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Deployment

Posted: Fri Jul 05, 2019 4:42 pm
by thierry2015
questions this time about deplacement please :D
Once the front line is full, units will be added to a second and possibly third line
this 3rd line in reserve do not go fight but will the pursuit contribute?
The deployment process uses the concept of ‘distance from center’ to determine the layout of units This score varies by unit type
Heavy Infantry = 0
cavalry = 20
can we see this value by consulting these troops?
Healthy units will tend to be picked before units that have been damaged.
I saw a lot of video but did not have time to see (it is too fast :roll: )

after a draw
if we have troops in reserve with this setting they will be put in place of Tired / exausted / wounded troops
okay
but if I do not have enough troops to replace them all what is the priority order?

for example: frontage 5
1st line: 5 skirmishers
2nd line: 3 heavy infantry + 2 cavalry
3rd line: 1 medium infantry

result 1st battle
heavy infantry one = tired + 2 wounded
heavy infantry two = exausted + 1 wounded
heavy infantry three = no problem :)

who will the medium infantry unit replace?
heavy infantry one or two? :roll:

artificial intelligence favor effectiveness or hits points?

Anyway Bravo
because this mechanic makes your battles interesting enough to not have to buy FOG2

but since he is on sale, I think I'll take him anyway
just in case ! :mrgreen:

Re: Deployment

Posted: Fri Jul 05, 2019 5:06 pm
by loki100
1 - yes, they sit out the battle so are nice and fresh

2 - I think so, if not they are in the unit files and can be modded etc

3 - the routine tries to pick fresh units over exhausted (but there is a random element) and then the best fit to the situation. So its variable but yes it might pick a fresh MI over an exhausted HI for the main battle line

4- in general it will protect units with low hit pts as these are at risk of being destroyed in a new round of combat

5 - in general the Empires battle routine works well, it rewards creating well balanced armies and the advantages and disadvantages of unit types are well developed. My view is that the link to FoG2 is there if I fancy using it. I'll do this sometimes if I have unusual armies just to have to cope with them. I remember one test with Armenia where a battle with Cappadocia was basically two really rubbish armies made up of weak infantry, lots of skirmishers and a few decent cavalry. It was incredibly good fun to fight out as you'd never see that combination using the army lists - I think I won with a lucky break in the very last hour of the battle. 80 years later my Armenian army was full of veteran imitation legions and very good cavalry.

Re: Deployment

Posted: Fri Jul 05, 2019 6:17 pm
by thierry2015
Thanks a lot :D
Dev Diary #9 Addendum - Playing Empires Battles in FOG2
Empires units convert to an average of 2 to 3 FOG2 units, some more, some less.
When 2 units ? :?: :?:
When en 3 units ? :?: :?: :?:

Re: Deployment

Posted: Fri Jul 05, 2019 7:17 pm
by thierry2015
When 2 units ? :?: :?:
When en 3 units ? :?: :?: :?:
Soory :oops:

I did not read
11.2.3. Taille de l'armée dans FOG2

Very good job :!:

Re: Deployment

Posted: Sat Jul 06, 2019 12:17 am
by vakarr
If Empires says you have a stronger army than your opponent but you lose the battle when it is resolved, you can usually win the battle by playing it in FOG 2 - but I have found that Empires creates great battlefields and wonderful army match-ups that you would not get in FOG 2. The two work together really well. For instance, you will probably lose a battle in marsh under Empires but when I went to FOG 2 (which I think doesn't normally have a "marsh" terrain type but I could be wrong) the battlefield was similarly constricted and I had to push my heavy infantry through narrow lanes of clear terrain just like Empires - but I still won anyway.

Re: Deployment

Posted: Sat Jul 06, 2019 7:40 am
by rbodleyscott
vakarr wrote: Sat Jul 06, 2019 12:17 am... FOG 2 (which I think doesn't normally have a "marsh" terrain type but I could be wrong)
Marshy terrain maps were added to FOG2 in v1.5.12 and are also usable in non-Empires FOG2 Custom Battles, and can be set to apply in custom campaigns.

Re: Deployment

Posted: Sat Jul 06, 2019 2:11 pm
by Qwixt
vakarr wrote: Sat Jul 06, 2019 12:17 am If Empires says you have a stronger army than your opponent but you lose the battle when it is resolved, you can usually win the battle by playing it in FOG 2 - but I have found that Empires creates great battlefields and wonderful army match-ups that you would not get in FOG 2. The two work together really well. For instance, you will probably lose a battle in marsh under Empires but when I went to FOG 2 (which I think doesn't normally have a "marsh" terrain type but I could be wrong) the battlefield was similarly constricted and I had to push my heavy infantry through narrow lanes of clear terrain just like Empires - but I still won anyway.
This video shows something like that. The player exported to FoG2 and won, then he loaded the pre-battle save, simulated the battle in FoG:E, and lost.

https://www.youtube.com/watch?v=pPumPtXvpRw

Re: Deployment

Posted: Sun Jul 07, 2019 12:18 pm
by thierry2015
The deployment process uses the concept of ‘distance from center’ to determine the layout of units This score varies by unit type
Question for éléphants = 0 as heavy infantry ? (therefore in the center)
2 - I think so, if not they are in the unit files and can be modded etc
so if they want to be on the wings
just pass the value 0 to the value 20 in the file?

if it works how is the file called? just unit.xxx?

in the future it would be very interesting to be able to change this setting in the game because it would be even more flexible to simulate the battles!

Thanks a lot for your answers

Congratulations to Ageod and Slitherine :)

conjugate your effots more often because the result is awesome

Re: Deployment

Posted: Sun Jul 07, 2019 1:54 pm
by loki100
thierry2015 wrote: Sun Jul 07, 2019 12:18 pm ...

if it works how is the file called? just unit.xxx?

...
yes, you'll find all the files that contain faction, regional, building etc characteristics in the same directory once the game is set up

Re: Deployment

Posted: Sun Jul 07, 2019 2:02 pm
by thierry2015
Thanks :D

Just for my information the name of this file is ???

UNITS . XXX ?

still some days of waiting before you can buy the game :mrgreen:

Re: Deployment

Posted: Sun Jul 07, 2019 2:12 pm
by loki100
yes

they are almost all in csv/xls workbooks or text files, so at that level modding is exceptionally easy

Re: Deployment

Posted: Sun Jul 07, 2019 2:21 pm
by thierry2015
Ail right :D

Re: Deployment

Posted: Mon Jul 08, 2019 9:14 am
by vakarr
Qwixt wrote: Sat Jul 06, 2019 2:11 pm This video shows something like that. The player exported to FoG2 and won, then he loaded the pre-battle save, simulated the battle in FoG:E, and lost.

https://www.youtube.com/watch?v=pPumPtXvpRw
However overall I have found that the Empires system is remarkably accurate in the way it predicts losers and winners and I have to try very hard to win (ie replay the battle several times in FOG 2) if there is a reasonable disparity of Empires points against me - I was able to win the marsh battle because I had an adantage in Empires points over the enemy, it was only the marsh terrain (and my army composition) that was defeating me in Empires.

Re: Deployment

Posted: Mon Jul 08, 2019 2:29 pm
by Pocus
In Empires, if you attack against a defensive terrain, you have to deal with it, there is no escape. If you switch to FOG II, then with clever deployment and shrewd expertise, you might be able to minor the penalty and thus win. That's not going to change because fundamentally that's how both games are designed.