[FBD] rev 1042 [Gameplay] Gameplay speed breaks the game
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[FBD] rev 1042 [Gameplay] Gameplay speed breaks the game
The melee resolution happens far too quickly even when I put the settings to the far left of the slider (i.e the slowest). I don't have the faintest idea what is happening in the game. Units are routing and crashing into other units like it is a game of pinball. The original FOG had the tempo exactly right. Please can this new version be the same?
Re: Sorry but the game is currently unplayable . . .
I haven't downloaded the new game as yet, and I am still undecided whether to do so.
I would much prefer if Slitherine would continue to support the old game so I have a legitimate choice which one to play, thank you. Is it too late for this option?
There are lots of glitches which make the new game suspect. For a start, I've changed my password to register my original game/expansions, but the game and forum still accepts my old password anyway! Even the download comes up as an untrusted source without a digital signature.
From the comments on the new version so far I wonder whether it's worth bothering to swap over. I've created over 70 custom scenarios but even the time and effort put into those is not enough to convince me to change.
So my message is, please continue to support the old game - it sounds like a number of people will prefer that version.
I would much prefer if Slitherine would continue to support the old game so I have a legitimate choice which one to play, thank you. Is it too late for this option?
There are lots of glitches which make the new game suspect. For a start, I've changed my password to register my original game/expansions, but the game and forum still accepts my old password anyway! Even the download comes up as an untrusted source without a digital signature.
From the comments on the new version so far I wonder whether it's worth bothering to swap over. I've created over 70 custom scenarios but even the time and effort put into those is not enough to convince me to change.
So my message is, please continue to support the old game - it sounds like a number of people will prefer that version.
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Re: Sorry but the game is currently unplayable . . .
I think we have to go forward now with the game, Nick, and I would think that getting the default tempo of the game to resemble the original FOG is a relatively simple fix (not that I have the faintest clue about programming!).
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Re: Sorry but the game is currently unplayable . . .
I'm just hoping that whatever the problem is, it will get fixed soon. I am scared that we have to wait for a very long time for a fix based on the entries in the forum that I saw that were talking about the release of unity that dated way back.
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Re: Sorry but the game is currently unplayable . . .
I agree with Pete. Yes, there are a lot of things that need to be fixed/changed to bring this new version of FOG up to the same standard as the polished older version. The best way to do this is to get everyone playing it and giving their feedback. The beta only had a handful of testers and suffered as a result. Dan has done a great job bringing v2 to release but just like other titles (Total War games) phase 2 of the development begins at release!
Re: Sorry but the game is currently unplayable . . .
Sensible attitude Pete - but I would point out that I purchased all the expansions on the basis of what I liked about the original game, not on the premise that a new version would arrive.stockwellpete wrote:I think we have to go forward now with the game, Nick, and I would think that getting the default tempo of the game to resemble the original FOG is a relatively simple fix (not that I have the faintest clue about programming!).
It bothers me that Slitherine claim to have a unified login system but I can still log in with different passwords (old and new) to different parts of the system. That does not generate confidence - especially as I'd be expected to buy the new expansions on trust.
I am not prepared to shell out any more money until I know for sure that I'm getting an improved product.
Re: [FBD] rev 1042 [Gameplay] Gameplay speed breaks the game
From the [NFO] Field of Glory (Unity) Info/FAQ:stockwellpete wrote:The melee resolution happens far too quickly even when I put the settings to the far left of the slider (i.e the slowest). I don't have the faintest idea what is happening in the game. Units are routing and crashing into other units like it is a game of pinball. The original FOG had the tempo exactly right. Please can this new version be the same?
have you set all three sliders () influencing the gameplay speed, and all three sliders () influencing the replay speed to the far right?• slowing down gameplay's pace: set the Animation Speed slider to the far left of its bar (the furthest to the right, the slower the BGs movement animation speed), set the Post Static Action Wait Time and the Post Animated Action Wait Time to the far right of their bars (the furthest to the right, the longer the pause time needing to pass after a static/animated action before the next action will be triggered)
• slowing down replay's pace: set the Replay Animation Speed slider to the far left of its bar (the furthest to the right, the slower the BGs movement replay animation speed), set the Replay Post Static Action Wait Time and the Replay Post Animated Action Wait Time to the far right of their bars (the furthest to the right, the longer the pause time needing to pass after a static/animated replay action before the next action will be played)
Re: Sorry but the game is currently unplayable . . .
You can always still have the old FoG(RB) and play it on singleplayer on your computer. Even the multiplayer part of it will still be accessible for a while, as it runs in parallel with the FoG(U)'s multiplayer.alzado_77 wrote:I haven't downloaded the new game as yet, and I am still undecided whether to do so.
I would much prefer if Slitherine would continue to support the old game so I have a legitimate choice which one to play, thank you. Is it too late for this option?
...
So my message is, please continue to support the old game - it sounds like a number of people will prefer that version.
The double password login problem you're mentioning in here has nothing to do with the game itself, but with the unified login system transition period. It should be the same behavior with everything using the unified login, ie the website and all the other games using the PBEM++ server.alzado_77 wrote:There are lots of glitches which make the new game suspect. For a start, I've changed my password to register my original game/expansions, but the game and forum still accepts my old password anyway! Even the download comes up as an untrusted source without a digital signature.
Last edited by cothyso on Fri Jul 08, 2016 11:09 am, edited 1 time in total.
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Re: [FBD] rev 1042 [Gameplay] Gameplay speed breaks the game
The sliders only seem to effect the Movement phase actions. In Combat phase there is only a 0.25sec gap between melees (need 3 sec gap or slower) and routing/pursuing speed is too fast. Also routing/pursuing units should ideally move 'one at a time' as in the Old version, not simultaneously. These issues are what makes combat confusing to follow.
edit: also, it would improve things for me if the floating % casualties numbers should be rounded off, made to stay longer on the screen and be in a bolder font for clarity.
edit: also, it would improve things for me if the floating % casualties numbers should be rounded off, made to stay longer on the screen and be in a bolder font for clarity.
Last edited by ianiow on Fri Jul 08, 2016 10:18 am, edited 2 times in total.
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Re: [FBD] rev 1042 [Gameplay] Gameplay speed breaks the game
Yes, this is what I mean, Dan.ianiow wrote:The sliders only seem to effect the Movement phase actions. In Combat phase there is only a 0.25sec gap between melees (need 3 sec gap or slower) and routing/pursuing speed is too fast. Also routing/pursuing units should ideally move 'one at a time' as in the Old version, not simultaneously. These issues are what makes combat confusing to follow.
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Re: [FBD] rev 1042 [Gameplay] Gameplay speed breaks the game
I wish to take back my comment about the sliders not effecting the combat phase. They do work, and slowest speed is between combats is an acceptable 2 secs. My issues with routing/pursuing units and the floating casualty figures still stand though.
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Re: [FBD] rev 1042 [Gameplay] Gameplay speed breaks the game
OK, I will try that when I get in tonight, Ian. 

Re: [FBD] rev 1042 [Gameplay] Gameplay speed breaks the game
Code: Select all
/// <summary>
/// [SET][PREF] gameplay BGs movement animation speed
/// </summary>
public static float animationSpeed;
public const float animationSpeedMIN = 1.0f;
public const float animationSpeedDefault = 4.0f;
public const float animationSpeedMAX = 20.0f;
/// <summary>
/// [SET][PREF] defines gameplay's wait interval after executing an automatic static action
/// </summary>
public static float postSActionWaitTime;
public const float postSActionWaitTimeMIN = 0.0f;
public const float postSActionWaitTimeDefault = 2.0f;
public const float postSActionWaitTimeMAX = 6.0f;
/// <summary>
/// [SET][PREF] defines gameplay's wait interval after executing an automatic animated action
/// </summary>
public static float postAActionWaitTime;
public const float postAActionWaitTimeMIN = 0.0f;
public const float postAActionWaitTimeDefault = 0.5f;
public const float postAActionWaitTimeMAX = 6.0f;
/// <summary>
/// [SET][PREF] replay BGs movement animation speed
/// </summary>
public static float animationSpeedReplay;
public const float animationSpeedReplayMIN = 1.0f;
public const float animationSpeedReplayDefault = 6.0f;
public const float animationSpeedReplayMAX = 20.0f;
/// <summary>
/// [SET][PREF] defines replay's wait interval after executing an automatic static action
/// </summary>
public static float postSActionWaitTimeReplay;
public const float postSActionWaitTimeReplayMIN = 0.0f;
public const float postSActionWaitTimeReplayDefault = 2.0f;
public const float postSActionWaitTimeReplayMAX = 6.0f;
/// <summary>
/// [SET][PREF] defines replay's wait interval after executing an automatic animated action
/// </summary>
public static float postAActionWaitTimeReplay;
public const float postAActionWaitTimeReplayMIN = 0.0f;
public const float postAActionWaitTimeReplayDefault = 0.5f;
public const float postAActionWaitTimeReplayMAX = 6.0f;
Re: Sorry but the game is currently unplayable . . .
I want to be able to play the PBEM multiplayer with the old version. Thanks.cothyso wrote:You can always still have the old FoG(RB) and play it on singleplayer on your computer. Even the multiplayer part of it will still be accessible for a while, as it runs in parallel with the FoG(U)'s multiplayer.alzado_77 wrote:I haven't downloaded the new game as yet, and I am still undecided whether to do so.
I would much prefer if Slitherine would continue to support the old game so I have a legitimate choice which one to play, thank you. Is it too late for this option?
...
So my message is, please continue to support the old game - it sounds like a number of people will prefer that version.
The double password login problem you're mentioning in here has nothing to do with the game itself, but with the unified login system transition period. It should be the same behavior with everything using the unified login, ie the website and all the other games using the PBEM++ server.alzado_77 wrote:There are lots of glitches which make the new game suspect. For a start, I've changed my password to register my original game/expansions, but the game and forum still accepts my old password anyway! Even the download comes up as an untrusted source without a digital signature.
You misunderstand my point about the unified login system. It's about behaviour and thoroughness in all areas. The fact that the login system does not work as it should makes me think twice about reinstalling with the new version, or buying new add-ons for it.
I don't think you should be asking people to buy into the promise of an improved product, but the reality of one. Until that is proven beyond doubt, I won't be 'buying in' for any more expansions.
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Re: [FBD] rev 1042 [Gameplay] Gameplay speed breaks the game
Have just tested the speed between combats on the Marathon scenario. Measuring the gap between the casualty numbers disappearing from one combat and appearing in the next:
Slowest setting = 3 seconds
Fastest setting = 0.01 seconds (instantaneous).
Between combats that are routing/pursuing the speed is near instantaneous no matter what the settings.
Also, I noticed that when I use the pause button, the animations stop but I can hear the combats taking place in the background. When I unpause, the combats have taken place and the floating combat results of everything that took place during the pause are still onscreen and slowly float up the very top screen/map.
Slowest setting = 3 seconds
Fastest setting = 0.01 seconds (instantaneous).
Between combats that are routing/pursuing the speed is near instantaneous no matter what the settings.
Also, I noticed that when I use the pause button, the animations stop but I can hear the combats taking place in the background. When I unpause, the combats have taken place and the floating combat results of everything that took place during the pause are still onscreen and slowly float up the very top screen/map.
Last edited by ianiow on Fri Jul 08, 2016 11:25 am, edited 1 time in total.
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Re: [FBD] rev 1042 [Gameplay] Gameplay speed breaks the game
That is when you get "the pinball effect". Other adjacent units then "disrupt", "fragment" or "rout" almost instantly as well (sometimes setting off chain routs)so it is impossible to understand what is happening.ianiow wrote:Between combats that are routing/pursuing the speed is near instantaneous no matter what the settings.
Re: [FBD] rev 1042 [Gameplay] Gameplay speed breaks the game
I didn't like the speed at first either...but now I see it adds an explosive, unpredictable quality to the battles...I had a commander just vanish...no idea what happened to him...at first I thought that it was an issue to be fixed- but then I thought, I bet a commander going down could simply disappear, only to be found (dead) long after the battle under a pile of equally dead troops...
I was playing my son as the Seljuk vs the Byzantines...I was being pushed to the edge of the map. A desperate volley, a charge by armoured cav, and the Byzantines just went pinballing across the map as my triumphant Turkish cavalry burst through...neat trick, that...
I was playing my son as the Seljuk vs the Byzantines...I was being pushed to the edge of the map. A desperate volley, a charge by armoured cav, and the Byzantines just went pinballing across the map as my triumphant Turkish cavalry burst through...neat trick, that...
Re: [FBD] rev 1042 [Gameplay] Gameplay speed breaks the game
This is a rant. Let me join in saying how disappointing the new field of glory is. I've played all the originals to exhaustion. Not only does the speed of the new game make it impossible to follow, but the graphics seem much tinier. I just can't see things that small. Is there not a way to zoom in and magnify the hex grid? If it moves too fast to follow and is too small to see , why is that the case? I've purchased probably 30 of your games (counting modules) and I've never been so disappointed. All the elegance and comprehensibility are gone.And there are other clunky things, like the popup game over signal that rapidly flashes without cease until you quit. Did you guys show this to veterans of field of glory? Aesthetically and operationally this is a real bust. I would give it a 45% rating and raise real questions about your design and quality control programs.
Re: [FBD] rev 1042 [Gameplay] Gameplay speed breaks the game
I would like to see the promised play 'til the bitter end mode...someday...