Design Choices

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
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GamerMan
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Design Choices

Post by GamerMan »

I was wondering, since you have elan and combat capability separated in campaign mode, why you decided to keep all base troops in lockstep as far as combat capability and elan capability. Were there no benefits you could find in making some troops, for example, superior in bravery but only average in melee combat? Or was it a readability type thing? Just wondering since i assume at some point you considered separating the two.
rbodleyscott
Field of Glory 2
Field of Glory 2
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Re: Design Choices

Post by rbodleyscott »

GamerMan wrote: Fri Feb 01, 2019 12:21 am I was wondering, since you have elan and combat capability separated in campaign mode, why you decided to keep all base troops in lockstep as far as combat capability and elan capability. Were there no benefits you could find in making some troops, for example, superior in bravery but only average in melee combat? Or was it a readability type thing? Just wondering since i assume at some point you considered separating the two.
Well the simple answer is that they aren't in lock-step. For example, Phoenician-style foot are Average troops, but they have Experience 50 and Elan 150, so they are brave, but Unmanoeuvrable due to lack of training.

In the campaigns, most units start with Experience and elan in step, but they deviate as the campaign proceeds. If you lose enough battles you may see designations such as "Demoralised" or "Disheartened" if the Elan value is below the Experience value. Of course you won't see this often because the campaign system does not allow you to lose many battles and still continue. You may also see "Enthusiastic" for some units if the Elan value is above the Experience value.
Richard Bodley Scott

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Froz
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Re: Design Choices

Post by Froz »

Is there a list of what values each term represents exactly? I was surprised when it turned out enemy unit had actually higher quality than my unit, but the word description seemed to me like it would be lower. I don't remember exactly now, but I would still like to see the list to understand the meaning of those titles better.

Also, is there any other effect of dividing experience and elan other than the unmanoeuvrable trait?
rbodleyscott
Field of Glory 2
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Re: Design Choices

Post by rbodleyscott »

Froz wrote: Fri Feb 01, 2019 10:41 am Is there a list of what values each term represents exactly? I was surprised when it turned out enemy unit had actually higher quality than my unit, but the word description seemed to me like it would be lower. I don't remember exactly now, but I would still like to see the list to understand the meaning of those titles better.
Here is the actual code:

Code: Select all

// Prints quality string
FUNCTION PrintQualityString(me)
{
	int quality;

	quality =  GetQuality(me);

	if (quality <= 40)
		{
			if (GetAttrib(me, "Elan") < GetAttrib(me, "Experience"))
				{
					PrintString("IDS_TT_DEMORALISED");
				}
			else
				{
					PrintString("IDS_TT_UNTRAINED");
				}
		}

	if ((quality >= 41) & (quality <= 60))
		{
			if (GetAttrib(me, "Elan") < GetAttrib(me, "Experience"))
				{
					PrintString("IDS_TT_DISHEARTENED");
				}
			else
				{
					PrintString("IDS_TT_RAW");
				}
		}

	if ((quality >= 61) & (quality <= 90))
		{
			if (GetAttrib(me, "Elan") < GetAttrib(me, "Experience"))
				{
					PrintString("IDS_TT_MILDLY_DISHEARTENED");
				}
			else
				{
					PrintString("IDS_TT_BELOW_AVERAGE");
				}
		}

	if ((quality >= 91) & (quality <= 110))
		{
			PrintString("IDS_TT_AVERAGE");
		}

	if ((quality >= 111) & (quality <= 159))
		{
			if (GetAttrib(me, "Elan") > GetAttrib(me, "Experience"))
			  {
			    PrintString("IDS_TT_ENTHUSIASTIC");
			  }
			else
			  {
					PrintString("IDS_TT_ABOVE_AVERAGE");
			  }
		}

	if ((quality >= 160) & (quality <= 210)) // Note: This section should start at cut off point for Impact Pistol not being cancelled by Impact Mounted.
		{
			PrintString("IDS_TT_SUPERIOR");
		}

	if ((quality >= 211) & (quality <= 250))
		{
			PrintString("IDS_TT_HIGHLY_SUPERIOR");
		}

	if (quality > 250)
		{
			PrintString("IDS_TT_ELITE");
		}
}
Also, is there any other effect of dividing experience and elan other than the unmanoeuvrable trait?
Only in the word printed - see above.
Richard Bodley Scott

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Froz
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Re: Design Choices

Post by Froz »

Thank you! I think I was confused by "mildly disheartened" and "below average", as I expected the latter to be better, but I see it's actually in the same group, so can be lower.
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