Search found 34 matches
- Wed Jul 22, 2020 2:50 am
- Forum: Field of Glory: Empires
- Topic: What Role Do Pops Play? My personal wish list for future FOG games
- Replies: 9
- Views: 804
Re: What Role Do Pops Play? My personal wish list for future FOG games
I was just remembering back to playing Imperium Romanum II about 30 years ago, and how that reflected on Romes particular need to pull in food from the grain baskets of North Africa/Egypt. This game covers the period where supplying its citizens with grain was beginning to become important and ends...
- Wed Jul 22, 2020 2:26 am
- Forum: Field of Glory: Empires
- Topic: What Role Do Pops Play? My personal wish list for future FOG games
- Replies: 9
- Views: 804
Re: What Role Do Pops Play? My personal wish list for future FOG games
You have modded the scripts you mean? I have, along the lines I indicated in another thread: Personally, I think the province capital regions need more emphasis / building specialization, with other regions relegated to resource production focus. Otherwise, the identical builds in all regions get r...
- Sat Jul 18, 2020 4:15 pm
- Forum: Field of Glory: Empires - Tech Support
- Topic: STRUCTURES Forbidden Terrain fix
- Replies: 4
- Views: 402
Re: STRUCTURES Forbidden Terrain fix
The code in Faction.bsf/Faction_Construct_StructureIsAllowed_Internal() is kinda crufty, and I see the notes to remind yourself to clean it up. A couple of other checks to include: if Structure_IsBeingDisassembled() for required and/or precursor/upgrade structures after the (successful? checked?) ca...
- Wed Jul 15, 2020 7:45 pm
- Forum: Field of Glory: Empires
- Topic: How much food do I need to produce a new population?
- Replies: 12
- Views: 821
Re: How much food do I need to produce a new population?
Nice, so most of the game is in the .bsf files!!! Pretty much. The rules/logic and UI code, anyway. The data live in the DATA directory's .csv files (generated from the .xlsx spreadsheets, per: http://www.slitherine.com/forum/viewtopic.php?f=562&t=99539 ). The BSF files are text files containing CS...
- Wed Jul 15, 2020 1:16 pm
- Forum: Field of Glory: Empires
- Topic: How much food do I need to produce a new population?
- Replies: 12
- Views: 821
Re: How much food do I need to produce a new population?
I don't know what these numbers are. POP_FOOD_POPULOUS_MINVAL,POP_FOOD_POPULOUS_RATIOh,POP_FOOD_POPULOUS_COEFF These are constants defined in MapGlobals.bsf . A few have some commentary hints: // *** P_ *** // __POPULATION #define POP_REALNUMBERCOEFF 10000 #define POP_BASE_NEED_FOOD 15 #define POP_...
- Tue Jul 14, 2020 9:31 pm
- Forum: Field of Glory: Empires
- Topic: A quick review and some suggestions
- Replies: 11
- Views: 855
Re: A quick review and some suggestions
I ended up doing my best to avoid taking regions that I couldn't quickly form into provinces because of this. Seems to be the optimal strategy, especially given the decadence calculations. Also, there is the new "Liberate Region" Regional Decision. Personally, I think the province capital regions n...
- Tue Jul 14, 2020 9:24 pm
- Forum: Field of Glory: Empires
- Topic: How much food do I need to produce a new population?
- Replies: 12
- Views: 821
Re: How much food do I need to produce a new population?
It's in Region.bsf/Region_Population_FoodNeedNextGrowth() . Basically: popCount = Region_Population_Count(regionID); // The function is exponential but we are not using a power function, too nerdy to explain in the manual? if (popCount >= 30) { coeff = (popCount - 13) * 4 // pop 30: x68 | pop 31: x7...
- Mon Jul 13, 2020 3:21 pm
- Forum: Field of Glory: Empires - Tech Support
- Topic: STRUCTURES Forbidden Terrain fix
- Replies: 4
- Views: 402
STRUCTURES Forbidden Terrain fix
While experimenting with changes to the STRUCTURES data (to add variety to the monotonous region builds), noticed the game was not picking up changes to ForbiddenTerrainCats[] entries. After some digging, found and fixed a defect in StructureTemplate.bsf/StructureTpl_ListforbiddenTerrainCats() . Rev...
- Tue Jun 16, 2020 2:58 pm
- Forum: MOD
- Topic: [1.33 MOD] - Trading factors distance
- Replies: 2
- Views: 538
Re: [1.33 MOD] - Trading factors distance
Here is another minor change in a single file that will make trading factors distance between exporter and importer. It will lead to more sensible trading and probably less frustrations for some of you :mrgreen: Do we need to keep the lines involving RPPO_TEST_ , or are those just for debugging?
- Sun Jun 14, 2020 7:50 pm
- Forum: Field of Glory: Empires
- Topic: Too rapid expansion.
- Replies: 3
- Views: 466
Re: Too rapid expansion.
Twice in my early game I've taken a hit for this. What's the cause of the hit? Thanks for any info. I'm guessing that you're seeing message pop up that says something like: "overexpansion is taking its toll and %{1}u civilization is regressing (aging tier reached)" This is the Culture/Decadence Rat...
- Sun Jun 14, 2020 7:28 pm
- Forum: Field of Glory: Empires - Tech Support
- Topic: 1.3.3 Structure_Create bug
- Replies: 0
- Views: 325
1.3.3 Structure_Create bug
After updating, and purchasing/installing the DLC, continued an existing save game. May be an odd corner case. DebugBreak in Structure.bsf/Structure_Create() with an invalid(0) regionID . GetScriptStack() shows: Structure_Create in D:/SteamLibrary/steamapps/common/Field of Glory Empires/Data/Scripts...
- Sun Jun 14, 2020 6:55 pm
- Forum: Field of Glory: Empires - Tech Support
- Topic: 1.3.3 bug fix
- Replies: 5
- Views: 581
Re: 1.3.3 bug fix
Another update on this. Upon further examination, it turns out the base game decision Events.bsf/Decision_Regional_Disperse_Slaves() (option 2) ends up calling this exact same Host.bsf/Host_Disperse_Slaves() , albeit with text promising to only consider regions with Slave Markets as eligible senders...
- Sat Jun 13, 2020 4:34 pm
- Forum: Field of Glory: Empires - Tech Support
- Topic: 1.3.3 bug fix
- Replies: 5
- Views: 581
Re: 1.3.3 bug fix
3rd, and final (for now) was fixing a minor bug in Messages.bsf/Message_Region_SlaveMove() . It adds variety to the messages displayed (at the "Average" setting, so you have to include that level when showing the message log), varying between IDS_DEC_SLAVE_MARKET_RESULT1 , 2 , and 3 . The actual tex...
- Sat Jun 13, 2020 4:23 pm
- Forum: Field of Glory: Empires - Tech Support
- Topic: 1.3.3 bug fix
- Replies: 5
- Views: 581
Re: 1.3.3 bug fix
2nd was looking closer at Host.bsf/Host_Disperse_Slaves() , which was doing some complicated figuring based on DS_SLAVE_COEFF_TOSTRUCT and such. It finally dawned on me that the point of the exercise was to move Slave POPs from regions with too many, to regions with too few. Not wanting to try solvi...
- Sat Jun 13, 2020 3:41 pm
- Forum: Field of Glory: Empires - Tech Support
- Topic: 1.3.3 bug fix
- Replies: 5
- Views: 581
Re: 1.3.3 bug fix
Looking at the code and context of Host.bsf/Host_Disperse_Slaves() some more, I decided to try to improve things. 1st was cleaning up the logic of Host_Disperse_Slaves_All() , which essentially decided on a threshold delta (per Faction) based on AI vs Human, and difficulty setting. The revised versi...
- Fri Jun 12, 2020 8:17 pm
- Forum: Field of Glory: Empires - Tech Support
- Topic: 1.3.3 bug fix
- Replies: 5
- Views: 581
1.3.3 bug fix
Continued a save game post update. For some reason (too many regions ... ~200 ..., I guess) it kept crashing in Tools.bsf/PickBag_Add() on an fixed-size array overrun check (line 921). :( This was during end of turn Host.bsf/Host_Disperse_Slaves() , per the debugger stack trace. Work-around was doub...
- Mon Jun 08, 2020 11:09 pm
- Forum: MOD
- Topic: Fix for Roman Legion camp spam
- Replies: 10
- Views: 708
- Mon Jun 08, 2020 10:54 pm
- Forum: Field of Glory: Empires
- Topic: Absorb peace condition broken?
- Replies: 9
- Views: 649
- Sun Jun 07, 2020 7:53 pm
- Forum: Field of Glory: Empires
- Topic: Province Training Ground XP bonus
- Replies: 5
- Views: 361
Re: Province Training Ground XP bonus
Definitive answer, thanks.The rule is that all XP-boosting buildings will provide their full value if they are in the regional capital, and all others (up to 3 to be precise per type) in the province will provide 50%.

- Sun Jun 07, 2020 7:48 pm
- Forum: Field of Glory: Empires
- Topic: Ethnic Conversion
- Replies: 6
- Views: 625
Ethnic Conversion
Some buildings ( e.g. Major Temple) provide a "Conversion bonus" (of current rate). Others ( e.g. Secret Cult) provide a corresponding malus. Apparently, over time some POPs change their ethnicity (and loyalty/productivity) to the "Nation's culture" at this rate. What is the "conversion rate" and wh...