Page 2 of 2
Re: The mobility of the cavalry : move, secondary ZoC and automatic path
Posted: Tue Dec 08, 2020 6:30 am
by Athos1660
rbodleyscott wrote: ↑Mon Dec 07, 2020 9:05 am
Which is a very good example of why it wouldn't be a good idea to allow the scripts to search for devious alternative routes!
It would improve the tactical fun of the fast dynamics of the cavalry, by adding one option (tactical move)...
...instead of, when units currently meet, the only 3 options : charge, wait or avoidance :

Re: The mobility of the cavalry : move, secondary ZoC and automatic path
Posted: Sun May 16, 2021 10:35 am
by Cronos09
In order to remove the secondary ZoC in the game, you need to change only one parameter in
FUNCTION CheckRouteNotZOCd(me, ignoreLastTile) (
TOOLS.bsf)
unit = SquareZOCd(x, y, me, 1, 0,
0);
The last parameter is wideZoC (1 - on, 0 - off)
Do this change in ...\Documents\My Games\FieldOfGlory2\CAMPAIGNS\(scenario name)\DATA\Scripts\, having previously copied there
TOOLS.bsf
As a result, we'll get almost P&S situation with ZoC:

Re: The mobility of the cavalry : move, secondary ZoC and automatic path
Posted: Sun May 16, 2021 12:18 pm
by SuitedQueens
I see, but its WAD. The thing is you should earn these maneuver by superior game mechanics knowledge and strategy instead of them being cheap like you suggest here.
I'm not sure if everything I show on screenshots is right, cause I'm not tested it, but that's the first things that came to my mind.
Edit: there is a mistake on screenshot #3. You won't have free turn left, but you still can move into square shown by green arrow.
Re: The mobility of the cavalry : move, secondary ZoC and automatic path
Posted: Sun May 16, 2021 2:37 pm
by Athos1660
@ Cronos : I'll try it as soon as I have some time. Thank you !
Knowing that I currently play P&S with FoG2 flank rules and Vanilla FoG2 Medieval, things might become confusing
@SuitedQueens : Thank you for this lesson of 'superior game mechanics knowledge and strategy'.