That personally would be a big draw to me especially if the ruleset could be mechanically refined to fit the medieval period better. I don't know how interesting medieval will be if all we are getting is another re-skin of existing units and new army lists that try to generate a new play experience by only mixing up the unit comps in the lists.MVP7 wrote: ↑Thu May 28, 2020 6:49 pm Personally I suspect the new big project could be 11th to 14th century medieval expansion. It would also make sense to offer such major era as an alternative starting module so that people interested mainly in medieval period wouldn't have to buy the Rise of Rome era first.
I wouldn't expect some massive final expansion with a ton of eras and areas. It has been unusually long since that last expansion but it seems like Panzer Corps 2 kept the art department busy for the end of 2019 and early 2020 so FoG2 dlc was probably on hold for a while.
New FOG2 DLC?
Re: New FOG2 DLC?
Stratford Scramble Tournament
http://www.slitherine.com/forum/viewtopic.php?f=494&t=99766&p=861093#p861093
FoG 2 Post Game Analysis Series on Youtube:
https://www.youtube.com/channel/UCKmEROEwX2fgjoQLlQULhPg/
http://www.slitherine.com/forum/viewtopic.php?f=494&t=99766&p=861093#p861093
FoG 2 Post Game Analysis Series on Youtube:
https://www.youtube.com/channel/UCKmEROEwX2fgjoQLlQULhPg/
Re: New FOG2 DLC?
I don't expect the rule and the army compostions of the medieval age far from the ruleset and armies in tabletop Field of Glory. The Rulebook and the expansion books "Swords and Scimitars", "Oath of Fealty" could help us to know what are going to come in the new dlc.MikeC_81 wrote: ↑Thu Jun 18, 2020 9:15 pmThat personally would be a big draw to me especially if the ruleset could be mechanically refined to fit the medieval period better. I don't know how interesting medieval will be if all we are getting is another re-skin of existing units and new army lists that try to generate a new play experience by only mixing up the unit comps in the lists.MVP7 wrote: ↑Thu May 28, 2020 6:49 pm Personally I suspect the new big project could be 11th to 14th century medieval expansion. It would also make sense to offer such major era as an alternative starting module so that people interested mainly in medieval period wouldn't have to buy the Rise of Rome era first.
I wouldn't expect some massive final expansion with a ton of eras and areas. It has been unusually long since that last expansion but it seems like Panzer Corps 2 kept the art department busy for the end of 2019 and early 2020 so FoG2 dlc was probably on hold for a while.
miles evocatus luce mundi
Re: New FOG2 DLC?
My interpretation of the snippets we have available in the code is that late medieval pikemen will be something akin to pike and shot keils, ie resistant to flank attacks. The nitty-gritty specifics of that are of course completely up in the air.
By the way does anyone know how "keil" is supposed to be pronounced?
By the way does anyone know how "keil" is supposed to be pronounced?
Re: New FOG2 DLC?
For each specific period, there are specific units with specific 'rules' (APs, PoAs, new capabilities...).MikeC_81 wrote: ↑Thu Jun 18, 2020 9:15 pm That personally would be a big draw to me especially if the ruleset could be mechanically refined to fit the medieval period better. I don't know how interesting medieval will be if all we are getting is another re-skin of existing units and new army lists that try to generate a new play experience by only mixing up the unit comps in the lists.
Regarding late Middle Age, we can expect quite a few novelties in terms of artillery and guns, infantry (keils...), lancers (knights...), weapons (more crossbows, long bows, maybe hand canons...), etc while, fortunately, the general framework of the ruleset will remain the same.
This way, as I see it, the FoG/P&S series provide an orignal experience for each period while it is easy to switch from one to another.
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Re: New FOG2 DLC?
Is there anyway of telling whether this code is new code for FoG2 or 'imported' code as it were from the original FoG?Gaznak wrote: ↑Fri Jun 19, 2020 12:09 am My interpretation of the snippets we have available in the code is that late medieval pikemen will be something akin to pike and shot keils, ie resistant to flank attacks. The nitty-gritty specifics of that are of course completely up in the air.
By the way does anyone know how "keil" is supposed to be pronounced?
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Re: New FOG2 DLC?
I guess if you own the original fog you could check, I don't own it but I think it's in a different engine? maybe not. You could also compare the current version of FOG2 to earlier versions of FOG2 to see when those snippets were addedBladeheart wrote: ↑Fri Jun 19, 2020 7:34 pmIs there anyway of telling whether this code is new code for FoG2 or 'imported' code as it were from the original FoG?Gaznak wrote: ↑Fri Jun 19, 2020 12:09 am My interpretation of the snippets we have available in the code is that late medieval pikemen will be something akin to pike and shot keils, ie resistant to flank attacks. The nitty-gritty specifics of that are of course completely up in the air.
By the way does anyone know how "keil" is supposed to be pronounced?
My Mods:
Ancient Greek https://www.slitherine.com/forum/viewtopic.php?p=977908#p977908
Dark Ages Britain https://www.slitherine.com/forum/viewtopic.php?t=106417
Anarchy (Medieval) https://www.slitherine.com/forum/viewtopic.php?p=987488#p987488
Ancient Greek https://www.slitherine.com/forum/viewtopic.php?p=977908#p977908
Dark Ages Britain https://www.slitherine.com/forum/viewtopic.php?t=106417
Anarchy (Medieval) https://www.slitherine.com/forum/viewtopic.php?p=987488#p987488
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Re: New FOG2 DLC?
Original FoG is on an entirely different engine. It is likely code imported from Pike and Shot.
MP Replays:
https://www.youtube.com/channel/UCjUQy6dEqR53NwoGgjxixLg
Pike and Shot-Sengoku Jidai Crossover Mod:
https://www.slitherine.com/forum/viewtopic.php?t=116259
Middle Earth mod:
https://www.slitherine.com/forum/viewtopic.php?p=1029243#p1029243
https://www.youtube.com/channel/UCjUQy6dEqR53NwoGgjxixLg
Pike and Shot-Sengoku Jidai Crossover Mod:
https://www.slitherine.com/forum/viewtopic.php?t=116259
Middle Earth mod:
https://www.slitherine.com/forum/viewtopic.php?p=1029243#p1029243
Re: New FOG2 DLC?
One of the snippets says :
However, Richard already stated in this thread that :
It was 200 in P&S, so it is likely that this bit of code was added after the development of FoG2 had started.// Was 200, but needed to be 300 to encourage knights to charge keils in the rear. However, this may make other types over-aggressive.
However, Richard already stated in this thread that :
(...) the order in which strings were added is not necessarily the order in which they will appear in the game. Plans change.
All you can say from what you have found is that we do at some point intend to include the High and Late Medieval periods. But you knew that already.
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Re: New FOG2 DLC?
Which time period would you guys say the breaking point is between FoG2 and P&S when it comes to the game mechanics best suiting the time period in question?Athos1660 wrote: ↑Fri Jun 19, 2020 11:43 amFor each specific period, there are specific units with specific 'rules' (APs, PoAs, new capabilities...).MikeC_81 wrote: ↑Thu Jun 18, 2020 9:15 pm That personally would be a big draw to me especially if the ruleset could be mechanically refined to fit the medieval period better. I don't know how interesting medieval will be if all we are getting is another re-skin of existing units and new army lists that try to generate a new play experience by only mixing up the unit comps in the lists.
Regarding late Middle Age, we can expect quite a few novelties in terms of artillery and guns, infantry (keils...), lancers (knights...), weapons (more crossbows, long bows, maybe hand canons...), etc while, fortunately, the general framework of the ruleset will remain the same.
This way, as I see it, the FoG/P&S series provide an orignal experience for each period while it is easy to switch from one to another.
kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
https://www.slitherine.com/forum/viewtopic.php?t=108643
Re: New FOG2 DLC?
Sorry I don't really understand your question.kronenblatt wrote: ↑Sat Jun 20, 2020 8:24 am Which time period would you guys say the breaking point is between FoG2 and P&S when it comes to the game mechanics best suiting the time period in question?
The timeframe of P&S is 1494-ca.1700.
The general game mechanics of both games are identical, except some refinements made during FoG2 development (ZoC2, Flank rules...), specific units of each period (dragoons...) and their specific features (weapons, capabilities...).
And these mechanics work very well in every period.
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Re: New FOG2 DLC?
No worries, you answered it.Athos1660 wrote: ↑Sat Jun 20, 2020 8:54 amSorry I don't really understand your question.kronenblatt wrote: ↑Sat Jun 20, 2020 8:24 am Which time period would you guys say the breaking point is between FoG2 and P&S when it comes to the game mechanics best suiting the time period in question?
The timeframe of P&S is 1494-ca.1700.
The general game mechanics of both games are identical, except some refinements made during FoG2 development (ZoC2, Flank rules...), specific units of each period (dragoons...) and their specific features (weapons, capabilities...).
And these mechanics work very well in every period.

kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
https://www.slitherine.com/forum/viewtopic.php?t=108643
Re: New FOG2 DLC?
Nice !kronenblatt wrote: ↑Sat Jun 20, 2020 10:11 amNo worries, you answered it.Athos1660 wrote: ↑Sat Jun 20, 2020 8:54 amSorry I don't really understand your question.kronenblatt wrote: ↑Sat Jun 20, 2020 8:24 am Which time period would you guys say the breaking point is between FoG2 and P&S when it comes to the game mechanics best suiting the time period in question?
The timeframe of P&S is 1494-ca.1700.
The general game mechanics of both games are identical, except some refinements made during FoG2 development (ZoC2, Flank rules...), specific units of each period (dragoons...) and their specific features (weapons, capabilities...).
And these mechanics work very well in every period.Thanks! (The background to my question is that I'm not at all familiar with P&S and if and then how it differs from FoG2 mechanically. But now I know that it doesn't.)
Correct me if I am wrong, I think that the idea was to create a set of rules that would suit the entire period of use of 'pole weapons' (I don't know whether it is the correct word) especially against cavalry, ie from the Antiquity to ca.1700.
Re: New FOG2 DLC?
Very surprised that current FoG2 DLCs get so few (positive) reviews on Steam (10 reviews at most !). They deserve much better IMO.
Re: New FOG2 DLC?
1450, perhaps? Some overlap wouldn´t really hurt, either, or what do you think?kronenblatt wrote: ↑Sat Jun 20, 2020 8:24 amWhich time period would you guys say the breaking point is between FoG2 and P&S when it comes to the game mechanics best suiting the time period in question?Athos1660 wrote: ↑Fri Jun 19, 2020 11:43 amFor each specific period, there are specific units with specific 'rules' (APs, PoAs, new capabilities...).MikeC_81 wrote: ↑Thu Jun 18, 2020 9:15 pm That personally would be a big draw to me especially if the ruleset could be mechanically refined to fit the medieval period better. I don't know how interesting medieval will be if all we are getting is another re-skin of existing units and new army lists that try to generate a new play experience by only mixing up the unit comps in the lists.
Regarding late Middle Age, we can expect quite a few novelties in terms of artillery and guns, infantry (keils...), lancers (knights...), weapons (more crossbows, long bows, maybe hand canons...), etc while, fortunately, the general framework of the ruleset will remain the same.
This way, as I see it, the FoG/P&S series provide an orignal experience for each period while it is easy to switch from one to another.