Posted: Sat Jul 24, 2010 8:04 am
Impassible will block LOS but maybe not in time for 132. Keith
Good to hear!keithmartinsmith wrote:Impassible will block LOS but maybe not in time for 132. Keith
This is just the impassible terrain that looks like cliffs. Gullies and ditches aren't impassible although most types of water are except streams.cothyso wrote:uhm. all impassable? like in, a gully or a ditch? that doesn't seem right
Don't worry, I'm sure they only mean the cliff-like impassable terrain.cothyso wrote:I don't know exactly all the FoG terrain type specials, but obstructing LOS for the lower ones (which were impassable, but would not obstruct terrain, like a one-two hexes lakes, streams, gully, marshes, etc) seems kinda wrong.
76mm wrote:I thought I saw in a thread somewhere that the devs were going to update/upgrade the lists to allow for larger armies (>800 pts) for more of the army lists?
When is this going to happen? I don't have a problem buying more modules for more army lists, more maps, etc., but am rather irritated that we can only build larger armies with a couple of amy lists. If the devs don't want to take the time to fix the lists, than they should remove the caps on the types of units. This post refer primarily to RoR, I have not tried to build large armies with SoA and have not bought IF yet...
I suppose with any society there comes a point where its army is no longer customisable because it's got to the point it's turning out everything its got...A good solution would be to have 2 lists for each army. The current ones and new lists for Army size 800 and above.
Iain: Sorry to keep nagging on this one, but could you review and update the list above? A lot of what's listed has now been delivered and I'm sure that you have a more detailed plan for the items listed Swords and Scimitars and beyond. I also suspect there may be a few new items to go on the roadmap too.iainmcneil wrote:For information on the game, screenshots or to buy it go to http://slitherine.com/games/fog_pc
We wanted to keep you up to date on planned changes and additions to the Field of Glory system. We are not setting dates to avoid any disappointment.
Planned for version 1.2.7
1) Add: Apple Mac editions of Field of Glory, Rise of Rome and Storm of Arrows.
2) Add: In game ‘update’ system. There should be no more requirements for patches. The system can now check for the latest update and download and install it automatically.
3) Change: The multi-player system will be amended to only allow official DAG army lists to be used.
4) Change: The anarchy scores required to pass a CMT test to be reduced by one. This effectively reduces the change of anarchy charges.
5) Bug: Units should not take part in an anarchy charge if it will disorganise them.
6) Bug: Error in Anglo Irish list, some LB did not have stakes.
7) Change: Put ‘open’ rather than ‘pass worded’ challenges to the top of the accept a challenge list in the DAG.
9) Bug: Sometimes the end game/end turn sequence gives cannot move message.
9) Add: Review and add user supplied battles.
10) Change: When listing your outstanding challenges your own army name and details should not be hidden.
11) Change: How replay reveals the line of sight. The aim is to allow a front line to move forwards and leave the back line obscured.
12) Change: Allow players to select less than the nominated number of points in DAG batttles to allow mismatched army sizes to assit in campaign games.
13) Change: The AI to select an army to the size of the target points, not the number chosen by the player. This allows the player to take less points in to a battle and fight handicapped.
14) Change: Baggage to be 10% of the army points, minimum 2.
15) Change: Add the army pack version numbers to the splash display. This will make it obvious when you have successfully installed an army pack.
Planned for Immortal Fire
1) Add: All armies as per the printed book.
2) Add: New maps for DAG games.
3) Add: Double moves. Battle groups at distance ‘x’ from an enemy to be able to move further than normal.
4) Change: Allow a player to continue using unmoved movement points after moving a unit.
5) Add: Duplicate play: A single challenge to be to play as both sides in an historical battle and the overall win to come from combining the results of both battles. This allows unbalanced games to be extremely interesting.
6) Change: Better looking general’s flags.
Planned for Sword and Scimitars
1) Add: All armies as per the printed book.
2) Add: Soft sand terrain.
3) Add: Evade options: A player can set a battlegroups aggression level. High aggression means they will not evade. Low aggression means they will always evade. Medium means they will evade if the charger has better combat odds.
Planned for future revisions with no specific date allocated
1) Add: Themed Armies: As per the printed books themed armies from other books can be used in a specific book DAG challenge.
2) Add: Village terrain.
3) Add: Variable line of sight to represent mist, fog, rain and time of day.
4) Change: Line of sight. Light foot in most terrain and all in woods would remain hidden from the enemy until they move, shoot or the enemy moves with two hexes.
5) Add: List feature to open a screen to summarise the status of all the battle groups in an army. This willbe useful for campaign games to get detailed results of a battle.
6) Add: Variable sized maps for DAG battles. This takes away the certainty of the size of the battle area.
7) Review: Information displayed in the challenge summary window.
9) Change: Units contacted by pursuers in their rear will reduce their cohesion level as per normal rear charges.
10) Review: Scenario filters and sort options.
11) Review: Add a method for players to communicate outside of the current game turn e.g. to chat about a completed game.
12) Add: Detailed information down to best player by DAG army or historical battle as either side.
13) Add: Cancel private challenge button.
14) Add: Hot seat DAG games.
15) Add: Ability to cut and paste in the scenario creator.
16) Add: Prompt to players on end game turn if there are still units to move.
17) Add: Allow players to add their own custom general’s flags.
19) Add: 6 sided palisades.
19) Add: Palisades to the scenario creator.
20) Add: Baggage camps to the scenario creator.
21) Add: Store the game to enable replay of the whole game.
Planned A.I. Changes
These will be included as testing of them is completed.
1) Only charge when the chances of victory are high.
2) Shooters to only charge when almost sure of victory.
3) When charging usually select the target with the one with the most chance of winning.
4) When in a melee usually select the target with the one with the most chance of winning.
5) When shooting usually select the target with the one with the most chance of causing a cohesion test.
6) Usually charge where you can reduce an enemy’s cohesion.
7) Fragmented and poor units need to be less aggressive.
9) Review: Deployment logic.
I agree that percentages would work fine, but am not sure that I understand this concern about "anomalies" and "very special troop types".claymore wrote:Good point, CaptainHuge (great alias, BTW). In theory % ages should work fine. There may have to be a limit on the number of very special troop types, but otherwise should be fine.