Final Beta v1.2.4

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Examinondas
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 217
Joined: Thu Dec 03, 2009 10:42 pm

Post by Examinondas »

Thanks.

The online manual says "Light Foot and Light Horse are always able to move as if they were drilled Battle Groups". I'm not sure if the manual has been updated or not, but this is the behavior I see with 1.2.4, so I guess that rule is still correct.
rbodleyscott
Field of Glory 2
Field of Glory 2
Posts: 28396
Joined: Sun Dec 04, 2005 6:25 pm

Post by rbodleyscott »

keithmartinsmith wrote:Drilled and undrilled LF/LH move the same. The only real difference is when they have to do a CMT the drilled only need a 7 and the undrilled 8. Keith
In the TT game Undrilled LF/LH only need to score 7 on a CMT.
keithmartinsmith
Field of Glory Moderator
Field of Glory Moderator
Posts: 1557
Joined: Mon Mar 30, 2009 1:26 pm

Post by keithmartinsmith »

7 in the PC game, my error!
deadtorius
Field Marshal - Me 410A
Field Marshal - Me 410A
Posts: 5290
Joined: Mon Oct 20, 2008 12:41 am

Post by deadtorius »

Quick thing about Anarchy, shouldn't a generals unit be immune to anarchy since he is the one who is supposed to be keeping the other idiots from doing just that? I have found some times its the generals unit that wants to charge off more than the rest of the army, thus costing you a commander by no choice of your own but the whim of the AI. On the TT you use the general to try and prevent anarchy from happening, +1 if he is in range +1 if he is with unit net +2 to keep the boys in line.
Blathergut
Field Marshal - Elefant
Field Marshal - Elefant
Posts: 5882
Joined: Tue Jan 22, 2008 1:44 am
Location: Southern Ontario, Canada

Post by Blathergut »

deadtorius wrote:Quick thing about Anarchy, shouldn't a generals unit be immune to anarchy since he is the one who is supposed to be keeping the other idiots from doing just that? I have found some times its the generals unit that wants to charge off more than the rest of the army, thus costing you a commander by no choice of your own but the whim of the AI. On the TT you use the general to try and prevent anarchy from happening, +1 if he is in range +1 if he is with unit net +2 to keep the boys in line.

Don't make him shock. 8)
deadtorius
Field Marshal - Me 410A
Field Marshal - Me 410A
Posts: 5290
Joined: Mon Oct 20, 2008 12:41 am

Post by deadtorius »

Well historical scenarios you don't get a choice, and in every game I have played Alexander is the one who sets the bad example by running off and getting himself killed, great way to lose the almighty inspired one. Not to mention trampling his troops on the way.
deadtorius
Field Marshal - Me 410A
Field Marshal - Me 410A
Posts: 5290
Joined: Mon Oct 20, 2008 12:41 am

Post by deadtorius »

One other anarchy request, on the TT you don't have to test to do an anarchy charge versus broken troops, but in the PC game it happens quite often (just happened in a turn I just completed in fact) could you make it so that broken troops are not anarchy targets?? Perhaps in a patch (hopes and hopes)
Holien
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
Posts: 384
Joined: Wed Mar 31, 2010 8:26 pm

Post by Holien »

The whole issue about Anarchy will be raised again and again and I hope their are tweaks that can be made. Your Idea is a good one and it would help to limit the issue IMO
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