Unrealistic battles outcome: loosing impossible-to-loose battles

Field of Glory: Empires is a grand strategy game in which you will have to move in an intricate and living tapestry of nations and tribes, each one with their distinctive culture.
Set in Europe and in the Mediterranean Area during the Classical Age, experience what truly means to manage an Empire.

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storeylf
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Re: Unrealistic battles outcome: loosing impossible-to-loose battles

Post by storeylf »

I try to avoid being specific, and I'm aware the game itself avoids pretty much any such references. However, as most of us playing probably have some knowledge of some of the events/armies it is hard not to at least try and get a feel for scale.

Of course as I use FOG2 quite a bit it is almost impossible to avoid some form of comparison - it gives me precise army sizes, casualties and prisoners etc. Which also makes it hard to avoid forming an idea of what an army of X units represents. But yes I try to keep it to rough averages, I grasp the idea of units being different so not a direct 1 unit = X men.
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Re: Unrealistic battles outcome: loosing impossible-to-loose battles

Post by rbodleyscott »

Pocus wrote: Mon May 11, 2020 3:03 pm If you try to think Empires as a precise military simulation, with strict equivalence between historical number of men and how many units are represented in-game, then you are bound to be disappointed. :wink:
Not only that, but it would be very difficult to make it match the numbers of men in exported FOG2 battles, as different Empires units (or even the same units for different cultural groups) convert to different numbers of different FOG2 units, and hence different numbers of men, when exported to FOG2.
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lostangelonline
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Re: Unrealistic battles outcome: loosing impossible-to-loose battles

Post by lostangelonline »

rbodleyscott wrote: Mon May 11, 2020 3:39 pm Not only that, but it would be very difficult to make it match the numbers of men in exported FOG2 battles, as different Empires units (or even the same units for different cultural groups) convert to different numbers of different FOG2 units, and hence different numbers of men, when exported to FOG2.
While I do not really like that the game is held back by a feature I will never use (not because I do not like FOG2, but because if I use it, I basically cheat the AI who can not do the same, and I play for that feeling that I am better than the AI because I beat it in fair game, not by using other mechanics than the AI), I understand what you say and the financial incentive to keep this feature. I just hope that, in the future, FOGE battle cinematics (battle will still be automatic) will look like FOG2 battles (maybe even TW; that will bring FOGE to another level, dwarfing any PDX game)

Also, I posted another thread detailing 3 more battle bugs (in the very next turn of my MP game, where my 2 defeated armies attack back immediately to "revenge" this lost battle) here.
Last edited by lostangelonline on Mon May 11, 2020 6:56 pm, edited 2 times in total.
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Nijis
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Re: Unrealistic battles outcome: loosing impossible-to-loose battles

Post by Nijis »

But still doesn't explain why my archers will not support front-line if, on ONLY if, it is a big army?
Sure - I guess I'd agree that unpredictable outcomes are good, but you don't want to force the player to be very careful about avoiding predictable outcomes that have no basis in history. (Ie, if your archers suddenly become less effective if you have X units.)
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Re: Unrealistic battles outcome: loosing impossible-to-loose battles

Post by lostangelonline »

Nijis wrote: Mon May 11, 2020 6:41 pm you don't want to force the player to be very careful about avoiding predictable outcomes that have no basis in history
I completely agree.
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