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RE: Field of Glory II

Posted: Mon Oct 23, 2017 10:16 pm
by Rosseau
I understand, Rico. TotH makes it much easier. I am often surprised we don't see many Campaign Series Middle East scenarios. Not that I'm hinting or anything!

RE: Field of Glory II

Posted: Mon Oct 23, 2017 11:33 pm
by aaatoysandmore
ORIGINAL: rico21

Future DLC?[:D]

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Will those work in FoG2??!! I'll take the first one and use them for naked barbarians [:'(]

RE: Field of Glory II

Posted: Thu Oct 26, 2017 9:31 am
by Yogi the Great
In case any of you missed this version 1.01 update out, I learned about when I had to up date to continue multiplayer game. Following from Slitherine forum.

Hello Everyone
We are pleased to say that the first update for Field of Glory II is now available and many thanks to all of you for your feedback, suggestions and reports of issues.
This update corrects a number of bugs that have been reported such as those in campaigns, with general generation and AI aggression (plus of course various others – the full change list is below)

v1.0.1 is compatible with save games from v1.0.0
If you are playing a multiplayer game then both you and your opponent will need to update your versions.

It is available from the Members & Public areas (and of course you can obtain it by 'checking for update' when starting the game)

Members Area:
http://www.slitherine.com/members/publicDL.asp?gid=651

And from the Public area :
http://ftp.matrixgames.com/pub/FieldOfG ... v1.0.1.exe

V 1.0.1 Change List
- Corrected bug that could prevent some units of a “rear echelon” campaign army from arriving on the battlefield.

- Corrected bug that could prevent generals from being deployed in a campaign battle if reinforcement points were insufficient to bring the army’s units up to full strength.

- Corrected bug that displayed incorrect refit cost for army in pursue/don’t pursue campaign choice situations.

- Corrected bug that could cause game to crash if player accepted the confirm dialogue when he still had enough points to buy further units in Force Selection.

- Corrected bug that resulted in generals not being assigned to the non-PotLuck player’s army in MP challenges with specific army vs Pot Luck opponent or Pot Luck army vs specific opponent. Note also that in such challenges, the non-PotLuck army does not get to select his units – this is working as intended, it would not be fair for one player to be able to choose his units and the other not.

- Corrected bug that made disadvantaged AI units even less likely to charge than intended.

- Corrected bug that made it impossible to resend an MP turn if the Server failed to respond.

- Corrected bugs that allowed units that went Fragged in their side’s own turn to make turns and fall backs at half the normal AP cost.

- Various other minor bug fixes.

Editor Clarification:
Water can be “painted” on to a map by using the Base Water tile with Auto-Edging turned On. (If auto-edging is turned Off you won’t be able to see where the tiles have been painted, because the base Water tile uses one of the Open Ground textures to avoid blending issues at the edge of the water. The actual water is applied using overlay tiles – automatically if Auto-Edging in On).

RE: Field of Glory II

Posted: Thu Oct 26, 2017 8:18 pm
by budd
Not much of an ancients guy but must say i'm really enjoying the game.
There's instructions on modding the figures in a unit at the Slitherine forums, the large battles don't feel epic so I changed the numbers. Still toying with the numbers, only minor slow down i've experienced is during big group moves.
This is a very large custom battle, just looks more epic. Still have to play this out to see if there are any problems.



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RE: Field of Glory II

Posted: Sat Oct 28, 2017 3:43 pm
by TWC
TWC (The Wargaming Club) added FoG II to its games list. [8D]

RE: Field of Glory II

Posted: Sun Oct 29, 2017 4:20 pm
by rico21
[:)]

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RE: Field of Glory II

Posted: Tue Oct 31, 2017 1:22 pm
by rico21
TheLastRoman

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RE: Field of Glory II

Posted: Wed Nov 01, 2017 10:11 am
by rico21
In progress...

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RE: Field of Glory II

Posted: Wed Nov 01, 2017 11:59 am
by rico21
Ready on your favorite forum...

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RE: Field of Glory II

Posted: Wed Nov 01, 2017 12:19 pm
by zakblood
thanks, just downloaded it m8

RE: Field of Glory II

Posted: Fri Nov 03, 2017 10:09 pm
by Gilmer
I wish they had a more robust campaign system. I have watched DasTactic's campaign, and I just would like more. But, I'm still probably going to get it.

H Gilmer

RE: Field of Glory II

Posted: Sat Nov 04, 2017 1:47 pm
by rico21
ATG

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RE: Field of Glory II

Posted: Sun Nov 05, 2017 9:43 am
by rico21
In progress...

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RE: Field of Glory II

Posted: Sun Nov 05, 2017 12:01 pm
by rico21
Ready on your favorite forum...


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RE: Field of Glory II

Posted: Sun Nov 05, 2017 1:12 pm
by m10bob
Really like the concept and the graphics.
How is the interface and does the game have an editor?

Looks like it would make a great engine for a battle designer ala "Age of Rifles"???

Many possibilities for Napoleonic s, ACW, etc.

RE: Field of Glory II

Posted: Sun Nov 05, 2017 1:17 pm
by zakblood
the UI is very user friendly and yes it does have an editor as shown above, as they are custom mods made

RE: Field of Glory II

Posted: Sun Nov 05, 2017 2:25 pm
by m10bob
ORIGINAL: zakblood

the UI is very user friendly and yes it does have an editor as shown above, as they are custom mods made


Great!..TY for the fast response...

RE: Field of Glory II

Posted: Sun Nov 05, 2017 6:40 pm
by z1812
[font="Arial"]Hi All,

I wanted to post on the Slitherine site but it does not recognize my username with the unified log in. However Matrix does so I am posting here.

I have a few questions about FOG2 that I hope someone can answer.

1. Does terrain have an effect on combat and movement. If so is it "realistic" as games go.

2. Is there block movement for multiple units and if so does it work well.

3. What range do archers have. Are they effective.

4. As turn based is it wego?

5. Does the combat resolution seem reasonable to the periods and armies?[/font]

RE: Field of Glory II

Posted: Mon Nov 06, 2017 7:10 am
by IainMcNeil
I'll let other comment on the gameplay as I'm biased :)

If you're having an issue with the samelogin please contact support. We're int eh process of unravelling thousands of duplicate logins that have been created over nearly 20 years. We'd like everyone to be able to post everyone with their single login and access all areas of the site and PBEM. This will simplify things for everyone.

RE: Field of Glory II

Posted: Mon Nov 06, 2017 8:15 am
by rico21
ORIGINAL: z1812

[font="Arial"]Hi All,

I wanted to post on the Slitherine site but it does not recognize my username with the unified log in. However Matrix does so I am posting here.

I have a few questions about FOG2 that I hope someone can answer.

1. Does terrain have an effect on combat and movement. If so is it "realistic" as games go.

2. Is there block movement for multiple units and if so does it work well.

3. What range do archers have. Are they effective.

4. As turn based is it wego?

5. Does the combat resolution seem reasonable to the periods and armies?[/font]
1- terrain has an effect on combat and movement. I do not know if it's realistic, all the witnesses of that time
are dead.
2- The block movement is used to move a set of units if they are far from the enemy. This accelerates positively the parts.
3-Archers have a maximum range of 4 squares with effective range of 2 squares.
4- IGOUGO only.
5- Overall yes, but I have also seen abbots like Roman legionaries who darken on Phalangists, killing
145 for the month of ten losses. The Triari are broken arms in the game!
6- The rest is fabulous. If you like the time, this game is unavoidable!