Search found 18 matches
- 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...
- 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?
- 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...
- 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...
- 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
Thanks!
- 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?
- 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?
- 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...
- 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...
- 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.
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.
- 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 ...
- 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...
- 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?
- 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...
- 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?
- 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...
- 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...
- 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...