Just started playing the demo - love it so far, but seriously, game needs a save option.
Real life happens, and no matter how short a game is, it's really not so short that I enjoy losing all my progress when I have to stop and deal with other things in my life. Thanks.
Search found 10 matches
- Thu Jun 13, 2024 3:29 pm
- Forum: Scramble: Battle of Britain
- Topic: Scramble really needs a save game option
- Replies: 2
- Views: 15569
- Thu Jun 13, 2024 3:25 pm
- Forum: Scramble: Battle of Britain
- Topic: Questions About Demo
- Replies: 1
- Views: 7799
Re: Questions About Demo
You may be confusing the Backspace icon (rectangle) with the Enter icon (L-shaped icon). Both are used frequently in the UI.
for list of keys - go to the menu - customize controls. It lists all the commands and keys assigned.
for list of keys - go to the menu - customize controls. It lists all the commands and keys assigned.
- Tue Jul 07, 2020 4:49 am
- Forum: Field of Glory II: Tech Support
- Topic: Scenario bug Frigidas
- Replies: 7
- Views: 1358
Re: Scenario bug Frigidas
Just found 5 more units that don't match up between the two files
- Tue Jul 07, 2020 4:36 am
- Forum: Field of Glory II: Tech Support
- Topic: Scenario bug Frigidas
- Replies: 7
- Views: 1358
Scenario bug Frigidas
This time, in the correct forum:
The scenario for Frigidas has unit lists that do not match:
Frigitas_E.BAM has 2 more LIMITANII units than Frigitas_T.BAM for the same side:
Frigitas_T.BAM
UNITTS_1_4 LIMITANII
UNITTS_1_5 AUX_ARCHERS
UNITTS_1_6 AUX_PALATINA
UNITTS_1_7 LEGIO_COMITATENSIS
UNITTS_1_8 ...
The scenario for Frigidas has unit lists that do not match:
Frigitas_E.BAM has 2 more LIMITANII units than Frigitas_T.BAM for the same side:
Frigitas_T.BAM
UNITTS_1_4 LIMITANII
UNITTS_1_5 AUX_ARCHERS
UNITTS_1_6 AUX_PALATINA
UNITTS_1_7 LEGIO_COMITATENSIS
UNITTS_1_8 ...
- Sun Jul 05, 2020 4:32 am
- Forum: Pike & Shot
- Topic: Interview to Richard Bodley Scott on Wargamer.com
- Replies: 4
- Views: 12300
Re: Interview to Richard Bodley Scott on Wargamer.com
Interesting take by RBS - that computer wargames will replace table-top ones. LOL I have always tired quickly of computer wargames myself, because of their greatest flaw to me: the rules and dice are hidden from the player. With TT games, you have a copy of the rules and get to see every dice roll ...
- Tue Mar 03, 2020 5:03 am
- Forum: Field of Glory II: Tech Support
- Topic: FUNCTION CohesionTest code error?
- Replies: 2
- Views: 872
Re: FUNCTION CohesionTest code error?
ya welcome 
- Sun Mar 01, 2020 11:23 pm
- Forum: Field of Glory II: Tech Support
- Topic: FUNCTION CohesionTest code error?
- Replies: 2
- Views: 872
FUNCTION CohesionTest code error?
in FUNCTION CohesionTest, in section "// Troops fighting nasty impact types"
One of the three possible conditions is:
if (IsUnitSquadType(me, "Heavy_Chariots") == 1)
{
uniqueModifier = 1;
PrintStringLiteralX(UIString, 0, "\n"); // v1.5.4 addition
PrintStringX(UIString, 0, "IDS_CT_HEAVY_CHARIOTS ...
One of the three possible conditions is:
if (IsUnitSquadType(me, "Heavy_Chariots") == 1)
{
uniqueModifier = 1;
PrintStringLiteralX(UIString, 0, "\n"); // v1.5.4 addition
PrintStringX(UIString, 0, "IDS_CT_HEAVY_CHARIOTS ...
- Wed Feb 26, 2020 2:01 pm
- Forum: Field of Glory II: Tech Support
- Topic: F6 Debug in multiplayer games
- Replies: 1
- Views: 777
F6 Debug in multiplayer games
For me, F6 Debug mode in multiplayer games does not work. Is that expected?
Thanks
Thanks
- Wed Feb 19, 2020 5:42 am
- Forum: Field of Glory II: Modding
- Topic: FUNCTION ModifiedCloseCombatDamage
- Replies: 3
- Views: 1490
Re: FUNCTION ModifiedCloseCombatDamage
Sorry, I should have posted the code for FUNCTION ModifiedCloseCombatDamage
the relevant sections are:
damage = 50;
and
// Modify according to net POA
POAmodifier = 16 * POA;
POAmodifier += 10000;
POAmodifier /= 10;
damage *= POAmodifier;
damage /= 1000;
If I put in POA = 100 then:
POAmodifier = 16 ...
the relevant sections are:
damage = 50;
and
// Modify according to net POA
POAmodifier = 16 * POA;
POAmodifier += 10000;
POAmodifier /= 10;
damage *= POAmodifier;
damage /= 1000;
If I put in POA = 100 then:
POAmodifier = 16 ...
- Mon Feb 17, 2020 5:28 pm
- Forum: Field of Glory II: Modding
- Topic: FUNCTION ModifiedCloseCombatDamage
- Replies: 3
- Views: 1490
FUNCTION ModifiedCloseCombatDamage
The manual says that "100 POA difference is roughly equivalent to a 33% combat modifier." but FUNCTION ModifiedCloseCombatDamage multiplies POA by 16, not 33. Is there something I am missing?
Also, is there a way to run the .BSF files through a tool to step through the code, like I would do if I ...
Also, is there a way to run the .BSF files through a tool to step through the code, like I would do if I ...