Development wishlist

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
rbodleyscott
Field of Glory 2
Field of Glory 2
Posts: 28258
Joined: Sun Dec 04, 2005 6:25 pm

Re: Development wishlist

Post by rbodleyscott »

Jorgito78 wrote: Wed Jun 05, 2024 9:24 pm Minor addition (I think) suggestion:
Ability to select "Pot Luck" allies, as it is now on armies, when creating Custom or MP battles. Right now, selecting "Pot luck" on the army lists it means they won't have allies.
Not sure that would be a good thing. What do others think?
Richard Bodley Scott

Image
Jorgito78
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 153
Joined: Sun Feb 14, 2021 4:43 pm

Re: Development wishlist

Post by Jorgito78 »

rbodleyscott wrote: Thu Jun 06, 2024 6:47 am
Jorgito78 wrote: Wed Jun 05, 2024 9:24 pm Minor addition (I think) suggestion:
Ability to select "Pot Luck" allies, as it is now on armies, when creating Custom or MP battles. Right now, selecting "Pot luck" on the army lists it means they won't have allies.
Not sure that would be a good thing. What do others think?
I forgot to mention that besides the "Pot Luck" on allies, there should be the option "no allies", like Karvon pointed out on discord, of course, or else I understand that wouldn't be a good thing.
To clarify my suggestion, when choosing "Pot Luck" on the army, on the Allies option there could be two settings: "Pot Luck", "No Allies".
kronenblatt
General - Carrier
General - Carrier
Posts: 4621
Joined: Mon Jun 03, 2019 4:17 pm
Location: Stockholm, SWEDEN

Re: Development wishlist

Post by kronenblatt »

Jorgito78 wrote: Thu Jun 06, 2024 12:30 pm
rbodleyscott wrote: Thu Jun 06, 2024 6:47 am
Jorgito78 wrote: Wed Jun 05, 2024 9:24 pm Minor addition (I think) suggestion:
Ability to select "Pot Luck" allies, as it is now on armies, when creating Custom or MP battles. Right now, selecting "Pot luck" on the army lists it means they won't have allies.
Not sure that would be a good thing. What do others think?
I forgot to mention that besides the "Pot Luck" on allies, there should be the option "no allies", like Karvon pointed out on discord, of course, or else I understand that wouldn't be a good thing.
To clarify my suggestion, when choosing "Pot Luck" on the army, on the Allies option there could be two settings: "Pot Luck", "No Allies".
I like this suggestion.
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
matlegob
Sergeant - Panzer IIC
Sergeant - Panzer IIC
Posts: 182
Joined: Fri Jun 16, 2017 7:01 pm

Re: Development wishlist

Post by matlegob »

I like to see the kill the C-in-C scenario in last battle of a campaign
macdonncadh
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 63
Joined: Fri Apr 24, 2015 1:30 am

Re: Development wishlist

Post by macdonncadh »

I doubt this is too high on most lists, but I would be ostentatiously grateful for the ability to name generals, in both custom games, and in sandbox campaigns.

Thank you for your kind attention.
rbodleyscott
Field of Glory 2
Field of Glory 2
Posts: 28258
Joined: Sun Dec 04, 2005 6:25 pm

Re: Development wishlist

Post by rbodleyscott »

Thanks
Richard Bodley Scott

Image
MrCrow
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 70
Joined: Fri Jun 11, 2021 8:13 am
Location: Bari, Apulia, ITALY

Re: Development wishlist

Post by MrCrow »

Not sure if the engine will allows It, but I would really love to have coop battles (for example 2vs2)
rbodleyscott
Field of Glory 2
Field of Glory 2
Posts: 28258
Joined: Sun Dec 04, 2005 6:25 pm

Re: Development wishlist

Post by rbodleyscott »

MrCrow wrote: Tue Jun 11, 2024 9:13 pm Not sure if the engine will allows It, but I would really love to have coop battles (for example 2vs2)
We didn't include coop battles because the amount of development work required was deemed too much for the proportion of players wanting it.
Richard Bodley Scott

Image
MrCrow
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 70
Joined: Fri Jun 11, 2021 8:13 am
Location: Bari, Apulia, ITALY

Re: Development wishlist

Post by MrCrow »

rbodleyscott wrote: Wed Jun 12, 2024 6:43 am
MrCrow wrote: Tue Jun 11, 2024 9:13 pm Not sure if the engine will allows It, but I would really love to have coop battles (for example 2vs2)
We didn't include coop battles because the amount of development work required was deemed too much for the proportion of players wanting it.
Thank you for your answer. I want just to clarify that I was not talking necessarily abaut 2 factions vs 2 factions. It would be great even if the units of one faction were divided between the command of 2 different players. Furthermore I personally think that there are a lot of players that would be interested in this.
rbodleyscott
Field of Glory 2
Field of Glory 2
Posts: 28258
Joined: Sun Dec 04, 2005 6:25 pm

Re: Development wishlist

Post by rbodleyscott »

MrCrow wrote: Wed Jun 12, 2024 11:42 am
rbodleyscott wrote: Wed Jun 12, 2024 6:43 am
MrCrow wrote: Tue Jun 11, 2024 9:13 pm Not sure if the engine will allows It, but I would really love to have coop battles (for example 2vs2)
We didn't include coop battles because the amount of development work required was deemed too much for the proportion of players wanting it.
Thank you for your answer. I want just to clarify that I was not talking necessarily abaut 2 factions vs 2 factions. It would be great even if the units of one faction were divided between the command of 2 different players. Furthermore I personally think that there are a lot of players that would be interested in this.
It might get done one day, but is a low priority at present.
Richard Bodley Scott

Image
Karvon
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2218
Joined: Fri Jan 27, 2012 12:36 pm
Location: Osaka, Japan

Re: Development wishlist

Post by Karvon »

I wish the odds of leader loss was scaled to the size of the unit he's attached to. The more troops in the group, I think the less the chances should be that the leader is a casualty.

Regards,

Karvon
Chaos Tourney and Little Wars Organizer, TDC VII Bronze Age Coordinator. WTC US Team Hell on Wheels Captain.
DIVM
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 70
Joined: Mon Feb 28, 2022 5:52 am

Re: Development wishlist

Post by DIVM »

I'd like to see a further constrain in the "rallies" of troops routing. I've just had a couple of games where the amount of enemies rallies was incredibly high. I know it is just "luck", randomized; but it doesn't make much sense that a troop rallies when it has several other troops routing around him (unless it has a general, that I could understand). Also, it makes for a sad game having several fragmented troops far from the action (Id rather have my opponents' and my troops rallying as "disrupted" and come back to action).
Not sure if limiting the ratio of rallies between both players is a good idea (for example, player A cannot go over 3:1 number of rallies compared to his opponent), but somehow having a way to make the games not go into "very unfair" areas?
We all have lost games that would have won if the opponent troops didn't rally in mass. I don't mean troops rallying and coming back to battle, that's cool and adds flavor. What I mean is troops rallying to fragmented status and staying at the edge of maps just for score purposes.

Cheers!
rbodleyscott
Field of Glory 2
Field of Glory 2
Posts: 28258
Joined: Sun Dec 04, 2005 6:25 pm

Re: Development wishlist

Post by rbodleyscott »

Noted.
Richard Bodley Scott

Image
Hari72
Sergeant First Class - Elite Panzer IIIL
Sergeant First Class - Elite Panzer IIIL
Posts: 417
Joined: Mon Mar 03, 2014 3:19 pm

Re: Development wishlist

Post by Hari72 »

Is part of a good plan to chase down fleeing troops! If One let them fleeing away and rally is a player fault! Not a bug of the game!
DIVM
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 70
Joined: Mon Feb 28, 2022 5:52 am

Re: Development wishlist

Post by DIVM »

Hari72 wrote: Thu Jul 18, 2024 6:20 am Is part of a good plan to chase down fleeing troops! If One let them fleeing away and rally is a player fault! Not a bug of the game!
I'd say there are historical references to say that's not always the case, in fact troops getting away and chasing a routing enemy while the battle was on going brought plenty of defeats as well :p

In any case, Im not saying to eliminate the routing. Im saying to limit the unbalance when it gets too one-sided, or create more conditions where those troops cannot rally (enemy general within 3 squares? 2 or more Routing troops within 3 squares?).
Also, putting aside the historical factor or the logic, it is not fun having 15% of the enemies troops fragmented and unreacheable in the edges of the map. I'd rather lose by having those enemy troops coming back and hitting me again than by score.
Hari72
Sergeant First Class - Elite Panzer IIIL
Sergeant First Class - Elite Panzer IIIL
Posts: 417
Joined: Mon Mar 03, 2014 3:19 pm

Re: Development wishlist

Post by Hari72 »

As I said that is the result of a poor plan
SimonLancaster
Captain - Bf 110D
Captain - Bf 110D
Posts: 896
Joined: Thu Dec 01, 2016 3:42 pm
Contact:

Re: Development wishlist

Post by SimonLancaster »

I think rallying from routing is fine. It was changed already and we could see the difference. Maybe just unlucky in that game?
YouTube channel for Field of Glory 2: Ancients and Medieval.

https://www.youtube.com/@simonlancaster1815
kronenblatt
General - Carrier
General - Carrier
Posts: 4621
Joined: Mon Jun 03, 2019 4:17 pm
Location: Stockholm, SWEDEN

Re: Development wishlist

Post by kronenblatt »

I agree: let randomness run its course. Sure, likelihood of rallying from routed could be adjusted and conditions to be met, but not balancing between players. Because it’s fine (frustrating, but fine) in my view for one player to be lucky and the other unlucky, since it adds to the nice nerve of the game.

This said, maybe rules could be changed so that units rallying from routed back to fragmented do not improve their side’s casualty percentage until becoming again disrupted or steady.
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
Karvon
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2218
Joined: Fri Jan 27, 2012 12:36 pm
Location: Osaka, Japan

Re: Development wishlist

Post by Karvon »

I would prefer if rallying was either only possible if within command range of a general, or maybe cut in half if beyond it.

I wish the morale side of the game took into account more factors. The combat side has a lot of modifiers influencing it; why not incorporate more elements into CT checks?

Karvon
Chaos Tourney and Little Wars Organizer, TDC VII Bronze Age Coordinator. WTC US Team Hell on Wheels Captain.
Aetius39
Major - Jagdpanther
Major - Jagdpanther
Posts: 1038
Joined: Mon Sep 16, 2019 11:45 am

Re: Development wishlist

Post by Aetius39 »

I think, with the previous update that routed troops have less rounds to be on the field, it is fine as it is.

On saying that, if things were to change slightly, I would suggest that if a unit rallies, that first turn it is rallied it is fragmented and doesn't count as a percentage, but the NEXT turn it automatically rallies to disrupt and counts again.

This way can help stop that useless units that stay fragged and do nothing, while people don't get lucky and have a few extra points just cause a unit rallied that last turn.

Just an opinion!^^

Aetius
Creator of "There Can Be Only One" tournaments in Field of Glory 2.
Post Reply

Return to “Field of Glory II”