Now that Forge of Freedom has been released...

Crown of Glory: Europe in the Age of Napoleon, the player controls one of the crowned potentates of Europe in the Napoleonic Era, wielding authority over his nation's military strategy, economic development, diplomatic relations, and social organization. It is a very thorough simulation of the entire Napoleonic Era - spanning from 1799 to 1820, from the dockyards in Lisbon to the frozen wastes of Holy Mother Russia.

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ericbabe
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RE: Now that Forge of Freedom has been released...

Post by ericbabe »

ORIGINAL: Didz
Not sure about this gap, I already have a game that does that called 'American Civil War - From Sumpter to Appomattox' by iMagic designed by Frank Hunter and I've owned it years.

At 11 years old, is FSTA really still fulfilling a need of the war-gaming market? I can't find a place that even sells it on the web, not even a used copy at Amazon. Abandonware has a copy and their policy is that they won't put up a copy of a game if it's still for sale anywhere.
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solops
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RE: Now that Forge of Freedom has been released...

Post by solops »

So, can we still expect a patch for CoG that will fix some of the remaining problems Before and add-on pack or CoG2?
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
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ericbabe
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RE: Now that Forge of Freedom has been released...

Post by ericbabe »

Which "remaining problems" did you have in mind?
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Russian Guard
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RE: Now that Forge of Freedom has been released...

Post by Russian Guard »

ORIGINAL: ericbabe

Which "remaining problems" did you have in mind?

Butting in here...I'm sure there's a number of things many would like tweaked in the short term, for me the list is short:

I'd definitely like to see the set-up Power levels added back in ( +3/-3, mentioned this in another thread to you, Eric), you said you'd check into that and verify that it was (accidently?) left out of patch 2.26...I'd like that to be patched back in sooner than having to wait on a CoGII if possible.

If this was a simple case of just adding the code back in, I'd be happy to playtest it to make sure it's working right, if you provide me with the requisite file changes.

The only other thing that comes to mind would be cutting back on the cash the AI gives to unplayed Nations at the higher levels. This leads to monster AI Armies roaming around with seemingly endless money to supply them. And the thing is, it doesn't really help them, it hurts them; when I battle those Armies I usually cause so many casualties over a cpl battles, that they surrender due to battlefiled casualties and battle-size glory and morale loss.

Again, be happy to play-test this if you can either provide me a file or show me how to tweak this.

edit: after reading some old posts on the subject of the large AI Armies, I see that Eric had addressed this issue in detail last year, and decided it was the best course in terms of play balance. I would make the argument, however, that it isn't effective, for the reasons I allude to above.

Probably the best solution would be to build some new options into the game, allowing for player control over this issue. Just MHO.







solops
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RE: Now that Forge of Freedom has been released...

Post by solops »

quote:

ORIGINAL: ericbabe

Which "remaining problems" did you have in mind?
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Well, there aren't a lot of true bugs. Something is wrong in Container manipulation. It is still awkward for me, but that is not a bug. But, things often do not "stick" or "stick" and then cannot be unstuck in containers. There are a few things I cannot really remember. Things that bug me, gleaned from other threads:

"Province Control: The province control system is broken. Some of the problems include (1) Protectorates that are conquered by a major power are considered “home territory” and are unable to be turned into protectorates of that power. In the player list, the conquered protectorate is still considered a protectorate of the former major power (2) Ceded provinces from a treaty are considered “home territory” and are impossible to form as part of a minor nation i.e. The province of Tyrol is required to be part of Bavaria in order to receive bonus troops during the spring levy. The only way I’ve been able, as France, to get Tyrol from Austria is through a peace treaty. Hence the problem, I can’t make it a protectorate as part of Bavaria. A province that is acquired through conquest or treaty should be able to be turned in to a protectorate at that countries choosing and not have limitations placed on them."

and

"Multiplayer remote game .

If you are the server/host of the game everything appears to work ok apart from the occasional game lock ups during detailed battle.

If however you have joined the game as an opponent of the server/host then certain important functions of the game dont work!

1 When you change the action of a Diplomat from say "Spy" to "Charm" or any other order, the order reverts back to "Spy" when you hit end turn making it impossible to change your Diplomats orders.

2 When changing your armys orders from say "Charge the Walls" to "Fire at the Walls" the same problem as explained above occurs.

3 A similar problem is also occuring when you tell your army to "Force march" or "forage" etc

LAN issue:
crash of the game during detailed combat while playing against another human with a AI reinforcement."


Lastly a really good thread for much of the post-1.2.26 issues and bugs:
tm.asp?m=1295772


All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
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ericbabe
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RE: Now that Forge of Freedom has been released...

Post by ericbabe »

There was a change that ceded provinces and some conquered protectorate provinces become home territory -- this fixed problems involved with the formation of protectorates.  I agree that it does make forming new protectorates more difficult.  I wouldn't say that the system itself is broken, though there are a few things that players should be able to do that they can't do in it.  We'll likely address this as we work on the expansion, and it would seem reasonable to release these changes as a patch to 1.2.26 provided that our changes to the protectorate system aren't too complicated.

I don't know how the power settings were disabled -- they do seem to be gone -- I'll have to look into that.

I fixed one multi-player bug when working on FOF that I will be able to fix in COG -- it involves the occasional invisible unit in detailed battle (can happen when reinforcements show up)... the reinforcement thing you mentioned.  The other problems (with the diplomats and army siege dispositions) seem to be related to dropped packets, since many people seem to be playing the game without these problems and I have never been able to reproduce them on our LAN; however, we've added code to FOF that does some packet dropping detection (still waiting on feedback to see whether this is improving things for some people) and I may be able to fit that code to COG as well.
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