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Leaders and attack/defence

Posted: Mon May 11, 2020 9:06 pm
by storeylf
So I was discussing this on another thread and then realised it was a FOG2 one, as it involved both games.

Basically it was about the unbalanced leaders and the 2-0/0-2 ones especially being a bit awkward due to what can be some rather random choice of defender, so you can swing to your 0 rating and get creamed when you thought you'd be on your 2 rating.

I've now modded the script to make attack/defence take more account of who is the better general and terrain (who was there first and who owns the region, giving knowledge/prep bonuses). This gives more emphasis to good leaders out witting poor leaders, or those defending home turf have the terrain knowledge to force attack or defence as suits them. It can still drop down to the existing logic (which it does on ties, so it can sometimes be a little random to stop it being too predictable). There are a few bits I may have changed in less obvious ways - notably around multi faction allies (which i don't think I've ever seen) and multi force (where you have both besieged and relief force).

Assuming that I find no more bugs or unexpected behaviour, is this something that may be of interest, maybe tweaked . If so how do we distribute such things? Is there a place on the forums to upload etc.

NB I should add it may have some consequences, it now takes a pretty good leader to get to choose attack or defence against even a half competent leader already on his home turf, which in turn makes your offensive leaders harder to use unless they are very good (where good = both ratings added together).

Re: Leaders and attack/defence

Posted: Tue May 12, 2020 1:36 pm
by Pocus
You can probably post the edited script file, indicating for which version of the game it is to be used. There is a modding subforum but you can advertise here.