Turn Numbers

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
Post Reply
Geffalrus
Lieutenant Colonel - Panther D
Lieutenant Colonel - Panther D
Posts: 1205
Joined: Sun Jan 20, 2019 3:06 pm
Location: Virginia, USA

Turn Numbers

Post by Geffalrus »

Okay, hang on one second here rbodley. Why does player 2 get 25/24 turns despite going first in the match? They get first move AND last move? How is that remotely balanced?

Here's how I thought it worked:

- Player 1 sets up the match.
- Player 2 accepts.
- Player 1 selects army and deploys.
- Player 2 selects army, deploys, and takes first move while seeing Player 1's deployment.
- Play continues.
- Both sides fail to decisively win by nightfall.
- Player 1 ends turn with 0 turns remaining.
- That should be the end because that has resulted in both players having equal numbers of turns.
- Why does Player 1 get a next turn notificiation, watches Player 2 take a turn, and then the match ends?
We should all Stand With Ukraine. 🇺🇦 ✊
melm
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
Posts: 820
Joined: Sat Sep 29, 2012 9:07 pm

Re: Turn Numbers

Post by melm »

It may depend on the one creates the game is Player A or Player B.
You thought is true if the game is created by Player A. Then Player B accepts, then goes to Player A to deploy.
But if the game is created by Player B. Player A accepts and deploys at the same turn. Then goes to Player B. It may make the difference on turn counting. If you are talking about our game, I created the game as Player B. And it is the same turns for both of us because you deployed first.
miles evocatus luce mundi
Geffalrus
Lieutenant Colonel - Panther D
Lieutenant Colonel - Panther D
Posts: 1205
Joined: Sun Jan 20, 2019 3:06 pm
Location: Virginia, USA

Re: Turn Numbers

Post by Geffalrus »

melm wrote: Tue Nov 26, 2019 4:33 am It may depend on the one creates the game is Player A or Player B.
You thought is true if the game is created by Player A. Then Player B accepts, then goes to Player A to deploy.
But if the game is created by Player B. Player A accepts and deploys at the same turn. Then goes to Player B. It may make the difference on turn counting. If you are talking about our game, I created the game as Player B. And it is the same turns for both of us because you deployed first.
Ayiyi I forgot that you set it up because I'm always bottom left when - I - set it up (and that's where I am in our game). There have been others where the turn timing has seemed.....off to me. I'll have to consult all my other map screenshots, but maybe that's why; games where I start opposite of where I expect from the usual player-setup dislocate my turn time expectation. Yeesh that is confusing. :?

(Thanks for the clarification, btw melm)
We should all Stand With Ukraine. 🇺🇦 ✊
rbodleyscott
Field of Glory 2
Field of Glory 2
Posts: 28411
Joined: Sun Dec 04, 2005 6:25 pm

Re: Turn Numbers

Post by rbodleyscott »

You have a point. Although both players get the same number of turns, Player 1 does not actually get to move on his first turn, so Player 2 does get more moves if the game goes to the turn limit.

Unless I can recall a good reason why it is like that, I will look into fixing it.
Richard Bodley Scott

Image
Geffalrus
Lieutenant Colonel - Panther D
Lieutenant Colonel - Panther D
Posts: 1205
Joined: Sun Jan 20, 2019 3:06 pm
Location: Virginia, USA

Re: Turn Numbers

Post by Geffalrus »

rbodleyscott wrote: Tue Nov 26, 2019 8:11 am You have a point. Although both players get the same number of turns, Player 1 does not actually get to move on his first turn, so Player 2 does get more moves if the game goes to the turn limit.

Unless I can recall a good reason why it is like that, I will look into fixing it.
Melm might be right - it could just be a function of a situation where the match creator, aka Player 1, sets it up so that they move first instead of Player 2. For myself, when I'm planning out how much time is left and thus how quickly/slowly I have to move, I use the map-side position as the indicator of who went first, and thus who does not get the last turn. Especially in a situation like the DL where there's a lot of contemporaneous matches happening over a stretch of time.

The in-game turn timer is accurate........but the one thing it lacks is a clear statement of who goes last (that's what you have to remember/figure out based on who went first). Theoretically it could help newer players (or - ahem - forgetful older players :oops: ) if there was a menu option or something that clearly indicated who would have the last turn. Obviously, for games that end early, that's moot. But there are situations where things have been non-decisive, and it suddenly becomes RATHER stressful figuring out if there's enough time for you to secure the win or avoid complete defeat. Knowing who has the last move (and thus who won't be counterattacked) can be a key piece of information.

Yes, good players shouldn't need that sort of help, and it's a skill to learn. But as a general quality of life thing for the game, if possible, I think it could be a nice addition. Much better than accusing melm, who already used the power of a dark and spooky forest to frustrate my Polish army with some supernatural guerrilla warfare, of witchcraft. :wink:
We should all Stand With Ukraine. 🇺🇦 ✊
Post Reply

Return to “Field of Glory II”