Re: Fantasy General II - The first video dev diary
Posted: Wed Apr 24, 2019 4:34 pm
by PeteMitchell
Interesting... will there be some first person / ego view perspective as well?
Re: Fantasy General II - The first video dev diary
Posted: Thu Apr 25, 2019 11:22 am
by PoorOldSpike
The advertising says "Release date: coming soon"
How soon? My cash is waiting to buy it..
Re: Fantasy General II - The first video dev diary
Posted: Thu Apr 25, 2019 9:26 pm
by Retributarr
Question!:
Will an opportunity be available for randomized Campaign-Maps be a possibility???. Basically...the same/similar map layout of the core game would be imitated/used as a base to work from...with a slight degree or variation or differences of placement of Cities, initial start up unit's and placement (as well as also perhap's a different mix of initial start-up unit's and their placement positions), a variation of different river locations and terrain placement and so on.. and on, so that the game doesn't become "stale"... "tiresome" and "predicable".
These feature's if implemented would definitely increase the longevity and life-span of the game...meaning that...in the future...you may have the option to consider a..."Fantasy General III".
Re: Fantasy General II - The first video dev diary
Will an opportunity be available for randomized Campaign-Maps be a possibility???. Basically...the same/similar map layout of the core game would be imitated/used as a base to work from...with a slight degree or variation or differences of placement of Cities, initial start up unit's and placement (as well as also perhap's a different mix of initial start-up unit's and their placement positions), a variation of different river locations and terrain placement and so on.. and on, so that the game doesn't become "stale"... "tiresome" and "predicable".
These feature's if implemented would definitely increase the longevity and life-span of the game...meaning that...in the future...you may have the option to consider a..."Fantasy General III".
Well, we do not randomize locations, but we DO randomize enemy set-ups (or rather, the AI buys troops according to changing needs). There are a bunch of variations however beginning with your behaviour in the story and choices you make. On the map level, you can create your own maps with an editor (and base them on campaign maps) or even procedurally generate them, so there is endless opportunity for new challenges
Re: Fantasy General II - The first video dev diary
Posted: Fri Apr 26, 2019 7:44 am
by OBG_primetide
PeteMitchell_2 wrote: ↑Wed Apr 24, 2019 4:34 pm
Interesting... will there be some first person / ego view perspective as well?
No, we unfortunately do not have the budget Total War has, so this view would not be ideal for our units and textures. But you can zoom in pretty close to the action already.
Re: Fantasy General II - The first video dev diary
Posted: Fri Apr 26, 2019 7:45 am
by OBG_primetide
PoorOldSpike wrote: ↑Thu Apr 25, 2019 11:22 am
The advertising says "Release date: coming soon"
How soon? My cash is waiting to buy it..
Wishlist it for now...soon means...soon
Re: Fantasy General II - The first video dev diary
Posted: Fri Apr 26, 2019 9:07 am
by Mojko
The old Fantasy General had this very interesting feature - the research. One could decide to invest in specific branches of units and make them better. Order Of Battle has something similar but very basic - specializations system. It's a similar research system retained in Fantasy general 2?
Re: Fantasy General II - The first video dev diary
Posted: Fri Apr 26, 2019 3:45 pm
by OBG_primetide
Mojko wrote: ↑Fri Apr 26, 2019 9:07 am
The old Fantasy General had this very interesting feature - the research. One could decide to invest in specific branches of units and make them better. Order Of Battle has something similar but very basic - specializations system. It's a similar research system retained in Fantasy general 2?
We have an upgrade tree that is actually more advanced than the linear research tree in FG1, because it doesnot tie you down to just one type of unit being unlocked (such as only light Infantry) and each unit differs markedly from another (so you do not just get the same unit with better stats normally)
Re: Fantasy General II - The first video dev diary
Posted: Fri Apr 26, 2019 7:17 pm
by Mojko
OBG_primetide wrote: ↑Fri Apr 26, 2019 3:45 pm
We have an upgrade tree that is actually more advanced than the linear research tree in FG1, because it doesnot tie you down to just one type of unit being unlocked (such as only light Infantry) and each unit differs markedly from another (so you do not just get the same unit with better stats normally)
That's great to know, thanks . What about spellcasters? I remember that this was another cool idea in the old Fantasy general which was a bit lacking. Most notably, upgrading the spellcasters would remove the old spells and give new ones. This was really odd as the old spells were actually quite useful.
Re: Fantasy General II - The first video dev diary
OBG_primetide wrote: ↑Fri Apr 26, 2019 3:45 pm
We have an upgrade tree that is actually more advanced than the linear research tree in FG1, because it doesnot tie you down to just one type of unit being unlocked (such as only light Infantry) and each unit differs markedly from another (so you do not just get the same unit with better stats normally)
That's great to know, thanks . What about spellcasters? I remember that this was another cool idea in the old Fantasy general which was a bit lacking. Most notably, upgrading the spellcasters would remove the old spells and give new ones. This was really odd as the old spells were actually quite useful.
We have various spellcasting units, however most of them are heroes with an explicit skill tree, as we felt exactly like you - changing a unit was odd as it took the spell away from you in FG1.
Re: Fantasy General II - The first video dev diary
Posted: Sun Apr 28, 2019 7:21 pm
by Mojko
OBG_primetide wrote: ↑Sat Apr 27, 2019 7:27 pm
We have various spellcasting units, however most of them are heroes with an explicit skill tree, as we felt exactly like you - changing a unit was odd as it took the spell away from you in FG1.
Good to know . I'll be keeping close eye on the development news and updates. Sadly, I probably don't have enough free time to participate in the beta .
Re: Fantasy General II - The first video dev diary
Posted: Mon Apr 29, 2019 7:09 pm
by Retributarr
Independent, self determining 'Entities':
This posting is not determinedly serious, so...take it ... or leave it as you wish... or add to it's conception!.
Just a thought that occurred to me... is that... why-not possibly have other independent factions... besides wolves and bears...which are small scale terrorists. Have one or two 'Hive-Minded' kabal's out there that are a threat to everyone and anyone else. Against both sides, as well as the independent wolves and bears...as well as 'Dragons'...I dare say!.
Perhaps this could take the form/characterization of 'Giant-Ants', 'Mosquito-attack-Swarms' (I've seen them as a child on the farm, they rove about in tubular pillar clouds... which is full of hungry blood starved Mosquito's...this tubular pillar cloud is about...7 to 10 meters in height and 2 to 3 meters wide at the base_ these are Blood Sucking search and destroyers ), or maybe something like 'Giant Preying Spiders' (In South America in 'Peru', they have Large Spiders_ Dinner Plate Size... that jump up out of the grass to attack and kill birds for food! ).
I just thought that something 'Novel' like this could add some 'Spice' to the game. However, there should also probably be an Option-Button to either turn this feature...On or Off!. What-Say-You?... Good...Bad...or...Ugly!.
Re: Fantasy General II - The first video dev diary
Posted: Thu May 02, 2019 8:22 am
by OBG_primetide
@retributarr - oh we have spider, LARGE LARGE spiders