Glory of field

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welk
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Glory of field

Post by welk »

Image of the second little mod I prepear (I like to work on 2 mods at same time, ideas come more easely and I learn more fast, errors in one give experience for the second)

Roman army building in the desert
It's just the beginning, lot of things in the vanilla game (inclue interface and minimap) will be changed to have a game that will be playable in ancient "field battles" like Field of Glory

I did tests and AI of Hubert works fine for Cesar glory :mrgreen: (very agressive AI in little map 50 x 50 hex)
ROMAN ARMY.png
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welk
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Re: Glory of field

Post by welk »

I malso testing some alternate graphs for ancient armies

Counters are interresting, but "view on top" graphs give perhaps a better immersive sensation of ancient battle
I founded a tip to erase front line, borders and to avoid problems of "supply" : player has now a more "ancient battle sensation". I have to test more the colors (with the 2 possible ground maps : desert and Europe)

Using a little tip in the editor (configuration of units), the mod-campaign will take in mind 3 kind of attacks (needed for ancien battles) : front, flank and rear (attacks on flank and rear attacks will be more deathly)

Unfortunatly, units will never change their orientation. This function does exist in vanilla game, but I noticed that it gives oft strange aspects in this mod, so I have given to all units the same orientation
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BATTLE2.png
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welk
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Re: Glory of field

Post by welk »

Image of the main screen (changed for the purpose of the mod)

Images of roman soldiers have been made with images of this site (an excellent Ancient wargame, for those who love ancien battles in classic wargaming )
https://cryhavocfan.org/indexeng.htm
https://cryhavocfan.org/eng/extensio/lorica/lorica.htm
https://cryhavocfan.org/eng/extensio/op ... ppidum.htm

This wargame (Oppidum) is a real "must" to have, there is also an extension named : Lorica Segmentata
If you practice ancien wargame on "table" (classic wargame), you may buy it without any hesitation, it's a very high quality game)

The large image comes from another site (I do not remember exactly the origin, I have downloaded it some years ago)
MAIN SCREEN.jpg
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Last edited by welk on Mon Aug 25, 2025 9:21 pm, edited 1 time in total.
welk
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Re: Glory of field

Post by welk »

View of out zoomed map : here, player will have a global view of battlefield

Blue hex are sea because the actual test map is 30x30, but system will work on maps 30x30 to 50x50 and map will be extensible (not needed to have larger maps for this kind of battle)

AI does play really fast his turn (approx1 minute), and makes intelligent actions. System will be also playable in multiplayer
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Last edited by welk on Mon Aug 25, 2025 9:20 pm, edited 2 times in total.
welk
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Re: Glory of field

Post by welk »

List of units for each side (28 different types)

These units come from a very old mod made some years ago by a steelpanther player for US civil war
I modified and adapted them to create Napoleonic units

And starting from these napoleonic units, I created the ancient units that are usedin the ancient battle mod

If I have time, I will perhaps do one day a napoleonic battle mod on the same model, I have all needed stuff, graphs, sounds etc

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welk
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Re: Glory of field

Post by welk »

Not exactly ancient battle counters, but I did not resist to do some little napoleonic tests with a old (very very old^^) collection of graphs I collected some years ago... :mrgreen:

Seems I will not resist a long time before to do a napoleonic mod, in addition of my current work on ancient battles and roman empire. System is identical, it will be easy to do.

Concerning counters of ancien battle, I will give to them a little relief, they will have a more better look than, without

The terrain you see in the image (rails, roads and cities) is the fraud way :? I use to persuade AI of Hubert to give lot of supply to units during the battle (supply has now no any importance in the mod, and same for battlefront line and national grounds). Seems that AI love a lot this situation, this way of game battle is very funny and AI makes an excellent opponent on 50 x 50 or 30 x 30 maps (I have made the both).
Napoleonic_test.png
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welk
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Re: Glory of field

Post by welk »

In addition of the unzoom map, player may also follow the battle on the ultra outzoom little map (warmap in the vanilla game)
ZOOM.png
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welk
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Re: Glory of field

Post by welk »

Better look with shadows for units

Hubertus Caterus imperator developpus programmaii caïus pixelus is really a good dev for ancient battles :mrgreen:

The goal is to probe that the SC engine of Hubert is so good that it is perfectly adaptable to this kind of battles : Hubert would just have to allow flank and rear attacks + réorientation of units + management of some "formations". With his engine, he could plane lot of adaptation projetcs (ancient battles, napoleonic battles, civil war battles, independence war battles, or battles of times 1840-1880 like the old and excellent "Age of rifles) : an infinite source of very interresting projects.

Hubert : go to work ! :P
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Last edited by welk on Wed Aug 27, 2025 11:24 am, edited 1 time in total.
welk
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Re: Glory of field

Post by welk »

A little test battle : AI makes heavy attack with elefants in center, and it seems it prepear something on mon left flank ; at the right wing, calm before turmoil...

I will implement also shadows for little "bloks" blue and red, and give them more explicite symbols.
TEST-BATTLE.jpg
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BillRunacre
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Re: Glory of field

Post by BillRunacre »

welk wrote: Wed Aug 27, 2025 8:45 am
Hubertus Caterus imperator developpus programmaii caïus pixelus is really a good dev for ancient battles :mrgreen:
:D

How are you factoring in the reduction in supply the further units are from supply sources?
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welk
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Re: Glory of field

Post by welk »

Hi Bill

Hé hé... They never go far from the supply sources, they are always on the supply source : like all modders, I am a AI fraudster :mrgreen: ;

All my "clear" hex are in fact major invisible cities and have invisible rail+road the both.
I place cities and rail/road on map in editor with vanilla files, and after that, I use in game special "invisible" files I made (It consists to erase the content of these file with a simple paint logiciel)

Then, for AI, all units of the 2 sides are always on a major city and connected by road and rail to their supply source

I also renamed "supply" in "orders" in localization file : then, unit eventually trapped by ennemy will have no more "orders" (no more supply in fact)

For AI, the fact to have all his units in major cities with full supply seems give it an incrdible energy to fight and to win, the game in this way is really excellent and highly funny : I have an exciting ancient battle with a good opponent :P


I also erased the front line and now, the 2 side hex have exactly the same aspect : player see no any difference

I found this day some nice 3D graphs for civil war and I will do the same system for civil war and independance war battles, to allow players to create their own battle for these american wars.

In my opinion, you and Hubert should explore this way in the future (projects), because the SC engine is also perfect for this kind of battle and there are no limits : all battles of history between ancient times and 19th century. You would have work for a century :mrgreen:
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BillRunacre
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Re: Glory of field

Post by BillRunacre »

Excellent, I was wondering if you had done something like this, good to see you've been thinking of all the angles!
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welk
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Re: Glory of field

Post by welk »

Yes, editor has great potential possibility. I work just a little slow because I have at the same time :
- to play a little the game to learn
- to read all SC WIE forums threads
- to study in details scripts system
- to study campaigns editor
- to read manuel, in english :? (I will probably sometimes ask for things that are already in manuel, because at this time I have not the time to read all)
- to get graphs for these projects (not easy to extract files from old games)
- to prepear these projects

Lot of work but the engine is really powerfull, probably the most detailled editor I have played. I had returned to SC1 some years ago because I did not like the too long AI turns in SC WIE (I play only vs AI*). But now, after some years, the engine AI has been heavy improved in this aspect and turns length is ok.

*except for my "battles" project : when released and completly tested vs AI, I will probably ask for an opponent because in battles, no any AI is soo vicious than a human player :P

Concerning 1870, I plane in the future to adapt my battle system to battles of this war. When it will be completly released and tested for ancien battles; it wil be easy to adapt it for Seven years war, Independance war, napoleonic war, civil war and 1870 war (and perhaps first fightings of August 1914). The goal is to recreate a kind of "Age of rifles" (the old DOS king game for 18/19th century battles) with the SC engine.
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SIPRES
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Re: Glory of field

Post by SIPRES »

Hi Welk,
In case you look for counters GFX, just google "CIV2 Fairline" or "CIV2 Tanelorn"
These are not top/down, but very descent graphics with a lot of periods covered (from ancient,Napoleonics till WW2)
You will need to supress the civ2 purple background
Here is an example file for ancients
Fairline_RCW.png
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SIPRES
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Re: Glory of field

Post by SIPRES »

Avec le temps, j'ai accumulé une collection importante de fichiers CiV2
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welk
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Re: Glory of field

Post by welk »

Very interrested, :P MP sent
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