Page 10 of 21

Re: The New Field of Glory

Posted: Mon Sep 24, 2012 11:56 am
by stockwellpete
A couple of questions for Dan and Iain.

Firstly, regarding player made scenarios. Up until now I think it has been the case that we could submit our scenarios to Slitherine at 30x20, 30x40 and 30x50 sizes only. In future, when the new system is ready, might we able to submit square scenario maps to you? That is 30x30, 40x40 and 50x50. Some battles would benefit from these size maps e.g. Bosworth Field 1485.

Secondly, could the setting on the "Claim" button be adjusted so that we have the option to claim after 15 days instead of the current 30 days? If an opponent abandons a paired game then you have two slots blocked for ages.

Thanks. :wink:

Re: The New Field of Glory

Posted: Mon Sep 24, 2012 3:55 pm
by Brigz
IainMcNeil wrote:We are not going to change any of the base rules - Dan is just looking for help interpreting them. Please keep the discussions based on that. Any discussions about changes/improvements to the game system should be handled in another thread.

Shock troops wont be changed though - the idea is they are uncontrollable and don't realise they are going to lose and charge in. This is realistic and works in game!
I guess this answers a question I was going to ask.

So, this "New" Field of Glory is just a rewrite of code and will not contain any changes to the game itself. We gamers will not see any difference in play or rules. In effect, except for different code, we will not be able to detect any difference from the original and all the "faults" and questionable aspects of the game will remain the same.

Re: The New Field of Glory

Posted: Mon Sep 24, 2012 4:27 pm
by stockwellpete
Brigz wrote:I guess this answers a question I was going to ask.

So, this "New" Field of Glory is just a rewrite of code and will not contain any changes to the game itself. We gamers will not see any difference in play or rules. In effect, except for different code, we will not be able to detect any difference from the original and all the "faults" and questionable aspects of the game will remain the same.
At this stage, yes, that is basically right, although apparently we will not be possible to exactly replicate the old coding. But once we have the new coding operating properly then the debate will start about what changes in the gameplay we would like to see in FOG 2.0 (these changes will have to be compatible with what happens in the TT game too, it seems).

If you go back to the third post on page one of this thread you will see a document that TGM and myself compiled containing player suggestions for changes (up to December 2011). I would hope the contents of that document would feature prominently in any discussions about FOG 2.0.

Re: The New Field of Glory

Posted: Mon Sep 24, 2012 6:56 pm
by Brigz
I've kind of lost track of all this. I take it then that this code re-write will be the basis for FoG 2.0. And after those of us who purchased FoG 1.x have a chance to download the re-write, then, all the fixes, requests and additions to this code re-write will become FoG 2.0.

I understand that the re-write will be a free download for registered owners of FoG 1.x. But what about FoG 2.0? Will we have to purchase that as a new product?

Re: The New Field of Glory

Posted: Mon Sep 24, 2012 8:04 pm
by stockwellpete
Brigz wrote:I've kind of lost track of all this. I take it then that this code re-write will be the basis for FoG 2.0. And after those of us who purchased FoG 1.x have a chance to download the re-write, then, all the fixes, requests and additions to this code re-write will become FoG 2.0.

I understand that the re-write will be a free download for registered owners of FoG 1.x. But what about FoG 2.0? Will we have to purchase that as a new product?
My understanding is that the re-write of the coding will be free but any new expansions that come will still have to be paid for (as you would expect). We know for sure that "Wolves From the Sea" and "Oath of Fealty" will come quite soon now, but a decision has not been made on the other FOG books that have been published. There is also the question of a campaign editor for the game. How all these things relate to FOG v2.0, in terms of their timing, is unclear at the moment. :wink:

Re: The New Field of Glory

Posted: Wed Sep 26, 2012 3:50 pm
by cothyso
Hello guys,

Just dropping in :)

Yes, the FoG(U) is a full re-write (and I really mean re-write, we are not using any bit of the old code, not even the algorithms or anything) in Unity and using C# (compared with the old FoG(RB) you have right now which is written in Real Basic).

This mean, I do not replicate the bugs and mistakes from it. I'm using the original documentation (game's help and FoG wiki and TT rules) and implement it into the FoG(U). You could see me asking above about some particularities of the rules which were not so clear on help + wiki (as I don't have tome to digg through all TT books for them, and TT rules are slightly different), then I'm checking the FoG(U)'s result against the one from the FoG(RB).

A LOT of things are different in the new FoG(U). Not the rules themselves, but logic bugs, plain bugs, overlooked things, vastly improved program usability (both in game and editor) and so on.

For example, just one of the things (I've said something about it before): the maps have no (at least atm) fixed dimensions. they do not need to be square, they're simply dimension free. Of course we'll have to add some minimum/maximum limit for the width/height (as too small maps are of no use, like 5x5, and too big maps might eat up too many resources/take too long to play on). Also, the scenarios are using a new format right now, they are not saved as scenario + game save 1 + game save 2 + gui xml as they were in the FoG(RB). FoG(U) have the scenarios saves as scenario files, containing all the general info about that scenario, and pointing to a map file, and a BG list file. In this way, you can cross-link the maps from the official scenarios and use them as they are in custom made scenarios, or modify them and save them as new maps to be (re)used in some other scenarios. same for the BG lists. This also means we can have ALL of these maps work in DAG MP.

And these are just a fraction from the different things done in different ways in FoG(U).

Regarding the business model, FoG(U) will be offered completely free as a replacement of the current FoG(RB) you have. If you do not want it, you can stick with the old game, but there won't be any new support for that version after FoG(U)'s launch.

Also, at launch, FoG(U) should be released with a new addon, which means you will have to buy it, same as for all the old addons you've bought until now. But if you do not want the addon, you can simply download the FoG(U) for free, which will be a complete replacement for everything you have right now.

That's all for the moment, back to coding for me :)

dan

Re: The New Field of Glory

Posted: Wed Sep 26, 2012 5:06 pm
by Rodia
Don't want to take you from coding or anything, but with all these changes you mention, will FoG(RB) custom scenarios still work in FoG(U)? Bought scenarios I asume yes, obviously.

Thank you (I'm checking for FoG daily!)

Re: The New Field of Glory

Posted: Wed Sep 26, 2012 5:51 pm
by cothyso
of course they will work. they can be imported into the game will be automatically transformed into the new FoG(U) version.

Re: The New Field of Glory

Posted: Wed Sep 26, 2012 6:05 pm
by Rodia
That's great to read, thanks again.

New map dimensions sound awesome, and editor changes very intriguing to say the least. Can't wait! :)

Re: The New Field of Glory

Posted: Wed Sep 26, 2012 6:38 pm
by cothyso
Here are some Editor screens for you ;)

Marathon map terrain editing..
Image

Marathon map tileset changed with one click of the mose..
Image

Map editing using more than 1 tileset on the same map..
Image

There you go :)

Re: The New Field of Glory

Posted: Wed Sep 26, 2012 6:58 pm
by Rodia
New look looks really really cool.

But the two tilesets on same map... that's awesomefogly great, right now I'm thinking in ways to use this, yay!

All hail the new FoG! :!: :wink:

Re: The New Field of Glory

Posted: Wed Sep 26, 2012 7:21 pm
by cothyso
well, it's not really usable yet, as the old graphics didn't had any kind of transitions in-between hexes of different tilesets.

it can be still used as it is atm, or:
1) we're making another layer with a transparent mask and paint one of the tilesets over the other one using that mask (but will still lead to some problems with roads/streams, which are made as overlay, and have an edge of the color of the tileset they are from)
2) can use different props from the other tileset (trees, bushes, plantation, etc), if we'll just paint those over without changing the actual tileset underneath

Both 1) and 2) requires different levels of modifications which we don't have time to spend on atm. we might consider them and make them work for one of the future releases (as tons of other new game engine features coded partially but which will not be active in the beginning: mutiple sides, multiple players per side, multiple BGs on the same hex double sized BGs and so on)

Re: The New Field of Glory

Posted: Thu Sep 27, 2012 4:53 pm
by deeter
Sooo, we get the basic Fog replacement free, but then will have to re-buy all the expansions? :shock:

Deeter

Re: The New Field of Glory

Posted: Thu Sep 27, 2012 5:20 pm
by stockwellpete
deeter wrote:Sooo, we get the basic Fog replacement free, but then will have to re-buy all the expansions? :shock:

Deeter
Yes. No.

Re: The New Field of Glory

Posted: Thu Sep 27, 2012 6:40 pm
by FedeM
Hi, will it be possible to include defenses when creating scenarios?

Also a change I think it would be nice regarding them is that if that they are placed on hills they also should have the High ground POA. Or would it be unrealistic?

Tks!

Re: The New Field of Glory

Posted: Thu Sep 27, 2012 7:02 pm
by cothyso
Only the new expansions will have to be bought (or the ones you don't already have). Everything you've bought until now, it will remain as so in FoG(U) too.

Re: The New Field of Glory

Posted: Thu Sep 27, 2012 8:51 pm
by TheGrayMouser
Fedem wrote:Hi, will it be possible to include defenses when creating scenarios?

Also a change I think it would be nice regarding them is that if that they are placed on hills they also should have the High ground POA. Or would it be unrealistic?

Tks!
I hope so:
palisades
camps
ability to assign allied BG's
all should be avaiable in the scenario editor( i consider that they arnt, bugs)

Re: The New Field of Glory

Posted: Sat Sep 29, 2012 4:28 pm
by dundas61
Hi there,

Apologies if this has already been asked and answered, but will we have the leader aggression levels working in New FoG?

Also, could we have the ability to set individual units to "Fierce" (ie always attack on their own initiative) or "Berserk" (ie never take morale tests) ?

Looing forward to this game soooooooooooooo much !!!

Re: The New Field of Glory

Posted: Sat Sep 29, 2012 6:14 pm
by the_iron_duke
dundas61 wrote: Looing forward
A bit too much detail, perhaps... :wink:

Re: The New Field of Glory

Posted: Sun Sep 30, 2012 4:07 pm
by cothyso
TheGrayMouser wrote:
Fedem wrote:Hi, will it be possible to include defenses when creating scenarios?

Also a change I think it would be nice regarding them is that if that they are placed on hills they also should have the High ground POA. Or would it be unrealistic?

Tks!
I hope so:
palisades
camps
ability to assign allied BG's
all should be avaiable in the scenario editor( i consider that they arnt, bugs)
deploying palisades - if they not working in current FoG(RB) editor/code (are they, or not?), then they will be added/fixed if we'll have enough time for extra FoG(RB) things like these
camps - what do you mean by this?
ability to assign allied BG's - what do you mean by this?
dundas61 wrote:Hi there,

Apologies if this has already been asked and answered, but will we have the leader aggression levels working in New FoG?

Also, could we have the ability to set individual units to "Fierce" (ie always attack on their own initiative) or "Berserk" (ie never take morale tests) ?

Looing forward to this game soooooooooooooo much !!!
leader aggression belongs to the AI, and the AI, at least in the first version of FoG(U) will be a pretty basic one. It will get refined in the following releases, due to the extremely short development time we have for FoG(U).

the "fierce" ability you're talking about falls pretty much in the "sides with multiple nations/players (human or AI)" feature, which is an additional feature not existent in the current FoG(RB), and it will be added at some point in the future (atm we already have some base code for this). There are no moral tests in FoG(RB), maybe you're talking about CMT (complex move test)?