists to use.
The players would then select their own units, as though playing a custom game.In the case of a solitaire campaign, the tool (ToC) would also set the difficulty level for battles. (I'm currently envisioning a Stilicho solo scenario, where the more success you have, the fewer resources the emperor will grant you.) This is not essential, though.Customized lists is set for a bit in the future.