Apollonia 220 BC Scenario

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
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Paul59
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Apollonia 220 BC Scenario

Post by Paul59 »

Another of my scenarios that was released a couple of days ago was Apollonia 220 BC.

This is an early battle of Antiochus III, against the rebel Satrap of Media, Molon. You play as Molon. As most of the rebel army was very reluctant to fight the rightful king, I have made the phalanx raw, that makes this a very difficult scenario to win. The rebel cavalry are not as good as the Seleucids either.


Here are the design notes:

1) I have made some adjustments to elephants in this scenario;

a) When an elephant unit routs, all friendly units within 3 squares suffer a cohesion test.

b) I have reduced elephant experience and elan levels to 25, from 100.

2) There are lots of new textures for the units: Seleucid Argyraspides, Bronze shield pike, Agema and Companion cavalry.

3) I have created a new Greek Light Javelin Horse unit, by using the Grk_Arm_Cav figure and modifying the textures. Thanks to Little Big Men Studios for the new shield designs.

4) I have given the player extra units at lower difficulty levels. This is a very difficult scenario, so you may have to use the lower levels to get a win.
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lapdog666
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Re: Apollonia 220 BC Scenario

Post by lapdog666 »

argyraspides, bronze shields , very nice. will you consider adding Elite macedonian peltasts as a new unit , i believe they played a significant role in social/political/economical role in the 3rd century macedon, and were a real major formation, in other words, they are not fantasy unit and deserve a place in Fields of glory to earn their glory

some very basic info on them and their equipement + how could they look in Fog2 https://www.youtube.com/watch?v=EKEV30eAVXc


those chalkaspides look very good. and finally i can call seleucid warband galatians
Last edited by lapdog666 on Thu Oct 19, 2017 7:21 pm, edited 1 time in total.
nikgaukroger
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Re: Apollonia 220 BC Scenario

Post by nikgaukroger »

Unfortunately I think the troops in that video are somewhat fantasy.

My understanding is that the C3rd/2nd BC troops named as "peltasts" in the Macedonian army were, in fact, the guard phalanx and operated a such in battle. Equivalent of the Seleukid Aryraspides really.
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lapdog666
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Re: Apollonia 220 BC Scenario

Post by lapdog666 »

nikgaukroger wrote:Unfortunately I think the troops in that video are somewhat fantasy.

My understanding is that the C3rd/2nd BC troops named as "peltasts" in the Macedonian army were, in fact, the guard phalanx and operated a such in battle. Equivalent of the Seleukid Aryraspides really.

ok, what about Chrysaspides ('Golden-Shields') . it seems they were a phalanx too, but iam not sure what their quality was , at least on paper

edit: what about renaming armoured cavalry (or deleting it) and replacing it with Politikoi citizen cavalry. not sure what their equipement was tho
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Re: Apollonia 220 BC Scenario

Post by lapdog666 »

some suggestions : Thracian cavalry,Agrianes light/medium infantry,Tribali warriors, Thessalian cavalry (this is for antigonid kingdom mostly)
Paul59
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Re: Apollonia 220 BC Scenario

Post by Paul59 »

lapdog666 wrote:some suggestions : Thracian cavalry,Agrianes light/medium infantry,Tribali warriors, Thessalian cavalry (this is for antigonid kingdom mostly)
Thanks, it's all in hand. I think I have to keep some general types, such as the "Armoured cavalry", otherwise the mod will take forever! Although I have split them up the "Armoured cavalry" into many different nations with their own distinctive textures. So you will find Greek, Italian, Roman, Thracian, and probably a few others.
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TheJay13
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Re: Apollonia 220 BC Scenario

Post by TheJay13 »

So is it possible to mod the Selucid pikemen the way they are in the Scenario (or at least change the skins) outside of the scenario so they can be used in skirmishes and campaigns?
Paul59
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Re: Apollonia 220 BC Scenario

Post by Paul59 »

TheJay13 wrote:So is it possible to mod the Selucid pikemen the way they are in the Scenario (or at least change the skins) outside of the scenario so they can be used in skirmishes and campaigns?
The Seleucid pikes are only a skin change, nothing else. The new skins are located in the scenario folder, and it is possible to use them in any new scenarios very easily. To use them in the vanilla skirmishes and campaigns is a bit more tricky. The options are:

1) Put them in the new Mods folder function, but I don't know if that is working yet, or how it works, the devs can tell us more about that.

2) This next option is not encouraged as you can bugger up your game, but you could copy and paste the new skins into the main game directory, in the right place of course! The game will then use the new skins for all pikemen though, not just the Seleucids.

3) You could wait until I finish my expanded campaigns mod, that will include lots of new unofficial content, including distinctive pikemen textures for nearly all the armies. I don't know how long that will take to complete though. The other problem that I see with it is that it is going to be an enormous download. If anyone knows of a really effective compression program it would be very useful!
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hjc
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Re: Apollonia 220 BC Scenario

Post by hjc »

Paul59 wrote: The other problem that I see with it is that it is going to be an enormous download. If anyone knows of a really effective compression program it would be very useful!
What size is enormous? I suppose it's relative - console games have patches that add content amounting to well over a GB. I admire your hard work, btw.
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Re: Apollonia 220 BC Scenario

Post by rbodleyscott »

Paul59 wrote:1) Put them in the new Mods folder function, but I don't know if that is working yet, or how it works, the devs can tell us more about that.
There is some work to do with the UI for this, as it wasn't planned for in the original UI design. So don't hold your breath..
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Paul59
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Re: Apollonia 220 BC Scenario

Post by Paul59 »

hjc wrote:
Paul59 wrote: The other problem that I see with it is that it is going to be an enormous download. If anyone knows of a really effective compression program it would be very useful!
What size is enormous? I suppose it's relative - console games have patches that add content amounting to well over a GB. I admire your hard work, btw.
There would be two issues; One, me sending it to RBS, which I'm sure there are ways around it, even if I have to break it down into separate parts. Two, it would be made available for download through Slitherine's system, and I have no idea what their limit is.

The biggest mod that I have sent to Richard before was my Extra Nations mod for P&S, which is about 200 Mb. This FoG2 mod is already at 270 MB and I am only half way through the army lists, but it may not get much bigger as I have probably done the bulk of the new units now. I'm probably concerned over nothing, we'll see.
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lapdog666
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Re: Apollonia 220 BC Scenario

Post by lapdog666 »

Paul59 wrote:
hjc wrote:
Paul59 wrote: The other problem that I see with it is that it is going to be an enormous download. If anyone knows of a really effective compression program it would be very useful!
What size is enormous? I suppose it's relative - console games have patches that add content amounting to well over a GB. I admire your hard work, btw.
There would be two issues; One, me sending it to RBS, which I'm sure there are ways around it, even if I have to break it down into separate parts. Two, it would be made available for download through Slitherine's system, and I have no idea what their limit is.

The biggest mod that I have sent to Richard before was my Extra Nations mod for P&S, which is about 200 Mb. This FoG2 mod is already at 270 MB and I am only half way through the army lists, but it may not get much bigger as I have probably done the bulk of the new units now. I'm probably concerned over nothing, we'll see.
cant wait for all the units
hopefully gauls and britons get some upgrades, not only mediterranean factions
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