Search found 878 matches

by Paul59
Sun Jul 14, 2019 8:28 pm
Forum: Scenario Design
Topic: Ships in Senkoku Jidai
Replies: 10
Views: 580

Re: Ships in Senkoku Jidai

Yes, I think Richard is right. The problem is probably with the water tiles, which are impassable. I guess you would have to script an exception to the normal movement rules, to allow ships to move in water tiles, while they remain impassable to land units. I am sorry, but I have no idea how to do t...
by Paul59
Wed Jul 10, 2019 2:43 pm
Forum: Field of Glory II
Topic: Fall back cohesion test conditions
Replies: 43
Views: 1781

Re: Fall back cohesion test conditions

sIg3b wrote:
Wed Jul 10, 2019 2:19 pm
Blastom1016 wrote:
Wed Jul 10, 2019 3:48 am
I found the enemy units has a smaller angle on forcing fallback test than zoc.
I just retreated an irregular from spearmen's secondary zoc like below, no cohesion test taken.
aa.png
This sounds like a bug.
Well, a screenshot would have been more informative than a made up graphic.
by Paul59
Mon Jul 08, 2019 3:51 pm
Forum: Field of Glory II Digital League
Topic: The Rally Point (discussion and questions)
Replies: 1075
Views: 48887

Re: Revised army lists for Season 6 . . .

Should all the allies available to an army in the standard FOG also be available in the TT mod? The current version of the TT Mod (1.5.3) does not have the full range of allies that the latest version (1.5.12) of the main game has. When RBS implemented the allies feature for custom battles in 1.5.1...
by Paul59
Sun Jul 07, 2019 12:01 pm
Forum: Scenario Design
Topic: Mongol Scenario?
Replies: 9
Views: 360

Re: Mongol Scenario?

Actually, thinking about giving the ships carrying capacity some more, it might not work brilliantly. If I remember rightly, limbers in SJ and PS just disappear and reappear when needed. So you will probably have the same thing happening to your modded ships, which might look a bit weird.
by Paul59
Sun Jul 07, 2019 10:52 am
Forum: Scenario Design
Topic: Mongol Scenario?
Replies: 9
Views: 360

Re: Mongol Scenario?

Sorry, I don't monitor the Sengoku Jidai forum very closely these days and have only just seen your post. As for the ships and their lack of carrying capacity, you could try the following: In the Squads.csv file there are two columns, "Transport" (column U) and "CanBeCarried" (column V). If you want...
by Paul59
Wed Jul 03, 2019 3:13 pm
Forum: Field of Glory II 1.5.15 Public Beta
Topic: Unexpected opponents in campaign.
Replies: 1
Views: 222

Unexpected opponents in campaign.

I am playing a Late German (LE_GERMAN) versus Late Croatian (LE_CROATIAN) campaign. In the second battle, I am facing Abbasid Arabs (LAB_ARAB). That seems rather unlikely, I doubt that the Abbasids and Germans would ever have crossed swords. Although I may well be proved wrong. I would guess that th...
by Paul59
Mon Jul 01, 2019 9:01 am
Forum: Field of Glory II 1.5.15 Public Beta
Topic: Rearguard scenarios
Replies: 4
Views: 234

Re: Rearguard scenarios

I think it's just me! I always get my units into a far corner, normally protected by forests on my flanks, which inevitably cuts down my LOS. I therefore rarely see more than one enemy unit in a group at a time in the early part of the battle. Plus the initial enemy forces are quite small, and the r...
by Paul59
Mon Jul 01, 2019 7:40 am
Forum: Field of Glory II 1.5.15 Public Beta
Topic: Rearguard scenarios
Replies: 4
Views: 234

Re: Rearguard scenarios

Not sure what you have done to make this occur, because I just tried a rearguard scenario and the AI did group move. (Even when I deployed my whole rearguard in a corner of the deployment area). I've done nothing. I should mention that I have only ever fought rearguard actions in vanilla Historical...
by Paul59
Mon Jul 01, 2019 7:30 am
Forum: Field of Glory II
Topic: No line of sight at forest edge
Replies: 4
Views: 290

Re: No line of sight at forest edge

I have always assumed that the forest fills up the whole tile (and maybe spills out beyond the tile slightly), while a unit occupies only part of the tile. Therefore in the example in the first post, there is a very small gap between the two forest tiles, whereas if they had been two units instead t...
by Paul59
Sun Jun 30, 2019 10:37 am
Forum: Field of Glory II 1.5.15 Public Beta
Topic: Rearguard scenarios
Replies: 4
Views: 234

Rearguard scenarios

It has just occurred to me that I have never seen the AI use group movement in rearguard scenarios. Is there something wrong here?

Apart from that, nothing to report with the public beta, everything seems to be working okay.
by Paul59
Sat Jun 29, 2019 4:43 pm
Forum: Field of Glory II
Topic: Unrealistic Tactic
Replies: 10
Views: 670

Re: Unrealistic Tactic

I had to say that I have just charged a routed unit to prevent it from rallying. Wolves from the Sea 2 Campaign battle, my Byzantines versus Rus, last turn, I am 50% to 54% ahead. During the previous few turns the AI has had a severe case of rallingitis (as I call it). So to prevent any more of thei...
by Paul59
Thu Jun 27, 2019 6:27 pm
Forum: Field of Glory II
Topic: Unrealistic Tactic
Replies: 10
Views: 670

Re: Unrealistic Tactic

If they are infantry (apart from warbands and raw) they already do. Mounted troops pursue routed troops that they charge, because this was one of their historical roles - to prevent the enemy from rallying. Of course, it may backfire, and they may pursue into the sunset. I agree, and would not want...
by Paul59
Tue Jun 25, 2019 10:47 am
Forum: Field of Glory II
Topic: Wolves campaign frustration
Replies: 14
Views: 866

Re: Wolves campaign frustration

The thing about campaigns is that no two campaigns are exactly the same, the maps and force compositions will be different in every battle, so it is very hard to make comparisons. Bearing that in mind, you have to take my experiences with a pinch of salt, but I have won both campaigns on Emperor (St...
by Paul59
Mon Jun 24, 2019 9:36 pm
Forum: Field of Glory II 1.5.15 Public Beta
Topic: Khazar Guard in Public Beta
Replies: 2
Views: 328

Khazar Guard in Public Beta

Hi Richard,

The Dismounted Muslim Armoured Lancers have had their Unit Scaling increased to 2550 in the Public Beta 1.5.14. However the Khazar Guard, who use exactly the same model, are still on 2500. I guess this is an oversight and should be increased as well?

cheers

Paul
by Paul59
Mon Jun 24, 2019 7:02 am
Forum: Field of Glory II
Topic: General hopping after melee combat
Replies: 9
Views: 690

Re: General hopping after melee combat

melm wrote:
Mon Jun 24, 2019 6:35 am
I don't see why we can't transfer general in your case. The unit routs the enemy so not engaged. The unit is not in pursue.
Yes, I have often taken advantage of this "feature". I've never considered it to be a problem.
by Paul59
Sat Jun 22, 2019 11:50 pm
Forum: Field of Glory II: Tech Support
Topic: Updater wants to roll my FOG II games back to 1.5.12
Replies: 17
Views: 648

Re: Updater wants to roll my FOG II games back to 1.5.12

I had this problem myself. I think that 1.5.3 is a MOD. It needs to be installed in a specific place to not interfere with the game version. I didn't even realize I had installed a MOD. Follow the instructions by VPaulus and you should be good to go. That's how I did it. Whether or not that MOD wor...
by Paul59
Sat Jun 22, 2019 8:29 pm
Forum: Field of Glory II
Topic: Is there any plan on mid medieval, late medieval or even renaissance DLCs?
Replies: 19
Views: 1200

Re: Is there any plan on mid medieval, late medieval or even renaissance DLCs?

Yes, 32 figures maximum per unit would probably be enough. We could have 4 figure sleeves of arquebusiers at each corner, leaving 16 figures to make up the pike square in the middle. Of course, we could not fit 32 current scale figures into a tile, so either the tiles would have to be bigger or the...
by Paul59
Sat Jun 22, 2019 8:13 pm
Forum: Field of Glory II
Topic: QUESTION: Generals Everywhere?
Replies: 3
Views: 324

Re: QUESTION: Generals Everywhere?

Those units do not all have generals! This is merely a graphical issue with the current version of the TT Mod. I call it the long banner problem. It only affects certain nations banners and only in MP, and will be fixed in the next update. I identified the solution many months ago: http://www.slithe...
by Paul59
Sat Jun 22, 2019 4:03 pm
Forum: Field of Glory II
Topic: Is there any plan on mid medieval, late medieval or even renaissance DLCs?
Replies: 19
Views: 1200

Re: Is there any plan on mid medieval, late medieval or even renaissance DLCs?

The FoG2 rules (especially for shooting and ammo) would become a bit insufficient when getting into European Pike & Shot era. That would be easily fixed. FOG2 is a development of Pike and Shot Campaigns, and uses very similar scripts, it would be easy for the developer to change the FOG2 rules to s...
by Paul59
Sat Jun 22, 2019 2:26 pm
Forum: Field of Glory II
Topic: Is there any plan on mid medieval, late medieval or even renaissance DLCs?
Replies: 19
Views: 1200

Re: Is there any plan on mid medieval, late medieval or even renaissance DLCs?

The FoG2 rules (especially for shooting and ammo) would become a bit insufficient when getting into European Pike & Shot era. That would be easily fixed. FOG2 is a development of Pike and Shot Campaigns, and uses very similar scripts, it would be easy for the developer to change the FOG2 rules to s...

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