Search found 53 matches
- Sun Jul 16, 2023 9:35 pm
- Forum: Field of Glory II
- Topic: Cannae - unit frontages and depths
- Replies: 3
- Views: 487
Cannae - unit frontages and depths
Reposting here as I unintentionally posted to the "Scenario Design" subforum. In the battle of Cannae as presented in FOG2, it appears close to impossible to replicate the (commonly referenced) encirclement of the Roman army by the Carthaginian forces. In particular, the frontage of the fo...
- Fri Jul 14, 2023 10:09 pm
- Forum: Field of Glory II: Scenario Design
- Topic: Cannae - unit frontages and depths
- Replies: 1
- Views: 2176
Cannae - unit frontages and depths
In the battle of Cannae as presented in FOG2, it appears close to impossible to replicate the (commonly referenced) encirclement of the Roman army by the Carthaginian forces. In particular, the frontage of the four African Spearmen units is extremely small relative to the minimum depth of the Roman ...
- Sun May 07, 2023 2:20 pm
- Forum: Field of Glory II
- Topic: New scenario - Pharsalus (Pompeian side)
- Replies: 1
- Views: 351
New scenario - Pharsalus (Pompeian side)
Hi all,
I have created and uploaded a scenario covering the battle of Pharsalus. The player is given command of the Pompeian forces.
Any feedback would be appreciated.
I have created and uploaded a scenario covering the battle of Pharsalus. The player is given command of the Pompeian forces.
Any feedback would be appreciated.
- Sun Apr 30, 2023 8:09 pm
- Forum: Field of Glory II: Scenario Design
- Topic: Scenario upload
- Replies: 1
- Views: 1945
Scenario upload
Hello,
I have a finished scenario that I would like to upload. Where should the scenario files be sent?
I have a finished scenario that I would like to upload. Where should the scenario files be sent?
- Sat Apr 08, 2023 9:46 pm
- Forum: Field of Glory II: Scenario Design
- Topic: Disabling deployment
- Replies: 1
- Views: 1844
Disabling deployment
Hello,
I am still able to change the player-side deployment prior to battle in a scenario I am working on. Which line do I need to comment/uncomment in order to disable deployment mode?
I am still able to change the player-side deployment prior to battle in a scenario I am working on. Which line do I need to comment/uncomment in order to disable deployment mode?
- Sat Mar 04, 2023 7:02 pm
- Forum: Field of Glory II: Scenario Design
- Topic: Pharsalus scenario - questions regarding Pompey's forces
- Replies: 2
- Views: 1939
Re: Pharsalus scenario - questions regarding Pompey's forces
Right now I've managed to achieve a (relatively) balanced scenario by having the right half of Pompey's legionaries be Roman Legionaries, while the left half is Mediocre Legionaries with a few Veteran Legionaries mixed in. Most of the descriptions I've found indicate that Pompey placed his steadiest...
- Fri Mar 03, 2023 9:21 pm
- Forum: Field of Glory II: Scenario Design
- Topic: Pharsalus scenario - questions regarding Pompey's forces
- Replies: 2
- Views: 1939
Pharsalus scenario - questions regarding Pompey's forces
Hi all, I'm currently working on a Pharsalus scenario (with the player as the Roman/Pompeian side), and I'm not entirely clear as to what the appropriate unit choices would be for the Pompeian legionaries. I currently have the majority as Mediocre Legionaries with a few Roman Legionaries/Veteran Rom...
- Fri Mar 03, 2023 8:02 pm
- Forum: Field of Glory II: Scenario Design
- Topic: Scenario creation guide part 7 (Adding Generals)
- Replies: 7
- Views: 13558
Re: Scenario creation guide part 7 (Adding Generals)
I have created a scenario which has generals on both sides, but I am only able to see the generals on the AI side (the player-side generals do not appear when the scenario is loaded as a battle, although they are there in the editor). Is there anything additional I should be doing beyond assigning g...
- Sat Feb 25, 2023 6:50 pm
- Forum: Field of Glory II: Scenario Design
- Topic: Custom scripts in scenario folder
- Replies: 1
- Views: 1919
Custom scripts in scenario folder
When creating a scenario that modifies base game scripts (e.g., StartTurn.bsf), should those modified scripts be placed in the scenario folder under campaigns in the corresponding directory? That is, for StartTurn, the modified file should be in My Games\FieldofGlory2\Campaigns\*SCENARIO NAME*\Data\...
- Tue Feb 21, 2023 11:46 pm
- Forum: Field of Glory II: Scenario Design
- Topic: Scenario creation guide part 4 (AI Teams and Orders)
- Replies: 24
- Views: 12811
Re: Scenario creation guide part 4 (AI Teams and Orders)
Hi all, I am currently trying to create a scenario in the editor; however, I am unsure as to how I can designate player-controlled units as being part of a team (in the same way that AI-controlled units would be). The purpose of this is to enable a trigger based on units from a particular group ente...
- Fri Jan 06, 2023 5:23 am
- Forum: Field of Glory II: Modding
- Topic: GetUnitLOSToUnit and GetTileLOS Functions
- Replies: 20
- Views: 2132
Re: GetUnitLOSToUnit and GetTileLOS Functions
I agree that it wouldn't work after the initial clash of the main forces (and shouldn't be expected to, as that wouldn't make sense); but nevertheless having some uncertainty about the enemy deployment up to that point would (at the least) incentivize maintaining a strong reserve to commit once the ...
- Thu Jan 05, 2023 12:44 pm
- Forum: Field of Glory II: Modding
- Topic: GetUnitLOSToUnit and GetTileLOS Functions
- Replies: 20
- Views: 2132
Re: GetUnitLOSToUnit and GetTileLOS Functions
Something much simpler is to just lower the LOS total such that you aren't likely to see them until they've passed a certain point. Or by front line do you mean unit positions and not a specific grid line on the map? Yes, I am referring to the unit positions. My idea is that if a non-uniform format...
- Sat Dec 10, 2022 6:21 pm
- Forum: Field of Glory II: Modding
- Topic: GetUnitLOSToUnit and GetTileLOS Functions
- Replies: 20
- Views: 2132
Re: GetUnitLOSToUnit and GetTileLOS Functions
I see, so the fundamental issue would be that the engine functions only refer to the map (which is static during each battle) as opposed to also examining units (which can change their positions). I believe that I have already observed some performance drop when using the modified functions in Tools...
- Fri Dec 09, 2022 5:49 pm
- Forum: Field of Glory II: Modding
- Topic: GetUnitLOSToUnit and GetTileLOS Functions
- Replies: 20
- Views: 2132
Re: GetUnitLOSToUnit and GetTileLOS Functions
I suppose an alternative method could be used that would involve dynamically moving the LOS boundary as the enemy line advances in order to hide units behind the line, but since the LOS calculation is done internally within the engine that would be significantly more complex.
- Fri Dec 09, 2022 5:44 pm
- Forum: Field of Glory II: Modding
- Topic: GetUnitLOSToUnit and GetTileLOS Functions
- Replies: 20
- Views: 2132
Re: GetUnitLOSToUnit and GetTileLOS Functions
It doesn't appear to be working properly (although I did find a mistake in that the reference to k in CheckLOSForAllEnemyUnits should actually be a reference to enemySide in order to locate each unit in the enemy unit array). Enemy units behind the front lines are still visible to me as the player. ...
- Fri Dec 09, 2022 2:44 pm
- Forum: Field of Glory II: Modding
- Topic: GetUnitLOSToUnit and GetTileLOS Functions
- Replies: 20
- Views: 2132
Re: GetUnitLOSToUnit and GetTileLOS Functions
Essentially, my focus is on the function that determines whether units are hidden; in addition to the check for tile LOS, I have introduced a new function that utilizes existing functions to determine if at least one friendly unit has LOS to the referenced enemy unit. But I am unsure if that is the ...
- Fri Dec 09, 2022 2:58 am
- Forum: Field of Glory II: Modding
- Topic: GetUnitLOSToUnit and GetTileLOS Functions
- Replies: 20
- Views: 2132
Re: GetUnitLOSToUnit and GetTileLOS Functions
What I am trying to do is to modify LOS such that each side cannot see behind the opposing front line until units pass beyond it; the code I have modified is below. Is this along the lines of what should be done to achieve this effect? // Returns 1 if unit is hidden from enemy, 0 if not. (Not valid ...
- Thu Dec 08, 2022 8:36 pm
- Forum: Field of Glory II: Modding
- Topic: GetUnitLOSToUnit and GetTileLOS Functions
- Replies: 20
- Views: 2132
GetUnitLOSToUnit and GetTileLOS Functions
Where can the above two functions be found in the game files? I have searched in the Battle/Scripts folder, the Data/scripts folder, and the Core and Core/AI folders without success.
- Tue Dec 06, 2022 2:24 pm
- Forum: Field of Glory II
- Topic: AI emphasis on maintaining formation
- Replies: 6
- Views: 837
Re: AI emphasis on maintaining formation
Also 5) you might have the skirmishers heavily favor shooting over melee (so they don't create obstacles out of skirmish melees mid battle) and 6) have them withdraw from the initial skirmishing phase sooner. I think that this would be the single most effective change, as the majority of formation-...
- Tue Nov 29, 2022 12:48 pm
- Forum: Field of Glory II
- Topic: AI emphasis on maintaining formation
- Replies: 6
- Views: 837
Re: AI emphasis on maintaining formation
I suppose one way to resolve the terrain issue would be by specifying that, if a unit of a phalanx is to pass through restrictive terrain, the entire phalanx would reduce its movement based on the AP cost of the move through that terrain. This would obviously have to be coded in by the player (mysel...