FOG2 Developer’s Diary – Innovations and Differences

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
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Re: FOG2 Developer’s Diary – Innovations and Differences

Post by SteveD64 » Tue Aug 08, 2017 8:52 pm

thanks Richard. I wanted to do a top down board game looking mod but I can't play that type of game unless the units are moving right to left/left to right on my computer screen. Like I said, a small thing ;)

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Re: FOG2 Developer’s Diary – Innovations and Differences

Post by Sennacherib » Wed Aug 23, 2017 9:27 am

Will be available on steam ?

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Re: FOG2 Developer’s Diary – Innovations and Differences

Post by rbodleyscott » Wed Aug 23, 2017 11:04 am

Sennacherib wrote:Will be available on steam ?
Yes
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Re: FOG2 Developer’s Diary – Innovations and Differences

Post by MooN » Thu Aug 24, 2017 7:24 am

I am very much looking forward to this evolution of FOG with its several enhansments over the origional, with one exception.
I would also like to see particular troop types in particular army lists designated as say 'Impetuous ' and subject to an anarchy test, it would be quite historical for some army commanders not to have 100% control over some less well trained / disciplined troops or those that were full of Elan .

If I may inquire, will this title be available to play via iPad ?

ATB.

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Re: FOG2 Developer’s Diary – Innovations and Differences

Post by rbodleyscott » Thu Aug 24, 2017 7:31 am

MooN wrote:If I may inquire, will this title be available to play via iPad ?
There are technical issues that would make porting to the iPad extremely difficult. We therefore currently have no plans to do so.
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Re: FOG2 Developer’s Diary – Innovations and Differences

Post by GBISSET » Fri Sep 01, 2017 1:32 pm

People who are serious about wargames should consider getting an older windows machine to their Ipads as a backup and for wargames. They run $200 or less.

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Re: FOG2 Developer’s Diary – Innovations and Differences

Post by Bombax » Sun Sep 03, 2017 11:38 am

FWIW I'm one of those people glad to see the back of the anarchic charges in FoG 1. I can see that there's an historic case for them, but from a gaming point of view I have to say I found them most annoying...!

I am very excited about this game and will buy it on Day One!!! :D

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Re: FOG2 Developer’s Diary – Innovations and Differences

Post by cfern » Wed Sep 06, 2017 5:53 am

Adraeth wrote:Excellent, now give me a time machine to reach Fall 2017 :D

Anyway, i was one that loved Anarchy Charges ... maybe, if FOG2 will touch fall of rome and middleage, would it be possible to add the "anarchy charge" rule to portrait the "so loved" impetuous units of germans and latin knights?
i love anarchy charges, this is the feature that make P&S and SJ so unique. Anarchy charges as an optional rule in FOG2 would be an excellent idea.

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Re: FOG2 Developer’s Diary – Innovations and Differences

Post by rbodleyscott » Wed Sep 06, 2017 6:01 am

cfern wrote:
Adraeth wrote:Excellent, now give me a time machine to reach Fall 2017 :D

Anyway, i was one that loved Anarchy Charges ... maybe, if FOG2 will touch fall of rome and middleage, would it be possible to add the "anarchy charge" rule to portrait the "so loved" impetuous units of germans and latin knights?
i love anarchy charges, this is the feature that make P&S and SJ so unique. Anarchy charges as an optional rule in FOG2 would be an excellent idea.
P&S And SJ do not have anarchy charges. You are probably thinking of pursuit charges, which are still present in FOG2.

Anarchy charges in FOG1 occur when a unit is within charge reach of the enemy, and if the player does not move it, there is a chance that the unit will charge without orders.
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Re: FOG2 Developer’s Diary – Innovations and Differences

Post by cfern » Wed Sep 06, 2017 7:52 am

yup richard you're right i was speaking about pursuit charges, (i've never played FOG), thanx for the tip!

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Re: FOG2 Developer’s Diary – Innovations and Differences

Post by Southern Hunter » Mon Sep 11, 2017 5:03 pm

Well, I seem to be a little bit out of the loop of late, but just catching up with FoG2 now, and it looks quite appealing. I look forward to it greatly.

(FOG1 player from way back)

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Re: FOG2 Developer’s Diary – Innovations and Differences

Post by Scutarii » Tue Sep 12, 2017 10:34 am

Anarchy charges were very usefull to made "barbaric" armies/units less valuable... i refer that this rule made romans or armies based in phalanx better if you want control more your units even when they units cost more (at least i suffered less anarchy charges with phalanx or legionary units).

Maybe you can reintroduce them, the only thing to have in mind is limit anarchy charges to units that are outside command range or are in command range but are the undriled type + barbaric units... they are cheaper but they can charge when they want.

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Re: FOG2 Developer’s Diary – Innovations and Differences

Post by bodkin » Wed Sep 13, 2017 11:35 am

Is there a slider for game speed? From the videos the cpu turn is too fast paced for my liking, individual engagements seem to be almost simultaneous with hardly time to look at and assess the results of one fight before it switches to the next.

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Re: FOG2 Developer’s Diary – Innovations and Differences

Post by rbodleyscott » Wed Sep 13, 2017 11:41 am

bodkin wrote:Is there a slider for game speed? From the videos the cpu turn is too fast paced for my liking, individual engagements seem to be almost simultaneous with hardly time to look at and assess the results of one fight before it switches to the next.
There is indeed a slider for game speed. However, you can also optionally turn on popup close combat reports that pop up after each combat and halt the action until you close them.
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Re: FOG2 Developer’s Diary – Innovations and Differences

Post by Scutarii » Fri Sep 15, 2017 10:52 am

A little question, in the editor is possible change the units size in soldiers??? and if is possible increase their size made appear more soldiers in the unit??? for example create a 500 soldier skirmisher unit with 8 figures to represent them.

Thanks.

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Re: FOG2 Developer’s Diary – Innovations and Differences

Post by Daniele » Fri Sep 15, 2017 2:33 pm

Sennacherib wrote:Will be available on steam ?
Check it out! http://store.steampowered.com/app/66016 ... _Glory_II/

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Re: FOG2 Developer’s Diary – Innovations and Differences

Post by rbodleyscott » Fri Sep 15, 2017 5:12 pm

Scutarii wrote:A little question, in the editor is possible change the units size in soldiers??? and if is possible increase their size made appear more soldiers in the unit??? for example create a 500 soldier skirmisher unit with 8 figures to represent them.

Thanks.

Yes, this can be done by modding the squads file - which is an Excel spreadsheet. No coding required.
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Re: FOG2 Developer’s Diary – Innovations and Differences

Post by Scutarii » Mon Sep 18, 2017 10:27 am

Thanks, i asume you need load the moded file when you want create a scen using it no??? like in other wargames where you load an OOB file when you create a scen.

A little question, i notice that skirmish units have an ammo level, in the pre-created battles are "not low ammo" but in a pair of videos uploaded today i find they can start with 5 turns of ammo and when run out of them enter in no low ammo... i asume that are more ammo levels no??? maybe low ammo and even no ammo???

Other thing related with skirmishers... i see a serie of menu icons in the longest video... i asume first are to move to the next combat unit and skirmish units, other to show skirmishers attack arc??? and next... skirmishers attack range??? because next one looks like command range and last one... no idea, maybe show OOB or game options???

Thanks.

https://www.youtube.com/watch?v=rNQ5u2R2bTE
https://www.youtube.com/watch?v=dccHrlpgCsQ

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Re: FOG2 Developer’s Diary – Innovations and Differences

Post by JaM2013 » Mon Sep 18, 2017 1:12 pm

technically speaking, it should be possible to resupply skirmishers, plus, certain types of skirmishers were commonly "resupplying themselves", where slingers would throw whatever rock they can pick from ground, while Javelineers would just throw back enemy javelins they pick from ground.. Roman battle tactics called for skirmishers to withdraw behind heavy infantry to resupply, or move to flanks to support the (usually small in numbers) equites.
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Re: FOG2 Developer’s Diary – Innovations and Differences

Post by rbodleyscott » Mon Sep 18, 2017 2:03 pm

Scutarii wrote:Thanks, i asume you need load the moded file when you want create a scen using it no??? like in other wargames where you load an OOB file when you create a scen.
Yes
A little question, i notice that skirmish units have an ammo level, in the pre-created battles are "not low ammo" but in a pair of videos uploaded today i find they can start with 5 turns of ammo and when run out of them enter in no low ammo... i asume that are more ammo levels no??? maybe low ammo and even no ammo???
All shooters shoot at full effect for 5 turns, then after that have to scavenge ammunition so shoot at half effect. The UI does not report how many full strength shots the enemy has left, only changes to "Ammunition Low" when they are low.
Other thing related with skirmishers... i see a serie of menu icons in the longest video... i asume first are to move to the next combat unit and skirmish units, other to show skirmishers attack arc??? and next... skirmishers attack range??? because next one looks like command range and last one... no idea, maybe show OOB or game options???
Yes, they are the tool menus - there are two of them, one on each side of the screen. They start minimised.
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