In P&S most of the units might pursue. In FoG2, the units that are likely to pursue are rarer (especially infantry).
Moreover, in P&S, the probabilities of pursuing are higher.
In P&S most of the units might pursue. In FoG2, the units that are likely to pursue are rarer (especially infantry).
I think thats because vast majority of games are very similar and straightforward, players are not willing to go outside the box with all possibilities that those games allow. There are really no point to play MP when you can setup the same matches against more competent Rise of AI (2-3 turns before engagement especially so).stockwellpete wrote: ↑Sun Aug 22, 2021 9:03 am I don't know what percentage of players just play SP in FOG2, but I expect it is very high, probably well over 75%. I never really accepted this argument, and, of course, the main division is already between those who just play SP and those who just play MP.
Alternative gameplay mod have those changes and you can't affect them by any meaningful way, so what they will add is RNG element devoid of any skill based interactions.stockwellpete wrote: ↑Sun Aug 22, 2021 9:03 am There are a number of themes that could be included in a 2 or 3 tick box menu, including "anarchy", command and control, and modified skirmishers. All these would add extra skill challenges to the game, but they could be ignored if preferred.
I am not sure what you mean here. I was one of the two people who developed the Alternative Gameplay Mod. The "anarchy" and command and control changes added new elements of skill and were not solely reliant on RNG outcomes.SuitedQueens wrote: ↑Sun Aug 22, 2021 11:13 am Alternative gameplay mod have those changes and you can't affect them by any meaningful way, so what they will add is RNG element devoid of any skill based interactions.
Initially, that is true. They were far off in the distance. Then they were recognised and Napoleon let his soldiers falsely believe that it was the French reinforcements coming. Then the Imperial Guard were committed in order to try to win the day despite the Prussians.oriel wrote: ↑Sun Aug 22, 2021 11:44 am With reference to SLancaster's scouting claims- I am not a Warerloo buff - but was it not so that when Blucher's Prussians
started to enter the field, Napoleon was not sure if they were French or Prussian? I think alot of wargamers vastly over estimate real life scouting results...
And in FOG2 until my mentors at Slitherine insisted that the "game" would be better if force selection was done on the actual battlefield.SnuggleBunnies wrote: ↑Sat Aug 21, 2021 4:01 pmYou chose your army comp before map selection in fog1 anywaySLancaster wrote: ↑Sat Aug 21, 2021 3:52 pmOkay, that kind of set-up seems interesting. If you won the dice roll then you would see four maps and choose from one and your opponent wouldn't have any idea what kind of battlefield he was fighting on?stockwellpete wrote: ↑Sat Aug 21, 2021 3:37 pm
I don't know if you played FOG1 at all, but the pre-battle system was interesting. You picked your army first; then there was a map selection process that included your general's capability, the amount of cavalry/light horse in your army and then a d6 roll. If you won this roll (the general and cavalry generated modifiers) then you were shown a screen with 4 maps on it. You could see the main features of these maps, but not all the detail, and then you chose one of them. Your opponent then went first. You could opt to have "fog of war" and "double moves" switched on.
So that system does the answer the "scouting" issue quite well. A few LH in your army selection could give you a +1 modifier that was decisive in the d6 roll. I imagine that there would be quite a bit of work involved in reproducing something similar to this for FOG2, not least because the maps in FOG2 are so much better than what we had in FOG1. Whether a simpler, different type of system could do the same thing for FOG2, I don't know, but this pre-battle feature is something that I miss from FOG1.
Winning the roll and having the advantage of choosing one from four maps with the enemy seeing the outline (like you) of the selected map would seem best for me.
No, not changing it back, but adding army selection before seeing the map as an extra option in the game? As FOG1 did with double moves and "fog of war". Schweetness has succeeded in blocking off the map in the army selection screen for the alternative Gameplay Mod.rbodleyscott wrote: ↑Mon Aug 23, 2021 6:51 am
And in FOG2 until my mentors at Slitherine insisted that the "game" would be better if force selection was done on the actual battlefield.
Obviously from a simulation point of view that was wrong, but from a game point of view it did (in my opinion) improve the game. It was a hell of a lot of work for Pip and I to implement it, as it isn't the way the engine worked before. So we won't be changing it back!
I agree with that, so please don't change it, who can do more can do less. I'm sure people who really want a blind force selection in MP could find a way. The first I can think of, is that both player "publish" somehow a password protected force seletion, start the game and at some point during the game give each other the password allowing to check that the units selected matches what has been announced.rbodleyscott wrote: ↑Mon Aug 23, 2021 6:51 am
... but from a game point of view it did (in my opinion) improve the game.
...RBS, So we won't be changing it back!
I have been trying this out at minimum height 26 and it is better. There is no time for unrealistic re-deployments, the enemy skirmishers start shooting at you from Turn 1.rbodleyscott wrote: ↑Mon Aug 09, 2021 7:51 am You can move the armies closer together in Custom Battles by clicking on "Show Advanced Settings" and reducing the map height. The default map height is 32. The minimum permitted height (to allow room for the armies to deploy) is 26, which leaves only 2 squares between the opposing deployment areas for light troops.
I have just read the latest Developer's Diary for Europa Universalis 4 on Steam and they have this paragraph . . .stockwellpete wrote: ↑Sun Aug 22, 2021 9:03 am I don't know what percentage of players just play SP in FOG2, but I expect it is very high, probably well over 75%. And I would imagine it is a similar figure to what was true for FOG1. But in FOG1 you did have tick box options for "double moves" and "fog of war", so that players who liked these extra features could choose to use them. I did raise this possibility for FOG2 at the beginning of its development, but was told that this would divide players into separate groups. I never really accepted this argument, and, of course, the main division is already between those who just play SP and those who just play MP. Again, in terms of extending the life of a game that is 4 years old now, I think the decision about tick boxes could be reviewed. There are a number of themes that could be included in a 2 or 3 tick box menu, including "anarchy", command and control, and modified skirmishers. All these would add extra skill challenges to the game, but they could be ignored if preferred.
Amazingly, you have got the wrong end of the stick with one of my posts again.Athos1660 wrote: ↑Fri Aug 27, 2021 7:59 am You can't have your cake and eat it too...
If you don't like it as is, maybe ask Schweetness101 whether or not he can mod you lights unable to move (AP=0) and/or shoot during the 1st turn. Or reduce their APs per turn. Or don't take lights. Or mod lists without lights.
I'd personally expect the proportion of MP to be higher in FoG2 than EU4, due to the scope of the games. For example, it seems easier to have a quick leisure MP game in FoG2, just creating an open challenge in-game.stockwellpete wrote: ↑Fri Aug 27, 2021 8:11 amI have just read the latest Developer's Diary for Europa Universalis 4 on Steam and they have this paragraph . . .stockwellpete wrote: ↑Sun Aug 22, 2021 9:03 am I don't know what percentage of players just play SP in FOG2, but I expect it is very high, probably well over 75%. And I would imagine it is a similar figure to what was true for FOG1. But in FOG1 you did have tick box options for "double moves" and "fog of war", so that players who liked these extra features could choose to use them. I did raise this possibility for FOG2 at the beginning of its development, but was told that this would divide players into separate groups. I never really accepted this argument, and, of course, the main division is already between those who just play SP and those who just play MP. Again, in terms of extending the life of a game that is 4 years old now, I think the decision about tick boxes could be reviewed. There are a number of themes that could be included in a 2 or 3 tick box menu, including "anarchy", command and control, and modified skirmishers. All these would add extra skill challenges to the game, but they could be ignored if preferred.
By the amount of games played in a single day, 51% are regular single player games, 44% are ironman games, and 5% are multiplayer games. However, this does not tell the entire story, as one of the game-types include a fair bit more players. On any given day, about 13.7% of all players play multiplayer games, about 39,7% play an ironman game, and 62.3% play a normal single player game. This of course adds up to far more than 100%, but many people play more than 1 game mode in a single day.
So, roughly about 1 in 8 players play MP with Europa Universalis. I suppose the figure is fairly similar for FOG2.