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Offline Asid

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Re: Field of Glory II
« Reply #60 on: January 09, 2018, 07:42:11 PM »


The player’s base of Field of Glory II has proved to be very creative and willing since the release of the game, and numerous mods have been created over time expanding the original content tremendously.

Today we are proud to announce that the Community Content list will be enriched soon with another promising work of love, the “Tabletop Mod”!





IMPORTANT! This Mod will be released on Wednesday 10th! Be sure to update the game to version 1.1.7 in order to play it properly.

The FoG II 'TT mod' ('TT' = "Tabletop") is a comprehensive mod created created by Paul Adaway for both Field of Glory II (and Immortal Fire although this is not required to use the mod). The TT mod will be made available during 10th January

Paul gives full details below but his 'magnus opus' includes approx. 80 new or modified army lists and in keeping with its miniatures based inspiration many new unit figures e.g. nearly all nations have their own specific pike phalanx, there are amended Greek cavalry, a plethora of new Spanish infantry units and one of my favourites – the Tarantine Light Javelin Horse. In all there are upwards of 140 new or modified unit textures in this mod!
For those of you would like to try this mod but are unsure about its impact on the game, rest assured that Paul has not amended the gameplay, rules or unit capabilities in anyway – its  focus is on giving players a wider range of armies to choose from and units to play with

Special thanks are of course due to Paul for putting this together and then making it freely available.

We'd also like to extend special thanks to Stephen Hales (of Little Big Men Studios) for allowing the use of his miniatures shield designs  in this  mod. Those of you who would like to use his designs with your miniature armies should check out his website : https://www.littlebigmenstudios.com/

Notes
- Please note that you need FoG II v1.1.7 or later to use this mod.
- Although Immortal Fire isn't required to use the mod, a player who does not own Immortal Fire will not be able to set up custom battles or campaigns using army lists from the Immortal Fire period. (Including those made by Paul). However, they would be able to accept MP challenges set up by someone who does own Immortal Fire


FIELD OF GLORY II “TT MOD” - DESIGNER NOTES FROM PAUL ADAWAY
This mod greatly expands the units in Field of Glory 2. I am calling it the TT Mod. “TT” because I have got most of my inspiration from the original Field of Glory Table Top army lists. I have added back into the lists a lot of the units from the tabletop version that were left out of the PC version of the game. The mod will come in two forms, a sandbox campaign and a skirmish module (with SP and MP versions).
Nearly all nations have their own specific Pike Phalanx. I have created lots of extra Heavy and Light Cavalry units to replace the ubiquitous vanilla versions. Unfortunately I have no 3D modelling skills, but a lot can be done with new textures, new alpha layers and modding the animation/effects unit.txt files.

I have not modded game play in any way. All unit stats are consistent with the vanilla game. I was tempted to put in my Elephant mod, that I have used in some of my scenarios (i.e. Apollonia), but at the moment it is not included. If I get positive feedback about it, I may add it in later.
This is what is new in the mod:
New army lists:
"Indian (Royal) 500 BC – 180 BC",
"Indian (Royal)179 BC – 319 AD",
"Indian (Republican) 500 BC – 180 BC",
"Indian (Republican) 179 BC – 319 AD",
The vanilla Indian list has been split into 4, the Republican armies having no elephants, and the early lists having no light horse archers.
“Georgian 331 BC – 252 AD”,
The vanilla Iberian list has been renamed as Georgian to stop confusion with the “Spanish” Iberians, who now have their own list.
“Iberian 300-10 BC”,
“Celtiberian 300-10 BC”,
“Lusitanian 300-10 BC”,
The Spanish list has been split into the three main tribal groups.
"Pyrrhic (in Italy) 280-272 BC",
"Pyrrhic (in Greece) 280-272 BC",
The Pyrrhic list has been split into two.
“Achaian League 280-209 BC”,
“Achaian League 208-147 BC”,
“Achaian League 146-146 BC”,
“Aetolian 280-146 BC”,
“Boiotian League 280-271 BC”,
“Boiotian League 270-246 BC”,
“Boiotian League 245-146 BC”,
“Athenian 280-146 BC”,
“Eleian 280-146 BC”,
“Spartan 280-228 BC”,
“Spartan 227-222 BC”,
“Spartan 221-146 BC”,
The Hellenistic Greek lists have been split into several state specific lists.
“Gallic Lowland Tribes 300-201 BC”,
“Gallic Lowland Tribes 200-101 BC”,
“Gallic Hill Tribes 300-201 BC”,
“Gallic Hill Tribes 200-101 BC”,
“Gallic Lowland Tribes 100-50 BC”,
“Gallic Hill Tribes 100-50 BC”,
“Gallic Lowland Tribes 390-301 BC”,
“Gallic Hill Tribes 390-301 BC”,
The Gallic lists have been split into separate ones for lowland and hill tribes.
“Galatian 280-279 BC”,
“Galatian 278-228 BC”,
“Galatian 227-63 BC”,
The Early Galatian list has been split into three era specific lists.
“Graeco-Bactrian 250-211 BC”,
“Graeco-Bactrian 210-130 BC”,
The Graeco-Bactrian list has been split into two era specific lists.
“Carthaginian 235-201 BC”,
“Carthaginian 200-146 BC”,
The late Carthaginian list has been split into a Second Punic War and Post Second Punic War list.
“Kushan 130 BC – 24 AD”,
“Kushan 25 AD – 476 AD”,
The Kushan list has been split into two era specific lists.
“Indo-Skythian 95 BC – 24 AD”,
“Indo-Skythian 25 BC – 50 AD”,
The Indo-Skythian list has been split into two era specific lists.
"Parthian (Saka campaign) 129 BC – 129 BC",
The Parthian Saka campaign gets it's own list.
“Athenian 550 BC – 461 BC”,
“Corinthian 550 BC – 461 BC”,
“Boiotian League 550 BC – 461 BC”,
“Aetolian 550 BC – 461 BC”,
“Akarnanian 550 BC – 461 BC”,
“Phokian 550 BC – 461 BC”,
“Syracusan 550 BC – 461 BC”,
"Greek (Western) 550 BC – 461 BC",
"Greek (Asiatic) 550 BC – 461 BC",
“Athenian 460 BC – 381 BC”,
“Corinthian 460 BC – 381 BC”,
“Boiotian League 460 BC – 381 BC”,
“Aetolian 460 BC – 381 BC”,
“Akarnanian 460 BC – 381 BC”,
“Phokian 460 BC – 381 BC”,
“Syracusan 460 BC – 413 BC”,
"Greek (Western) 460 BC – 381 BC",
"Greek (Asiatic) 460 BC – 381 BC",
“Athenian 380 BC – 281 BC”,
“Corinthian 380 BC – 281 BC”,
“Boiotian League 380 BC – 281 BC”,
“Aetolian 380 BC – 281 BC”,
“Akarnanian 380 BC – 281 BC”,
“Phokian 380 BC – 281 BC”,
"Greek (Western) 380 BC – 281 BC",
"Greek (Asiatic) 380 BC – 281 BC",
The Classical Greek lists have been split into several state specific lists.
“Carthaginian 550-411 BC”,
Extended Early Carthaginian list back to 550 BC.
“Spartan 461-381 BC”,
“Spartan 380-281 BC”,
I have split the late Spartan list into two.
“Seleucid 300-280 BC”,
“Seleucid 279-206 BC”,
“Ptolemaic 320-280 BC”,
“Ptolemaic 279-167 BC”,
“Macedonian 320-280 BC”,
“Macedonian 279-261 BC”,
The early Seleucid, Ptolemaic and Macedonian lists have been split into pre and post 280 BC lists. To reflect a number of changes that happened around that date: availability of Celtic mercenaries, shielded heavy cavalry, Thureophoroi replacing Iphikratean Hoplites.
"Spartan (2nd Invasion Peloponnese) 369-368 BC",
The Spartan army at the time of the 2nd invasion of the Peloponnese gets its own list with Spanish and Celtic troops provided by Syracuse.
"Achaemenid Persian (Gaugamela) 331-331 BC",
"Achaemenid Persian (Bessos) 329-329 BC",
Two new campaign specific lists for the Achaemenid Persians.
"Syracusan (Agathokles in Africa) 310-307 BC",
A new campaign specific list for Syracuse.
“Eumenes 321-316 BC”,
A new army list for Eumenes.
"Greek (Xenophon) 401-399 BC",
A new army list for Xenophon's March of the Ten Thousand.

Some changes to vanilla side names, and 15 new ones added. In some cases giving unique side names to some vanilla armies that share with other nations in the vanilla game:
IDS_SIDENAME_36,“Skythian”,
IDS_SIDENAME_38,“Iberian”,
IDS_SIDENAME_600,“Celtiberian”,
IDS_SIDENAME_601,“Lusitanian”,
IDS_SIDENAME_602,“Rhoxolani”,
IDS_SIDENAME_603,“Achaian League”,
IDS_SIDENAME_604,“Aetolian”,
IDS_SIDENAME_605,“Boiotian”,
IDS_SIDENAME_606,“Athenian”,
IDS_SIDENAME_607,“Eleian”,
IDS_SIDENAME_608,“Saka”,
IDS_SIDENAME_609,“Sertorian”,
IDS_SIDENAME_610,“Corinthian”,
IDS_SIDENAME_611,“Akarnanian”,
IDS_SIDENAME_612,“Phokian”,
IDS_SIDENAME_613,“Eumenes”,
IDS_SIDENAME_614,“Xenophon”,
Some existing units have been renamed, of these the two Greek cavalry units have new textures:
IDS_UNITNAME18, “Numidian Light Javelin Horse”,
IDS_UNITNAME21, “Gallic Armoured Cavalry”,
IDS_UNITNAME34, “Iberian Scutarii”,
IDS_UNITNAME38, “Veteran Greek Armoured Cavalry”,
IDS_UNITNAME104, “Greek Armoured Cavalry”,
New units, the vast majority with new textures:
IDS_UNITNAME401, “Italian Armoured Cavalry”,
IDS_UNITNAME402, “Italian Citizen Hoplites”,
IDS_UNITNAME403, “Eastern Irregular Foot”,
IDS_UNITNAME404, “Eastern Light Javelinmen”,
IDS_UNITNAME405, “Eastern Massed Archers”,
IDS_UNITNAME406, “Eastern Light Archers”,
IDS_UNITNAME407, “Eastern Light Javelin Horse”,
IDS_UNITNAME408, “Ligurian Spearmen”,
IDS_UNITNAME409, “Apulian Cavalry”,
IDS_UNITNAME410, “Italian Veteran Armoured Cavalry”,
IDS_UNITNAME411, “Tarantine Light Javelin Horse”,
IDS_UNITNAME412, “Illyrian Spearmen”,
IDS_UNITNAME413, “Thracian Armored Cavalry”,
IDS_UNITNAME414, “Macedon Chalkaspides Phalanx”,
IDS_UNITNAME415, “Macedon Peltastai Phalanx”,
IDS_UNITNAME416, “Macedon Agema Phalanx”,
IDS_UNITNAME417, “Macedon Guard Xystophoroi”,
IDS_UNITNAME418, “Seleucid Chalkaspides Phalanx”,
IDS_UNITNAME419, “Seleucid Argyraspides Phalanx”,
IDS_UNITNAME420, “Seleucid Xystophoroi”,
IDS_UNITNAME421, “Agema Cavalry”,
IDS_UNITNAME422, “Companions”,
IDS_UNITNAME423, “Ptolemaic Regular Pike Phalanx”,
IDS_UNITNAME424, “Ptolemaic Agema Phalanx”,
IDS_UNITNAME425, “Ptolemaic Xystophoroi”,
IDS_UNITNAME426, “Mercenary Galatian Warband”,
IDS_UNITNAME427, “Ptolemaic Guard Cavalry”,
IDS_UNITNAME428, “Egyptian Levy Pike Phalanx”,
IDS_UNITNAME429, “Hispanic Heavy Cavalry”,
IDS_UNITNAME430, “Hispanic Light Cavalry”,
IDS_UNITNAME431, “Celtiberian Warband”,
IDS_UNITNAME432, “Caetrati light javelinmen”,
IDS_UNITNAME433, “Heavy Caetrati”,
IDS_UNITNAME434, “Pontic Levy Pike Phalanx”,
IDS_UNITNAME435, “Tarantine Pike Phalanx”,
IDS_UNITNAME436, “Pyrrhic Agema Cavalry”,
IDS_UNITNAME437, “Pyrrhic Pike Phalanx”,
IDS_UNITNAME438, “African Light Javelinmen”,
IDS_UNITNAME439, “Libyphoenician Armoured Cavalry”,
IDS_UNITNAME440, “Euzonoi light javelinmen”,
IDS_UNITNAME441, “Greek Pike Phalanx”,
IDS_UNITNAME442, “Early Cataphracts”,
IDS_UNITNAME443, “Armenian Levy Pike Phalanx”,
IDS_UNITNAME444, "Raw Hastati/Principes",
IDS_UNITNAME445, “Pedites Extraordinarii”,
IDS_UNITNAME446, “Roman Armoured Cavalry”,
IDS_UNITNAME447, “Soldurii”,
IDS_UNITNAME448, “Gaesatae”,
IDS_UNITNAME449, “Bactrian Light Horse”,
IDS_UNITNAME450, “Graeco Bactrian Pike Phalanx”,
IDS_UNITNAME451, “Iranian Lancers”,
IDS_UNITNAME452, “Graeco Bactrian Xystophoroi”,
IDS_UNITNAME453, “Graeco Bactrian Cataphracts”,
IDS_UNITNAME454, “Spartan Pike Phalanx”,
IDS_UNITNAME455, “Freed Slave Pike Phalanx”,
IDS_UNITNAME456, “Numidian Foot”,
IDS_UNITNAME457, “Libyan Foot”,
IDS_UNITNAME458, “Civic Militia Light Javelin Horse”,
IDS_UNITNAME459, “Seleucid Cataphracts”,
IDS_UNITNAME460, “Indo Greek Armoured Cavalry”,
IDS_UNITNAME461, “Indo Greek Pike Phalanx”,
IDS_UNITNAME462, “Cretan Levy Foot”,
IDS_UNITNAME463, “Nubian Mercenary Cavalry”,
IDS_UNITNAME464, “Graeco Bactrian Pike Phalanx”,
IDS_UNITNAME465, “Chalybes Spearmen”,
IDS_UNITNAME466, “Pontic Chalkaspides Phalanx”,
IDS_UNITNAME467, "Germanic Warband (Loose Order)",
IDS_UNITNAME468, "Germanic Warband (Close Order)",
IDS_UNITNAME469, “Galatian Warband”,
IDS_UNITNAME470, “Pontic Imitation Legionaries”,
IDS_UNITNAME471, “Macedonian Armoured Cavalry”,
IDS_UNITNAME472, “Macedonian Guard Cavalry”,
IDS_UNITNAME473, “Macedon Leukaspides Phalanx”,
IDS_UNITNAME474, “Ex Seleucid Pike Phalanx”,
IDS_UNITNAME475, “Freed Helot Pike Phalanx”,
IDS_UNITNAME476, “Arab Light Javelin Horse”,
IDS_UNITNAME477, “Perioikoi Hoplites”,
IDS_UNITNAME478, “Spartiatai Hoplites”,
IDS_UNITNAME479, “Gladiators”,
IDS_UNITNAME480, “Persian Heavy Chariots”,
IDS_UNITNAME481, “Phrygian Foot”,
IDS_UNITNAME482, “Phrygian light javelinmen”,
IDS_UNITNAME483, “Raw Hoplites”,
IDS_UNITNAME484, “Lydian Raw Hoplites”,
IDS_UNITNAME485, “Lydian Light Cavalry”,
IDS_UNITNAME486, “Lydian Light Chariots”,
IDS_UNITNAME487, “Thracian Swordsmen”,
IDS_UNITNAME488, “Citizen Hoplites”,
IDS_UNITNAME489, “Greek Cavalry”,
IDS_UNITNAME490, “Armoured Spartiatai Hoplites”,
IDS_UNITNAME491, “Spartiatai Hoplites”,
IDS_UNITNAME492, “Saka Foot”,
IDS_UNITNAME493, “Phoenician Marines”,
IDS_UNITNAME494, “Armoured Theban Hoplites”,
IDS_UNITNAME495, “Theban Sacred Band Hoplites”,
IDS_UNITNAME496, “Theban Hoplites”,
IDS_UNITNAME497, “Theban Pike Phalanx”,
IDS_UNITNAME498, “Carthaginian Sacred Band”,
IDS_UNITNAME499, “Poeni Cavalry”,
IDS_UNITNAME500, “Italian Mercenary Hoplites”,
IDS_UNITNAME501, “1st Class Roman Spearmen”,
IDS_UNITNAME502, "2nd & 3rd Class Roman Spearmen",
IDS_UNITNAME503, “Mixed Class Roman Spearmen”,
IDS_UNITNAME504, “4th Class Roman Foot”,
IDS_UNITNAME505, “Roman Cavalry”,
IDS_UNITNAME506, “1st Class Latin Spearmen”,
IDS_UNITNAME507, "2nd & 3rd Class Latin Spearmen",
IDS_UNITNAME508, “Mixed Class Latin Spearmen”,
IDS_UNITNAME509, “4th Class Latin Foot”,
IDS_UNITNAME510, “Italian Cavalry”,
IDS_UNITNAME511, “1st Class Etruscan Spearmen”,
IDS_UNITNAME512, "2nd & 3rd Class Etruscan Spearmen",
IDS_UNITNAME513, “Mixed Class Etruscan Spearmen”,
IDS_UNITNAME514, “Etruscan Cavalry”,
IDS_UNITNAME515, “Devoted Foot Spearmen”,
IDS_UNITNAME516, “Etruscan Light Chariots”,
IDS_UNITNAME517, “Etruscan Axemen”,
IDS_UNITNAME518, “Crescent Shield Spearmen”,
IDS_UNITNAME519, “Greek Light Javelin Horse”,
IDS_UNITNAME520, “Iphikratean Hoplites”,
IDS_UNITNAME521, “Theban Sacred Band Hoplites”,
IDS_UNITNAME522, “Italian Veteran Armoured Cavalry”,
IDS_UNITNAME523, “Italian Citizen Hoplites”,
IDS_UNITNAME524, “Guard Apple Bearers”,
IDS_UNITNAME525, “Persian Guard Lancers”,
IDS_UNITNAME526, “Illyrian light javelinmen”,
IDS_UNITNAME527, “Spartan Armoured Cavalry”,
IDS_UNITNAME528, “Rowers disguised as Hoplites ”,
IDS_UNITNAME529, “Foot Companions Phalanx”,
IDS_UNITNAME530, “Hypaspists Phalanx”,
IDS_UNITNAME531, “Companion Cavalry”,
IDS_UNITNAME532, “Agema Cavalry”,
IDS_UNITNAME533, “Thessalian Armoured Cavalry”,
IDS_UNITNAME534, “Agrianian Light Javelinmen”,
IDS_UNITNAME535, “Accensi”,
IDS_UNITNAME536, “2nd Class Etruscan Pilum Foot”,
IDS_UNITNAME537, “3rd Class Etruscan Pilum Foot”,
IDS_UNITNAME538, “Antigonid Pantodapoi Phalanx”,
IDS_UNITNAME539, “Lysimachid Pantodapoi Phalanx”,
IDS_UNITNAME540, “Antigonid Veteran Phalanx”,
IDS_UNITNAME541, “Lysimachid Veteran Phalanx”,
IDS_UNITNAME542, “Eumenes Pantodapoi Phalanx”,
IDS_UNITNAME543, “Eumenes Veteran Phalanx”,
IDS_UNITNAME544, “Eumenes Argyraspides Phalanx”,
IDS_UNITNAME545, “Hypaspists Phalanx”,

Known Issues:
Some of the new units use modded or swapped unit.txt files that don't quite match the animations of the 3D models, causing slight jumps in the animation if you look closely. This effects the Euzonoi, the new Galatian warbands and a few others. Also the Euzonoi do not actually throw javelins.
The Persian Guard Lancers and Apple Bearers, Crescent shield Spearmen, Etruscan Axemen, Ind-Greek Heavy cavalry, Etruscan Chariot, Lydian Chariot, and Persian Chariot models and textures are all currently “placeholder”
The new Roman banners usually start the scenario “full length”, the alpha layer then kicks in, sometimes when you zoom into them, and then it is fine for the rest of the scenario.
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Offline Asid

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Re: Field of Glory II
« Reply #61 on: January 31, 2018, 04:18:12 PM »
Field of Glory II v1.1.8 Update Released


Hello Everyone

 Richard, Pat et al are putting the finishing touches to the  2nd DLC for Field of Glory II but in the meantime here is a small update (v1.1.8 ) that corrects a tournament scoring and a pbem issue that a few players reported

v1.1.8 is compatible with save games from 1.0.2
If you are playing a multiplayer game then both you and your opponent will need to update your versions.
This is a comprehensive update.

V1.1.8 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/FieldOfGloryII/FieldOfGloryII-UpdateComp-v1.1.8.zip


v1.1.8 – January 25, 2018
- Fixed bug that could prevent MP turn being resent if connection to server failed on player’s first turn of game.

- Corrected tournament scoring bug that awarded +60 points to the player ahead on points when a game is ended by the turn limit. What should happen (and now does) if the turn limit is reached without either army breaking is that both sides should only score the enemy rout percentage. (Despite either side claiming “victory” for holding the field of battle).

- Corrected levy spearmen combat animation bug.
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Offline Asid

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Re: Field of Glory II
« Reply #62 on: February 10, 2018, 12:28:27 PM »
Field of Glory II Legions Triumphant has been announced!




After the assassination of Julius Caesar in 44 BC, the Roman Republic found itself in mortal danger. The infighting that followed eventually saw the end of the Republic and the birth of the Principate, with Octavianus Augustus sole ruler of the newly-established Roman Empire.
 
Victory after victory, the Empire slowly expanded, reaching its maximum extent in 117 AD. But dominance couldn't be held forever. Internal and external threats undermined stability in the centuries that followed. To ease administration, the empire was eventually divided into western and eastern halves, each with its own emperor. Under the constant pressure of large Germanic confederations, the western half eventually collapsed, and in 476 AD the last western emperor was deposed.

In Legions Triumphant, the new exciting DLC for Field of Glory II, you can be part of the final conquests of the Roman Empire in Britain, Germany and Dacia, witnessing the Pax Romana when the legions on the frontier mostly kept at bay the barbarians to the north and first the Parthians, then the Sassanid Persians, in the east.
 
Relive the final disintegration of Western Roman power under pressure from the Germans and Goths (themselves attempting to outdistance the rising power of the Huns), and the desperate attempts of 5th century leaders to hold at bay the barbarian tide, using armies at least partly consisting of barbarian troops.
 
Legions Triumphant follows the development of the Roman Imperial Army through its heyday, its late 3rd century AD reorganisation to deal with new threats, and subsequent decline. It also follows the rise of its various enemies, the Germans and Goths, the Sassanid Persians and the dreaded Huns. Play as the Romans or as one of their many enemies.
 
Field of Glory II: Legions Triumphant brings you 10 new factions (Alans, Anglo-Saxons, Caledonians, Goths, Hephthalites, Huns, Palmyrans, Picts, Romano-British and Sassanid Persians); 17 new units (including Legio Comitatensis, Auxilia Palatina, Pictish Spearmen and the Fierce Hunnic Nomad Horse Archers), and 22 new Army Lists!
 
In addition, this expansion adds numerous improvements and changes to the campaign system, with 4 new historically-based campaigns, the ability to name your units, to fight on after a lost battle and many more!
 
Stay tuned for further updates!


















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Offline Asid

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Re: Field of Glory II
« Reply #63 on: February 15, 2018, 01:26:06 PM »
Legions Triumphant Screenshots - How about some fight?




We are happy to show you a new group of screenshots for the new DLC of Field of Glory II, Legions Triumphant!

Featuring late Roman legions, fierce Hunnic warriors, cataphracts, Pictish and more!

Stay tuned for further updates!


























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Re: Field of Glory II
« Reply #64 on: February 15, 2018, 08:55:59 PM »
SPECIAL PROMOTION! Offer ends 19 February

-34%   £23.79   £15.70

http://store.steampowered.com/app/660160/Field_of_Glory_II/
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Re: Field of Glory II
« Reply #65 on: March 08, 2018, 12:27:02 PM »
Legions Triumphant will be out on March 8th



It’s time to take your sword and armour from the wall and prepare to march for war once again, as Legions Triumphant release is coming very soon!

The Field of Glory II DLC, set from the height of the Roman Empire until the eventual collapse of its western half, will be released on Martius VIII (March, 8th), bringing 10 new factions (including Anglo-Saxons, Goths, Huns, Romano-British, Sassanid Persians, and more), 17 new units (Legio Palatina, Fierce Nomad Horse Archers (Huns), Pictish Spearmen, … ) and 22 new army lists expanding the total number of army lists to 132!

If you want to see with your own eyes what this DLC will add to the game, come hang out with us today on our
, 11 PM EST / 4 PM GMT / 5 PM CET!

Get more information about the game from its official product page
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Re: Field of Glory II
« Reply #66 on: March 08, 2018, 12:27:57 PM »
Field of Glory II v1.2.5 major update released!

Hello Everyone

v1.2.5 is a substantial update for the base game and includes many (many!) improvements and fixes to the main game. The full change list is below but notable improvement areas include Sandbox Campaigns (including the ability to name your units) and Custom Battles

A large number of these are as a result of your feedback, both here on the main forum but also from the Legions Triumphant beta test group (so if you are interested in whats coming next keep an eye out for the next FoGII beta test!).

Please do keep sending us your suggestions and observations, they are always welcome even if we can't answer them all individually.

v1.2.5 is compatible with saved games from 1.0.2
If you are playing a multiplayer game then both you and your opponent will need to update your versions to v1.2.5.

V1.2.5 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/FieldOfGloryII/FieldOfGloryII-UpdateComp-v1.2.5.zip

VERSION 1.2.5
Campaigns:
- All Campaigns: You can now name your campaign units, using a “Name Unit” unit order in the deployment phase (not force selection phase) of any campaign battle. This will not work correctly for campaigns started with earlier program versions, so is disabled for such campaigns. You are limited to a maximum of 200 unit names in a campaign, which should be plenty to name all your core units.
- All Campaigns: Units with a defined upgrade path will be upgraded to a higher grade unit when their experience and elan reach a high enough level. E.g. Raw Pikemen > Pikemen > Veteran Pikemen. Raw legionaries > Mediocre legionaries > Legionaries > Veteran legionaries. Raw hoplites > Citizen hoplites. Citizen hoplites and Mercenary hoplites > Veteran hoplites. Armoured cavalry > Veteran armoured cavalry. If the upgrade entails an improvement in equipment or armour as well as quality, the equipment upgrade cost will be deducted from the reinforcement points for the next battle. For modders: The upgrade path is defined in the Squads file, column BO (headed “##1”). Just insert the name (from column A) of the unit the unit will upgrade to.
- All Campaigns: If you lose a campaign battle with your main field army, you can now retreat to join up with reinforcements and then fight the enemy again. Your units will not have their battlefield losses replaced (nor will the enemy units), although severely damaged units may be automatically merged with other units of the same type. You will receive additional reinforcing units - you don’t get to choose what these will be, but they are not “rear echelon”. If you lose the second battle you must revert to the situation before the first battle you lost (or concede the campaign).
- Sandbox Campaigns: Increased maximum number of battles to 15. Note that to prevent armies becoming ludicrously elite, unit advancement is slower in longer sandbox campaigns. For campaign creators: This will not apply to scripted campaigns unless the VARIABLEUNITPROG tag is found in the global chunk of the CustomCampaign.txt file.
- Sandbox Campaigns: Increased number of decision points.
- Sandbox Campaigns: Added new possible decisions and events.
- Sandbox Campaigns: Added additional enemies – appropriate by date and geography. You will need to fight these off as well as prosecute the campaign against your main enemy.
- Sandbox Campaigns: If an anachronistic matchup is created for the main campaign protagonists (by turning off the date filter) the additional enemies will match the period of the main enemy army, not that of the player army. For example, this allows you to play a “What if the Early Achaemenid Persian Empire still existed in the 5th century AD” campaign.
- Sandbox Campaigns: Prioritised which side’s map set should be used for different campaign situations.
- Sandbox Campaigns: These now allow the “Own Army” list of army lists to be filtered by a date range. Only lists that fit the specified date range will be displayed. Also, Pot Luck “Own Army” selection will match that date range. If the enemy army is not “Pot Luck” and the date filter is turned on, it will also match the date range of the enemy army.
- Sandbox Campaigns: Pot Luck “Enemy Army” selection is now only matched against the “Own Army” army list by Date and Geography if those filters are on. If either or both of those filters are turned off, the random selection will be made accordingly. If the date filter is on, the randomly chosen army will be matched not only against the date range of the “Own Army” list, but also against the date range set by the player if that restricts the choice further.
- Sandbox Campaign terrain: In regions where these types are available, changed percentages to Agricultural 60%, Hilly 20%, Wooded 10%, Mountainous 10%.
- Campaign Design: “COAST” in battle chunk in CustomCampaign.txt now forces a map with lake/sea/huge river on one flank, except in Baggage protection scenarios.

Custom Battles:
- Added enemy army list options preview button to force selection screen – to the right of the Accept button. This is only available in custom battles, not in campaigns, because in campaign battles the army lists may be applied in non-standard ways.
- Custom Battles (SP & MP) now allow the “Own Army” list of army lists to be filtered by a date range. Only lists that fit the specified date range will be displayed. Also, Pot Luck “Own Army” selection will match that date range. If the enemy army is not “Pot Luck” and the date filter is turned on, it will also match the date range of the enemy army.
- Pot Luck “Enemy Army” selection is now only matched against the “Own Army” army list by Date and Geography if those filters are on. If either or both of those filters are turned off, the random selection will be made accordingly. If the date filter is on, the randomly chosen army will be matched not only against the date range of the “Own Army” list, but also against the date range set by the player if that restricts the choice further.
- Player Force Selection is now allowed for Pot Luck armies in both SP and MP custom battles. (Auto can still be selected if preferred).
- Custom force points can now be adjusted in advanced custom battle settings in increments of 1, 10, 50 or 100. This means that hand-moderated campaigns can use any relative force adjustment required by the campaign rules.
- Pot Luck Custom Battle terrain: In regions where these types are available, changed percentages to Agricultural 60%, Hilly 20%, Wooded 10%, Mountainous 10%.

Multiplayer:
- Pot Luck army list selection for MP custom battle games is now made before Challenge creation is finalised. This will give the player the chance to abort the Challenge if the matchup is one he does not want to play. It will also allow players viewing the challenge list to see the matchup before accepting the challenge. It also means that MP battles involving - Pot Luck armies no longer automatically use Auto force selection – they will use whichever mode is selected when the challenge is created.
- MP games now remember the camera settings (rotation, zoom, pitch) at the end of each player’s turn, and apply them at the start of the player’s next turn.
- Concession is no longer permitted in Automated Tournament games.
- Accept Challenge lobby tooltip now shows the two sides’ points for custom points battles. (This won’t work correctly for challenges created using previous versions of the game).
- Made greyed out colour in MP lobby Accept Challenge list more legible. (Used for challenges requiring user-created content that is not currently loaded on the player’s computer).

Quick Battles:
- Added option in Quick Battles setup to choose the battle size. (Default is Small).

Settings:
- New Unit Speed Turbo option allows unit movement to be speeded up by up to approximately 10 times. This affects unit movement speed only, it does not affect other animations.
- Added option to run the game in a Framed Window. The game must be restarted before it takes effect. While in this mode map scrolling by moving the mouse cursor to the edge of the window may not work, instead it can be scrolled by holding down the left mouse button and dragging. Note that, unless you want to tile something else on your screen at the same time as the game, it is recommended to play in Full Screen or non-framed Windowed mode and use ALT-TAB to switch between programs.
- Added option to adjust Gamma. Gamma adjustment is only possible in Full Screen mode.
- Switching to Full Screen mode does not take effect until the game is restarted.
- Some of the options (Scroll Speed, Zoom Speed and Gamma) have been moved to a second page, accessed by clicking the small button on the lower left corner of the panel.
      
Deployment:
- Only light troops can now deploy on the “wrong” side of a flank river.
- Stopped chariots from autodeploying on top of difficult-sloped hills.
- In Campaigns, Autodeploy will now take into account units being understrength, and deploy them further back in the deployment if possible.

AI:
- Rear line AI cavalry, light chariots and light troops will now tend to route round friends to get to the desired target. (Previously could sometimes get “stuck” behind them and not try to route round them).
- Light foot should no longer take a roundabout route to their destination through rough/difficult terrain.
- Cavalry, camelry and chariots will no longer automatically evade if charged in flank/rear by light horse.

Random Maps:
- Mountain territory maps now have more hills and rough terrain between the mountains.

Army Lists:
- Divided Jewish 167-64 BC army into separate 167-111 and 110-64 lists. The latter resembles the previous list. The former represents the earlier guerrilla army.
- Divided Dacian list into separate 50 BC - 88 AD and 89-106 AD lists. Only the latter gets Roman-style artillery.
- Replaced Skythian, Sarmatian and Bosporan Irregular Foot with trousered model better representing their subject tribe foot.

Other changes:
- Pursuits: Troops who charge Fragmented troops who break on testing for being charged, flanked troops that break on contact, or already routed troops, will now follow normal pursuit rules – so mounted troops, warbands and sometimes raw troops will pursue, all other infantry won’t.
- Evaders: Evaders may now suffer some casualties when they evade, even if they are not caught. This represent stragglers being caught or hit by enemy missiles. The closer the evaders are to being caught, the more likely they are to suffer casualties and the more casualties they are likely to suffer.
- Cataphracts unit cost reduced from 72 to 68 points.
- Arab camelry upgraded to Average. Cost increased accordingly to 48 points.
- Rhoxolani Cavalry unit cost increased from 48 to 52 points.
- Reclassified "Irregular Foot" as Medium Foot, Lightly Protected, Average, Light Spear, 50% swordsmen. Cost remains 30 points.
- Added Wagon Laager light fortification objects to Editor.
- North European and Middle-Eastern rough ground textures emphasized a bit more.
- Font changed in MP password entry box to make upper and lower case easier to distinguish.

Bug Fixes:
-  Fixed various issues where status effects on banners and unit UI were being updated before the event causing them was displayed.
- Fixed bug in Light Artillery shooting animation.
- Fixed bug in Levy Spearman rear rank melee animation.
- Fixed some minor ZOC display bugs.
- Removed redundant AI code from multiplayer scenario scripts. In some cases this code was restricting the move distance of one side’s faster troops for the first couple of turns.
- Corrected bug that might sometimes cause SPACE to close MP chat window.
- Fixed bug that caused game to crash on some systems when downloading very large user content mods.
- Corrected various other minor bugs.

Manual Clarifications:
- If a unit evades and is caught by the chargers, this automatically counts as a rear attack, and causes a cohesion drop even though the unit is not already in close combat. (Unless the evaders are non-light troops being charged by light troops). If a unit that successfully evaded is then charged by another unit, it cannot evade again. However, this second charge does not automatically count as a rear attack, so won't cause the cohesion to drop unless it was a legal flank/rear attack using the normal rules for that. If it does count as a legal flank/rear attack it will cause a cohesion drop even though the unit is not already in close combat. (Unless the previous evaders are non-light troops being charged by light troops).
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Offline Asid

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Re: Field of Glory II
« Reply #67 on: March 08, 2018, 03:13:32 PM »
Field of Glory II: Legions Triumphant is out!




Valour is superior to numbers. – Vegetius

When there is something greater than your own life to fight for, then there is no time for turning back. You must take your sword, your shield, say goodbye to your natural family, for you are joining men who will become your brothers in battle.

With them, you will fight until final victory or total defeat, sharing the destiny of your nation. Will you follow your brethren wherever the path of duty could lead?

Field of Glory II: Legions Triumphant, the new DLC in the series that is reviving highly historically accurate wargaming, is now available!

From the first Emperor, Augustus, until the collapse of the Western Roman Empire in 476 AD, this new DLC features five centuries of constant war.

Take part in expanding the Pax Romana or fight it tooth and nail!

Witness the final disintegration of Western Roman power under pressure from the Germans and Goths (themselves attempting to outdistance the rising power of the Huns), and the desperate attempts of 5th-century leaders to hold at bay the barbarian tide, using armies at least partly consisting of barbarian troops.

This DLC greatly expands the base game content adding 10 new factions 19 new units, 24 new army lists, 10 new Epic Battles and 36 new Quick Battles!

With Legions Triumphant, the Custom Battles and the Sandbox Campaigns modules now include all 132 army lists.

4 new historically-based campaigns:

o   Third Century Crisis

o   King of Kings (Sassanid Persia)

o   Stilicho

o   Empire of the Huns

 

Grab Field of Glory II: Legions Triumphant now!

Don’t forget to check out the changelog for the free patch accompanying the release! Version 1.2.5 brings many improvements to the campaign system with tons of new features, including the ability to name your units! Click here to check the full change list.

Do you want to know more? Don’t miss our Twitch Stream today, 11 AM EST / 4 PM GMT / 5 PM CET!


Purchase from Matrix/Slitherine direct and get a Steam key as well  :thumbsup
http://www.matrixgames.com/products/product.asp?gid=720
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Re: Field of Glory II
« Reply #68 on: March 14, 2018, 12:33:28 PM »
Field of Glory II - Scenario Creation Guide



 Have you ever wondered how to create a scenario for Field of Glory II? Have you tried your best but you didn't succeed for a reason still unknown to you? Then, this guide is probably made for you!

Our user Paul59 developed this guide for everyone looking for a way to start their journey into the Scenario Creation. You can find it HERE: http://www.slitherine.com/forum/viewforum.php?f=491
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Re: Field of Glory II
« Reply #69 on: April 24, 2018, 01:49:48 PM »
Tides of Conquest: An FoG Multiplayer Campaign Tool
by Nijis
22 Apr 2018 22:28
Original post





What's this?
A unofficial stand-alone tool that helps you run multiplayer campaigns in FoG2. It can also be used to play single-player empire-building campaigns.




Download link:
http://www.mediafire.com/file/r6hy9fov5lb2jt1/FoG_Campaign_0.11.rar
(Fixes a couple of bugs from 0.11 related to orders costs and conquering provinces)
If you want to try download/installation, do let me know if it works.

Is it ready to play?
Pretty close. I just wanted some feedback. You can download and play it hotseat if you want, using the randomly resolve battle function. It just needs some playtesting.

How does it work?
It works like an email campaign, but the app draws the map, helps with the orders, and processes orders and battle results via xml text files.

More specifically: the gamemaster starts a game on the app and saves it as an xml text file. You mail the xmls to the players and they load it and can see the map, their resources and legal orders. They enter in orders and send the xml file to the game master. The app loads the orders, hits “process,” and sets up battles. When the players are done with the battle, they communicate the results to the game master and he or she enters them manually. The game then creates a new map/sitrep for the next turn, and mails it out.
Probably there should be 7-10 days between turns so that there's time to finish a battle.

At some point I can try to do it so that information can be exchanged peer-to-peer, but I'd need some help with this. Especially with security. Right now, with only xml documents going back and forth, I don't see any big vulnerabilities, but let me know.

Saved games and orders will go to C:\Users\[your name]\Documents\SavedGames\FoG_Campaigns\Player0

What does it do that can't be done with campaigns run the old-fashioned way, with spreadsheets and a GM?
Some GMs are running campaigns using emailed orders. These can be a lot of fun to play. However, I wanted to try something more complicated that could depict some of the nuances of ancient empire-building, in particular regional powers' tendency to get drawn into wars to expand and/or protect their sphere of influence over smaller powers. I also thought it might add some variety to allow empires to fight wars by proxy, using client states and tribes to harass their rivals.

This kind of game would require a little more complexity and I've noticed that as the complexity of an email-run game increases, the difficulty increases exponentially. Updating the map becomes a chore, players don't understand the rules and need precise explanations, the risk for accounting errors goes up, etc.

Two other small advantages: Because the computer handles processing turns and you don't really need a neutral arbitor, there's probably no reason why the GM can't play as well. Also, because issuing orders and resolving them takes very little time, it would probably be easy for one person to run multiple campaigns at once.

Once I tweak a few things, for example, I don't think it would be that difficult to run a campaign with 20 or more players running from Britain to China, using Jomni's great Silk Road mod, for example. You could have the Warring States vie for power in China while Rome Carthage and friends fight it out for Mediterranean hegemony, with the Persia and the Central Asian trade routes in the middle.

Can it be played solitaire?
Right now, it's easy enough to hotseat. The decisions in the game are simple enough that I hope to write an AI fairly soon. In this case, you would just play out the battles your realm fights, using an appropriate level of difficulty, and randomly generate scores for the rest.

What if I want my own campaign rules?
I'll email you the code and you can amend them. I'm using MS Visual Studio 2015 with Monogame. Full permission to change it as you wish to run FoG campaigns.

Do you need any help with this?
Yes – very much so! Graphics, scenarios, more detailed rules, help automating... I'm hoping this will be a collaborate project. Obviously all contributions will be credited. The only art right now is a world map from http://worldmap.harvard.edu/.

How do you playtest it, quick-start style?
Download and install. Open. Open the 280 BC scenario. Left-click on a province to choose your first realm, or select from the list at the top right of the page. The solid squares are your provinces. The hollow squares are your allies/client states. The little squares on top of provinces are your armies.

The player interface is quite basic. Mostly you click on text links. You will need to click near the beginning of the link. If a link is ready to be clicked, it will change color to purple.

You can give two types of orders: province orders and army orders.

Army orders are raiding, conquering, moving etc. For army orders, left-click on a province with an army (a little square above the big square) and then right-click on the target province. You will give your army the cheapest legal order. To switch to a more ambitious order, go further down the right side of the page where all legal orders in the province will be listed(ie, "Raid" plus "Conquer for many enemy provinces, "Intervene" plus "Pacify" for a disputed province.)

You can also give province orders, which are listed when you left-click on a province. These include building armies, raising tribal hosts in your allies, and developing your empire.

Provinces will be highlighted when they are the target of an army order or the base for a province order.
If your orders cost too much, they will be listed but the turn will not resolve. You need to cancel some to get the turn to process orders.

For now, switch between realms to give orders to all six (usually one to two orders per realm.) Hit "PROCESS ORDERS."
There will then be a number of battles. Randomly generate the final rout level on both sides or hand-enter the rout levels and then hit "Apply battle results." The game will move to the next turn. You will get income, progress towards expanding your influence or towards a crisis, and get to give orders again.

I will try to add AI shortly so that players can run a relatively interesting solo campaign.


These are the basic principles:
1) All wars are decided by evenly matched player vs player battles. It's my impression that players prefer relatively balanced games. An empire with more resources can launch more ambitious attacks, but you still need to win the battle. I think this is actually realistic. Lop-sided pitched battles were not too common – the logistics of scavenging determine how big an army can march into an area. However, the margin of victory can be important in determining the aftermath of the battle.
2) There's a strong incentive to be aggressive. You can't just re-invest your treasury to grow.
3) The game is not about being blobby, ie, conquering the map. It's focused on indirect warfare – fighting in different places, often with an ally's army list rather than your own. Think the Punic wars, with fighting in Spain and Sicily and elsewhere. Pursue interests or dislodge enemies from areas that are worth something to you. I wanted to reproduce the dynamic that drove Rome's growth - you don't just cold-invade a region, but you get drawn into local conflicts and ultimately end up making a bid to establish imperial hegemony to protect your interests there.
4) The game is not supposed to be balanced on the strategic level. Some powers start much bigger than others. You earn separate “legacy victory points” by maintaining a large empire over time (which is difficult) and “glory victory points” by winning battles. So, if you're a scrappy Skanderbeg or Owen Glendower, you can fight a losing war for independence but still win honor for your name. Also, bigger empires can be more vulnerable.
5) Even if an empire loses all its provinces, it remains a presence on that part of the board. You can set up a successor state, take over a new tribe in the periphery, or just keep leading rebellions in the hope of reclaiming your homeland. It's called "Tides of Conquest" because I expect all empires to be ebb and flow over the course of the game.

Basic rules:
1) For now, up to six players can play. Each controls a realm made up of one or more provinces, plus a sphere of influence. Provinces controlled by the player are indicated with a solid block on the map. Provinces in the sphere of influence are represented with a hollow square. A dot in the middle of a hollow square is a contested province - ie, two or more realms have allies in the area. A dot in the middle of a solid square means that one realm controls it, but there are rebels in the province as well allied with another faction.
2) You do most of your actions with armies. Armies are represented by a small square above the province, or, in the case of an allied army, with a hollow square. There can usually be only one army in a province. (You couldn't really feed more than one.) Two enemy armies will fight. Overstacking will cause one or more armies to disband, returning the resources needed to build it to the player's treasury. Armies will disband a lot. At no point will an army just disappear - you'll probably always get some resources back. If you're wondering what happened to an army, whether it disbanded or failed to move or couldn't be build because of stacking, the turn report should tell you.
3) You need resources to build armies, to move armies, and to do most other things. Resources represent money, manpower, but most of all morale and political determination. Each order you give will have a cost in resources. If the cost of carrying out the orders exceeds the resources in your treasury, you have to cancel orders until it's possible.
4) Your allies in your sphere of influence have their own resources, tracked separately in their province. Orders (see below) carried out by your allies have their cost indicated (thusly), meaning the province pays the cost, not the realm. This is a little complicated but I think should vary the kinds of battles that the game allows.
5) If enemies are in the same province after the orders are processed, there is a battle. The post-battle resolution should let you know the battles that are to be fought in a given turn. NOTE: If one side attacks a province and there is no friendly army there, there is still a battle - the attacking army against local forces. This won't affect the difficulty of the battle, but it may have a big impact on the aftermath.
If a battle ends with the winner at 45 percent rout or more, it is considered a marginal victory. If your opponent is an army, then you have to win a more decisive victory to conquer/raid/intervene in the province. If your opponent is just local forces, then any level of victory is sufficient.

Order types are as follows:
Conquer: Cost of 100 plus movement expenses. The province becomes part of your empire plus you get to loot it, although your opponent still retains control of a rebel faction.
Intervene - Cost of 30 plus movement. You remove enemy influence from a contested province, hopefully returning it to your sphere of influence.
Raid - Cost of 5 plus movement. You loot the province.
Pacify - Cost of 70 plus movement. Basically conquering, but cheaper because you do it in a contested province, not one that's pure enemy. This is how Rome got most of the eastern Mediterranean.
Liberate - Cost of 30 plus movement. Throws off enemy control of a province where you have rebel support, thus placing it in your sphere of influence.
Redeploy - Movement cost only. Moves from one part of your empire/sphere of influence to another.

Build army - 50 points. Creates a new army in the province.
Rebel - 75 points. Creates a rebel army in the province.
Develop - 100 points or more, depending on your imperial level. Raises your imperial development by one. This is the one way you can reinvest money - but it's a risky decision. See crises (to be added shortly).


Trade and the economy
The economy is a little bit complicated. I want to encourage players to expand into different regions and control strategic areas. So, each realm has a finite demand for the products from a certain region -- the wines, the textiles, the rare metals, the specialized slaves, the artisanal goods, the breeds of horses, the rare spices, and controlling an entire region gets you diminishing returns. Control of grain breadbaskets however is always a goal, as is control of particular trade routes - the Silk Road, the Incense Road, the Fur Road, the trans-Saharan trade, the west and east Indian Ocean routes, etc. Also, if a rival has armies near your lines of communication, they will drain income from your trade routes and keep it for themselves.
All of this will be listed in a player's income report.
Also, you don't get money from taxation. I'm assuming that the taxation from most provinces is equal to their upkeep.
You can increase your demand for goods, and thus the revenue from controlling them, by raising the imperial development level. The downside to this is that once your imperial development goes over 1, you need to have a minimum amount of revenue or you'll gain lots and lots of crisis points. I think this should make for interesting asymmetrical scenarios

Events:
You expand your sphere of influence through random events. On average, you'll get one event every two to five turns, depending on how aggressively you play. Events can include a tribal usurper turning to you for support, your colonists making alliances in a new region, or the assimilation of a rebellious tribal province into urbanized imperial life.

Crises:
Crises are a balancing factor in the game, and also encourage players to pursue historical strategies. If you earn too many crisis points, you enter a crisis for a turn - your provinces will no longer defend themselves against attackers unless an army is present, and you lose your influence in all provinces outside your empire. Big empires that can't secure their trade lines will gain crisis points more frequently (ie, late western Rome), as will empires that have not founded a permanent capital (ie, Attila's empire.) A crisis doesn't doom an empire, but it is an opportunity for all of its neighbors - especially rising powers - to grab off bits of it.

Scoring:
You score legacy victory points (one per imperial development per turn) and also glory victory points, based on the number of battles you've won and lost. The rankings are separate, representing two different modes of ranking performance.


If there's interest in this, I hope to do the following...

1) Add a Pax Romana scenario and a Age of Migration scenario.
2) Expand map to east using the Silk Road mod.
3) More features: Empire policies and social structure, subsidies to allies and client states, ruler characteristics
4) Add an AI to allow solitaire play (easier than one would expect, I should think, as there are only a few orders given per turn and you don't necessarily need coordination or situational awareness.)
5) Better UI
6) Customizable army lists (ie, a Persian empire that reached to the west would add the option of Spanish mercenaries, or Carthaginians that reached east could have Indians. This would probably require the game to auto-create mods for both players.)
7) More automation in terms of submitting orders and downloading game files. I would very much appreciate technical assistance in this, if it's realistic.
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Re: Field of Glory II
« Reply #70 on: May 14, 2018, 03:41:25 PM »
Field of Glory II Age of Belisarius announced





Age of Belisarius product page

476 Anno Domini. Romulus Augustus, the last Emperor of the Western Roman Empire, has been deposed by Odoacer. The last vestiges of the first and greatest unifying power of Europe are now in ruins.

While the old western provinces of the Empire are now ruled by kings of Germanic lineage, the Eastern Roman Empire is solidifying its power, succeeding in preserving the ancient Roman legacy, but its frontiers are far from being at peace.

On its most eastern edges, the House of Sasan has dissolved the old Parthian rule, and on its ashes has created one of the most powerful and influential powers of Early Middle Ages: the Sasanian Empire.

A new age is coming, an age of transformation and bitter fights. An age of warriors and kings, of valorous emperors and generals.

To whom will you swear loyalty?



Age of Belisarius expands Field of Glory II forwards from the fall of the Western Roman Empire in 476 AD to 600 AD, a period when the Eastern Roman (Byzantine) army transformed itself from a mainly infantry force to a cavalry army in response to the threats it faced.

You can be part of the flowering of the new “barbarian” kingdoms that replaced the Roman Empire in the west, and the conflict between them. You can play a major role in the resurgence of the Eastern Roman (Byzantine) Empire and the reconquest by the Emperor Justinian I’s generals, especially Belisarius and later Narses, of the Vandal kingdom of Africa, the Ostrogothic kingdom of Italy and part of the Visigothic kingdom of Spain.

You can take part in the almost continuous warfare between the Byzantines and the Sassanid Persians in the East, and the Sassanids’ own troubles with their eastern neighbours, the Hephthalites and the Göktürks. You can lead the Avars to conquer a mighty empire north of the Danube, and to threaten the very existence of the Byzantine Empire – or you can defend against them.



Summary of features:

    Dismountable cavalry units
    10 new factions
    17 new units
    30 new army lists
    6 new Epic Battles
    37 new Quick Battles
    Expanded Custom Battles module.
    Expanded Sandbox Campaign module.
    4 new historically-based campaigns.

Army List


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Offline gameleaper

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Re: Field of Glory II
« Reply #71 on: May 23, 2018, 12:01:20 PM »
I once played steel panthers the free version, as I played I was totally feeling this is the game I ve been waiting for, it was the best wargame id ever played, I then bought SP generals edition and SPMBT and SPWW2, I still get drawn into them often.

your wondering why I'm talking about SP in FoG2 thread, well I had bought a few games with the FoG2 engine and they were a nice game but don't play much, I decided at gog sale today id buy because there seemed to be plenty of scenarios and a generator. I was shocked how good this game was, it felt like a real battle, the units got stuck-in but the fight was visibly easy to follow( I have found other games that get into close combat turns into a mob of mess) FoG2 really feels like your in control and moveing units to actualy flank & being sneaky etc... the different units have plenty of tactical differences making each battle a little bit more interesting. I also thought I would not need DLC , but a game this good you want all the DLC you can get. this is the best wargaming feeling I have felt since I first played steel panthers, I cant recommend this game enough. they have priced it in parallel with the other games with similar engines they sell but truth is it should be there most expensive
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Offline Asid

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Re: Field of Glory II
« Reply #72 on: May 23, 2018, 12:46:13 PM »
I also thought I would not need DLC , but a game this good you want all the DLC you can get. this is the best wargaming feeling I have felt since I first played steel panthers, I cant recommend this game enough. they have priced it in parallel with the other games with similar engines they sell but truth is it should be there most expensive

Want and need are sometimes the same for a wargamer  :sifone . There are free mods available which gives a lot of options.

I agree with what you said about FOG2. I like the clean play style. There are a few DLC on the horizon.

There is also a great multiplayer option  :thumbsup
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Offline gameleaper

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Re: Field of Glory II
« Reply #73 on: May 23, 2018, 01:56:54 PM »
So true Asid, there should be a wargame word for the need & want in wargaming like "WEABON" for a web of extras and weapon

I should also like to say, it really feels like playing miniatures, the close nature of battles really feels like tabletop.
« Last Edit: May 23, 2018, 02:10:32 PM by gameleaper »
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Offline Asid

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Re: Field of Glory II
« Reply #74 on: May 29, 2018, 12:42:19 PM »
Field of Glory II – Age of Belisarius Release Date Announced



The barbarians are rising with the new expansion of Field of Glory II recently announced, Age of Belisarius. This DLC will bring you 11 new factions (Avars, Byzantines, Franks, Gepids, Lombards, Ostrogoths, Slavs, Turks, Vandals, Visigoths, Welsh), 17 new units (including the new fearsome Byzantine lance/bow cavalry) plus 30 new army lists.

Mark the date, Age of Belisarius will be available on June the 7th !

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