What module is next?

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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MasterChief81
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What module is next?

Post by MasterChief81 » Sat Oct 28, 2017 7:27 pm

Ok, loving this game! Finally, ancients done right. From graphics to game play to multiplayer support you have set the standard in my opinion. Still not a fan of combining hastati/principi and I believe that there needs to be some mechanism to represent that many units from this time period would suffer significant morale issues, even prior to enemy contact, if they knew their flanks were unprotected. Regardless, those concerns are relatively minor compared to the incredible experience this game is providing.

So, now I have to ask the question - Which module is in the works? I know it will probably be later, and after the Imperial Rome era, but I can't wait for medieval modules.

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Re: What module is next?

Post by devoncop » Sat Oct 28, 2017 8:03 pm

Would be surprised if the next module does not replicate the Immortal Fire release from FOG 1....Alexandrian Greek,Persians,Egyptions etc...we will see...

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Re: What module is next?

Post by AlessandroD » Sat Oct 28, 2017 8:07 pm

I hope so!

Pixel
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Re: What module is next?

Post by Pixel » Sat Oct 28, 2017 9:11 pm

Well there is this from the scenario design section: http://www.slitherine.com/forum/viewtop ... 44#p684157
rbodleyscott wrote:Hi welk, just to let you know that the Immortal Fire DLC will include the battle of Raphia, SP playable from either side, and also MP.

Obviously you are welcome to work on your own interpretation of the battle, but we won't be able to add it to the official FTP for in-game download until a significant amount of time has passed after the release of Immortal Fire.

This is the only battle within the 280-25 BC period that will be included in a DLC.

Also, because larger scenarios work badly on older systems, we recommend that all scenarios submitted for addition to the official FTP have not much more than 64 units per side (and use the "StrengthMultiplier" universal variable to compensate, as done in the vanilla scenario scripts). I won't be able to include any scenarios that do not run absolutely smoothly on my (relatively high end) system.

Of course there is nothing to stop you posting download links for scenarios that do not meet these criteria on the board.
Now that doesn't specifically say Immortal Fire is next. But, it is perhaps suggestive of it.
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Re: What module is next?

Post by Cheimison » Sat Oct 28, 2017 9:49 pm

Mortal Kombat, which will introduce the army lists for Shao Lin, Outworld, Lin Kuei Clan, Shirai Ryu, Black Dragon Syndicate, and US Special Forces.

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Re: What module is next?

Post by hjc » Sat Oct 28, 2017 11:04 pm

Pixel wrote: Now that doesn't specifically say Immortal Fire is next. But, it is perhaps suggestive of it.
... and RBS said somewhere else the Etruscans are coming soon. So unless christmas is coming early and we're getting more than one module released, my money is on Immortal Fire. Of course, my money will go to whichever modules are released.

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Re: What module is next?

Post by stefankollers » Sun Oct 29, 2017 2:23 pm

Must be one of the few games where people want DLC'S and not feel "ripped off". I would like to see Medieval. But if the Devs follow the time line then we will all know whats coming next. For those new to these Forums. RBS will never tell you whats coming next. The game is just released. Plus a few fixes and changes. The team is quite small. Christmas might be to soon for a DLC, but we can hope.

Poor RBS hardly gets any time to do anything, answering posts,on here as well as Steam, making patches, helping folk to mod. You will never find a better Dev team than this......PS They are not paying me !

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Re: What module is next?

Post by lapdog666 » Sun Oct 29, 2017 2:34 pm

stefankollers wrote:Must be one of the few games where people want DLC'S and not feel "ripped off". I would like to see Medieval. But if the Devs follow the time line then we will all know whats coming next. For those new to these Forums. RBS will never tell you whats coming next. The game is just released. Plus a few fixes and changes. The team is quite small. Christmas might be to soon for a DLC, but we can hope.

Poor RBS hardly gets any time to do anything, answering posts,on here as well as Steam, making patches, helping folk to mod. You will never find a better Dev team than this......PS They are not paying me !
i'd rather see expanded battle systems/mechanics and additional features than dlcs. (although RBS said dlc and other teams /people) are separated

if dlcs happen i 'd like to see medieval, not because i am fan of medieval era, but because its something different from 4-1 century BC

having dlc like immortal fire is not something i 'd like simply becasue its too similar to the vanila game. modders are already expanding the (small and somewhat generic) rosters of already existing 40+ factions

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Re: What module is next?

Post by olin0111 » Sun Oct 29, 2017 2:49 pm

Cheimison wrote:Mortal Kombat, which will introduce the army lists for Shao Lin, Outworld, Lin Kuei Clan, Shirai Ryu, Black Dragon Syndicate, and US Special Forces.
Would be interesting if somebody modded Warhammer for FOG2.

Anyway, I'm also thinking the new DLC armies will cover pretty much those in immortal fire.

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Re: What module is next?

Post by hjc » Sun Oct 29, 2017 8:40 pm

lapdog666 wrote: i'd rather see expanded battle systems/mechanics and additional features than dlcs. (although RBS said dlc and other teams /people) are separated
Actually in a reply to me somewhere, RBS implied that the devs - code, and DLC - are the same people. So they prioritize tasks. In which case it must be a pretty amazing collection of people, since so often in games these tasks are separated into different teams.

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Re: What module is next?

Post by Patrick Ward » Sun Oct 29, 2017 10:50 pm

stefankollers wrote:Poor RBS hardly gets any time to do anything, answering posts,on here as well as Steam, making patches, helping folk to mod. You will never find a better Dev
This ... RBS is a legend. And a lovely guy to boot.
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Pat a Pixel Pusher

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Re: What module is next?

Post by Bombax » Sun Oct 29, 2017 11:08 pm

Patrick Ward wrote:
stefankollers wrote:Poor RBS hardly gets any time to do anything, answering posts,on here as well as Steam, making patches, helping folk to mod. You will never find a better Dev
This ... RBS is a legend. And a lovely guy to boot.
He is indeed. His engagement with the forum community - whether answering basic questions or addressing more complex issues - is something I find genuinely impressive. Must admit I wouldn't have his patience or good humour!!! :lol:

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Re: What module is next?

Post by jomni » Mon Oct 30, 2017 2:16 am

hjc wrote:
lapdog666 wrote: i'd rather see expanded battle systems/mechanics and additional features than dlcs. (although RBS said dlc and other teams /people) are separated
Actually in a reply to me somewhere, RBS implied that the devs - code, and DLC - are the same people. So they prioritize tasks. In which case it must be a pretty amazing collection of people, since so often in games these tasks are separated into different teams.
There is a team for artwork. RBS doesn’t do art. He codes, fix bugs and does scenarios. Still not a big team.
But yes, it’s not segregated between Main Game and DLC.

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Re: What module is next?

Post by lapdog666 » Mon Oct 30, 2017 6:29 am

jomni wrote:
hjc wrote:
lapdog666 wrote: i'd rather see expanded battle systems/mechanics and additional features than dlcs. (although RBS said dlc and other teams /people) are separated
Actually in a reply to me somewhere, RBS implied that the devs - code, and DLC - are the same people. So they prioritize tasks. In which case it must be a pretty amazing collection of people, since so often in games these tasks are separated into different teams.
There is a team for artwork. RBS doesn’t do art. He codes, fix bugs and does scenarios. Still not a big team.
But yes, it’s not segregated between Main Game and DLC.

rip new game mechanics then

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Re: What module is next?

Post by jomni » Mon Oct 30, 2017 6:35 am

Why not, he still does code and gets in feedback? Some may find its way being tested together with the DLC. It has already happened in P&S.

Also if it requires engine upgrade (the fancy requests) it is handled by a totally separate team... Slitherine’s in house dev team who manages the Archon engine.

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Re: What module is next?

Post by Scutarii » Mon Oct 30, 2017 9:15 am

Well, was the army list i expect (one of the best in FOG I) now the point is if they are going to release as 2nd army list a medieval one or the last big ancient list (legions triumphant).

To be fair to made game fix and improve things you need wait have a pair of army lists that add variety and made game "popular" to need less incoming and space a little more the army lists.

I am curious if is going to be released "fast" like WHSantus reach DLCs that appear 2 in 10 months.

PD: a little question, to be beta tester of DLC you need the base game... but if you have the base game in Steam you can join the beta??? i have the Steam version (not my initial plan but situation made me have game via Steam) and never test expansions of slitherine games with base game from Steam, thanks.

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Re: What module is next?

Post by Jabster » Mon Oct 30, 2017 10:01 am

stefankollers wrote:Must be one of the few games where people want DLC'S and not feel "ripped off". I would like to see Medieval. But if the Devs follow the time line then we will all know whats coming next. For those new to these Forums. RBS will never tell you whats coming next. The game is just released. Plus a few fixes and changes. The team is quite small. Christmas might be to soon for a DLC, but we can hope.

Poor RBS hardly gets any time to do anything, answering posts,on here as well as Steam, making patches, helping folk to mod. You will never find a better Dev team than this......PS They are not paying me !
Yeh, DLC’s have been getting a bad press and seeing how you have triple A titles with DLC ready on release day you can see why not to mention micro-transactions. I’m new to the world of FoG II but looking at the DLC for FoG it seems the right way to do it and you don’t feel that you’re paying for what should be in the game in the first place. You also have the advantage of keeping the game fresh.

As for which DLC, I’ll go for Medieval as it’s an era I like and a bit different from the base game.

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Re: What module is next?

Post by Scutarii » Mon Oct 30, 2017 11:16 am

Well, things were relative fast in old FOG but this was part because game lack campaign and that create scens was easier (the new scen editor is harder to use and less powerfull when you want edit unit atributes) but at same time art was more complex because you need the miniatures, in FOG II you have all done except the art part (movement of units, and soldiers are done).

I think we are going to see first army list in next year and all is going to depend of how they take december-january.

In fix-improvements they are going to need more time, they need more info about what is not working well and what areas need an improvement and here i need say that modders can do a lot of this work (for example i am complete unable to see very well terrain elevations specially in desert).

Medieval armies are .... diferent, you have more defensive spear units, cavalry is stronger... there is more variety in light units and medium foot (that was practically not used in old FOG, at least the non bow-crossbow medium foot) and are exotic units like warwagon + arty.

If 2nd army list is going to be medieval sure is going to open more game over add the last big ancient army list.

PD: in FOG we cant call about DLCs in the moment content is usually similar or even superior to base game, is more expansion... except maybe that DLC of battles released for old FOG.

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Re: What module is next?

Post by jomni » Mon Oct 30, 2017 11:42 am

Scutarii wrote: PD: a little question, to be beta tester of DLC you need the base game... but if you have the base game in Steam you can join the beta??? i have the Steam version (not my initial plan but situation made me have game via Steam) and never test expansions of slitherine games with base game from Steam, thanks.
The DLC beta specifically needs non-steam base to install.

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Re: What module is next?

Post by Scutarii » Mon Oct 30, 2017 12:04 pm

Thanks for the reply... bad news, welp in the end i planed buy the non steam version maybe i am going to do it earlier than i expected.

EDIT: i am the only one that see more than interesting an army list based in "Song of ice and fire"??? i think this sure made happy medieval guys and you dont need a lot marketing only Hodor... as stand alone game or as army list could work fine, in content you have a lot of diferent armies, you have pure cavalry armies, pure infantry armies, pike armies, vikings sorry i want say guys from iron islands :wink: ... even are elephants, ballistas and dragons (they could work like santus reach flams and made units pass a cohesion test).

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