Search found 1529 matches

by Athos1660
Wed Feb 04, 2026 5:49 pm
Forum: Field of Glory II
Topic: (Greek tactics ?) Fascinating duos
Replies: 4
Views: 113

Re: (Greek tactics ?) Fascinating duos

Looks like Attic black-figure pottery ca. 550-480 BC. Some see those duos as an Hoplite (mounted or not) and his hyperetes, a man by whom the hoplite was accompanied when he took the field, and who carried the luggage, the provisions and the shield of the hoplites (Xen. Cyrop. 2.1, § 31) and who ser...
by Athos1660
Wed Feb 04, 2026 8:43 am
Forum: Field of Glory II
Topic: (Greek tactics ?) Fascinating duos
Replies: 4
Views: 113

(Greek tactics ?) Fascinating duos

Archaïc/Classical Greek vase painting show fascinating duos of 1 Heavy/Medium man and 1 Light man, such as: - 1 hoplite and 1 archer - 1 cavalryman and 1 Light Javelin/Archer Horse - etc. fighting as a duo during battles : https://i.imgur.com/f72dMrn.png https://i.imgur.com/MpyvPhr.png https://i.img...
by Athos1660
Sun Jan 18, 2026 6:59 am
Forum: Field of Glory II: Medieval - Modding
Topic: Moding Shooting
Replies: 2
Views: 213

Re: Moding Shooting

I guess the best way to phrase it is that a unit that had all its APs when it shot can only make one move during the same turn : rotating 180° and moving 1 square forward (or only rotating 180° if it can't move forward as the next square has already been taken by another unit). (including diagonal m...
by Athos1660
Sat Jan 17, 2026 3:19 pm
Forum: Field of Glory II: Medieval - Modding
Topic: Moding Shooting
Replies: 2
Views: 213

Re: Moding Shooting

Well, I guess the situation is more complex than I first thought and should be better thought out, expecially to prevent unwanted outcomes, such as units charging just after having shot...
by Athos1660
Sat Jan 17, 2026 7:54 am
Forum: Field of Glory II: Medieval - Modding
Topic: Moding Shooting
Replies: 2
Views: 213

Moding Shooting

In the Vanilla game, shooting empties the stock of APs. After shooting, it'd be nice, if there still were : 12 APs for the Cavalry Troop Type 6 APs for the LH and LF (and besides, for Dragoons in P&S) ... so that these units could fire and then turn and move for 1 square during the same turn (if...
by Athos1660
Fri Jan 16, 2026 6:41 am
Forum: Field of Glory II: Scenario Design
Topic: How to design an historical unbalanced battle
Replies: 4
Views: 300

Re: How to design an historical unbalanced battle

Thank you, Rchard. I started this scenario as a SP one, but may add a MP version with this feature.
by Athos1660
Wed Jan 14, 2026 6:24 pm
Forum: Field of Glory II
Topic: Development wishlist
Replies: 192
Views: 50088

Re: Development wishlist

Being able to save several Custom battle settings (Army 1 + Army 2 + scenario type + Map size + etc.) and give them names.
by Athos1660
Mon Jan 12, 2026 3:40 am
Forum: Field of Glory II: Medieval
Topic: Arrows vs Armour 2
Replies: 7
Views: 1344

Re: Arrows vs Armour 2

The English defeat at the battle of Patay (1429) against a few charging cavalrymen (knights and mounted infantry) due to lack of time for placing stakes and organising the defence shows the importance of field fortification in the process. There's been lots of experiments and a focus on the damages ...
by Athos1660
Sun Jan 11, 2026 9:36 am
Forum: Scenario Design
Topic: How to make AI playing first (and others questions)
Replies: 1
Views: 152

Re: How to make AI playing first (and others questions)

P&S AI tends to advance toward the player army, even when starting on a hill and thus having a potential Uphill advantage, right ?
by Athos1660
Sun Jan 11, 2026 8:48 am
Forum: Field of Glory II: Scenario Design
Topic: How to design an historical unbalanced battle
Replies: 4
Views: 300

How to design an historical unbalanced battle

Imagine an historical battle with a bigger army on one side : 11 000 vs 9000 men. Irl, 'unsurprisingly', the larger army won. How would you make this battle in FoG/P&S ? 1) Would you keep it as irl, to make it as historical as possible : same army sizes, same troop quality, etc. 2) or would you ...
by Athos1660
Sat Jan 10, 2026 3:07 pm
Forum: Modders Corner
Topic: Sandbox Campaign : modding retreat ?
Replies: 0
Views: 135

Sandbox Campaign : modding retreat ?

How to make retreating possible say only 66% of the time (or less). I think, if you add to the file CampaignTools.bsf in the corresponding condition || (FXRand(0,99) < 34) like this if (((army1Strength <= comparator) && (proportionFoot >= 33)) || (FXRand(0,99) < 34)) // Defender will set up ...
by Athos1660
Sat Jan 10, 2026 10:27 am
Forum: Scenario Design
Topic: How to make AI playing first (and others questions)
Replies: 1
Views: 152

How to make AI playing first (and others questions)

In a user-made scenario, how to make the AI side play first ?

I want the IA to move first.

In custom AI data dialog, I turned Aggression to 16 and located target AI points behing the player's army.
I now need the IA to play first.

Possible ?
by Athos1660
Fri Jan 09, 2026 11:46 am
Forum: Field of Glory II
Topic: Sandbox Campaign suggestions
Replies: 190
Views: 98469

Re: Sandbox Campaign suggestions

... It shouldn't be automatic in Pike and Shot Campaigns and Sengoku Jidai, both for the IA and the player. Retreating could be made possible say 66% of the time (or less). ... I think, if you add to the file CampaignTools.bsf in the corresponding condition || (FXRand(0,99) < 34) like this if (((ar...
by Athos1660
Fri Jan 09, 2026 6:16 am
Forum: Field of Glory II
Topic: Sandbox Campaign suggestions
Replies: 190
Views: 98469

Re: Sandbox Campaign suggestions

I like the Sandbox Campaign in the FoG2 series. It allows events to happen.

In fact, maybe there could more storytelling/events/reason to fight in these Campagns.
by Athos1660
Thu Jan 08, 2026 5:33 pm
Forum: Field of Glory II
Topic: Sandbox Campaign suggestions
Replies: 190
Views: 98469

Re: Sandbox Campaign suggestions

We did that in Pike and Shot Campaigns and Sengoku Jidai, but people complained that the AI kept retreating from their mega-armies. (And vice versa, but they did not complain about that!) It is a bit of a no-win situation for game designers, if the battles are to be tactically fun. To make it work,...
by Athos1660
Mon Jan 05, 2026 10:50 pm
Forum: Modders Corner
Topic: Lethality of musket fire
Replies: 18
Views: 645

Re: Lethality of musket fire

The big problem is that, under musket fire, superior units tend to get disrupted or fragmented quite in the same manner as raw or below average units, which is unhistorical. As the manual says : "The cohesion test is based on Rand(1,6) + Rand(1,6), with some “re-rolls” depending on troop quali...
by Athos1660
Mon Jan 05, 2026 4:21 pm
Forum: Field of Glory II
Topic: Automatic pushback/pursuit with infantry absolutely ruins this game
Replies: 144
Views: 54264

Re: Automatic pushback/pursuit with infantry absolutely ruins this game

I am a fan of pursuit and pushback (in this game, I mean).

I guess it is mainly a matter of players who like having maximum control over their units, their game, their fate while other players prefer more chaos, surprise, uncontrolled things.
by Athos1660
Mon Jan 05, 2026 4:01 pm
Forum: Modders Corner
Topic: UNDO command and other FoG2 features in P&S
Replies: 87
Views: 25746

Re: UNDO command and other FoG2 features in P&S

That's a good thing the FoG2 series gets things that cann't be copy/pasted in P&S.
by Athos1660
Mon Jan 05, 2026 9:19 am
Forum: Modders Corner
Topic: UNDO command and other FoG2 features in P&S
Replies: 87
Views: 25746

Re: UNDO command and other FoG2 features in P&S

Thank you very much for this reply

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