Search found 141 matches
- Thu Jun 18, 2020 10:55 am
- Forum: Field of Glory II: Scenario Design
- Topic: Pyrrhus the Eagle Campaign and Scenario
- Replies: 1
- Views: 532
Pyrrhus the Eagle Campaign and Scenario
The “Pyrrhus The Eagle” Campaign is ready for download. This Campaign has 16 battles, plus incorporates two Scenarios - Paul59's Heraclea 280 BC and Pyrrhus at Sparta (both also available for download separately). The Pyrrhus Campaign will see the player taking on the; Macedonians, Romans, Carthagin...
- Mon Jun 15, 2020 4:41 pm
- Forum: Field of Glory II: Modding
- Topic: Global Mod with Edits to UI files
- Replies: 11
- Views: 888
Re: Global Mod with Edits to UI files
I found a way to get the text files working for the Global TT Mod. The text files need to be within a Text subfolder in the Global Mods Data folder, just like the main game files! ... thanks! that seems to work for the text files. The UI.bsf file I've edited for the mod is in Data/Battle/Scripts, a...
- Sun Jun 14, 2020 12:53 am
- Forum: Field of Glory II
- Topic: Alternative Gameplay Mod v1.3
- Replies: 239
- Views: 11992
Re: Alternative Gameplay Mod v1.1
one other really important question to ask, at least important for technical reasons, is whether the UI and actual ability to rally, reduce refuse and anarchy chances etc...should be updated dynamically as you move units around during a turn (like how you get +1 to ct if you move a general into com...
- Thu Jun 11, 2020 8:27 pm
- Forum: Field of Glory II Digital League
- Topic: The Rally Point (discussion and questions)
- Replies: 1805
- Views: 109097
Re: The Rally Point (discussion, questions and some highbrow philosophising)
If the double drop for certain unit types (warbands) is WAD, and part of the game design and balanced for unit cost why change it? The unintended consequences will probably outweigh the immediate results. I wouldn't change it for vanilla, but the mod is already changing many things that are WAD. It...
- Thu Jun 11, 2020 7:29 pm
- Forum: Field of Glory II Digital League
- Topic: The Rally Point (discussion and questions)
- Replies: 1805
- Views: 109097
Re: The Rally Point (discussion, questions and some highbrow philosophising)
If the double drop for certain unit types (warbands) is WAD, and part of the game design and balanced for unit cost why change it? The unintended consequences will probably outweigh the immediate results.
- Wed Jun 10, 2020 10:54 am
- Forum: Field of Glory II
- Topic: Alternative Gameplay Mod v1.3
- Replies: 239
- Views: 11992
Re: Alternative Gameplay Mod v1.1
another thing to consider is that if I add CC stuff to refusals like so: CinC dead or routed: +20% chance to refuse Outside of Command Radius: : +20% chance to refuse General in unit: -20% chance to refuse then the same modifiers that increase chance to anarchy charge would also increase chance to ...
- Tue Jun 09, 2020 1:45 am
- Forum: Field of Glory II Digital League
- Topic: The Rally Point (discussion and questions)
- Replies: 1805
- Views: 109097
Re: The Rally Point (discussion and questions)
3) Lack of tactical steps to prevent rallying, or re-rout the Fragmented enemy if it occurs. (Skirmishers. Light Horse!) I will stick a post-it with this tip on my screen. Always saying to myself : don't let the routed enemy at ease. Yet always keeping my light troops near the main melee. Always ch...
- Tue Jun 09, 2020 1:21 am
- Forum: Field of Glory II
- Topic: Alternative Gameplay Mod v1.3
- Replies: 239
- Views: 11992
Re: Alternative Gameplay Mod v1.1
It seems the overall mod is generally named "Alternative Gameplay", but it really focuses upon Command and Control. Even the Anarchy units are impacted by Command and Control, so it seems appropriate Charge Refusals should be ruled by the same "Theme". Welcome to the Command and Control Mod. RBS sai...
- Mon Jun 08, 2020 10:39 pm
- Forum: Field of Glory II
- Topic: Alternative Gameplay Mod v1.3
- Replies: 239
- Views: 11992
Re: Alternative Gameplay Mod v1.0
Without having played it yet, reading the current discussions I guess I would just generally caution against over complicating the rules...Having anarchy charges into a disadvantage was part of the fun, at least for me. yes this is a good point and over complicating things is definitely something I...
- Sun Jun 07, 2020 9:38 pm
- Forum: Field of Glory II
- Topic: Alternative Gameplay Mod v1.3
- Replies: 239
- Views: 11992
Re: Alternative Gameplay Mod v1.0
There is a lot to like here. Having looked through the Vanilla code you have really done Yeoman's work as working in these changes was not easy to do - Bravo.
- Sat Jun 06, 2020 9:09 pm
- Forum: Field of Glory II
- Topic: Alternative Gameplay Mod v1.3
- Replies: 239
- Views: 11992
Re: Alternative Gameplay Mod v1.0
fair, and would you increase deep impact as well or leave that aside for now? The deep impact bonus for Warbands would be great in my opinion, and probably historically accurate with their pursuit tendencies, but a lot more units are involved in possible anarchy then I originally thought would be. ...
- Fri Jun 05, 2020 10:31 pm
- Forum: Field of Glory II
- Topic: Alternative Gameplay Mod v1.3
- Replies: 239
- Views: 11992
Re: Alternative Gameplay Mod v1.0
so if you move a unit without charging while within charge range, it takes a test to anarchy charge. If you leave a unit in place without moving it while within charge range then it will test to anarchy at the end turn. Then if the player tries to game the system in hopes of getting a positive POA ...
- Fri Jun 05, 2020 10:17 pm
- Forum: Field of Glory II
- Topic: Alternative Gameplay Mod v1.3
- Replies: 239
- Views: 11992
Re: Alternative Gameplay Mod v1.0
yes, now I will incorporate it lol actually I'm not sure how but I'll look into it because it is a decent idea I do worry though that it could lead to people intentionally leading units uncommanded to charge while in charge range in the hope that they can get the anarchy charge bonus, not sure whic...
- Fri Jun 05, 2020 10:08 pm
- Forum: Field of Glory II
- Topic: Alternative Gameplay Mod v1.3
- Replies: 239
- Views: 11992
Re: Alternative Gameplay Mod v1.0
Then why have you not incorporated my + POA for units (due to high elan) that Anarchy Charge? Do I NEED TO YELL AND STAMP MT FEET? yes, now I will incorporate it lol actually I'm not sure how but I'll look into it because it is a decent idea I do worry though that it could lead to people intentiona...
- Fri Jun 05, 2020 9:50 pm
- Forum: Field of Glory II
- Topic: Alternative Gameplay Mod v1.3
- Replies: 239
- Views: 11992
Re: Alternative Gameplay Mod v1.0
Then why have you not incorporated my + POA for units (due to high elan) that Anarchy Charge? Do I NEED TO YELL AND STAMP MT FEET?
- Wed Jun 03, 2020 10:55 am
- Forum: Field of Glory II
- Topic: Alternative Gameplay Mod v1.3
- Replies: 239
- Views: 11992
Re: Alternative Gameplay Mod v1.0
If you release the standalone Anarchy Module maybe it should have its own thread? This one appears to be getting a bit heated.
- Sat May 30, 2020 7:38 pm
- Forum: Field of Glory II
- Topic: Alternative Gameplay Mod v1.3
- Replies: 239
- Views: 11992
Re: Alternative Gameplay Mod v1.0
I am a fan of items 8 and 12. A General should be able to control their assigned unit and disrupted units would have problems getting up the courage for a rash/unordered charge.
8 ) decrease charge chance for unit with general in it
12) alter anarchy charge chance for a disrupted unit
8 ) decrease charge chance for unit with general in it
12) alter anarchy charge chance for a disrupted unit
- Tue May 26, 2020 6:37 pm
- Forum: Field of Glory II
- Topic: Refuse Orders in Anarchy Mod
- Replies: 76
- Views: 2876
Re: Refuse Orders in Anarchy Mod
Once engaged all bets are off, but I am not sure there is scripting for that - but it would be very realistic. Rampage after breaking would be wonderful, but not easy to execute. would be a cool mod idea to put on the backburner (currently their greater ct check radius on routing is meant to accoun...
- Tue May 26, 2020 6:24 pm
- Forum: Field of Glory II
- Topic: Refuse Orders in Anarchy Mod
- Replies: 76
- Views: 2876
Re: Refuse Orders in Anarchy Mod
will you start a new thread to discuss the issue of warbands and anarchy charges specifically? include in the op the above and whatever relevant info is needed for starting the discussion? ----------------------------------------- I think any unit Anarchy charging should get a POA bonus for high ela...
- Tue May 26, 2020 6:20 pm
- Forum: Field of Glory II
- Topic: Refuse Orders in Anarchy Mod
- Replies: 76
- Views: 2876
Re: Refuse Orders in Anarchy Mod
Medium anarchy units Superior warbands Any other impact foot troop type including Imitation Legionaries (but excluding Romans) Mounted Lancers Mounted spear/sword cavalry Offensive spears (except shield wall, hirdsmen, huscarls, Varangian Guard) Other heavy weapon infantry (except falxmen and huscar...