Allocating Generals

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
Athos1660
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Re: Allocating Generals

Post by Athos1660 »

rbodleyscott wrote: Thu Apr 23, 2020 10:42 pm
Athos1660 wrote: Thu Apr 23, 2020 8:22 pm
rbodleyscott wrote: Thu Apr 23, 2020 8:15 pm

Which would almost never be a wise investment.
So let's say as an example 4 Generals + 1 "talented junior officer" you can buy for about half the cost of a unit of Bowmen/light Foot, instead of the current 4 Generals.
Junior officers don't move from unit to unit. The game already has Superior missile units where we think it is justified.
When I play FoG2 or P&S, I do play their Vanilla version with their Vanilla units and their Vanilla mechanisms. No mod (except the FoG2 Rear/Flank mod for P&S Cronos made), no customised units. If you see what I mean.
Last edited by Athos1660 on Fri Apr 24, 2020 5:10 am, edited 1 time in total.
Mairtin
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Re: Allocating Generals

Post by Mairtin »

My latest game involves me with an entirely foot army, no cavalry at all, and just a handful of skirmishers. The ai decided to place no sub-generals, I just had the CinC, leaving all subs for me to place, meaning no large command radius sub.

Could we get a change so that it always places an infantry sub if possible? Alternatively, always make the first sub placed have a large command radius, as it can always be switched out to cavalry anyway when it does appear. Otherwise you can get the situation in MP where one player has it and the other doesn't.
rbodleyscott
Field of Glory 2
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Re: Allocating Generals

Post by rbodleyscott »

Athos1660 wrote: Thu Apr 23, 2020 11:48 pm
rbodleyscott wrote: Thu Apr 23, 2020 10:42 pm
Athos1660 wrote: Thu Apr 23, 2020 8:22 pm

So let's say as an example 4 Generals + 1 "talented junior officer" you can buy for about half the cost of a unit of Bowmen/light Foot, instead of the current 4 Generals.
Junior officers don't move from unit to unit. The game already has Superior missile units where we think it is justified.
When I play FoG2 or P&S, I do play their Vanilla version with their Vanilla units and their Vanilla mechanisms. No mod (except the FoG2 Rear/Flank mod for P&S Cronos made), no customised units. If you see what I mean.
We are not going to add officers to boost missile unit shooting.
Richard Bodley Scott

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rbodleyscott
Field of Glory 2
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Re: Allocating Generals

Post by rbodleyscott »

Mairtin wrote: Fri Apr 24, 2020 1:28 am My latest game involves me with an entirely foot army, no cavalry at all, and just a handful of skirmishers. The ai decided to place no sub-generals, I just had the CinC, leaving all subs for me to place, meaning no large command radius sub.

Could we get a change so that it always places an infantry sub if possible? Alternatively, always make the first sub placed have a large command radius, as it can always be switched out to cavalry anyway when it does appear. Otherwise you can get the situation in MP where one player has it and the other doesn't.
We will think about it.
Richard Bodley Scott

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