Suggestion
Moderators: rbodleyscott, Slitherine Core, Gothic Labs
Suggestion
Hi
Now in the game it is better to buy 2 units of raw infantry than one veteran unit, not only it is generally cheaper, igt is more effective, with a larger number of units you have more chances of get a flanking attack and your firepower increase because of the better fire positions you can get, massing firepower on single enemy units. In cavalry things are more even since melee are quicker and a superior cavalry tend to prevail quickly most of the times. However it is clear that large armies of crap minfantry have an edge over smaller armies of superior infantry. I think this could be corrected with a command structure system. Nothing complicated that could impair the AI, but instead something that limited effective movement. Units could be grouped into brigades, but with a limited number of leaders (they could be not a different unit, just placed inside a combat unit) and a limited radius of command that would make larger armies more difficult to manouver, as it should be.
Now in the game it is better to buy 2 units of raw infantry than one veteran unit, not only it is generally cheaper, igt is more effective, with a larger number of units you have more chances of get a flanking attack and your firepower increase because of the better fire positions you can get, massing firepower on single enemy units. In cavalry things are more even since melee are quicker and a superior cavalry tend to prevail quickly most of the times. However it is clear that large armies of crap minfantry have an edge over smaller armies of superior infantry. I think this could be corrected with a command structure system. Nothing complicated that could impair the AI, but instead something that limited effective movement. Units could be grouped into brigades, but with a limited number of leaders (they could be not a different unit, just placed inside a combat unit) and a limited radius of command that would make larger armies more difficult to manouver, as it should be.
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rbodleyscott
- Field of Glory 2

- Posts: 28411
- Joined: Sun Dec 04, 2005 6:25 pm
Re: Suggestion
True, but it could also be corrected by tweaking the points system.
Part of the problem is that Raw troops in P&S are not rated as low as Poor troops in FOGR, yet the points cost is the same. This was because Poor troops in FOGR were so bad that nobody took them - so they must have been overpriced. However, it seems that Raw troops in P&S may be (slightly) underpriced.
Part of the problem is that Raw troops in P&S are not rated as low as Poor troops in FOGR, yet the points cost is the same. This was because Poor troops in FOGR were so bad that nobody took them - so they must have been overpriced. However, it seems that Raw troops in P&S may be (slightly) underpriced.
Richard Bodley Scott


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KiwiWarlord
- Lieutenant Colonel - Panther D

- Posts: 1222
- Joined: Mon Sep 24, 2007 7:39 am
- Location: Christchurch, New Zealand
Re: Suggestion
maybe also a little more difficult to rally ??
Re: Suggestion
Notice this too in my Japanese mod. AI would buy lots of troops, together with Purchase Points boost, they have masses of cheap units. I got used to it already and would buy cheap troops myself or do auto purchase. Being tempted to buy all elite troops is actually suicide. But too much Raw troops is also bad because they fall like a house of cards. One unit breaks, the units close by becomes disrupted. Then the % rout is easily achieved. It all boils down to tactics and luck.
But is it not natural and realistic that a lot of poor troops can defeat a single veteran unit?
But is it not natural and realistic that a lot of poor troops can defeat a single veteran unit?
Last edited by jomni on Mon May 04, 2015 2:22 am, edited 2 times in total.
Re: Suggestion
That said, maybe automatically giving each poor unit less movement / actions points in squads.csv can simulate poor command.
Then they get normal AP with the range (e.g. 4 boxes) of a good order non-poor unit (as suggested above).
The AI won't be able to take advantage of this rule on purpose. But interesting in Player vs Player matches.
Then they get normal AP with the range (e.g. 4 boxes) of a good order non-poor unit (as suggested above).
The AI won't be able to take advantage of this rule on purpose. But interesting in Player vs Player matches.
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KiwiWarlord
- Lieutenant Colonel - Panther D

- Posts: 1222
- Joined: Mon Sep 24, 2007 7:39 am
- Location: Christchurch, New Zealand
Re: Suggestion
yes good suggestion re movement. How about Raw Troops expend more movement points on turns ? Means that they are OK going forward or stationary & shooting, but no fancy manoeuvres ?
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TheGrayMouser
- Field Marshal - Me 410A

- Posts: 5001
- Joined: Sat Nov 14, 2009 2:42 pm
Re: Suggestion
Interesting discussion, although I havnt seen this being a problem, except perhaps for the Coventer Scots lists.
Looking at the movement bsf ?(cant recall what file its in), it probably wouldnt be too hard to limit the maneuverability of infantry, perhaps taking away the "free turn" of troops < certain quality levels?
Looking at the movement bsf ?(cant recall what file its in), it probably wouldnt be too hard to limit the maneuverability of infantry, perhaps taking away the "free turn" of troops < certain quality levels?
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Philippeatbay
- Staff Sergeant - StuG IIIF

- Posts: 279
- Joined: Mon Apr 21, 2014 11:19 pm
Re: Suggestion
Not sure if this is the right thread to post this in, but here goes.
It may just be the inept way that I try to play this game, but what I find myself wishing for is a button that will take me to the next unit that hasn't fired, as opposed to the next unit that hasn't moved.
It may just be the inept way that I try to play this game, but what I find myself wishing for is a button that will take me to the next unit that hasn't fired, as opposed to the next unit that hasn't moved.
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rbodleyscott
- Field of Glory 2

- Posts: 28411
- Joined: Sun Dec 04, 2005 6:25 pm
Re: Suggestion
If you use the Unit List (accessible from the Tools men in the top right of the screen, or, on the PC, by pressing the L key) all units that can currently fire have it shown in yellow.Philippe_at_bay wrote:Not sure if this is the right thread to post this in, but here goes.
It may just be the inept way that I try to play this game, but what I find myself wishing for is a button that will take me to the next unit that hasn't fired, as opposed to the next unit that hasn't moved.
Personally I find the Unit List far more useful than the Next Unmoved button.
Richard Bodley Scott


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Philippeatbay
- Staff Sergeant - StuG IIIF

- Posts: 279
- Joined: Mon Apr 21, 2014 11:19 pm
Re: Suggestion
Thanks. I knew I was doing something wrong. The Unit List is much more useful.
