Search found 18 matches

by VektorT
Mon Nov 11, 2024 5:33 am
Forum: Field of Glory II
Topic: Please add yourself to this PLAYER LOCATION thread
Replies: 353
Views: 134905

Re: Please add yourself to this PLAYER LOCATION thread

76mm / Washington, DC, USA abarbs / Adelaide, South Australia ahuyton / Edinburgh, Scotland, UK AKvGoeben / near Londinium, Britannia AlessandroD / Augusta Taurinorum, Italy Alkahest / Bratislava, Slovakia Alsagoz / Chiang Mai, Thailand Amenofi64 / Alba, Italy AmerigusCrux / Milano, Italy Angusosbor...
by VektorT
Wed Oct 30, 2024 10:16 pm
Forum: Field of Glory II: Modding
Topic: Longer Battles? (change rout % to win)
Replies: 7
Views: 4140

Re: Longer Battles? (change rout % to win)

Any way to apply my changes to the FOGE battles?
by VektorT
Mon Oct 28, 2024 1:43 pm
Forum: Field of Glory II: Modding
Topic: Make reinforcements arrive sooner
Replies: 1
Views: 2281

Make reinforcements arrive sooner

So I'm experimenting making the battles last to the last man standing (100% of enemy army rout needed to win). I obviously had to extend the turn limit but I discovered that reinforcement arrival turn is tied to the turn limit so by increasing the turn limit I also made reinforcements arrive way too...
by VektorT
Mon Oct 28, 2024 1:33 pm
Forum: Field of Glory II: Modding
Topic: Longer Battles? (change rout % to win)
Replies: 7
Views: 4140

Re: Longer Battles? (change rout % to win)

I'm coming back to Field of Glory 2 after a long time and one of the things I always wanted tweaked back then was longer battles, mainly with tweaking the % of routed units needed to win. Is there any mod that does it right now? If not so, is it possible for me to change it myself in the files? I t...
by VektorT
Mon Oct 28, 2024 9:58 am
Forum: Field of Glory II
Topic: Rise of AI Global Mod v3.12
Replies: 133
Views: 65242

Re: Rise of AI Global Mod v3.12

roguedjack wrote: Sun Oct 27, 2024 11:20 am
VektorT wrote: Sun Oct 27, 2024 1:34 am Does it works with the latest game version or only 1.6.7?
It works with the latest version (1.6.15).
Thanks!
by VektorT
Sun Oct 27, 2024 8:41 am
Forum: Field of Glory II
Topic: TT Mod version 1.6.8 is now available!
Replies: 32
Views: 12257

Re: TT Mod version 1.6.8 is now available!

Can it be used on the Historical campaigns (like the ones from DLCs) or it only works for sandbox campaigns?
by VektorT
Sun Oct 27, 2024 1:34 am
Forum: Field of Glory II
Topic: Rise of AI Global Mod v3.12
Replies: 133
Views: 65242

Re: Rise of AI Global Mod v3.12

Does it works with the latest game version or only 1.6.7?
by VektorT
Thu Feb 09, 2023 4:42 pm
Forum: Panzer Corps 2
Topic: Underused/rated units
Replies: 45
Views: 4257

Re: Underused/rated units

(1) Infantry units with halftracks receive a significant (4 point) soft attack bonus when dismounted. This is not indicated in the manual or user interface, but it shows up in the combat log. (2) Once you get to mud in Russia, trucks are too slow. Being able to crawl forward even one additional hex...
by VektorT
Thu Feb 09, 2023 9:49 am
Forum: Panzer Corps 2
Topic: Underused/rated units
Replies: 45
Views: 4257

Re: Underused/rated units

My opinion about some points here: 88: I think giving them arty mode is very irealistic and maybe unbalanced. Other than that, I always have one. Pretty powerful early on. Stugs: yeah I think they may need AT mode. I find them very underwhelming otherwise. I play them just because I like real life S...
by VektorT
Thu Feb 09, 2023 9:10 am
Forum: Panzer Corps 2
Topic: "Buying" Heroes
Replies: 2
Views: 750

Re: "Buying" Heroes

I follow this.

While choosing any hero at any time may be broken, would be cool if at least a few times per campaing we are allowed to choose between a few options (like choose 1 between 3 random heroes) or reroll a hero we have for another random one.
by VektorT
Thu Feb 09, 2023 9:03 am
Forum: Panzer Corps 2
Topic: Readiness and Initiative
Replies: 4
Views: 843

Re: Readiness and Initiative

I see. So Readiness always strikes 100% first, wich means It's equals of having 5 or more initiative advantage without penalties or caps, right? I'm considering giving a tank the Readiness hero alongside Provocator + Kescher (+3 Initiative and Aggressive Counter) to try to force entrenched infantry ...
by VektorT
Wed Feb 08, 2023 5:04 pm
Forum: Panzer Corps 2
Topic: Readiness and Initiative
Replies: 4
Views: 843

Readiness and Initiative

I have a question about the trait Readiness and it relation to Initiative. Accordingly to the Wiki, the unit with higher Initiative shoots first no matter if attacking or defending. Does it means that Readiness is meaningless if the unit with this trait already have higher Initiative? Or does it mea...
by VektorT
Fri Sep 24, 2021 12:29 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: The "Gabe-Mod" (v8.4.4)
Replies: 664
Views: 159438

Re: The "Gabe-Mod" (v8.4.4)

Will this mod work with Erik's campaign in 9.0.3 (current) version of the game?
by VektorT
Fri Sep 24, 2021 12:24 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: Erik's campaigns, mods and multiplayer scenarios
Replies: 2791
Views: 584793

Re: Erik's campaigns & mods

Sup, guys. I'm new to this game and would like to ask: what are the main differences between Erik's campaigns and the devs campaigns? How those two compare? Can I import my previous campaign units in Erik's like in dev campaigns? Even so I understand Erik's campaigns are more difficulty (or so it se...
by VektorT
Tue Jun 04, 2019 8:43 pm
Forum: Field of Glory II: Modding
Topic: Longer Battles? (change rout % to win)
Replies: 7
Views: 4140

Longer Battles? (change rout % to win)

I'm coming back to Field of Glory 2 after a long time and one of the things I always wanted tweaked back then was longer battles, mainly with tweaking the % of routed units needed to win. Is there any mod that does it right now? If not so, is it possible for me to change it myself in the files?
by VektorT
Fri Feb 08, 2019 12:48 am
Forum: News & Announcements
Topic: Field of Glory: Empires Dev Diary #1 - A Brief Overview
Replies: 12
Views: 6464

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

I'm pretty hyped for this game, especially because of the integration with FoG2 wich I think was a genius move. Just to say I don't have anything to add, just by looking at the map I already started to think about more provinces and factions so we can have a more indepth grow of our nation and a lon...
by VektorT
Wed Jul 25, 2018 11:17 pm
Forum: Field of Glory II
Topic: Tides of Conquest campaign tool - new version with Bronze Age scenarios and icons out April 21 2023
Replies: 321
Views: 137940

Re: Tides of Conquest campaign tool (SP/MP, currently v0.3)

Man, what you doing is simply unbelievably awesome! I`m particulary interested in the single player aspect that you showed on another topic and there is something I would like to ask... does the AI armies also carry loses from battles and need to replenish like the player? If I keep beating an AI ar...
by VektorT
Thu Oct 26, 2017 7:19 pm
Forum: Field of Glory II
Topic: Sandbox Campaign suggestions
Replies: 176
Views: 91440

Re: Sandbox Campaign suggestions

Vektor T (on STEAM) wrote: "So I'm having a blast with the game campaign, really awesome, so far I did 4 with the romans, all different eras against historical enemies of the era, and I'm about to start some with the seleucids or greeks and do the same, but from what I think the experience cou...

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