Custom Scales

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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xray
Private First Class - Opel Blitz
Private First Class - Opel Blitz
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Joined: Fri Apr 22, 2011 10:45 pm

Custom Scales

Post by xray »

Hi Guys

What an amazing game and great forum.

Just a quick question, could someone please tell me the scales allowed in custom scenarios? Example 1 foot unit = 60 men, how low or high can you go?
rbodleyscott
Field of Glory 2
Field of Glory 2
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Re: Custom Scales

Post by rbodleyscott »

xray wrote:Hi Guys

What an amazing game and great forum.

Just a quick question, could someone please tell me the scales allowed in custom scenarios? Example 1 foot unit = 60 men, how low or high can you go?
As high as you like. Setting a strength multiplier is purely cosmetic - everything works exactly the same but larger numbers are reported.
Richard Bodley Scott

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xray
Private First Class - Opel Blitz
Private First Class - Opel Blitz
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Re: Custom Scales

Post by xray »

Cheers Richard, thanks for the prompt reply.
w_michael
Lieutenant Colonel - Fw 190A
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Re: Custom Scales

Post by w_michael »

Not that I am likely to ever create a custom battle, but can you use multipliers less than 1 to simulate smaller battles? For example, a multiplier of 0.5 would have each figure represent 30 men. If so then I suppose 0.016 is as small a ratio as you can go to represent one figure equals one man.
William Michael, Pike & Shot Campaigns and Field of Glory II series enthusiast
rbodleyscott
Field of Glory 2
Field of Glory 2
Posts: 28411
Joined: Sun Dec 04, 2005 6:25 pm

Re: Custom Scales

Post by rbodleyscott »

w_michael wrote:Not that I am likely to ever create a custom battle, but can you use multipliers less than 1 to simulate smaller battles? For example, a multiplier of 0.5 would have each figure represent 30 men. If so then I suppose 0.016 is as small a ratio as you can go to represent one figure equals one man.
The vanilla scale is actually a strengmultiplier of 100. So yes, you can. Below a certain level, you might start to get some discrepancies between the casualties displayed on the screen after shooting or close combat and the actual cumulative depletion of the unit, because of rounding errors, but overall the system works OK. We have used such multipliers successfully in some of the scenarios for Pike and Shot for example.
Richard Bodley Scott

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