Search found 1126 matches

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: 6095

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: 6095

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: 21353

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: 21353

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: 21353

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: 2197

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: 2197

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: 21353

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: 21353

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: 1741

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?
by Pocus
Sat Apr 22, 2017 11:19 am
Forum: Afghanistan '11
Topic: Why attack with troops?
Replies: 12
Views: 2323

Why attack with troops?

The title is provocative on purpose :P I see no benefit in attacking an enemy unit with a company, compared to stopping 1 hex away and then setting the troop in ambush (this will instantly trigger a combat 'at distance'). Doing that, you have zero risk from being defeated (you can fail to win the am...
by Pocus
Sat Apr 22, 2017 6:59 am
Forum: Afghanistan '11
Topic: WAD? No IED Sweep from Ambush Mode
Replies: 9
Views: 1648

Re: WAD? No IED Sweep from Ambush Mode

In the same vein (and also scratching my head to the added gameplay value of this behavior :wink: ) when a US SF is in outpost mode, it has to move one hex before being able to request supply from the nearby FOB. What's the point? I don't get here the argument about 'two units per hex', as the unit ...
by Pocus
Thu Mar 13, 2014 1:32 pm
Forum: Civil War II : Tech Support
Topic: Critical error
Replies: 6
Views: 5620

Re: Critical error

A bug indeed! I have fixed the issue in the current (non release) code, but for the time being I can only help people on a case basis, as the next patch has no release date (probably weeks or months). Here is your current turn, with all AI processed, you should be able to end turn and watch the even...
by Pocus
Wed Mar 12, 2014 11:56 am
Forum: Civil War II : Tech Support
Topic: Critical error
Replies: 6
Views: 5620

Re: Critical error

I find that the most convenient way is Wetransfer.com, no account to create, no software to install. :D

You can also send the zip directly to me at pocus@ageod.net it supports 25 mb attachments.
by Pocus
Tue Mar 11, 2014 8:51 am
Forum: Civil War II : Tech Support
Topic: Critical error
Replies: 6
Views: 5620

Re: Critical error

Hi,

Sorry for the trouble. I'll probably need to replay your turn to pinpoint the error. Can you please try uploading a zip of your current turn and of the previous turn (backup1 folder in your current saved game) through a service like wetransfer.com ?
by Pocus
Sat Oct 12, 2013 3:28 pm
Forum: Civil War II
Topic: CWII Beta Patch 1.01
Replies: 4
Views: 4273

Re: CWII Beta Patch 1.01

Release Candidate 4 is up at Ageod, and the official patch will be the exact copy of it, meaning that it is very stable :D
by Pocus
Sat Oct 12, 2013 3:26 pm
Forum: Civil War II
Topic: Quick Question about # of turns tooltip
Replies: 1
Views: 2659

Re: Quick Question about # of turns tooltip

Hello,

The number of turns is now indicated in the objectives page of the ledger, this is a change compared to the manual.
by Pocus
Thu Oct 03, 2013 1:58 pm
Forum: Civil War II
Topic: Localization of Civil War II
Replies: 2
Views: 2998

Re: Localization of Civil War II

Hello Amadeus,

Ageod is assembling a team of German players willing to help on this project. I can't give you an hard estimate, but this is on the radar. If you believe you can lend a hand, then contact me at pocus@ageod.net and I'll relay your request to the person dealing with this aspect.
by Pocus
Fri Sep 27, 2013 5:14 pm
Forum: Civil War II
Topic: CWII Beta Patch 1.01
Replies: 4
Views: 4273

CWII Beta Patch 1.01

Hi guys The team have been hard at work and have the first patch ready for a public beta 1.01. It includes a host of changes and fixes and even a new scenario! You can download the beta patch here: http://ageoddl.telechargement.fr/CW2/Patch_CW2_v1.01PBrc1.zip Or ftp://ftp.matrixgames.com/pub/CivilWa...
by Pocus
Tue Sep 17, 2013 1:19 pm
Forum: Civil War II
Topic: Developers' Diary: Ageod's Civil War II
Replies: 12
Views: 24758

Re: Developers' Diary: Ageod's Civil War II

In others news, Civil War II is now out! You can grab it at Slitherine, Matrix or Ageod :D

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