New FOG2 DLC?

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
Gaznak
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Re: New FOG2 DLC?

Post by Gaznak »

I'm hoping for Medieval. Getting knights into the game is the last piece of the puzzle. Going further back, while worth covering, is more variants on established themes.
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Re: New FOG2 DLC?

Post by Schweetness101 »

for what it's worth, there are references in the code to knights and keils.

some random bits referencing them (these are just comments and function calls and descriptions etc...from all over the place and in no particular order and without context, just interesting tidbits):

Keils:

// Keils ignore ZOCs except of units directly to their front, and Battle Wagons, Artillery and troops in Square formation exert no ZOC
// Determines if unit type has enough pikes, heavy weapon men and swordsmen to qualify as a keil. Returns 0 if not keil, otherwise 1.
IsUnitTypeKeil() and IsKeil()
IDS_UI_INFO_KEIL, "Immune to ill effects of flank attacks. Ignores enemy ZOCs (unless enemy directly to front).",
// Keils immune to ill effects of flank attack

Knights:
// Was 200, but needed to be 300 to encourage knights to charge keils in the rear. However, this may make other types over-aggressive.
// Knights tend to keep pursuing

some unit references with 'knight' in them:

IDS_SQUAD_TYPE_KNIGHTS,"Chevaliers",
IDS_UNITNAME331, "Hospitaller Knights etc.",
IDS_UNITNAME332, "Hospitaller Knights etc.",
IDS_UNITNAME336, "Templar Knights etc.",
IDS_UNITNAME337, "Templar Knights etc.",
IDS_UNITNAME303, "Granadine 'Knights'",
IDS_UNITNAME304, "City Knights & Sergeants",
IDS_UNITNAME305, "Dsmtd City Knights & Sergeants",
IDS_UNITNAME306, "City Knights & Sergeants",
IDS_UNITNAME307, "Dsmtd City Knights & Sergeants",
IDS_UNITNAME308, "Teutonic Order Knights etc.",
IDS_UNITNAME309, "Dsmtd Teutonic Order Knights etc.",
IDS_UNITINFO280, "Knights & sergeants (dismount with heavy weapon)",
IDS_UNITINFO281, "Dismounted knights & sergeants",
IDS_UNITINFO282, "Dismounted knights & sergeants",
IDS_UNITINFO283, "Knights & sergeants (dismount with heavy weapon)",
IDS_UNITINFO284, "Dismounted knights & sergeants",
IDS_UNITINFO285, "Dismounted knights & sergeants",
IDS_UNITINFO277, "Knights & sergeants (dismount as spearmen)",
IDS_UNITINFO278, "Dismounted knights & sergeants",
IDS_UNITINFO279, "Dismounted knights & sergeants",
IDS_UNITINFO254, "Brother knights and sergeants",
IDS_UNITINFO246, "Polish knights and strzelcy",
IDS_UNITINFO239, "Byzantine knights",
IDS_UI_INFO_IMPACT_LIGHT_LANCERS, "(in open terrain only) +100 POA vs any mounted. +100 POA against foot, unless these are steady, non-charging Pike, Offensive Spearmen or Defensive Spearmen. +50 POA vs steady, non-charging Pike, Offensive Spearmen or Defensive Spearmen. Extra negative modifier on any enemy unit's cohesion test for losing the impact combat.", // Medieval - add except vs knights

*Cataphracts are treated as their own named unit squad type, so I don't think the knights stuff is meant to reference cataphracts, although a lot of the knights stuff is commented out.

particularly interesting is the comment that "// Medieval - add except vs knights" on the light lancer info, indicating that 'Medieval' is the name of an upcoming DLC. There is also a non commented out (ie functioning) bit of code that decreases the chance of ending a pursuit for knights (under the // Knights tend to keep pursuing).

Just thought I'd share. Been poking around in the code a lot and I see a lot of references to things that aren't in the game.

Actually one other interesting reference was to 'bugging out' and 'bug out' like the following:

// should light troops team bug out
FUNCTION AI_GetTeamBugOut(side, team)
// Gets next retreat step. type 0 is normal move (bug out), type 1 is routers, type 2 is evaders.
FUNCTION CheckPassThroughPossible(me, x, y, mode, showRoute, ignoreUnseen, APcheck)
// Need to check if the unit can/wants to bug out - to be implemented.
// If unit does not bug out then proceed as follows: (All may need tweaking)
// retreat = 1 for bug out, rout or evade, 0 for normal move)
MovePassThrough()
// mode: 0 = normal move / bug out move, 1 = routing, 2 = evading

and from the context it looks like bugging out is something other than evading, breaking, routing, moving, passing through or any other in game existing mechanic, and the one comment saying 'to be implemented' indicates 'bug out' is something not in the game currently, but it might be in the future.

if you have any other key words you want me to dig around for I would be happy to look for you.
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Re: New FOG2 DLC?

Post by Schweetness101 »

some other things in no particular order from a text data doc including unit info, names and side names:

IDS_UNITINFO251, "Wallachian or Moldavian cavalry",
IDS_UNITINFO252, "Wallachian or Moldavian light horse",
IDS_UNITINFO243, "Lithuanian boyars and their unarmoured followers",
IDS_UNITINFO237, "Tatar light horse with bow",
IDS_UNITINFO238, "Lightly-equipped Tatar cavalry with bow",
IDS_UNITINFO239, "Byzantine knights",
IDS_UNITINFO234, "Turcoman tribal cavalry with bow",
IDS_UNITINFO235, "Turcoman tribal light horse with bow",
IDS_UNITINFO233, "Ottoman guard foot with bow",
IDS_UNITINFO229, "Muslim light foot with handguns",
IDS_UNITINFO204, "Free Canton spearmen",
IDS_UNITINFO205, "Light foot with bow",
IDS_UNITINFO206, "Light horse with bow",
IDS_UNITINFO207, "Armoured foot, half polearms, half crossbow",
IDS_UNITINFO208, "Raw longbowmen",
IDS_UNITINFO209, "Pavisiers and crossbowmen",
IDS_UNITINFO21, "Superior armoured cavalry with light spear",
IDS_UNITINFO210, "Raw pavisiers and crossbowmen",
IDS_UNITINFO160, "Men-at-Arms",
IDS_UNITINFO161, "Dismounted Men-at-Arms",
IDS_UNITINFO162, "Dismounted Men-at-Arms",
IDS_UNITINFO163, "Mercenary Men-at-Arms",
IDS_UNITINFO164, "Dsmtd Mercenary Men-at-Arms",
IDS_UNITINFO165, "These men-at-arms prefer to fight on foot",
IDS_UNITINFO166, "Dsmtd Men-at-Arms",
IDS_UNITINFO167, "Lesser Men-at-Arms",
IDS_UNITINFO168, "Dsmtd Lesser Men-at-Arms",
IDS_UNITINFO169, "Bombards",
IDS_UNITINFO17, "Tribesmen with javelins",
IDS_UNITINFO170, "Light Guns",
IDS_UNITINFO171, "Hobilars",
IDS_UNITINFO172, "Dsmtd Hobilars",
IDS_UNITINFO173, "Crossbowmen",
IDS_UNITINFO174, "Raw Crossbowmen",
IDS_UNITINFO153, "Experienced longbowmen",
IDS_UNITINFO154, "Experienced longbowmen",
IDS_UNITINFO155, "Raw Longbowmen",
IDS_UNITINFO156, "Peasants with agricultural implements",
IDS_UNITINFO157, "Welsh Longbowmen",
IDS_UNITINFO158, "Billmen",
IDS_UNITINFO159, "Raw Billmen",
IDS_UI_SHOOTING_MOUNTED_XBOW, "Crossbow: Range 2. Shoots slower than bows but effect not reduced against armour.",
IDS_UI_SHOOTING_XBOW, "Crossbow: Short Range 2. Long Range 4. Effect halved at long range. Shoots slower than bows but effect not reduced against armour.",
IDS_SIDENAME_100, "Welsh", // Medieval Welsh side ID
IDS_SIDENAME_101, "Scots",
IDS_SIDENAME_102, "French",
IDS_SIDENAME_103, "Burgundian",
IDS_SIDENAME_104, "German", // Medieval German side ID
IDS_SIDENAME_105, "Free Canton",
IDS_SIDENAME_106, "Danish",
IDS_SIDENAME_107, "Swedish",
IDS_SIDENAME_108, "Free Company",
IDS_SIDENAME_109, "Low Countries",
IDS_SIDENAME_11,"German",
IDS_SIDENAME_110, "Yorkist",
IDS_SIDENAME_111, "Lancastrian",
IDS_SIDENAME_112, "Tudor",
IDS_SIDENAME_113, "Florentine",
IDS_SIDENAME_114, "Milanese",
IDS_SIDENAME_115, "Venetian",
IDS_SIDENAME_116, "Papal",
IDS_SIDENAME_117, "Neapolitan",
IDS_SIDENAME_118, "Aragonese",
IDS_SIDENAME_119, "Castilian",
IDS_SIDENAME_12,"German/Gothic",
IDS_SIDENAME_120, "Portuguese",
IDS_SIDENAME_121, "Navarrese", // 100 years war Navarrese
IDS_SIDENAME_122, "Granadine",
IDS_SIDENAME_123, "Ottoman",
IDS_SIDENAME_124, "Lithuanian",
IDS_SIDENAME_125, "Tatar",
IDS_SIDENAME_126, "Byzantine",
IDS_SIDENAME_127, "Russian",
IDS_SIDENAME_128, "Serbian",
IDS_SIDENAME_129, "Bulgarian",
IDS_SIDENAME_130, "Polish",
IDS_SIDENAME_131, "Teutonic Order",
IDS_SIDENAME_132, "Catalan Company",
IDS_SIDENAME_133, "Hungarian",
IDS_SIDENAME_134, "Wallachian",
IDS_SIDENAME_135, "Moldavian",
IDS_SIDENAME_136, "Albanian",
IDS_SIDENAME_137, "Timurid",
IDS_SIDENAME_138, "Black Sheep Turcoman",
IDS_SIDENAME_139, "White Sheep Turcoman",
IDS_SIDENAME_14,"Greek",
IDS_SIDENAME_140, "Georgian", // Medieval
IDS_SIDENAME_141, "Mamluk Egyptian",
IDS_SIDENAME_142, "Muslim Indian",
IDS_SIDENAME_143, "Hindu Indian",
IDS_SIDENAME_144, "Berber",
IDS_SIDENAME_145, "Hussite",
IDS_SIDENAME_146, "Anatolian Turcoman",
IDS_SIDENAME_147, "Norman",
IDS_SIDENAME_148, "Andalusian",
IDS_SIDENAME_149, "Anglo-Norman",
IDS_SIDENAME_15,"Hunnic",
IDS_SIDENAME_150, "Catalan",
IDS_SIDENAME_151, "Castilian/Leónese",
IDS_SIDENAME_152, "Sicilian",
IDS_SIDENAME_153, "Italian", // Medieval Italian SideID
IDS_SIDENAME_154, "Norwegian",
IDS_SIDENAME_155, "Baltic",
IDS_SIDENAME_156, "Mongol",
IDS_SIDENAME_157, "Latin",
IDS_SIDENAME_158, "Crusader",
IDS_SIDENAME_159, "Seljuq Turkish",
IDS_SIDENAME_16,"Illyrian",
IDS_SIDENAME_160, "Fatimid Egyptian",
IDS_SIDENAME_161, "Cuman",
IDS_SIDENAME_162, "Syrian",
IDS_SIDENAME_163, "Khwarazmian",
IDS_SIDENAME_164, "Ayyubid Egyptian",
IDS_SIDENAME_165, "Ghaznavid",
IDS_SIDENAME_166, "Ghurid",
IDS_SIDENAME_167, "Cypriot", // Medieval Cypriot
IDS_SIDENAME_168, "Viking",
IDS_SIDENAME_169, "Scots", // Pre-Feudal
IDS_UNITNAME330, "Byzantine Massed Archers",
IDS_UNITNAME331, "Hospitaller Knights etc.",
IDS_UNITNAME332, "Hospitaller Knights etc.",
IDS_UNITNAME320, "Lithuanian Cavalry (Early)",
IDS_UNITNAME321, "Lithuanian Light Horse (Early)",
IDS_UNITNAME322, "Dsmtd Lithuanian Cavalry",
IDS_UNITNAME323, "Dsmtd Lithuanian Cavalry",
IDS_UNITNAME316, "Baltic Foot",
IDS_UNITNAME317, "Picked Baltic Foot",
IDS_UNITNAME318, "Baltic Levies",
IDS_UNITNAME302, "Camel Lancers",
IDS_UNITNAME291, "Crossbowmen",
IDS_UNITNAME292, "Raw Crossbowmen",
IDS_UNITNAME293, "Light Crossbowmen",
IDS_UNITNAME294, "Sergeants",
IDS_UNITNAME295, "Turcopoles",
IDS_UNITNAME296, "Maronite Christian Archers",
IDS_UNITNAME297, "Galwegian Foot",
IDS_UNITNAME298, "Islesmen",
IDS_UNITNAME255, "Lighter Men-at-Arms",
IDS_UNITNAME256, "Moldavian Boyars",
IDS_UNITNAME257, "Veteran Albanian Cavalry",
IDS_UNITNAME253, "Polish Lancer Banner",
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Schweetness101
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Re: New FOG2 DLC?

Post by Schweetness101 »

anybody can search for all of this in the game files btw
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Re: New FOG2 DLC?

Post by rbodleyscott »

Schweetness101 wrote: Fri May 29, 2020 4:58 am anybody can search for all of this in the game files btw
I was wondering how long it would take for someone to do that.
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Re: New FOG2 DLC?

Post by rbodleyscott »

Actually one other interesting reference was to 'bugging out' and 'bug out' like the following:

// should light troops team bug out
FUNCTION AI_GetTeamBugOut(side, team)
// Gets next retreat step. type 0 is normal move (bug out), type 1 is routers, type 2 is evaders.
FUNCTION CheckPassThroughPossible(me, x, y, mode, showRoute, ignoreUnseen, APcheck)
// Need to check if the unit can/wants to bug out - to be implemented.
// If unit does not bug out then proceed as follows: (All may need tweaking)
// retreat = 1 for bug out, rout or evade, 0 for normal move)
MovePassThrough()
// mode: 0 = normal move / bug out move, 1 = routing, 2 = evading

and from the context it looks like bugging out is something other than evading, breaking, routing, moving, passing through or any other in game existing mechanic, and the one comment saying 'to be implemented' indicates 'bug out' is something not in the game currently, but it might be in the future.
"Bugging out" is just a retreat order used by the AI. For example to move the centre light infantry back once the main battle lines are close.
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Re: New FOG2 DLC?

Post by Athos1660 »

Keils:
(...)
Knights:
// Was 200, but needed to be 300 to encourage knights to charge keils in the rear. However, this may make other types over-aggressive.
// Knights tend to keep pursuing
(...)
IDS_UI_INFO_IMPACT_LIGHT_LANCERS, (...) - add except vs knights
Very interesting! :-)
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Re: New FOG2 DLC?

Post by Nosy_Rat »

Wow, that's like most of the Medieval up to mid or late 15th century covered.
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Re: New FOG2 DLC?

Post by SimonLancaster »

Medieval is coming! Make the announcement while we are all still alive!
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Re: New FOG2 DLC?

Post by melm »

Wow. Will next DLC cover all the time till 1500 AD?
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Re: New FOG2 DLC?

Post by stockwellpete »

melm wrote: Fri May 29, 2020 8:42 am Wow. Will next DLC cover all the time till 1500 AD?
I shouldn't think so. FOG1 had 4 later medieval DLC's - Oath of Fealty, Storm of Arrows, Swords and Scimitars and Eternal Empire. And there were also some minor medieval armies (like German Hanseatic towns) that were still not covered.
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Re: New FOG2 DLC?

Post by rbodleyscott »

stockwellpete wrote: Fri May 29, 2020 8:47 am
melm wrote: Fri May 29, 2020 8:42 am Wow. Will next DLC cover all the time till 1500 AD?
I shouldn't think so. FOG1 had 4 later medieval DLC's - Oath of Fealty, Storm of Arrows, Swords and Scimitars and Eternal Empire. And there were also some minor medieval armies (like German Hanseatic towns) that were still not covered.
Indeed
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Re: New FOG2 DLC?

Post by SnuggleBunnies »

stockwellpete wrote: Fri May 29, 2020 8:47 am
melm wrote: Fri May 29, 2020 8:42 am Wow. Will next DLC cover all the time till 1500 AD?
I shouldn't think so. FOG1 had 4 later medieval DLC's - Oath of Fealty, Storm of Arrows, Swords and Scimitars and Eternal Empire. And there were also some minor medieval armies (like German Hanseatic towns) that were still not covered.
Though that included an East-West division that FoGII DLCs have not maintained. My money is on something like 1041-1291 covering both East and West.
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Re: New FOG2 DLC?

Post by melm »

stockwellpete wrote: Fri May 29, 2020 8:47 am
melm wrote: Fri May 29, 2020 8:42 am Wow. Will next DLC cover all the time till 1500 AD?
I shouldn't think so. FOG1 had 4 later medieval DLC's - Oath of Fealty, Storm of Arrows, Swords and Scimitars and Eternal Empire. And there were also some minor medieval armies (like German Hanseatic towns) that were still not covered.
Lol. I am just joking.
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Re: New FOG2 DLC?

Post by Schweetness101 »

I also saw under an andalusian army list inside armylist.txt:

//UNIT_11 Akinjis // Put in when models done for Medieval
//MIN_11 0
//MAX_11 3

most of this stuff is in text2.txt file. There are other language versions of that file like Text2_FRE.txt Also, there are some lists of medieval names of various nationalities in text7.txt, and a list of medieval side ids in randomgeneralname.bsf, if anybody wanted to look around for more hints.
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Re: New FOG2 DLC?

Post by rbodleyscott »

Schweetness101 wrote: Fri May 29, 2020 3:30 pm I also saw under an andalusian army list inside armylist.txt:

//UNIT_11 Akinjis // Put in when models done for Medieval
//MIN_11 0
//MAX_11 3
Yes, those are light horse archers in turbans, which weren't ready in time for Wolves at the Gate.

Akinjis is just the internal name. They will be called "Muslim Light Horse Archers".
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Re: New FOG2 DLC?

Post by Athos1660 »

IDS_CAPABILITY4, "Handgun",
IDS_UI_SHOOTING_HANDGUN, "Handgun: Range 1. Effect not reduced against armour.",
IDS_UNITINFO186, "Light foot with handguns",
IDS_UNITINFO229, "Muslim light foot with handguns"
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Re: New FOG2 DLC?

Post by Gaznak »

Also please make sumerian war-donkey chariots elite quality.
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Re: New FOG2 DLC?

Post by MVP7 »

I wonder if the double entries of some units, especially knights, means there will be mainly mail clad versions for 11th to 12th centuries and second set for 13th and 14th centuries with great helms and coats of plates. That would mean that the DLC could cover the entire crusade period in Levant and Northern crusades up to late 14th century.
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Re: New FOG2 DLC?

Post by Schweetness101 »

MVP7 wrote: Fri May 29, 2020 6:40 pm I wonder if the double entries of some units, especially knights, means there will be mainly mail clad versions for 11th to 12th centuries and second set for 13th and 14th centuries with great helms and coats of plates. That would mean that the DLC could cover the entire crusade period in Levant and Northern crusades up to late 14th century.
there are crusade specific references

specifically Hospitaller and Templar stuff, and these three side names:

IDS_SIDENAME_157, "Latin",
IDS_SIDENAME_158, "Crusader",
IDS_SIDENAME_159, "Seljuq Turkish",

I'm guessing Latin is the state setup by Crusaders after sacking Constantinople and before they got kicked out again.

https://en.wikipedia.org/wiki/Latin_Empire
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