Search found 1096 matches

by Pocus
Sat Feb 16, 2019 7:44 am
Forum: News & Announcements
Topic: Field of Glory: Empires Dev Diary #1 - A Brief Overview
Replies: 12
Views: 4528

Re: Field of Glory: Empires Dev Diary #1 - A Brief Overview

This looks great! Looking forwards to more. I wonder how building of military units will be handled. There should be some balance between having some ability to research new units, while making sure not everyone is running around with veteran legionaries. :lol: You get an initial set of possible un...
by Pocus
Sat Feb 16, 2019 7:43 am
Forum: News & Announcements
Topic: Field of Glory: Empires Dev Diary #1 - A Brief Overview
Replies: 12
Views: 4528

Re: Field of Glory: Empires Dev Diary #1 - A Brief Overview

I'm wondering what those icons/numbers in the top bar do represent. The first three to the left seem to be exit/settings/save or so. Then money and manpower. The center one is your side's flag obviously, but I'm not sure about the two round icons next to it left and right. One could be "help" or so...
by Pocus
Wed Feb 13, 2019 3:10 pm
Forum: Field of Glory: Empires
Topic: combat result and terrain factors
Replies: 3
Views: 993

Re: combat result and terrain factors

(1) This is deterministic, to one terrain at the strategic level corresponds one terrain at the tactical one. (2) You can't arrange your units, but this is not random either :D Each unit has a 'distance to center' value, with the heavies at the center and the light ones at the flanks (to be precise,...
by Pocus
Tue Feb 12, 2019 11:59 am
Forum: Field of Glory: Empires
Topic: combat result and terrain factors
Replies: 3
Views: 993

Re: combat result and terrain factors

In combat, terrain can provides a defensive bonus, and each has a different width (depending of weather), we call that combat frontage. Also one biggy is that many units efficiency are altered by the terrain they are in, for example heavy units suffer penalties in difficult terrains like forests or ...
by Pocus
Wed Jan 23, 2019 8:48 am
Forum: Field of Glory: Empires
Topic: Field of Glory: Empires Unveiled!
Replies: 122
Views: 20908

Re: Field of Glory: Empires Unveiled!

There will be videos, our nice guys at marketing are talking with us on that! I'll probably not be the one talking though! :lol:
by Pocus
Wed Jan 23, 2019 8:46 am
Forum: Field of Glory: Empires
Topic: Mod compatibility
Replies: 6
Views: 1134

Re: Mod compatibility

I'm not super familiar with how FOG2 works internally. And that's an understatement. But the 2 games are somehow insulated from each other. By that I mean that if you have modded the conversion chart from Empires to FOG2 and if you had a mod that was in working order in FOG2 , then I see no reason i...
by Pocus
Mon Jan 21, 2019 8:55 am
Forum: Field of Glory: Empires
Topic: Unit names - Carry over on campaign and battle map?
Replies: 2
Views: 854

Re: Unit names - Carry over on campaign and battle map?

The unit names in Empires will be shown when you do a tactical battle in FOG2. You won't be able to edit them either in Empires or FOG2 though. In Empires you can rename your stacks of units (armies / fleets) and can choose on the fly if you want Anglicized names or more flavorful names for them. Fo...
by Pocus
Mon Jan 21, 2019 8:52 am
Forum: Field of Glory: Empires
Topic: Field of Glory: Empires Unveiled!
Replies: 122
Views: 20908

Re: Field of Glory: Empires Unveiled!

I can't be too specific on the release date as I don't know it myself! Definitively 2019 and probably in the first part and not second part, but I can't give more infos on that sorry. We are designing a few more diplomacy possibilities right now, but you can already ally with others, or ask a nation...
by Pocus
Mon Jan 21, 2019 8:50 am
Forum: Field of Glory: Empires
Topic: Please set the turn time to one season per a turn
Replies: 55
Views: 5956

Re: Please set the turn time to one season per a turn

In Empires one turn every 4 is a 'harsh season', and you get a one turn warning about that so you plan accordingly, as it impacts movement and fighting. So I guess we can send the information to FOG2 also. Harsh season in empires is an abstraction, as it means you might get a blizzard in Germania wh...
by Pocus
Mon Jan 21, 2019 8:48 am
Forum: Field of Glory: Empires
Topic: Mod compatibility
Replies: 6
Views: 1134

Re: Mod compatibility

I don't see why you could not edit the units definitions in Empires so they translate to whatever you want in a modded FOG2!
by Pocus
Fri Jan 18, 2019 9:42 am
Forum: Field of Glory: Empires
Topic: Please set the turn time to one season per a turn
Replies: 55
Views: 5956

Re: Please set the turn time to one season per a turn

I don't think this is doable, not in the sense that it would be difficult to add an extra option, it's just that changing the number of turns mean changing how fast units move on map, etc. One year per turn is probably something we will adopt though, so you get double turn compared as one week ago :D
by Pocus
Thu Jan 17, 2019 8:53 am
Forum: Field of Glory: Empires
Topic: Please set the turn time to one season per a turn
Replies: 55
Views: 5956

Re: Please set the turn time to one season per a turn

An option would be difficult to set, as changing the pace of the game implies changing a few things, so that everything remains roughly in balance. So indeed, you can edit a single number in a text file and change the turn time to something else (given the game is moddable), but this would have side...
by Pocus
Fri Jan 04, 2019 4:22 pm
Forum: Field of Glory: Empires
Topic: Field of Glory: Empires Unveiled!
Replies: 122
Views: 20908

Re: Field of Glory: Empires Unveiled!

Merci à toi, et bonne année 2019 également :D
by Pocus
Thu Jan 03, 2019 10:16 am
Forum: Field of Glory: Empires
Topic: Field of Glory: Empires Unveiled!
Replies: 122
Views: 20908

Re: Field of Glory: Empires Unveiled!

Bonjour FrenchDude! Compared to EU4,I would say the approach to economy is vastly different. I'll let you judge which one you prefer though. Our approach is that economy is done for the most part with the judicious development of new buildings, they provide bonuses and special abilities, and many wo...
by Pocus
Thu Dec 20, 2018 9:51 am
Forum: Field of Glory: Empires
Topic: Field of Glory: Empires Unveiled!
Replies: 122
Views: 20908

Re: Field of Glory: Empires Unveiled!

As Iain said. If I may I'll rephrase something: script vs code. Scripts is 'interpreted language', it means that the game read text files with instructions and create game rules from it. Anyone can edit these text files. Any modder or any player. And so it means that if you want to edit, create or d...
by Pocus
Tue Dec 18, 2018 6:22 am
Forum: Field of Glory: Empires
Topic: (Army) tech advancement
Replies: 11
Views: 2153

Re: (Army) tech advancement

Except for Rome, the actual model used on map don't differ visually, only the stats (both in Empires and if you do a battle in FOG2). We are not restricting ourselves to what FOG2 have as army lists, as the game is definitively a standalone game, and the liaison with FOG2 an extra, optional feature.
by Pocus
Mon Dec 17, 2018 1:51 pm
Forum: Field of Glory: Empires
Topic: (Army) tech advancement
Replies: 11
Views: 2153

Re: (Army) tech advancement

That's right, as per the Twitch Video, Rome is a bit of the blessed child right now with custom decisions to upgrade twice the Legions, once with the Marian reform, once with the Imperial Reform. Plus a national decision to add corvus to his ships. For others nations, they have each 6 reforms to upg...
by Pocus
Wed Nov 21, 2018 7:30 am
Forum: Field of Glory: Empires
Topic: Field of Glory: Empires Unveiled!
Replies: 122
Views: 20908

Re: Field of Glory: Empires Unveiled!

Empires is definitively not only about combat. There is a very strong 'develop your civilization' feature into it. Plus decadence, the rise and fall of empires.
by Pocus
Tue Nov 20, 2018 3:39 pm
Forum: Field of Glory: Empires
Topic: Field of Glory: Empires Unveiled!
Replies: 122
Views: 20908

Re: Field of Glory: Empires Unveiled!

Hi gents, Pleased to meet you! We aim for 16 players MP game, but that's still in heavy testing. Lets be honest, the difficulty is moving from 2 players to n. So once we are past 2, there is no theoretical limit, but 16 is a large number! You definitively can have naval battles and we have naval mod...
by Pocus
Sun Apr 23, 2017 1:39 pm
Forum: Afghanistan '11
Topic: Afghanistan '11 1.0.9 Public Beta is Available!
Replies: 5
Views: 1683

Re: Afghanistan '11 1.0.9 Public Beta is Available!

It works well, except the 'r' key will trigger the promotion of almost all units on the map.
Thanks for the work. :)


ps: hotkeys?

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