Field of Glory: Empires

Field of Glory: Empires

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Bercor Aug 17, 2019 @ 3:09pm
[MOD] Ode to Europa Barbarorum - Version 1.1 Released (Compatible only with Field of Glory: Empires Version 1.3.4.)
This mod seeks to bring to Field of Glory Empires, the immersion, the authenticity and the looks from the Rome Total War and Medieval 2 Total War mods, Europa Barbarorum, by changing faction colours, unit and faction names, and much more.

You can download the Mod here (link is in the threads' second post):
https://www.slitherine.com/forum/viewtopic.php?f=562&t=93494

Installation instructions:
1. Download the "Ode to Europa Barbarorum" zip file from the link above and extract it;
2. Inside the downloaded folder "Ode to Europa Barbarorum" you will find three folders: (i) "Data"; (ii) "SCENARIOS"; and (iii) "TT_Mod_RiseOfAi_Combined";
3. Copy the "Data" folder and paste it into your Field of Glory: Empires folder located in Steam/steamapps/common and overwrite everything (this will actually change the Units' names and the UI in the base game files which should affect the vanilla campaign or any other mods - to revert this simply right click Field of Glory: Empires in Steam, go to Local Files and click "Verify the integrity of game files";
4. Copy the "SCENARIOS" folder to your "FieldOfGloryEmpires" folder wihch should be located in Documents/My Games;
5. Copy the "TT_Mod_RiseOfAi_Combined" and paste it in the MODS folder located in Documents/My Games/FieldOfGlory2 - this is a global mod for Field of Glory 2 which combines both TT Mod and Rise of Ai 3.1, please be aware that the unit conversion will only work correctly if the "TT_Mod_RiseOfAi_Combined" is activated in FoG2 before the exported battle is played out)
5. Launch the FoG Empires and choose the campaign "Ode to Europa Barbarorum";
6. Enjoy the mod!

Major additions/changes:
1.0:
- Changed most factions' names to a more historically accurate denomination;
- Changed the factions' colours to resemble the Europa Barbarorum factions' colours;
- Units' names changed to more historically accurate names taken and inspired from Europa Barbarorum I and II;
- Complete units' visual overhaul, with most unit models/textures taken from Paul59's Table Top Mod for Field of Glory II;
- Major changes to the factions' rosters, with many new units created;
- Major cultures overhaul with with the culture of many factions/regions being changed;
- Some changes to units' stats (minor nerf to roman units, minor buffs to several other units).
1.1:
- Every faction has now an unique banner taken from / based on TT Mod;
- Completely reworked units' conversion into FoG2 using TT Mod+Rise Of AI as a global mod;
- Carthage's mercenary units are also now recruitable in the Tunes region, to represent the foreign mercenaries which were called to serve in the capital;
- Marian and Imperial reforms can now only be trigger much closer to the historical date in which they occured;
- New Roman Cavalry unit which gets upgraded in the Marian Reform;
- Some changes to the factions' colours on the campaign map;
- Other stuff I don't remember right now.

Includes:
- kronenblatt "Remote Regions Mod";
- French Dude's "Empires: Table To Mod" (as of version 1.1, the unit conversion differs significantly from this mod).

Credits:
- Many thanks to Paul59 for allowing me to use his amazing Table Top Mod unit models and textures, which completely overhaul and elevate the units' looks when compared to vanilla. Full credits to the people that contributed here: https://www.slitherine.com/forum/viewto ... 7&t=101538;
- Many thanks to pdguru and matlegob for allowing me to use their fantastic Roman textures;
- Many thanks to kronenblatt for allowing me to integrate his "Remote Regions Mod", which greatly increases the game's immersion and realism.
- Many thanks to French Dude for allowing me to use his "Empires: Table To Mod" as the base for the unit conversion in this mod, further improving the game by allowing players to play out their battles in Field of Glory II with Paul59's Table Top Mod;
- Many thanks to Europa Barbarorum's team for creating the mod which started it all.

Team:
Wolfburk
Bercor

If you find that a specific unit isn't being correctly converted to FoG2 (or not at all), please let me know. Also, please report any other bugs you may encounter! Enjoy!
Last edited by Bercor; Mar 28, 2021 @ 3:24pm
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Showing 1-15 of 37 comments
PocusFR  [developer] Aug 18, 2019 @ 9:04am 
That's quite a long name for Carthage! ;-)
'Rauka' meant royal/royalty for the Saka. Naming the entire faction like that... Is that more historical?
Last edited by PocusFR; Aug 18, 2019 @ 9:05am
Wulfburk Aug 18, 2019 @ 10:26am 
Not necessarily. I believe EB used it to diferentiate from Saka rebels and other non afflitiated sakas, in contrast to the Saka Rauka (saka lords), faction.
Bercor Aug 24, 2019 @ 12:09pm 
Been working on adding new unit models/textures to the various factions with the intent of adding more variety between ethnicities and improving the historical accuracy of the unit's look (too many reused units in vanilla).

Here's a small preview of the Caledonian and Armenian new units' textures:
https://i.ibb.co/25v65gD/Captura-de-Ecr-11.png
https://i.ibb.co/Qd0GQ4J/Captura-de-Ecr-12.png
https://i.ibb.co/hmhh0F1/Captura-de-Ecr-13.png
https://i.ibb.co/vVgfkHk/Captura-de-Ecr-14.png
https://i.ibb.co/WggCCpc/Captura-de-Ecr-15.png
https://i.ibb.co/8Kgb8pH/Captura-de-Ecr-16.png
https://i.ibb.co/2MHRTc4/Captura-de-Ecr-17.png
https://i.ibb.co/GRBWDtx/Captura-de-Ecr-18.png

I plan to have a complete rework of all faction's units in the next release.

All credits go to Paul59 for letting me use his beutiful textures and units from his amazing TT Mod for FoGII.
Last edited by Bercor; Sep 9, 2019 @ 3:15pm
PocusFR  [developer] Aug 26, 2019 @ 7:34am 
Superb indeed. I'll need to take a closer look at the Tabletop mod; but as a fan, until RBS officially adopt it at least!
jeanclaude.lorusso Oct 16, 2019 @ 11:24am 
Any progress? IINM this came out during 1.03; curious to compatibility with 1.05. Thanks.
Bercor Oct 16, 2019 @ 2:40pm 
Work goes slowly but steadily. The current build is compatible with 1.05, though some of the minor changes made by the devs were undone, as I don't have the time to check all the updated files to compare with the modded files.
SGZ***71 Oct 18, 2019 @ 5:54am 
This looks great. Nice job Cortes. I'd been hoping to see the TT mod models in this game too.
Sardaukar Oct 19, 2019 @ 5:48am 
A silly question here, but if understand the silitherine forum, all this news skins can not be imported to FOG II?
Bercor Oct 19, 2019 @ 11:27am 
Originally posted by Sardaukar:
A silly question here, but if understand the silitherine forum, all this news skins can not be imported to FOG II?
Exactly. FoGE skins are not imported directly to FoGII, they are completely independent from one another in that regard. It might be possible to make FoGE interact with TT modded FoGII (meaning you can play with the same models/skins in both games), however that is easier said than done.
Last edited by Bercor; Oct 19, 2019 @ 11:29am
Sardaukar Oct 20, 2019 @ 6:50am 
Many thanks for this clarifications. Indeed i can imagine how it's a difficult task to make such a mod working between two games.
SGZ***71 Oct 28, 2019 @ 7:19pm 
Hi Cortes. I see you have changed faction colours. I'd like to do same. Can you advise how you managed this ? Thx.
razvedchiki Nov 19, 2019 @ 3:36am 
hello,i used the mod to a 1.05 version of the game and i got a crash while it loaded the nations after the grand scenario pick.
Bercor Nov 21, 2019 @ 2:35pm 
Hi! Currently the mod isn't compatible with the latest game version!
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