Search found 26 matches

by GamerMan
Mon May 13, 2019 5:15 am
Forum: Field of Glory II
Topic: Field of Glory II - The Wolves have arrived
Replies: 17
Views: 1742

Re: Field of Glory II - The Wolves have arrived

I'm surprised no one commented on the Bomb capability in the product page image yet.
by GamerMan
Wed Apr 03, 2019 1:44 pm
Forum: Field of Glory II
Topic: I've struggled hard to like this game...
Replies: 67
Views: 4640

Re: I've struggled hard to like this game...

Would it be possible/worth doing to change the cohesion notification that pops up for units? Perhaps the holds steady note, when the game reuses the same die, could say "no change" or something. Not sure how much more clear it would be, but i don't imagine it would hurt
by GamerMan
Wed Apr 03, 2019 12:43 am
Forum: Field of Glory II
Topic: Why is pike POA dependent on casualties?
Replies: 19
Views: 1605

Re: Why is pike POA dependent on casualties?

actual numbers. the pike lost 113/240 men in the back row 47POA. They have 153POA remaining. they still have 480 man frontage. hoplites have a frontage of 344 men. Overlap is cut in half. So that line is the performance for 412 pikes at a 53 POA advantage vs 344 hoplites. The impact example is 53POA...
by GamerMan
Tue Apr 02, 2019 10:46 pm
Forum: Field of Glory II
Topic: Why is pike POA dependent on casualties?
Replies: 19
Views: 1605

Re: Why is pike POA dependent on casualties?

It is the exact same units in all 3 tests open terrain, steady cohesion. Just force size and their weapon poas to contend with
by GamerMan
Tue Apr 02, 2019 10:11 pm
Forum: Field of Glory II
Topic: Why is pike POA dependent on casualties?
Replies: 19
Views: 1605

Re: Why is pike POA dependent on casualties?

quick test 10 trials each: 960/960 pike vs 485 mercenary hoplites. 50.5% win, 49% draw, 1% loss 907/960 (yes, the starting amount matters for pike POAs) vs 427 O.Spears. Impact 40.2/58.7/1.2 melee 53.5/46.1/0.5 847/960 vs 427: Impact 28.3/68.8/3.3 melee 41.0/57.5/1.8 847/960 vs 344: Impact 22.3/72.6...
by GamerMan
Tue Apr 02, 2019 4:12 am
Forum: Field of Glory II
Topic: Why is pike POA dependent on casualties?
Replies: 19
Views: 1605

Re: Why is pike POA dependent on casualties?

Most foot has 100 POA in melee. Pike has more than 100. It is already good at melee (if steady). There should exist some mechanic to gradually reduce it's melee bonus. Always maintaining 200 POA is too much. Yeah but they lose their POA too easily. If I remember correctly 100 POA is lost with the 4...
by GamerMan
Tue Apr 02, 2019 3:42 am
Forum: Field of Glory II
Topic: Hidden Enemy Troops Rallying
Replies: 42
Views: 3279

Re: Hidden Enemy Troops Rallying

The existing fanfare doesn't work that well as is evident from the majority of players wanting a change. There is also nothing complicated or magical about the score changing when rallied troops became visible to their army. It is simpler and more intuitive hence easier to understand than the curre...
by GamerMan
Mon Apr 01, 2019 12:50 pm
Forum: Field of Glory II
Topic: Why is pike POA dependent on casualties?
Replies: 19
Views: 1605

Re: Why is pike POA dependent on casualties?

Is that actually true? It is for impact, but melee frontage penalties show up for 480 sized units, but not for pikes, which hurts them in melee as well. Can we get some numbers for the marginal performance drop in melee? I thought the forces being outnumbered penalties were pretty steep
by GamerMan
Sun Mar 31, 2019 7:53 pm
Forum: Field of Glory II
Topic: Hidden Enemy Troops Rallying
Replies: 42
Views: 3279

Re: Hidden Enemy Troops Rallying

I wasn't trying to say that they desire different amounts of realism, but that people playing casually will get realism, but then people who are playing more seriously just have another tax on their attention, because they will still know precisely when and where the units rally, since they will be ...
by GamerMan
Sat Mar 30, 2019 3:20 pm
Forum: Field of Glory II
Topic: Hidden Enemy Troops Rallying
Replies: 42
Views: 3279

Re: Hidden Enemy Troops Rallying

If we remove the fanfare, it just promotes people watching the score really closely and keeping detailed notes on where routed units left so you can figure out where they rallied with reasonable precision. It would just change it from being unrealistic for everyone, to unrealistic to top players and...
by GamerMan
Fri Mar 15, 2019 2:06 am
Forum: Field of Glory II
Topic: Unit Costing Anomalies
Replies: 95
Views: 6597

Re: Unit Costing Anomalies

This does mean that once a shooting cohesion test has been been passed in a turn, further shooting at the same unit is relatively unlikely to cause a cohesion drop (because it can only do so if the score in the first test was only just above the pass threshold), and it may be more efficient to swit...
by GamerMan
Tue Mar 12, 2019 11:19 pm
Forum: Field of Glory II
Topic: Unit Costing Anomalies
Replies: 95
Views: 6597

Re: Unit Costing Anomalies

actually it doesn't. the notice pops up again every time, but the same die roll is kept. the only reason a morale check passed would turn into a fail is because a new -1 modifier brought it below the threshold (16% casualty in one turn, 75% unit strength reached, et cetera). so if i do 10% unit stre...
by GamerMan
Tue Mar 12, 2019 9:33 pm
Forum: Field of Glory II
Topic: Unit Costing Anomalies
Replies: 95
Views: 6597

Re: Unit Costing Anomalies

One thing that really bugs me is that armour is supposed to help against arrows, but in this game it usually has no effect at all, and often outright harms your units against arrow fire. For example, take lancer cav. If superior unprotected lancer cav would take 10 cost worth of damage from a volle...
by GamerMan
Tue Mar 12, 2019 2:46 am
Forum: Field of Glory II
Topic: Unit Costing Anomalies
Replies: 95
Views: 6597

Re: Unit Costing Anomalies

One thing that really bugs me is that armour is supposed to help against arrows, but in this game it usually has no effect at all, and often outright harms your units against arrow fire. For example, take lancer cav. If superior unprotected lancer cav would take 10 cost worth of damage from a volley...
by GamerMan
Fri Feb 01, 2019 12:21 am
Forum: Field of Glory II
Topic: Design Choices
Replies: 4
Views: 468

Design Choices

I was wondering, since you have elan and combat capability separated in campaign mode, why you decided to keep all base troops in lockstep as far as combat capability and elan capability. Were there no benefits you could find in making some troops, for example, superior in bravery but only average i...
by GamerMan
Sat Jan 26, 2019 2:31 am
Forum: Field of Glory II
Topic: Dark Ages and Medieval?
Replies: 7
Views: 1279

Re: Dark Ages and Medieval?

My prediction is that this will be the rise of Islam expansion, the next one will be Charlemagne. that should take us to about 900AD.
by GamerMan
Fri Sep 28, 2018 2:51 am
Forum: Field of Glory II
Topic: Spartan 680-461
Replies: 1
Views: 430

Spartan 680-461

I noticed they lost their irregulars from this list, but weren't given the massed peltasts the other factions (including later spartans) had. Intentional? Or did you remove them and forget to add the new entry? Currently the list has no medium infantry, btw.
by GamerMan
Wed Aug 01, 2018 3:45 am
Forum: Field of Glory II
Topic: Fall of the West – A Field of Glory II Tournament
Replies: 2
Views: 720

Re: Fall of the West – A Field of Glory II Tournament

Question, what force list is going to be used for the Kingdom of Soissons?
by GamerMan
Mon Jun 25, 2018 4:56 am
Forum: Field of Glory II
Topic: Field Fortifications
Replies: 20
Views: 3308

Re: Field Fortifications

The battle than ended the third Hephthalites/Sassanid war, the Hephthalites fled across a ditch they dug and the Sassanids fell in. not sure if this really counts, though.
by GamerMan
Mon Jun 25, 2018 4:41 am
Forum: Field of Glory II
Topic: Palatina Era Rome
Replies: 2
Views: 674

Palatina Era Rome

So this is my favourite era of the Roman military, so I was wondering if anyone who plays them a lot would be willing to offer any tips they've discovered for doing well as them.

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