Alternative Gameplay Mod Tournament

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DanZanzibar
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Re: Alternative Gameplay Mod Tournament

Post by DanZanzibar »

Schweetness101 wrote: Thu Aug 13, 2020 2:53 am
DanZanzibar wrote: Thu Aug 13, 2020 1:04 am
gamercb wrote: Wed Aug 12, 2020 8:43 pm

I have not had any script mismatch errors and I have only seen this 3 or 4 times in all the turns we have played. I think they have appeared after combat but I was not taking a lot of notice at the time so I cannot say why. It is such a small box it could not have many words in it.
I have seen this 5 or 6 times so far in my first game with the mod. Always after a unit is broken by close combat.
have you noticed it in any singleplayer games with the mod, or only multiplayer games? only if the unit is broken during your active turn, or during replay? does it every say anything? what happens when you click the button?
After I saw the post where it was clear you hadn’t seen this before I started paying attention... so here is the best I can do.

-it happens in my turn
-it happens during the pursuit phase
-nothing special happens after
-it doesn’t happen every time a unit is broken

I know that’s not a lot and these are my first games with the mod. I’ll keep an eye out to give more details if they become clear.
Schweetness101
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Re: Alternative Gameplay Mod Tournament

Post by Schweetness101 »

DanZanzibar wrote: Thu Aug 13, 2020 3:22 am
Schweetness101 wrote: Thu Aug 13, 2020 2:53 am
DanZanzibar wrote: Thu Aug 13, 2020 1:04 am

I have seen this 5 or 6 times so far in my first game with the mod. Always after a unit is broken by close combat.
have you noticed it in any singleplayer games with the mod, or only multiplayer games? only if the unit is broken during your active turn, or during replay? does it every say anything? what happens when you click the button?
After I saw the post where it was clear you hadn’t seen this before I started paying attention... so here is the best I can do.

-it happens in my turn
-it happens during the pursuit phase
-nothing special happens after
-it doesn’t happen every time a unit is broken

I know that’s not a lot and these are my first games with the mod. I’ll keep an eye out to give more details if they become clear.
great, thanks! it will be very difficult to diagnose and fix if it is not happening on my local machine, but I am still interested to see how many people this is happening to, and if there are any commonalities to it or any details that might give away what it is. Perhaps it is some kind of info window that can be turned on or off in settings that I just don't have on and so never noticed. I will check that. Do you have combat log or details or whatever turned on?
My Mods:
Ancient Greek https://www.slitherine.com/forum/viewtopic.php?p=977908#p977908
Dark Ages Britain https://www.slitherine.com/forum/viewtopic.php?t=106417
Anarchy (Medieval) https://www.slitherine.com/forum/viewtopic.php?p=987488#p987488
DanZanzibar
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Re: Alternative Gameplay Mod Tournament

Post by DanZanzibar »

Yeah I have the detailed combat log on (I’m not sure exactly in the settings which it is but the one that will give you CT modifier info).
Schweetness101
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Re: Alternative Gameplay Mod Tournament

Post by Schweetness101 »

DanZanzibar wrote: Thu Aug 13, 2020 4:31 am Yeah I have the detailed combat log on (I’m not sure exactly in the settings which it is but the one that will give you CT modifier info).
i've tested and it looks like it only happens with the detailed combat report so I'll have to look into that
My Mods:
Ancient Greek https://www.slitherine.com/forum/viewtopic.php?p=977908#p977908
Dark Ages Britain https://www.slitherine.com/forum/viewtopic.php?t=106417
Anarchy (Medieval) https://www.slitherine.com/forum/viewtopic.php?p=987488#p987488
MikeMarchant
1st Lieutenant - Grenadier
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Re: Alternative Gameplay Mod Tournament

Post by MikeMarchant »

MikeMarchant (Macedoninas) beat Silvanol 55:22
MikeMarchant (Gallic) beat Silvanol 55:37

Bad luck, Silvanol and thanks for the games.


Best Wishes

Mike
gamercb
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Re: Alternative Gameplay Mod Tournament

Post by gamercb »

Schweetness101 wrote: Thu Aug 13, 2020 2:53 am
DanZanzibar wrote: Thu Aug 13, 2020 1:04 am
gamercb wrote: Wed Aug 12, 2020 8:43 pm

I have not had any script mismatch errors and I have only seen this 3 or 4 times in all the turns we have played. I think they have appeared after combat but I was not taking a lot of notice at the time so I cannot say why. It is such a small box it could not have many words in it.
I have seen this 5 or 6 times so far in my first game with the mod. Always after a unit is broken by close combat.
have you noticed it in any singleplayer games with the mod, or only multiplayer games? only if the unit is broken during your active turn, or during replay? does it every say anything? what happens when you click the button?
It happened again recently when a unit routed. I have not played any single player games with the mod. It seems it is only me so perhaps it is something in my setup.
gamercb
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Re: Alternative Gameplay Mod Tournament

Post by gamercb »

gamercb (Gallic) defeated Morat in a very close and enjoyable battle 55% to 43%.

So is that 62 points (50+12) for me and 43 for Morat?

Colin
Morat
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Re: Alternative Gameplay Mod Tournament

Post by Morat »

gamercb wrote: Thu Aug 13, 2020 5:07 pm gamercb (Gallic) defeated Morat in a very close and enjoyable battle 55% to 43%.

So is that 62 points (50+12) for me and 43 for Morat?

Colin
And in the return match, Morat (Gaul) beat gamercb (Macedon) 50-42 (scoring, I think, 50+8 = 58 to 42)

Thanks to gamercb for two close and well fought matches played in a good spirit.

M.
Morat
Schweetness101
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Re: Alternative Gameplay Mod Tournament

Post by Schweetness101 »

Morat wrote: Thu Aug 13, 2020 7:59 pm
gamercb wrote: Thu Aug 13, 2020 5:07 pm gamercb (Gallic) defeated Morat in a very close and enjoyable battle 55% to 43%.

So is that 62 points (50+12) for me and 43 for Morat?

Colin
And in the return match, Morat (Gaul) beat gamercb (Macedon) 50-42 (scoring, I think, 50+8 = 58 to 42)

Thanks to gamercb for two close and well fought matches played in a good spirit.

M.
yes I believe you have calculated your results correctly, I'm currently compiling them into a chart and I'll publish it once more have come in and we are ready to show round 2's matchups
My Mods:
Ancient Greek https://www.slitherine.com/forum/viewtopic.php?p=977908#p977908
Dark Ages Britain https://www.slitherine.com/forum/viewtopic.php?t=106417
Anarchy (Medieval) https://www.slitherine.com/forum/viewtopic.php?p=987488#p987488
tmac11
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Re: Alternative Gameplay Mod Tournament

Post by tmac11 »

Hi
Round 1 result
Game 1
Tmac11 51 - Hscic 39 = 62 v 39
Game 2
Tmac11 50 - Hscic 24 = 76 v 24

Thanks for the game
DanZanzibar
Sergeant - 7.5 cm FK 16 nA
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Re: Alternative Gameplay Mod Tournament

Post by DanZanzibar »

Round 1
Match 1
DanZanzibar defeats ulysisgrunt 50-33
Match 2
DanZanzibar defeats ulysisgrunt 62-47

Score:
Danzanzibar: 132
ulysisgrunt: 80
Captainwaltersavage
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Re: Alternative Gameplay Mod Tournament

Post by Captainwaltersavage »

Captain Savage (Macedon ) defeats Nijis (Gauls) 40:4

The war bands bravely charged when they should have held and despite losing the cav battle I managed to get an elephant into the rear of the warbands and they did sterling work charging down the rear of the line. The staggered combat line meant I was getting rear charges rather than flank charges. Terrain was very much in my favour here. If I had not won quickly the cav would have finished me off.

So points Captain Savage: 50 + 36 = 86 Nijis: 4
Schweetness101
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Re: Alternative Gameplay Mod Tournament

Post by Schweetness101 »

here are the results so far. Not all of them are in, so it isn't sorted, but perhaps double check my math if you like:

Image
My Mods:
Ancient Greek https://www.slitherine.com/forum/viewtopic.php?p=977908#p977908
Dark Ages Britain https://www.slitherine.com/forum/viewtopic.php?t=106417
Anarchy (Medieval) https://www.slitherine.com/forum/viewtopic.php?p=987488#p987488
batesmotel
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Re: Alternative Gameplay Mod Tournament

Post by batesmotel »

First game: nyczar (Gallic) beat batesmotel (Macedonian) 44/18

Second game: batesmotel (Gallic) beat nyczar (Macedonian) 55/42

batesmotel: 18+(50+13) = 81
nyczar: (50+26)+ 42 = 118

Both of us found pikes to be underpowered. Hard to see how they were the battle winners for later Successor armies or live up to Polybius description of pikes as irresistable frontally in flat ground.

Chris
....where life is beautiful all the time
DanZanzibar
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Re: Alternative Gameplay Mod Tournament

Post by DanZanzibar »

batesmotel wrote: Sun Aug 16, 2020 10:33 pm First game: nyczar (Gallic) beat batesmotel (Macedonian) 44/18

Second game: batesmotel (Gallic) beat nyczar (Macedonian) 55/42

batesmotel: 18+(50+13) = 81
nyczar: (50+26)+ 42 = 118

Both of us found pikes to be underpowered. Hard to see how they were the battle winners for later Successor armies or live up to Polybius description of pikes as irresistable frontally in flat ground.

Chris
I think the argument is that the true battle winners for pike armies were the cavalry and that pike were there to hold the centre and reliably hold up to anything frontally. I think the mod does a good job of modelling this perspective. The alternative perspective people often take away from reading up on phalangites is that they destroyed everything in front of them, much like high quality heavy shock infantry but were more inflexible. The vanilla game I think aims to model this.
Schweetness101
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Re: Alternative Gameplay Mod Tournament

Post by Schweetness101 »

DanZanzibar wrote: Mon Aug 17, 2020 12:47 am
batesmotel wrote: Sun Aug 16, 2020 10:33 pm First game: nyczar (Gallic) beat batesmotel (Macedonian) 44/18

Second game: batesmotel (Gallic) beat nyczar (Macedonian) 55/42

batesmotel: 18+(50+13) = 81
nyczar: (50+26)+ 42 = 118

Both of us found pikes to be underpowered. Hard to see how they were the battle winners for later Successor armies or live up to Polybius description of pikes as irresistable frontally in flat ground.

Chris
I think the argument is that the true battle winners for pike armies were the cavalry and that pike were there to hold the centre and reliably hold up to anything frontally. I think the mod does a good job of modelling this perspective. The alternative perspective people often take away from reading up on phalangites is that they destroyed everything in front of them, much like high quality heavy shock infantry but were more inflexible. The vanilla game I think aims to model this.
yes, that is the idea anyway.
My Mods:
Ancient Greek https://www.slitherine.com/forum/viewtopic.php?p=977908#p977908
Dark Ages Britain https://www.slitherine.com/forum/viewtopic.php?t=106417
Anarchy (Medieval) https://www.slitherine.com/forum/viewtopic.php?p=987488#p987488
MikeMarchant
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Re: Alternative Gameplay Mod Tournament

Post by MikeMarchant »

My reading of history suggests that the Roman legion was superior to the pike phalanx based armies. After the second Punic war, Rome (a fledling powr at that time, and not yet an empire) took on the world's two superpowers: Macedon and the Seleucids - both pike armies. Rome won all four wars against the Macedonians and won their wars against the Seleucids too, to become the world's single superpower until the later Parthian empire rose.

The Roman army was able to beat the pike armies because they were more flexible and more maneouverable on the battlefield, this superior felxibility and manoeuverability isn't refelcted in FoG and so it is difficult for FoG Romans to replicate the same success.

Apologies if my reading of history is naive.


Best Wishes

Mike
mceochaidh
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Re: Alternative Gameplay Mod Tournament

Post by mceochaidh »

Does the new update for FOGII require us to update before continuing play? Do both players have to update or should we wait until game is over?

Mac
Schweetness101
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Re: Alternative Gameplay Mod Tournament

Post by Schweetness101 »

mceochaidh wrote: Mon Aug 17, 2020 2:37 pm Does the new update for FOGII require us to update before continuing play? Do both players have to update or should we wait until game is over?

Mac
I haven't looked at the new version changes much yet, but from briefly glancing at the files changed it seems like the mod should still be compatible with the new version in terms of not crashing the game, you just won't have the new army lists/units that are in the newest version of the vanilla game when using the mod, but I don't think those will affect this tournament much, but I will check and get back to you.

EDIT: I've updated the mod on my local machine to have all of the new changes, but I don't think there's any reason you can't continue your tournament games with the current version of the mod. Let me know if you get any errors. If so, I can upload the newest version of the mod and we can continue round 2 with the new version
My Mods:
Ancient Greek https://www.slitherine.com/forum/viewtopic.php?p=977908#p977908
Dark Ages Britain https://www.slitherine.com/forum/viewtopic.php?t=106417
Anarchy (Medieval) https://www.slitherine.com/forum/viewtopic.php?p=987488#p987488
mceochaidh
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Re: Alternative Gameplay Mod Tournament

Post by mceochaidh »

I played two MP turns with new version of FOGII. Did not notice any errors or problems. I did have a question on anarchy. One of the factors preventing anarchy charges is "foot charging out of protective terrain." Is this for all foot, heavy and medium? I had a heavy warband charge out of rough terrain. Actually could have been woods. The charge was down hill. Are both of these considered "protective terrain"? Heavy foot, of course in disordered in this terrain, so does this matter?
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