Tides of Conquest campaign tool - new version out Feb 16 2020

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
Post Reply
Nijis
Sergeant Major - SdKfz 234/2 8Rad
Sergeant Major - SdKfz 234/2 8Rad
Posts: 647
Joined: Mon Jul 22, 2013 5:33 pm

Tides of Conquest campaign tool - new version out Feb 16 2020

Post by Nijis » Sun Apr 22, 2018 10:28 pm

FOG campaign screenshot.png
Screenshot
FOG campaign screenshot.png (283.68 KiB) Viewed 13905 times
What's this?
A unofficial stand-alone tool that can be used for single-player and multiplayer campaigns. There's an example of play here. viewtopic.php?f=493&t=96634&start=20

Download link:
LATEST VERSION
Version 0.502
http://www.mediafire.com/file/hsfb530gk ... 2.rar/file
* For those having UI issues, you can toggle between fullscreen and windowed, and between 1920x1080 and 1600x900 resolutions.
* When creating new realms, you can start in any province next to an existing empire if you ignore the preselected options, then right-click on your preferred province.
NOTE: V 0.502 uses the MonoGame Keyboard class, which will read the keyboard even if ToC is not the focused window. That means that if you minimize the game and type "W" or "R" in a document, you can reset your resolution. I realize that this is not a good thing in an app and I'll try to get a new version up shortly that only reads keystrokes and mouse input when ToC is the main application running.


OTHER RECENT VERSIONS
Version 0.5
https://www.mediafire.com/file/s4ky79gf ... 0.rar/file
Expands scenarios to include early Middle Ages
Significant changes to the game, specifically removing armies and adding domestic politics decisions. Expands in-game help

Some players have had issues with the mouse due to configuration. This runs the game at 1920 x 1080 in a full-screen mode, which may solve the problem.
http://http://www.mediafire.com/file/yu ... 1.rar/file


OLDER VERSIONS
Version 0.401 - has two-year rather than four year turns, requires armies to be built, and quite a few other differences
http://www.mediafire.com/file/n3sndbe3a ... 1.rar/file


Installation instructions
The game was written and was tested on 64-bit Windows 10. I think it should work on most recent Windows systems, as it's a very simple program, but I can't guarantee that.
The tool comes in a WinRar archive. You'll need some version of WinRar. First you extract the file into a folder, which is a WinRar option if you right-click on the package. You should see three icons - Application Files, FoG Campaigns, and setup.exe.
Hit "setup.exe." Because this is a new program, your antivirus might object, though if you scan the file it will probably declare it harmless. Once the game sets up (hit "install") you should get to the load/start screen. You will see a list of savegame slots then, in the upper-left corner, two "start scenario" links.
If you move your mouse over one of the scenario links link it should turn purple. If you click on that, it should take you to a map. You choose a realm, than give a decision for the first turn. Then you can start clicking on provinces and giving orders.

There is a "Help" link at the top-right corner of the page which gives advice on basic game concepts.

NOTE: If you installed an earlier version of Tides of Conquest on your computer, you will need to uninstall it before installing the updated version. With Windows 10, you do this through the Apps panel of your Settings. You can also search for Uninstall, and it will lead you to a list of programs you can uninstall. Find "FoG Campaigns," and remove it. With Windows 8, search for "Add Remove Programs", and that will take you to the same list.

ADDITIONAL NOTE: A number of problems seem to be related to corrupted installs caused by security software blocking full installation. I am working on a fix for this.

A number of issues related to bugs encountered while installing it are on page 5 and 6 of this thread, and also page 13.
Attachments
FoG_Startscreen.png
FoG_Startscreen.png (705.51 KiB) Viewed 13381 times
Last edited by Nijis on Wed Sep 09, 2020 9:40 pm, edited 31 times in total.

rbodleyscott
Field of Glory 2
Field of Glory 2
Posts: 23858
Joined: Sun Dec 04, 2005 6:25 pm

Re: Tides of Conquest: An FoG Multiplayer Campaign Tool

Post by rbodleyscott » Mon Apr 23, 2018 1:18 pm

I tried but was unable to get it to do anything.

All I got was the screen below. Clicking on the two items in the top left did nothing. Clicking on Save crashed it..

Maybe some more detailed instructions would overcome the hurdle. Or maybe some run-time library which I do not have is required.
Attachments
Screenshot (17).jpg
Screenshot (17).jpg (70.45 KiB) Viewed 13853 times
Richard Bodley Scott

Image

Nijis
Sergeant Major - SdKfz 234/2 8Rad
Sergeant Major - SdKfz 234/2 8Rad
Posts: 647
Joined: Mon Jul 22, 2013 5:33 pm

Re: Tides of Conquest: An FoG Multiplayer Campaign Tool

Post by Nijis » Mon Apr 23, 2018 2:25 pm

My apologies. I suspect it's that you need to click very close to the beginning of the text in the link. If a link is active the text should turn purple. I'll redo with bigger links, and also expand the instructions a bit.

The programming is all very simple stuff and I've tried it on a computer that does not have Monogame installed. so I don't think there would be any runtime library issues. But if clicking close to the beginning of the link doesn't work, I'd welcome any suggestions from anyone on what else could be wrong.
Last edited by Nijis on Mon Apr 23, 2018 2:49 pm, edited 1 time in total.

rbodleyscott
Field of Glory 2
Field of Glory 2
Posts: 23858
Joined: Sun Dec 04, 2005 6:25 pm

Re: Tides of Conquest: An FoG Multiplayer Campaign Tool

Post by rbodleyscott » Mon Apr 23, 2018 2:28 pm

Nijis wrote:I suspect it's that you need to click very close to the beginning of the text in the link.
Knowing that makes all the difference!

Now all I have to figure out is how to enter orders.
Richard Bodley Scott

Image

Lysimachos
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1182
Joined: Tue Dec 08, 2009 9:38 am
Location: Italy

Re: Tides of Conquest: An FoG Multiplayer Campaign Tool

Post by Lysimachos » Mon Apr 23, 2018 2:31 pm

Seems really very, very interesting!!! :mrgreen:
"Audentis fortuna iuvat"
- Virgilius

(Good luck favours the brave)

Nijis
Sergeant Major - SdKfz 234/2 8Rad
Sergeant Major - SdKfz 234/2 8Rad
Posts: 647
Joined: Mon Jul 22, 2013 5:33 pm

Re: Tides of Conquest: An FoG Multiplayer Campaign Tool

Post by Nijis » Mon Apr 23, 2018 2:50 pm

Thanks!

For most orders, left-click on a province with an army, then right-click on the target. You can also give province orders, listed down on the right. I will make the instructions more detailed and also include them in a separate text document.

jomni
Sengoku Jidai
Sengoku Jidai
Posts: 1393
Joined: Thu Dec 03, 2009 1:20 am

Re: Tides of Conquest: An FoG Multiplayer Campaign Tool

Post by jomni » Mon Apr 23, 2018 10:24 pm

Any plans for a map editor?

Nijis
Sergeant Major - SdKfz 234/2 8Rad
Sergeant Major - SdKfz 234/2 8Rad
Posts: 647
Joined: Mon Jul 22, 2013 5:33 pm

Re: Tides of Conquest: An FoG Multiplayer Campaign Tool

Post by Nijis » Tue Apr 24, 2018 1:09 am

Any plans for a map editor?
I'm hoping to add one fairly soon. In the meantime, if you have a version of Visual Studio and can download Monogame, I can send you the C# solution and you could do a scenario that way. One could also start a game, save it, and edit the xml files. To start that scenario you'd just load the edited saved game. Did you have a particular scenario in mind? I'm hoping to add your Silk Road powers to a pan-Eurasian mega-scenario, maybe set around 250 BC to catch the end of the Warring States.

jomni
Sengoku Jidai
Sengoku Jidai
Posts: 1393
Joined: Thu Dec 03, 2009 1:20 am

Re: Tides of Conquest: An FoG Multiplayer Campaign Tool

Post by jomni » Tue Apr 24, 2018 1:53 am

Nijis wrote:
Any plans for a map editor?
I'm hoping to add one fairly soon. In the meantime, if you have a version of Visual Studio and can download Monogame, I can send you the C# solution and you could do a scenario that way. One could also start a game, save it, and edit the xml files. To start that scenario you'd just load the edited saved game. Did you have a particular scenario in mind? I'm hoping to add your Silk Road powers to a pan-Eurasian mega-scenario, maybe set around 250 BC to catch the end of the Warring States.
Not really planning to do one myself at the moment. But the idea of extending to China is cool.

pipfromslitherine
Site Admin
Site Admin
Posts: 9244
Joined: Wed Mar 23, 2005 10:35 pm

Re: Tides of Conquest: An FoG Multiplayer Campaign Tool

Post by pipfromslitherine » Tue Apr 24, 2018 4:22 pm

This is very cool :)

Cheers

Pip
follow me on Twitter here

Archaeologist1970
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 52
Joined: Thu Nov 16, 2017 2:45 pm

Re: Tides of Conquest: An FoG Multiplayer Campaign Tool

Post by Archaeologist1970 » Tue Apr 24, 2018 4:53 pm

I think on one hand its awesome, on the other hand, I'd be pretty embarrassed as the developer that a lone dude with no resources pretty much made a single player campaign for you. Just saying, maybe offer this guy a job and see what he can do getting paid....

mceochaidh
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
Posts: 475
Joined: Sun Jun 20, 2010 4:39 pm

Re: Tides of Conquest: An FoG Multiplayer Campaign Tool

Post by mceochaidh » Tue Apr 24, 2018 7:47 pm

This is outstanding. It does so much more than I am able to do manually in my Hellenistic Campaign 280 B.C. I will download and try to learn to use it.

Mac

Ludendorf
1st Lieutenant - Grenadier
1st Lieutenant - Grenadier
Posts: 767
Joined: Sun Dec 15, 2013 5:35 pm

Re: Tides of Conquest: An FoG Multiplayer Campaign Tool

Post by Ludendorf » Tue Apr 24, 2018 7:54 pm

This looks really exciting, Nijis.

Nijis
Sergeant Major - SdKfz 234/2 8Rad
Sergeant Major - SdKfz 234/2 8Rad
Posts: 647
Joined: Mon Jul 22, 2013 5:33 pm

Re: Tides of Conquest: An FoG Multiplayer Campaign Tool

Post by Nijis » Tue Apr 24, 2018 8:39 pm

Thanks for the kind words, all! The single player campaign is still very much a work in progress, though, as there's no AI yet, let alone one that has been extensively playtested.

The way I was thinking of going with the single-player: as you gain legacy points, your empire loses its political cohesion, Ibn Khaldoun's asabiya. Your rulers become worse and worse, swayed this way and that by factionalized petty court politics, and consequently the difficulty rating of your battles becomes higher and higher (or at least the suggested difficulty - you start your own battles so players can adjust as they see fit.) You start off as an Alexander or Caesar, sweeping all before you, and end up as Stilicho or Yue Fei, scrambling to hold things together for as long as possible with fewer and fewer resources. Random events could add a bit of narrative drama to the decline.
Last edited by Nijis on Tue Apr 24, 2018 9:05 pm, edited 1 time in total.

Ludendorf
1st Lieutenant - Grenadier
1st Lieutenant - Grenadier
Posts: 767
Joined: Sun Dec 15, 2013 5:35 pm

Re: Tides of Conquest: An FoG Multiplayer Campaign Tool

Post by Ludendorf » Tue Apr 24, 2018 8:50 pm

From my limited knowledge of game design, it might be best to playtest something small and basic; just the pieces on the board. I remember this from a free game design course which admittedly I did not complete, and there are way more experienced people here (you know; actual game designers) who can run roughshod over what I'm saying if I'm wrong, but one of the principles of game design is to come up with a core mechanic and then slowly add or subtract rules from it depending on how the mechanic works out.

As empires grow up, I imagine coalitions of players will band together to keep the large empire in check. Just as the Roman empire had threats on every border towards the end, big players are likely going to find their resources stretched thin as everybody tries to take them down. It's only when a player's position becomes truly overwhelming that I see this breaking down, and by that point, that player has probably conclusively won the campaign anyway.

Nijis
Sergeant Major - SdKfz 234/2 8Rad
Sergeant Major - SdKfz 234/2 8Rad
Posts: 647
Joined: Mon Jul 22, 2013 5:33 pm

Re: Tides of Conquest: An FoG Multiplayer Campaign Tool

Post by Nijis » Tue Apr 24, 2018 9:23 pm

Thanks for the feedback - the multiplayer basically just is pieces on the board. I was counting on peripheral players to keep the big empires busy.

The imperial decay system described above would be for single-player games, where I can't count on the AI to cooperate against a player. Ancient empires did have a tendency to collapse rather quickly, though, the Byzantines being a relatively rare example of a regional hegemon power being reduced to a regional peer power.

So, given that there already is a variable difficulty system in single-player FoG, I thought I'd take advantage of that. Sometimes when I play single-player it feels that I'm choosing whether I win or lose when I select the difficulty rating. I was thinking I might actually welcome another party telling me when I should play at a hard level, or when I should give myself a break by playing at a lower level.

I want just enough complexity in the multiplayer game to model most of the major map-altering political and military events of the ancient world in some way. One of the best parts of multiplayer campaigns I think are the AARs, and one of the things that make AARs interesting are narrative turning points. So it would be fun, for example, to have a major migration of tribes spark a crisis from time to time. That means I need a few basic mechanisms for migrations, and civil wars, and a couple of other things.

However, sometimes it's fun between turns to look over your position at leisure, to tweak things here and there. So I might add a layer of chrome that has very subtle effects on small things - ie, regional decisions that add extra units to a custom army list, for example, assuming that custom lists can be handled easily.

The one pitfall is that I want battles to always be at least as competitive as a potluck custom battle. Ie, the point of the game is to put competitive FoG battles into an interesting narrative context, not to make people play FoG battles that were decided beforehand on the strategic map, because I don't think players will do that.

SteveD64
Administrative Corporal - SdKfz 251/1
Administrative Corporal - SdKfz  251/1
Posts: 125
Joined: Mon Oct 20, 2014 2:46 pm

Re: Tides of Conquest: An FoG Multiplayer Campaign Tool

Post by SteveD64 » Tue Apr 24, 2018 10:29 pm

Thank you for this. I agree with your design philosophy as well, I hope you stick with this.

pipfromslitherine
Site Admin
Site Admin
Posts: 9244
Joined: Wed Mar 23, 2005 10:35 pm

Re: Tides of Conquest: An FoG Multiplayer Campaign Tool

Post by pipfromslitherine » Wed Apr 25, 2018 6:46 pm

It would not be outside the realms of possibility to allow some way to spawn the FoG2 EXE with a command line to start up battles. Obviously we would need to determine what is needed to kick off a game, and the level of customisation required, i.e. specific unit selections vs potluck etc.

Cheers

Pip
follow me on Twitter here

Nijis
Sergeant Major - SdKfz 234/2 8Rad
Sergeant Major - SdKfz 234/2 8Rad
Posts: 647
Joined: Mon Jul 22, 2013 5:33 pm

Re: Tides of Conquest: An FoG Multiplayer Campaign Tool

Post by Nijis » Wed Apr 25, 2018 6:57 pm

That's great to hear!

Right now, the battles are generated when the orders are in and the GM hits the button, "Process orders." The way I envisioned things for the time being would be that the game would tell the players what battlefield type to use and what lists to use. The players would then select their own units, as though playing a custom game.

In the case of a solitaire campaign, the tool (ToC) would also set the difficulty level for battles. (I'm currently envisioning a Stilicho solo scenario, where the more success you have, the fewer resources the emperor will grant you.) This is not essential, though.

Customized lists is set for a bit in the future.

Lysimachos
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1182
Joined: Tue Dec 08, 2009 9:38 am
Location: Italy

Re: Tides of Conquest: An FoG Multiplayer Campaign Tool

Post by Lysimachos » Wed Apr 25, 2018 9:58 pm

I tried to have a go with this very interesting tool but I have to say I was nearly able to do nothing because it's quite impossible to have the pointer rightly clicking on the province or the orders I wanted to select.

It's a real pity because the idea is great and seems very well developed ...
"Audentis fortuna iuvat"
- Virgilius

(Good luck favours the brave)

Post Reply

Return to “Field of Glory II”