Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on June 13, 2017, 04:58:34 PM

Title: Field of Glory II
Post by: Asid on June 13, 2017, 04:58:34 PM
Award-winning wargame designer Richard Bodley Scott is back. The mastermind behind successes like Pike and Shot and Sengoku Jidai, returns to his roots and is busy at work on the sequel of one of the most successful wargaming systems ever: Field of Glory. (http://www.matrixgames.com/products/product.asp?gid=651)

“The first digital adaptation of the most popular ancients and medieval tabletop wargaming rules served as a stepping stone in the foundation of the Slitherine Group as we know it today”, said Iain McNeil, Development Director of Slitherine. “We are happy to have RBS working on the next iteration of this PC game as he is both the father of the original tabletop game and the creator of its digital conversion”.

(http://www.matrixgames.com/amazon/Screenshots/FOG2/FoG2_logo_600x111.png) (http://www.matrixgames.com/products/product.asp?gid=651)

It's 280 B.C. The Republic of Rome has just finished defeating its Italian neighbours and[/img] already the Southern territories are menaced by King Pyrrhus of Epirus. Carthage, to the South-West is also a threat to the newborn Mediterranean power. In the north, the Gaul’s continue to see the rich Roman cities as inviting targets.

A new age of war is coming.

Set during the Rise of Rome from 280 BC to 25 BC, Field of Glory II will accurately simulate the battles of the Ancient World, before the full establishment of the Roman Empire. Boasting a set of unique and detailed Army Lists for each faction, the game offers a wide variety of tactical choices with more than 80 beautiful and fully animated 3D models, each with multiple uniform variations.

“We really wanted Field of Glory 2 to be a big step up both in terms of visuals and in gameplay. We knew that with RBS on board, gameplay would fit well with both the historical setting and the nature of warfare at the time. For the visuals, we have put together a team that includes Pat Ward, formerly Art Director at Shenandoah and our Art Director Richard Evans. The result is a wargame that will please the fans, but also attract a brand new generation of gamers”.

Players can already join the beta of Field of Glory II by applying here (http://slitherine.com/beta/cnda.asp?gid=651).

(http://www.matrixgames.com/amazon/Screenshots/FOG2/FoG2_join-the-beta_banner.png) (http://slitherine.com/beta/cnda.asp?gid=651)

Expect to experience a Classic Age that’s more vibrant than ever in this tabletop miniature wargame brought to life to PC! Field of Glory II is set to release this fall.

(http://www.matrixgames.com/amazon/Screenshots/FOG2/Germanic-Tribes-Defy-the-Invader_600.jpg) (http://www.matrixgames.com/amazon/Screenshots/FOG2/Germanic-Tribes-Defy-the-Invader.jpg)

(http://www.matrixgames.com/amazon/Screenshots/FOG2/Macedonians-Face-down-the-Indians-3_600.jpg) (http://www.matrixgames.com/amazon/Screenshots/FOG2/Macedonians-Face-down-the-Indians-3.jpg)

(http://www.matrixgames.com/amazon/Screenshots/FOG2/Romans-Deployed_600.jpg) (http://www.matrixgames.com/amazon/Screenshots/FOG2/Romans-Deployed.jpg)

(http://www.matrixgames.com/amazon/Screenshots/FOG2/Checking-the-artillery-range_600.jpg) (http://www.matrixgames.com/amazon/Screenshots/FOG2/Checking-the-artillery-range.jpg)
Title: Re: Field of Glory II
Post by: Asid on June 30, 2017, 03:41:12 PM
Field of Glory 2 Reveals new Screenshots!


We have received a bunch of new screenshots showing some intense fighting more closely!

Thanks to these images, you can have a clear vision of the amount of details developers at Byzantine Games are putting into Field of Glory 2!

Field of Glory II (http://www.matrixgames.com/products/product.asp?gid=651) is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC. Which allows you to fight large or small battles for or against Rome, or between the other nations who are as yet unaware of the Roman threat, or what-if battles between nations that never actual came into conflict historically, but might have if the course of history had been different.

Get more information about the game from its official product page! (http://www.matrixgames.com/products/product.asp?gid=651)

(http://www.matrixgames.com/amazon/Screenshots/FOG2/FOG2_New_Screenshots/FoG2_Screen_00000000.jpg)

(http://www.matrixgames.com/amazon/Screenshots/FOG2/FOG2_New_Screenshots/FoG2_Screen_00000005.jpg)

(http://www.matrixgames.com/amazon/Screenshots/FOG2/FOG2_New_Screenshots/FoG2_Screen_00000007.jpg)

(http://www.matrixgames.com/amazon/Screenshots/FOG2/FOG2_New_Screenshots/FoG2_Screen_00000009.jpg)

(http://www.matrixgames.com/amazon/Screenshots/FOG2/FOG2_New_Screenshots/FoG2_Screen_00000011.jpg)

(http://www.matrixgames.com/amazon/Screenshots/FOG2/FOG2_New_Screenshots/Carnage_Greeks_v_Gauls_01.jpg)

(http://www.matrixgames.com/amazon/Screenshots/FOG2/FOG2_New_Screenshots/Carnage_Greeks_v_Gauls_02.jpg)

(http://www.matrixgames.com/amazon/Screenshots/FOG2/FOG2_New_Screenshots/Carnage_Greeks_v_Gauls_05.jpg)
Title: Re: Field of Glory II
Post by: Asid on July 04, 2017, 03:19:37 PM
FOG2 Developer’s Diary – Innovations and Differences


As the developing process is marching quickly along the beta testing phase, it’s time to dig a bit more into the main differences and improvements players will find from the original game released in 2009.

“Field of Glory II is a complete reboot of the franchise, based on the original tabletop Field of Glory rules as a starting point, rather than on Field of Glory I” says Richard Bodley Scott, the main designer of Field of Glory 2. “There are therefore many differences from FOG1 – which we hope are all improvements. Being co-author of the original tabletop game, I am in a unique position to create a fresh take on the system”.

Let’s take a closer look, shall we?

New graphics!
The game has vastly improved graphics. All of the terrain and unit models are true 3D. They are all fully animated – firing bows, throwing javelins, charging with lance, meleeing with sword or spear and so forth. Arrows and javelins fly. Men fall mortally wounded to the ground and die. The battlefield is littered with their corpses. Rear ranks shuffle up to replace the lost men.
Formations become disordered, and men turn to face their opponents when a unit is fighting in multiple directions. Pikes visibly form square. Each unit type has up to 4 variants within the unit, but also has multiple variant texture sheets, allowing the units of each side to be easily distinguished even in civil war battles.

(http://www.matrixgames.com/amazon/Art/FOG2/FoG2_Screen_00000009_600x300.png) (http://www.matrixgames.com/amazon/Screenshots/FOG2/FOG2_New_Screenshots/FoG2_Screen_00000009.jpg)

New AI!
The game has vastly improved AI, drawing on the experience of developing the (generally praised) AI for Pike and Shot and Sengoku Jidai. There are six levels of difficulty, allowing all players from novices to experts to enjoy challenging games against the AI.

New Campaign System!
In addition to the expected historical scenarios and skirmish mode, the game has a brand new campaign system that concentrates on battles, but allows real strategic decisions without time spent moving armies around a strategic map. The player’s core troops continue from one battle to the next, gaining experience and elan from each victory.
There is a sandbox campaign that allows the player to lead any nation (and their historical allies) against any other nation (and their allies) – giving many thousands of permutations.
There are also four campaigns allowing the player to follow the careers of some of the most famous historical leaders of the era: Pyrrhos of Epeiros, Hannibal, Mithridates of Pontus and Julius Caesar.
The game allows custom battles (skirmishes) ranging in size from 600 to 2000 points. (The points system is almost identical to that in FOG1).

New Army Lists!
The army list system has been greatly streamlined. Force selection is quick and easy, and takes place on the actual battlefield, making the pre-selection of “DAG” armies unnecessary. The initial release comes with 75 army lists, covering 48 nations and factions from Britain and Spain to India between 280 and 25 BC.

We have something interesting coming about the Army Lists! Stay tuned for further updates!

(http://www.matrixgames.com/amazon/Art/FOG2/FoG2_Screen_00000012_600x300.png) (http://www.matrixgames.com/amazon/Art/FOG2/FoG2_Screen_00000012.jpg)

New Random Generated Maps!
Terrain maps for non-preset scenarios are freshly generated using a sophisticated random map generator – not picked from a library of preset maps. Every map is therefore unique. The map generator can generate realistic maps for all the usual territory types – including agricultural, wooded, hilly, mountains, steppes and desert in Mediterranean, North European, Middle Eastern and Tropical regions.
The battle is fought on a square grid rather than a hexagonal grid. This allows realistic looking battle lines, and 8 directions of movement instead of 6. The computer takes care of the issue of diagonal moves being further than orthogonal ones.

New Function for Army Movement!
Group moves allow whole commands to be moved with one order in the early stages of the battle. The units taking part in a group move all move simultaneously rather than one at a time.

(http://www.matrixgames.com/amazon/Art/FOG2/FoG2_Screen_00000013_600x300.png) (http://www.matrixgames.com/amazon/Art/FOG2/FoG2_Screen_00000013.jpg)

Anarchy Charges
Anarchy charges (which players either loved or hated) no longer occur in FOG2.

Mathematical Algorithms
Unlike FOG1, FOG2 does not attempt to replicate the tabletop game’s dice, but uses mathemaMatical algorithms that avoid some of the extreme against-the-odds combat results that could occur in FOG1

POA System
The POA system has been modified to get more historical results. One FOG1 POA becomes 100 FOG2 POAs, allowing us to have fractional POAs. This allow finer gradations. For example, armour advantage is reduced in importance, so that standard common ancient troop types, such as “Protected” hoplites, are no longer ineffective.

Medium Foot
Medium Foot have been divided into Bowmen and Medium Foot – the latter representing close combat types such as thureophoroi, Thracians and Spanish scutarii. These are no longer as vulnerable to mounted troops in the open, allowing them to take their historical place in the battle line. This also makes medium foot armies viable.
Unit Role
All unit types now have an effective role. There are no really weak army types.

Multiplayer
Multiplayer uses the same PBEM system as FOG1. However, in addition, FOG2 will implement Slitherine’s automated tournament system.

Excited? We have more content to share in the coming days.  Check out our official product page (http://slitherine.com/products/651/details/Field.of.Glory.II) and the forums to be updated on the progress of Field of Glory 2!

Title: Re: Field of Glory II
Post by: Asid on July 11, 2017, 01:49:58 PM
Field of Glory 2 Army Lists – Rome vs Carthage


Field of Glory 2 (http://matrixgames.com/products/product.asp?gid=651) will be huge. Spanning nearly 250 years from the Rise of Rome, it will allow players to choose from over 75 different army lists, each one both unique and historically accurate.

Today we want to give you a taste of this potential and what’s better than showing the Army Lists for two great rivals of the Ancient World?

Rome and Carthage fought bitterly for over a century for supremacy in the Mediterranean Sea, and although the conflict ended with a complete Roman victory, there was a moment in which she risked being totally destroyed: the invasion of Italy by Hannibal in 218 BC.

We have created two infographics showcasing some of the units you’ll have at your disposal for both sides during Hannibal’s campaign in Northern Italy. Click on the banner below to discover them!

The units showcased in the infographic aren’t the only ones available to the armies, but they are some of the more significant units for the conflict in Northern Italy.

(http://www.matrixgames.com/amazon/PDF/FOG2_Army_Lists/FoG2_spotlight_infografica.jpg) (http://www.matrixgames.com/fog2_Army_lists)
Title: Re: Field of Glory II
Post by: Asid on July 18, 2017, 01:48:40 PM
Field of Glory 2 Developers Diary - A.I.

The AI for FOG2 (http://slitherine.com/products/651/details/Field.of.Glory.II) has been developed by building on the knowledge gained from developing the generally praised AI for Pike and Shot and Sengoku Jidai.

Deployment
For non-preset scenarios, it is important that the AI can deploy its army in a sensible formation, taking account of the prevailing terrain.
Generally speaking, most ancient armies would deploy with an infantry centre in one or more lines. (Usually three for Romans, usually only one for Hellenistic armies). They would then have cavalry on both wings and perhaps in reserve, plus light troops both in the centre and on the wings.

Except for cavalry armies, the “autodeploy” routine therefore starts with the infantry centre, in one or more solid lines. If the army has a mixture of heavy and medium foot, it will deploy the heavy foot where the terrain is most open, and the medium foot where it is most uneven. This takes into account not just the deployment line but also the map in front of where the line will advance.

If it is possible to rest one flank of the infantry on a river or a coastline, it will do so.

Cavalry are then assigned to each wing depending on the amount of adverse terrain on each wing. More cavalry will be deployed on an open wing than on one with lots of rough or difficult terrain or a river. Some cavalry may be assigned to a reserve behind the infantry.

Light troops are then assigned in a similar way to the cavalry, but more light foot will be deployed on the wing with more terrain, and more light horse on the more open wing.

For cavalry armies, the cavalry is divided into centre and two wings, and the usually weak infantry deployed at the back in reserve.

High Level AI
This level of AI governs the actions of the main divisions of the army – the centre, the wings, the reserve, and the various groups of light troops. For pre-set scenarios, it is usually scripted specifically to fit the scenario, but for custom and campaign battles a generic but highly-detailed AI script is used to make a sensible initial plan and then react appropriately to subsequent enemy actions.

This “AI_Masterplan” script refreshes its plans every turn. It takes into account not only the initial divisions into which the enemy army is divided, but any changes to those divisions. Thus, if most of the enemy left wing cavalry rides across to reinforce its right wing, the AI will reassign those units to the enemy right wing before making its plans for the turn.

The first decision the AI makes is whether to advance from the outset. A primarily infantry army will not do so, for example, if its infantry are outmatched, taking into account any high ground the enemy army may occupy.

If the infantry are not advancing, the cavalry wings will also usually hang back, so that they cannot be defeated piecemeal by the enemy before the infantry engage. Even if the infantry are advancing, the cavalry will not forge ahead unless they outmatch the enemy cavalry on that wing and are not facing enemy non-light infantry.
Likewise the light troops will not advance too far ahead, unless they overmatch their counterparts on the enemy side.

Low Level AI
This is what governs the behaviour of the troops once they approach the enemy. Numerous things are taken into account. For example:
•   Heavy troops will try to avoid terrain that would disorder them.
•   Units won’t advance into situations where they could be charged in flank or rear. (Although non-lights will ignore lights for this purpose.) If they can’t avoid being flanked they will form square if pikes, otherwise will turn to leave their flank threatened by the least dangerous enemy unit.
•   Units will actively seek out enemy flanks to attack.
•   Units pick their chosen target enemy unit for the turn based on their threat to it and its threat to them.
•   Units will usually avoid charging enemy who overmatch them in close combat. Such calculations are made using the actual combat resolution mechanisms, taking into account the actual situation (terrain etc.) in which the units will fight.
•   Light troops and non-lancer cavalry will evade charges by troops that outmatch them in close combat, unless the enemy is so close that they are likely to be caught and charged in the rear.
•   Units with longer range shooting will stop outside the range of enemy shooters.
•   Light troops that are close to breaking will retreat out of range of the enemy.

AI development philosophy
From a development point of view, we believe that the AI is the most important part of a wargame, and development of the AI needs to start at the very beginning of the game development process. It also needs, where possible, to work off the actual combat mechanisms rather than using approximate pre-calculated estimates. This greatly improves the quality of its decisions.

Most importantly, the AI needs to be designed by someone who is a skilled wargamer themselves. It is hard enough to make the AI follow an effective plan even if you know what an effective plan is. If the writer of the AI is hazy about this, there is little chance that the AI will play very well.

We also don’t believe that easier difficulty levels should be achieved by nobbling the AI, nor harder ones by giving the AI unfair advantages in the combat or morale mechanisms. Our AI behaves the same at all difficulty levels, and both sides play to exactly the same rules at all difficulty levels without any hidden bonuses and random number tweaks to help the AI.

Instead, we achieve the different difficulty levels by adjusting the balance of the opposing forces – few if any historical battles were fought between exactly equal strength armies.

With six difficulty levels, we are confident that the AI in FOG2 (http://slitherine.com/products/651/details/Field.of.Glory.II) will give players of all abilities an enjoyable challenge.

Excited? We have more content to share in the coming days. Check out our official product page (http://slitherine.com/products/651/details/Field.of.Glory.II) and the forums to be updated on the progress of Field of Glory 2!

 Developr AI discussion (http://www.slitherine.com/forum/viewtopic.php?f=477&t=78413)
Title: Re: Field of Glory II
Post by: Asid on August 02, 2017, 02:57:20 PM
Field of Glory II Dev Diary - Game Modes


Here we are today to have an in-depth look on Field of Glory II (http://www.slitherine.com/products/product.asp?gid=651)'s Game Modes.

FOG2 has a number of game modes, designed to give the maximum amount of variety and replayability.

Tutorial
The tutorial is in the form of three hypothetical battles between historical opponents – Ancient British vs Romans, King Pyrrhos of Epeiros vs Carthaginians, and Hannibal’s Carthaginians vs Romans.
These are actual battles rather than being “on rails” so that the new player can get a real feel for the game. However, they have lots of context-appropriate popups that demonstrate the UI and rules as the game is played.

Skirmish Mode
This is something of a misnomer, as the battles generated are full-sized battles. We therefore call them “Custom Battles” rather than skirmishes.
The armies are chosen from more than 75 different army lists, each fully historically researched and covering one of the 48 nations/states in the game for a defined period of its history. The player can elect to play a pot luck game between two historically matched armies, or select his and/or the enemy army list.

(http://www.matrixgames.com/amazon/Screenshots/FOG2/Screenshot-7-Custom-battles-2.jpg)

By default, the list of enemy armies is filtered by date and geography against the player’s selected army, although these filters can be turned off to allow what-if battles between opponents that never met historically.

(http://www.matrixgames.com/amazon/Screenshots/FOG2/Screenshot-8-Custom-Battles-3.jpg)

The army lists are designed to make each army resemble its historical prototype, and define which units that nation’s army can use within the specified date range. The minimum and maximum numbers of units of each type are adjusted according to the size of the battle.
Each army list can be previewed from the custom battle screen.

(http://www.matrixgames.com/amazon/Screenshots/FOG2/Screenshot-9-Army-Options-Preview.jpg)

Custom battles have a choice of eight different scenario types.

•   Open Battle - Both sides are eager for battle on an open battlefield.
•   Reinforcements (Enemy) - The enemy is expecting reinforcements. Best defeat him before they arrive.
•   Reinforcements (Own) - You are expecting reinforcements. Can you hold the enemy off until they arrive?
•   Send Flank March - You have decided to send part of your forces on a flank march, to catch the enemy at a disadvantage. Alternatively he might overrun you before they arrive. (There is no scenario selection to make the enemy send a flank march, but they may choose to do so in any of the other scenario types.)
•   Rearguard - The enemy are advancing with overwhelming force. You have been left in command of a rearguard, with orders to slow down the enemy advance to allow the rest of our army to escape. You must hold out for as many turns as possible. (Survival Mode).
•   Advance Guard - Your army and the enemy army have blundered into each other on the march. The main armies will not arrive before nightfall. You must make best use of your advance forces as they arrive to secure the battlefield before nightfall, whatever the cost.
•   Remove the Head - The enemy are led by a charismatic C-in-C. If you can kill him, they should break. Of course, you also need to protect your own C-in-C.
•   Escort Baggage train - Your army is advancing through hostile territory. You must protect your baggage train at all costs, otherwise your army will be forced to withdraw. Your task is to get at least half of your baggage train safely to the far side of the map before nightfall, while avoiding defeat by the enemy forces.

(http://www.matrixgames.com/amazon/Screenshots/FOG2/Screenshot-10-Custom-Battles-4.jpg)

Custom battles are fought on randomly generated maps using a sophisticated random map generator that will generate realistic maps for agricultural, hilly, wooded and mountainous areas in Mediterranean, North European or Middle-Eastern climatic regions. Also steppe, desert and tropical areas.

(http://www.matrixgames.com/amazon/Screenshots/FOG2/Screenshot-11-Custom-Battles-5.jpg)

Quick Battles
This is a special skirmish mode which allows you to very quickly set up a small battle between historically opposed armies without going through the full custom battle setup process.
If you don’t even have time to pick a matchup, there is a “Fight Now!” button in the battle menu that will randomly pick a quick battle from the list of available ones and set up the battle completely automatically.

Epic Battles
The game comes with 12 preset historical scenarios closely based on some of the most important battles of the era. These include Bagradas 255 BC, Trebia 218 BC, Cannae 216 BC, Ilipa 206 BC, Zama 202 BC, Magnesia 190 BC, Pydna 168 BC, Chaironeia 86 BC, Tigranocerta 69 BC, Bibracte 58 BC, Carrhae 53 BC and Thapsus 46 BC. The player can play as either side.

(http://www.matrixgames.com/amazon/Screenshots/FOG2/Screenshot-33-Seleucids-at-Magnesia.jpg)

Campaigns
Campaigns allow you to fight a series of connected battles, with the core of your army progressing from one battle to the next, gaining experience and elan with each victory.
Field of Glory II is really all about the battles. Therefore, instead of having a simplified strategic map with a lot of marching back and forth between battles, which some people do not enjoy, we have decided to cut out the map movement and allow strategic decisions to be made quickly before hopping straight on to the next battle.

(http://www.matrixgames.com/amazon/Screenshots/FOG2/Screenshot-20-Campaigns-6.jpg)

Here are some examples of strategic options that may occur in the campaigns.

The enemy are retreating to join up with reinforcements:
1. Pursue them with your advance guard and engage them before they can join up with their reinforcements.
2. Let them escape this time and continue your advance at a steady pace.
You are advancing through enemy territory. Your choice of routes is limited:
    1.   Advance through wooded territory. You will need to protect your baggage from attack.
    2.   Advance through mountainous territory. The enemy forces are expected to be assisted by the local mountain tribes.
Your territory has been attacked from an unexpected direction by another enemy army:
    1.   Fight them with your rear echelon forces. (A new army chosen by the AI from your nation’s army list, weighted towards lower quality troops).
    2.   March to meet them with your field army. You will not have time to replace your losses from the last battle.
Your territory has been attacked from an unexpected direction by the enemy's Bithynian allies:
    1.   Fight them with your rear echelon forces.
    2.   Call in your own Galatian allies to meet them in battle.
You feel you need additional forces in order to progress the campaign:
    1.   Call in a force from your Bruttian allies.
    2.   Await reinforcements from home. These are not likely to be as numerous.
The Romans have received help from their Spanish allies, but their armies have not yet joined up. You have the opportunity to defeat one of their armies before they can combine:
    1.   Engage the Spanish army.
    2.   Engage the Roman army.

Sandbox Campaigns
These allow you to fight a campaign between any two nations. Their historical allies may join in. Setup is similar to that for Custom Battles.

(http://www.matrixgames.com/amazon/Screenshots/FOG2/Screenshot-18-Campaigns-4.jpg)

Armies are chosen from the appropriate army lists (or allied army lists) and the terrain is generated using the regions appropriate to the opposing nations. The player’s core units continue through the campaign gaining experience and elan after each victory

Historically Based Campaigns
The game also comes with four historically-based campaigns, based on the military careers of Pyrrhos of Epeiros, Hannibal, Mithridates VI of Pontus and Julius Caesar.
These still use army lists and generated maps for the battles, but are scripted so that the historical sequence of events is followed, including historical strategic choices. This allows the campaign to follow the historical events in general terms, but ensures that the actual battles will play out differently each time the campaign is played. Essentially each battle represents the battle that might have occurred if (for example) the Battle of Trebia had been fought a few days earlier or later on a different battlefield nearby – but with the historically opposing armies and similar orders of battle.
The campaign system is designed so that it should be quite easy for users to set up historically-based campaigns that can in due course be added to the library of user- created content that can be downloaded within the game. No programming ability is required, all of the campaign scripting is in plain English in a text file.

Multiplayer
The game uses Slitherine’s PBEM++ system to allow Epic and Custom battles to be fought by two players. All setup and data transfer is handled seamlessly by the program.
The system does not require you to organise games in advance; you do not even need to be online at the same time as your opponent. It is as simple to play as a single player game, removing all the barriers to entry of other multiplayer games.
Turnaround is essentially instantaneous, so you can either play a battle in one session, or in a more leisurely fashion whenever time permits.
Title: Re: Field of Glory II
Post by: budd on August 02, 2017, 05:55:38 PM
This does look and sound good. 2 wargame era's i've wanted to get hooked into, civil war and ancients, none of the games i've tried in those era's have hooked me yet.
Title: Re: Field of Glory II
Post by: Asid on August 02, 2017, 06:08:17 PM
Hi Budd

I hope to get time to play it soon  :gamer

As for CW, if you mean ACW then Scourge of war Gettysburg is excellent  ::Civil war arty
Title: Re: Field of Glory II
Post by: Raied on August 04, 2017, 09:54:19 AM
The new campaign system seems to be amazing, I much prefer it over the P&S system, that will make me feels like real general taking strategic decision for my army and the campaign objectives.
Title: Re: Field of Glory II
Post by: Asid on August 14, 2017, 03:40:06 PM
The lists in the initial release

rbodleyscott

"The lists in the initial release are based on the period 280 BC to 25 BC from Britain to India, not based on the original Rise of Rome army list book and FOG1 expansion. There were several lists overlapping this period that were not included in the original "Rise of Rome" because Rome never encountered them during that era. Those lists are in the FOG2 base game.

So far 78 lists in all, in the initial release, including various lists for nations that as far as I know never had FOG1 lists at all e.g. Bithynians, Kappadokians, Atropatene, Georgians (Iberians/Colchians), Caucasians, Nabataean Arabs."
Title: Re: Field of Glory II
Post by: Asid on August 21, 2017, 07:53:26 PM
Field of Glory II Army Lists in Alphabetical Order


Field of Glory II (http://www.slitherine.com/products/product.asp?gid=651) will have a massive variety of armies to choose from, each one with peculiar units reflecting the strategy and tactics used during that time.

Each Army List has been accurately researched and with them, you’ll find the Ancient World more vibrant than ever.

We have received requests from many of you, wondering exactly what (and how many) historical factions will be available, and your requests haven’t been gone unnoticed!

Below you can find a complete list in alphabetical order of every Army List present in Field of Glory II.

Are you ready to enter the battlefield?

url=http://www.slitherine.com/products/product.asp?gid=651]Get more information about Field of Glory II on its official product page[/url]

 

FOG2 Army Lists – Rise of Rome (Alphabetically)
 
Ancient British 60 BC - 80 AD
Apulian 420-203 BC
Arab 312 BC - 476 AD
Armenian 331 BC - 252 AD
Armenian (Tigranes) 83-69 BC
Atropatene 320-145 BC
Atropatene 144 BC - 226 AD
Bithynian 297-74 BC
Bosporan 348-85 BC
Bosporan 84-11 BC
Bruttian or Lucanian 420-203 BC
Campanian 280-203 BC
Carthaginian 280-263 BC
Carthaginian 262-236 BC
Carthaginian 235-146BC
Carthaginian (Hannibal in Italy) 218-217 BC
Carthaginian (Hannibal in Italy) 216-203 BC
Carthaginian (Hannibal in Africa) 202 BC
Caucasian 320 BC - 476 AD
Dacian 50 BC - 106 AD
Galatian 280-63 BC
Galatian 63-25 BC
Gallic 300-101 BC
Gallic 100-50 BC
Germanic Foot Tribes 105 BC - 259 AD
Graeco-Bactrian 250-130 BC
Greek 280-228 BC
Greek 227-146 BC
Greek (Western) 280-49 BC
Iberian or Colchian 331 BC - 252 AD
Illyrian 350 BC - 25 AD
Indian 500 BC - 319 AD
Indo-Greek 175 BC - 10 AD
Indo-Parthian 60 BC - 130 AD
Indo-Skythian 95 BC - 50 AD
Italian Hill Tribes 490-275 BC
Jewish 167-64 BC
Jewish 64 BC - 6 AD
Kappadokian 260 BC - 17 AD
Kushan 130 BC - 476 AD
Libyan 220 BC - 70 AD
Ligurian 480-145 BC
Macedonian 320-261 BC
Macedonian 260-148 BC
Mountain Indian 492-170 BC
Nabataean 260 BC - 106 AD
Numidian or Moorish 220-56 BC
Numidian or Moorish 55 BC - 6 AD
Parthian 250 BC - 225 AD
Pergamene 262-191 BC
Pergamene 190-129 BC
Pontic 281-111 BC
Pontic 110-85 BC
Pontic 84-47 BC
Ptolemaic 320-167 BC
Ptolemaic 166-56 BC
Ptolemaic 55-30 BC
Pyrrhic 280-272 BC
Rhoxolani 350 BC - 24 AD
Roman 280-220 BC
Roman 219-200 BC
Roman 199-106 BC
Roman 105-25 BC
Saka 300 BC - 50 AD
Samnite 355-272 BC
Sarmatian 350 BC - 24 AD
Scots-Irish 50 BC - 476 AD
Seleucid 320-206 BC
Seleucid 205-167 BC
Seleucid 166-125 BC
Seleucid 124-63 BC
Skythian 300 BC - 50 AD
Slave Revolt 73-71 BC
Spanish 300-10 BC
Spanish (Sertorius) 80-70 BC
Syracusan 280-211 BC
Thracian 350 BC - 46 AD
Umbrian 490-260 BC
Title: Re: Field of Glory II
Post by: Asid on September 07, 2017, 05:28:10 PM
Field of Glory II AAR: Romans vs Macedonians at the Battle of Larissa


(http://www.matrixgames.com/files/spotlight/872_image.jpg)

Greetings everyone!
Welcome to this AAR for Field of Glory 2 (http://www.slitherine.com/products/product.asp?gid=651), the upcoming sequel of the original Field of Glory and developed by the legendary game designer Richard Bodley Scott (Field of Glory Tabletop, Pike and Shot, Sengoku Jidai).
For this After Action Report, I decided on a Custom Battle, with the AI at the highest difficulty level: Deity (sounds intimidating)!

In Field of Glory II (http://www.slitherine.com/products/product.asp?gid=651), Custom Battles allow players to build their favourite battle with a wide range of options at their disposal. You can choose between 78 army lists of the period (check here for the entire list! (http://www.slitherine.com/forum/viewtopic.php?f=477&t=78924)), you can set the force size, the map type, and many other settings. An interesting thing when you select your enemy is that you can restrict the selection to geographical and historical consistency (or you can just go ahead and make the Ancient British fight against the Sarmatians!).

I picked up the Roman Army (219 – 200 BC) and, for my opponent, I decided to face the Macedonians (260-148 BC).

(http://www.matrixgames.com/amazon/Screenshots/FOG2/AAR/01.jpg)

Historically, the Roman Republic successfully expanded its influence over the Hellenistic kingdoms of the eastern Mediterranean in a series of conflicts culminating in the division of the old Macedonian Kingdom into two Roman Provinces: Achaea and Epirus, in 148 BC.

Let’s see if I have been able to replicate their military successes!

Troop Selection and Deployment
Knowing that the enemy will probably fight in close formation with powerful but not so manoeuvrable units, I decided to rely more on agile infantry troops, with a good number of Velites (light troops with javelins and spear).

I have two lines of Triarii mixed with Hastati/Principes, which are well trained and equipped and would engage the bulk of the enemy army, while a third line composed mainly of my Italian allies will be used as a reserve. I put my only cavalry unit on the left.

(http://www.matrixgames.com/amazon/Screenshots/FOG2/AAR/02.jpg)

As soon as the battle starts, I look at the enemy dispositions. It looks like the Macedonians will fight with a single and steady line of pike phalanxes. They appear to have more cavalry than me, and that could be dangerous, as I don’t have specific units to counter them.

The map has been randomly generated and the battlefield is practically flat, with a few wooded areas and a small river delimiting a part of the right side of the map. This means that I might have some chance of dragging the stronger enemy units into fragmented fights, preventing them from supporting one other.

(http://www.matrixgames.com/amazon/Screenshots/FOG2/AAR/03.jpg)

I decided to approach the enemy centre with my Velites, with the rest of my infantry following at a short distance. My armoured cavalry fills the space between my Triarii and the Velites on the left, but it won't be able to fight for long. I dispatch two units behind for support.

As planned, the Velites start volleying the Phalanxes as soon as they come in range, but at this point, I realized I might have made a mistake in choosing so many javelin men. The Pike units are very stubborn and my attacks haven’t done too much damage. The only noticeable effect of my action seems a bit of confusion in the centre-right of the enemy line.

(http://www.matrixgames.com/amazon/Screenshots/FOG2/AAR/04.jpg)

(http://www.matrixgames.com/amazon/Screenshots/FOG2/AAR/05.jpg)

(http://www.matrixgames.com/amazon/Screenshots/FOG2/AAR/06.jpg)

The phalanxes finally make contact with my first line. The impact is devastating! I didn’t realize immediately that the enemy general is using veteran pikes and the extension of the frontline is preventing me from riding to the aid of my extreme wings. The Macedonians fight very fiercely but my Hastati/Principes and Triarii are showing these barbarians the strength of the Army of the Roman Republic!

My unit dispositions seem to hold the line for the moment, but I fear that sooner or later I’ll have to divert some units from my rear to fill the gaps, and the Macedonians are more numerous than I expected, so I must play smart. Their intention is clearly to break through one of my wings, probably the left given that they have more mobile units there. I should push faster and harder, and luckily my last line has just arrived!

(http://www.matrixgames.com/amazon/Screenshots/FOG2/AAR/07.jpg)

(http://www.matrixgames.com/amazon/Screenshots/FOG2/AAR/08.jpg)

(http://www.matrixgames.com/amazon/Screenshots/FOG2/AAR/09.jpg)

(http://www.matrixgames.com/amazon/Screenshots/FOG2/AAR/10.jpg)

During the enemy turn, suddenly, a sound, like a horn, erupts from the left side of my line. This is not good. The enemy, only the gods know how, have managed to break the cohesion of one of my units and now I have to think carefully what to do next. On one hand, I can’t pull out troops too close to the rest of the fighting, as I will need to repel the pressure in every spot, but on the other hand, having some Macedonians left free to fight against my rear would be tremendously dangerous. I haven’t decided yet how to respond when a second horn reverberates: the centre is under attack and taking a lot of damage.

This is not good at all.

(http://www.matrixgames.com/amazon/Screenshots/FOG2/AAR/11.jpg)

Fortuna adduces iuvat! Fortune favours the brave, and I don’t want to be remembered as the Roman general who lost against the ghosts of the once-great Macedonian Kingdom. Probably my fate would be worse than death if I lose!

The most dangerous threat is in the centre: if that collapses, I have literally no chance to recover. The enemy advance must be stopped by any means. I have just a couple of poorly equipped units to throw in and this is exactly what I do. In the meantime, the Velites who survived the first encounters have slipped behind the enemy. If I’m lucky enough, they will catch some attention from the enemy and will help to cripple their formation.

(http://www.matrixgames.com/amazon/Screenshots/FOG2/AAR/12.jpg)

The battle rages on. The Macedonians add even more pressure committing their last reserve. Although if I left the tactical initiative to the enemy, I can at least count on my veteran units still fighting. My Velites have attacked some isolated light units but the bulk of the enemy army hasn’t been hampered too much. On the left, the Macedonians are embroiled in fragmented fights while my middle is too tiny. The right flank is on the verge of being  dangerously enveloped but I can’t spare any units to support it. It is a matter of morale and cohesion. If some parts of my line break, the battle is lost. If I keep fighting, I can force some enemy units to retreat and manoeuvre to where I need more.

(http://www.matrixgames.com/amazon/Screenshots/FOG2/AAR/13.jpg)

(http://www.matrixgames.com/amazon/Screenshots/FOG2/AAR/14.jpg)

I knew the situation was desperate, but I really hoped I would be able to save the situation. But this didn’t happen. In fact, it was all to the contrary.

All of my soldiers have been in bitter fights, and the majority are fragmented or worse. I haven’t been able to manoeuvre as I wanted, so the result is that the enemy has been able to maximize his pike formations in  frontal assaults all along the line. The last drops of morale and cohesion have vanished, and one after another, my brave warriors start losing ground.

(http://www.matrixgames.com/amazon/Screenshots/FOG2/AAR/15.jpg)

Every hope is now gone, like tears in the rain. Defeat is clear, and honor is sullied.

May the gods have mercy on me because the Roman Senate will not for sure!

(http://www.matrixgames.com/amazon/Screenshots/FOG2/AAR/16.jpg)
Title: Re: Field of Glory II
Post by: Asid on September 11, 2017, 07:21:01 PM
Mark the date! Field of Glory II Trailer and LIVE PREVIEW next week!

(http://www.matrixgames.com/files/spotlight/875_image.jpg)

(https://www-cdn.jtvnw.net/images/twitch_logo3.jpg)


We have great news coming from the battlefield! Field of Glory II (http://store.steampowered.com/app/660160/Field_of_Glory_II/), one of the most anticipated tabletop wargame of the year, will have a LIVE preview next week!

We will be live on Slitherine Twitch channel, (http://www.twitch.tv/slitherinegroup) on September 18th at 11 AM EDT / 4 PM BST / 5 PM CEST!

But news is not over, because to better celebrate this important announcement we created this just for you! (A little tip, watch the video until the very end)

https://youtu.be/Xh9dNRn8iic

Get more information about Field of Glory II from its official product page (http://www.matrixgames.com/products/651/details/Field.of.Glory.II)

The game will be available on Steam (http://store.steampowered.com/app/660160/Field_of_Glory_II/) too! Start wishlisting it!
Title: Re: Field of Glory II
Post by: Raied on September 11, 2017, 07:25:46 PM
OMG, cant wait, I will be counting the days to play it
Title: Re: Field of Glory II
Post by: Asid on September 11, 2017, 07:35:01 PM
(https://media.giphy.com/media/A7BrncpC2Z8Ws/giphy.gif)
Title: Re: Field of Glory II
Post by: Asid on September 11, 2017, 10:33:55 PM
Steam page: http://store.steampowered.com/app/660160/Field_of_Glory_II/

Releases on October 13th
Title: Re: Field of Glory II
Post by: Asid on September 25, 2017, 02:20:35 PM
Field of Glory II - YouTube Previews

(http://www.matrixgames.com/files/spotlight/888_image.jpg)


By Matrix/Slitherine

Hello everyone!

Recently, we’ve been pushing our new game, Field of Glory II (http://www.slitherine.com/products/651/details/Field.of.Glory.II), pretty hard, with many news and, most importantly, streams and videos as well!
Today we’ve decided to group up everything there’s to see, until now, about our most anticipated games right now!

You can find our YouTube Playlist HERE! (http://www.youtube.com/watch?list=PLQrYLOdjwRhRGu4XIKMZYGIMmtzdmrqlL&v=veTBw3GCZ4w)
This playlist contains both the videos made from our streamer Agrippa AND from other people around the world who had the chance to play the game before everyone else.

Furthermore, you can also find our past live stream HERE! (http://www.twitch.tv/videos/175703232)

There you are guys, hope you have fun!


https://youtu.be/veTBw3GCZ4w?list=PLQrYLOdjwRhRGu4XIKMZYGIMmtzdmrqlL
Title: Re: Field of Glory II
Post by: Asid on September 29, 2017, 05:58:34 PM
Field of Glory II Manual Sneak Peek!


As the release date of Field Glory II (http://slitherine.com/products/651/details/Field.of.Glory.II) is approaching fast (October 12th (http://store.steampowered.com/app/660160/Field_of_Glory_II/) is just around the corner!), it is time to show a bit more of it, through an abstract from its Manual!

The sneak peek will show you:

-          The Table of Contents

-          The Custom Battle Section

-          The Battle Section

-          How Cohesion works

It’s a lot of content for a sneak peek!

Get more information about the game from its official product page!

Click on this link (http://www.matrixgames.com/amazon/PDF/FoG2_Sneak-Peek(1).pdf) to get this Manual Abstract! or you can also download it through the "Download (http://slitherine.com/products/651/downloads/oads/)" Section.

(http://www.matrixgames.com/amazon/PDF/FoG2_3DManual_front.png) (http://www.matrixgames.com/amazon/PDF/FoG2_Sneak-Peek(1).pdf)
Title: Re: Field of Glory II
Post by: Raied on September 30, 2017, 11:42:57 AM
Im sure going to get this hard copy book, looks Delicious   :coffee
Title: Re: Field of Glory II
Post by: Asid on September 30, 2017, 02:29:49 PM
Ahhhh. Good old physical manual  :books. I remember those. Some manuals are better in hard copy  :thumbsup
Title: Re: Field of Glory II
Post by: Asid on October 03, 2017, 04:08:59 PM
Field of Glory II Twitch Stream


Hi everyone!

Field of Glory II gets a Twitch LIVE Stream today!

Watch Agrippa playing a famous epic battle, featuring a clash between "brothers"!

Do you want to know more? Go to our official Twitch channel at 4.30 pm CEST / 3.30pm UK time!
https://www.twitch.tv/slitherinegroup

(https://pbs.twimg.com/media/DLNcSwFWsAAi2vK.jpg) (https://www.twitch.tv/slitherinegroup)
Title: Re: Field of Glory II
Post by: Asid on October 12, 2017, 01:53:05 PM
Field of Glory II Live Stream with Giveaway
12 OCTOBER   - MUSO;

The day has come.

Today we will be releasing Field of Glory II, one of our most beloved and anticipated games, and to celebrate this event we're going to have a live stream on our Twitch channel![twitch.tv]

The stream will be at 10 AM EDT / 3 PM BST / 4 PM CEST, while the game will be released at 11 AM EDT / 4 PM BST / 5 PM CEST
Be sure to come hang out with us and say hi, we are going to give some keys away so you should definitely come!

https://www.twitch.tv/slitherinegroup
Title: Re: Field of Glory II
Post by: Asid on October 12, 2017, 04:28:05 PM
Price will be £24.99 from Matrix/Slitherine
Title: Re: Field of Glory II
Post by: Asid on October 12, 2017, 07:00:35 PM
Get it from Matrix/Slitherine and get a Steam key as well  :thumbsup

More money goes to the devs  :thumbsup
Title: Re: Field of Glory II
Post by: Asid on October 17, 2017, 05:11:15 PM
Field of Glory II Community Content

(http://www.matrixgames.com/files/spotlight/909_image.jpg)

Field of Glory II[/url], the latest masterpiece in ancient wargaming from Byzantine Games, has already conquered the hearts and souls of many among you.

One of the most praised features is - undoubtedly – the possibility of creating user content and modding basically everything in the game, from creating epic historical battles not covered in the vanilla version, making your own skin for units, new maps and terrains, even campaigns!

The possibilities are endless, and community members have already created a bunch of scenarios, campaigns and mods. Downloading them is the easiest thing on Earth!

The game has its own built-in mods system that allows mods to be downloaded directly into the game, so the only thing you need is to click on the “Download Community Content” button in the upper left side of the Epic Battles or Campaigns screen.

Check out below the list of user content currently available! Get more information about the game from its official Product Page! (http://www.slitherine.com/products/651/details/Field.of.Glory.II)

Field of Glory II is on Discord (https://discord.gg/KNEdGhh)and Facebook (https://www.facebook.com/permalink.php?story_fbid=134236773813168&id=133504837219695) too!

But the news is not over, as we are going to play the game on Twitch (https://go.twitch.tv/slitherinegroup)today at 4 pm CEST!

Community Content

Created by Paul 59

-          Battle of Heraclea 280 BC (Pyrrhos vs Romans)

-          Battle of Thermopylae 279 BC (Galatians vs Greeks)

-          The Elephant Victory 273 BC (Seleucid king Antichos I vs Galatians)

-          Battle of Apollonia 220 BC (Seleucid king Antiochos III vs Molon, rebel governor of Media).

-          Antiochos the Great Campaign (“short” version with 10 battles)

-          Antiochos the Great Campaign (long version with 15 battles)

These included modded units and unit textures.



Created by By Odenathus

-          Battle of Philippi 42 BC (Octavianus & Mark Anthony vs Brutus & Cassius) (SP & MP versions)

This includes modded Roman field fortifications.



Created by By Das123 (DasTactic)

-          Dastacticles Euteubor Campaign (Graeco-Bactrians vs all of their neighbours. Semi-historical campaign).

(DasTactic is also doing a youtube series based on this campaign,check it out! (http://www.youtube.com/playlist?list=PLQrYLOdjwRhSxeamDHFHhXzXPv1oMIc1y))
Title: Re: Field of Glory II
Post by: budd on October 17, 2017, 08:46:03 PM
Picked up the game yesterday, working through the tutorials. Looks good, easy to play and appears to have depth to the strategies. I don't know squat about  ancient warfare but once I get up to speed a bit I have a couple pbem partners willing to murder my hordes.
Title: Re: Field of Glory II
Post by: Asid on October 17, 2017, 08:54:00 PM
once I get up to speed a bit I have a couple pbem partners willing to murder my hordes.

(https://media.giphy.com/media/BPkp2h0STxkTS/giphy.gif)
Title: Re: Field of Glory II
Post by: budd on October 18, 2017, 12:21:41 AM
(https://farm5.staticflickr.com/4510/37731627322_d4ea4d89f5_o.jpg)





 (https://flic.kr/p/ZudsfE)
Title: Re: Field of Glory II
Post by: budd on October 18, 2017, 12:23:10 AM
your going to have to tell me how to post GIF's so next time i can properly reply :P
Title: Re: Field of Glory II
Post by: Asid on October 18, 2017, 12:29:38 AM
(https://media.tenor.com/images/3a08d6af63a13e31ab6beb70ba05139a/tenor.gif)


Beef is the king of memes and gifs here  :winner

It's just like posting a screenshot. Quote this reply and see the code  :sifone
Title: Re: Field of Glory II
Post by: budd on October 22, 2017, 07:34:29 AM
Picked up FOG2 a few days ago, my first venture into wargaming with ancients. This is a well put together game, it's really easy to get up and running. The UI makes it easy to get around and there's helpful tool tips, all the info you need is available and once through the tutorials you'll be up and running. I've played the tutorials and one quick battle and i'm in battle 5 of a 5 battle campaign as the Romans. This AAR is from the 4th battle of the campaign. I'll finish this campaign, bump up the difficulty and play another short campaign and then get some PBEM going.


Troop dispositions
(https://farm5.staticflickr.com/4514/37846717221_69b291a500_o.jpg)

(https://farm5.staticflickr.com/4452/37588893610_64a4ae0ae1_o.jpg)

(https://farm5.staticflickr.com/4453/23994214438_ef104aa3bf_o.jpg)

(https://farm5.staticflickr.com/4446/37588893300_7f34d2ac5f_o.jpg)

(https://farm5.staticflickr.com/4486/37846716991_7ab327f090_o.jpg)

(https://farm5.staticflickr.com/4502/37588893150_1627c5ac3e_o.jpg)

(https://farm5.staticflickr.com/4447/23994214708_a44a1dbbed_o.jpg)

(https://farm5.staticflickr.com/4507/37588892780_a72c22c559_o.jpg)

(https://farm5.staticflickr.com/4443/37588894310_3c7240a7b8_o.jpg)

(https://farm5.staticflickr.com/4480/37588892440_1f9f6030ca_o.jpg)

(https://farm5.staticflickr.com/4474/37588892250_8e621ec48b_o.jpg)

(https://farm5.staticflickr.com/4485/23994214138_a9ac71d89d_o.jpg)

(https://farm5.staticflickr.com/4467/37846716021_2ff149e61e_o.jpg)

(https://farm5.staticflickr.com/4497/37588891840_605a93dce7_o.jpg)

(https://farm5.staticflickr.com/4482/37588893880_b0e8ea8463_o.jpg)

(https://farm5.staticflickr.com/4458/37846717801_e19fc745a5_o.jpg)

(https://farm5.staticflickr.com/4463/37588893970_440a2b881d_o.jpg)

The enemy folded before turn 14 started.
(https://farm5.staticflickr.com/4504/37846717521_6eb6ec6260_o.jpg)
Title: Re: Field of Glory II
Post by: Asid on October 22, 2017, 07:00:12 PM
Nice AAR Budd. Thx for posting  :thumbsup
Title: Re: Field of Glory II
Post by: Stardog765 on October 22, 2017, 07:14:44 PM
Great AAR!

Loving the game too.
Title: Re: Field of Glory II
Post by: Asid on October 25, 2017, 05:22:59 PM
Field of Glory II version 1.0.1 released

Hello Everyone

We are pleased to say that the first update for Field of Glory II is now available and many thanks yo 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.


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).
Title: Re: Field of Glory II
Post by: budd on October 27, 2017, 05:15:35 AM
The large battles didn't feel very epic.There's instructions on Slitherine forum about how to adjust the number of figures in units. I gave it a whirl, looks a bit more epic. Only a minor slow down on my machine when a large group move is used, other than that no issues through 2 battles. This is a very large custom battle.

(https://farm5.staticflickr.com/4510/37248815774_dc4fb9ce48_h.jpg)
Title: Re: Field of Glory II
Post by: Stardog765 on October 27, 2017, 03:09:38 PM
Hey Budd, did you use the Callback file posed on the forums and then edit squads.csv file?

Looks good, and this was really my only want for the game,  would love to have actually smaller soldiers and many more of them :)

Title: Re: Field of Glory II
Post by: Asid on October 27, 2017, 04:19:46 PM
The large battles didn't feel very epic.


I know what you mean. This is a by-product of being "board-game" like.
Title: Re: Field of Glory II
Post by: budd on October 27, 2017, 06:44:13 PM
Hey Budd, did you use the Callback file posed on the forums and then edit squads.csv file?

Looks good, and this was really my only want for the game,  would love to have actually smaller soldiers and many more of them :)

Yes sir that's what i did. I have the files with instructions if you want them. Not sure if i'm going to mess with the scaling of the figures yet but from what i read over at Slitherine forums someone already did. I just started with any unit 900+  and gave it the max 16 figures and then worked down from the size of the unit, the elephants i put at two and the arty at one.
Title: Re: Field of Glory II
Post by: Stardog765 on October 27, 2017, 06:47:21 PM
Ah ya that would be great if you don't mind sharing.

Appreciate it.  You havent seen too much trouble with units overlapping or anything? Seemed like the devs that were addressing this topic on the forums mentioned that would likely be a problem.

Title: Re: Field of Glory II
Post by: budd on October 27, 2017, 07:14:18 PM
Ah ya that would be great if you don't mind sharing.

Appreciate it.  You havent seen too much trouble with units overlapping or anything? Seemed like the devs that were addressing this topic on the forums mentioned that would likely be a problem.

No problem with sharing the files. I did see some overlap with arty when i changed it two and its why i'm keeping it at one and the elephants at two. The max for cavalry without overlap seems to be 8 figures but so far nothing i've noticed with the current settings.

I'll send you a link to the files. Let me know when you get them so i can take them down.
Title: Re: Field of Glory II
Post by: budd on October 27, 2017, 07:15:57 PM
any questions feel free to ask. I put instructions on where everything goes in the folder.
Title: Re: Field of Glory II
Post by: Stardog765 on October 27, 2017, 07:26:45 PM
Hey Budd great thank you sir!

Got them.  I really appreciate it.  Will let you know how it goes.


Title: Re: Field of Glory II
Post by: budd on October 27, 2017, 07:31:03 PM
No problem sir
Title: Re: Field of Glory II
Post by: Stardog765 on October 27, 2017, 09:28:04 PM
Hey Budd, all worked great!
I decided to forgo the mapview mod but I appreciate you including it. I am ok with the zoom as is and that kinda messes up my shadows for some reason but everything is great!

Adds just a little more realistic look to it, even something that small :)

Really loving this game.  They really hit it out of the park with this.  I cant wait to see how much of my money they get for future expansions.  :cry2
Title: Re: Field of Glory II
Post by: budd on October 27, 2017, 09:41:13 PM
glad it worked out. the zoom messed up my shadows also, i turned them off, i like to get in close to the action :)

I picked up Pike and Shot Campaigns during the sale, this looks pretty fantastic also. If you don't have it give it a look.
Title: Re: Field of Glory II
Post by: Stardog765 on October 27, 2017, 10:37:32 PM
Oh ya man Pike and Shot Campaigns is great!

Title: Re: Field of Glory II
Post by: Asid on November 13, 2017, 05:17:12 PM
FIELD OF GLORY v1.0.2 NOW AVAILABLE


(http://www.matrixgames.com/files/spotlight/950_image.jpg)


Hello Everyone

Once again thank you for all your feedback, suggestions and issue reports and the 2nd update for Field of Glory II is now available
This addresses a number of requests made by many of you and fixes several bugs that have been reported.

The full change list is below some of the updates you might be most interested in are -
- You can now review the battlefield at the end of a battle
- Units that have evaded off map count as half their routed value added to their side’s rout %
- Close Order Warbands no longer get +1 Cohesion Test modifier for being Heavy Foot
- Bows can now shoot over other units if on higher ground

v1.0.2 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.
This is a comprehensive update, you do not need to have updated to v1.0..1 first.

Options Note – after applying this update it is possible that if you have changed your mouse options from the default (e.g. to “Left”) that they might be switched back to “Left-Right”. If this happens simply go back to Options and change the mouse back to how you prefer it (you should only have to do this once after updating). We are looking into why this happens and are sorry for any inconvenience caused


V1.0.2 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-v1.0.2.zip



V 1.0.2 Update List
- You can now review the battlefield at the end of a battle, by clicking the “Review Battlefield” button in the victory/defeat screen.

- Added End Stalled Game button to MP lobby. This can be used to claim a game as abandoned if your opponent has not moved for 7 days or more in a non-tournament game.

- Added Download Community Scenarios button to Main Menu, with pulsing glow and text notification when new scenarios have been added since you last played the game.

- Close Order Warbands no longer get +1 Cohesion Test modifier for being Heavy Foot. We have chosen this instead of changing the size of the units, to maintain the character of the units, but better reflect their historical performance. Further tweaks are in contemplation if needed.

- Units that have evaded off map count as half their routed value added to their side’s rout % unless they return. Units that pursue routers off map don’t. (Note that pursuers chasing evaders do not follow them off map, unless they catch them and rout them before they leave the map).

- Stopped Side B from randomly sending flank march in Multiplayer custom battle games.

- Parthian army list tweaked to allow more cataphracts and infantry.

- Added some compulsory medium foot javelinmen to Numidian lists.

- Widened Roman autodeployments – this was previously an issue mainly with Large and Very Large battles.

- Bows can now shoot over other units if on higher ground.

- Camelry no longer shoot invisible arrows.

- Indian forest tribesmen now have their own distinctive textures.

- Fixed issue of MP games displaying script mismatch warnings when the other player has played his MP turn after playing user content scenarios with modded scripts.

- Fixed bug that stopped modded units with crossbow from shooting.

- Impassable river tiles now show as “Impassable to land troops” when moused over. (Previously only showed as impassable if a unit was selected).

- Added Global Mod functionality. When global mods exist, a button appears in the bottom left corner of the main menu screen – this brings up a list box from which the mod to use can be selected. Only one global mod can be in use at a time. See http://archonwiki.slitherine.com/index.php/Modding. Currently this only allows modded unit textures and squads file, and does not allow modded or new unit models or scripts to be included, so it is of very limited use. We hope to extend its functionality in due course. In the meantime the pre-existing modding system using custom folders will be more useful in most cases as it does allow everything to be modded for that custom module.

- Manual Clarification: Setting Rain or Snow for a scenario in the Editor gives a -50 POA modifier to all shooting except by javelins.

- Manual clarification: A unit disordered or severely disordered by terrain loses that disorder as soon as it completely leaves the adverse terrain square. (i.e. the unit is now in an open terrain square.)
Title: Re: Field of Glory II
Post by: Asid on November 21, 2017, 05:01:41 PM
Field of Glory II: Immortal Fire announced!

(http://www.matrixgames.com/files/spotlight/961_image.jpg)


Centuries before the Rise of Rome, the Ancient World saw the confrontation between the City-States in Greece and the mighty Achaemenid Persian Empire.

“Play your part in the epic events unfolding during this era, including the conquest of the Lydian Empire (in western Asia Minor) by the expanding Achaemenid Persian Empire, the Persian Wars, in which the Greeks of mainland Greece defeated two Persian invasions, the subsequent wars between the victorious Greek city states, the development of a new military system by Philip II of Macedon, his conquest of Greece, the invasion and conquest of the Persian Empire by his son Alexander the Great, and his campaigns beyond Persia into India.”

Field of Glory II: Immortal Fire brings you 8 new factions (Achaemenid Persians, Etruscans, Antigonos, Lysimachos, Spartans, Latins, Lydians, Kyrenean Greeks, Thessalian Greeks), 10 new units (including the fearsome Persian Immortals) and 30 new army lists!

In addition, this expansion brings 4 new historically-based campaigns and one what-if campaign: Alexander the Great (what he might have done next if he had not died in 323 BC).

Will you rewrite history? Chose your faction and shape the fate of your people!

Get more information about the game from its official Product Page (http://www.matrixgames.com/products/651/details/Field.of.Glory.II)

(http://www.matrixgames.com/amazon/Screenshots/FOG2_IF/Screen_00000013.jpg)

(http://www.matrixgames.com/amazon/Screenshots/FOG2_IF/Screen_00000017.jpg)

(http://www.matrixgames.com/amazon/Screenshots/FOG2_IF/Screen_00000018.jpg)

(http://www.matrixgames.com/amazon/Screenshots/FOG2_IF/Screen_00000020.jpg)

(http://www.matrixgames.com/amazon/Screenshots/FOG2_IF/Screen_00000023.jpg)

(http://www.matrixgames.com/amazon/Screenshots/FOG2_IF/Screen_00000025.jpg)
Title: Re: Field of Glory II
Post by: budd on November 21, 2017, 07:10:18 PM
Thanks Asid, I imagine I'll be picking this up. Enjoying pbem games with FOG2,  a lot of momentum swings during a game makes it exciting.
Title: Re: Field of Glory II
Post by: Asid on November 27, 2017, 05:16:36 PM
Field of Glory II - Immortal Fire Release Date And Preview

(http://www.matrixgames.com/files/spotlight/967_image.jpg)

The rivers will run red again with the new expansion of Field of Glory II (http://www.matrixgames.com/products/651/details/Field.of.Glory.II) that we announced last week, Immortal Fire (http://www.matrixgames.com/products/716/details/Field.of.Glory.II.Immortal.Fire), that will brings you 8 new factions (Achaemenid Persians, Etruscans, Antigonos, Lysimachos, Spartans, Latins, Lydians, Kyrenean Greeks, Thessalian Greeks), 10 new units (including the fearsome Persian Immortals) and 30 new army lists!

Now, we can finally tell you when you will be able to expand your army: Immortal Fire (http://www.matrixgames.com/products/716/details/Field.of.Glory.II.Immortal.Fire) will be released next Tuesday, December the 5th!
And 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 Twitch channel (http://twitch.tv/slitherinegroup), 12 PM EST / 5 PM GMT / 6 PM CET!

https://www.twitch.tv/slitherinegroup
Title: Re: Field of Glory II
Post by: zakblood on November 28, 2017, 05:27:38 AM
typo

November the 5th!

should be December the 5th :thumbsup :howdy
Title: Re: Field of Glory II
Post by: Asid on November 28, 2017, 12:23:32 PM
Thanks Zakblood. I didn't read before I posted.  :facepalm_smiley
Title: Re: Field of Glory II
Post by: Asid on December 05, 2017, 02:24:21 PM
Field of Glory II Immortal Fire (http://matrixgames.com/products/716/details/Field.of.Glory.II.Immortal.Fire) is out!

(http://www.matrixgames.com/files/spotlight/976_image.jpg)

Bury my body and don't build any monument. Keep my hands out so the people know the one who won the world had nothing in hand when he died – Alexander the Great

War can have many different shapes. Sometimes, the contenders have dreams of power and hegemony that collide. Sometimes subjugated people have to fight for justice and revenge against their masters. Leaders summon their brethren and subjects into a fight for motives that only a future victory will justify.

Eventually, there is a time when different civilizations can’t coexist peacefully, and different visions of the World engage a mortal fight.
What side will you take, when destiny calls?

Field of Glory II: Immortal Fire (http://matrixgames.com/products/716/details/Field.of.Glory.II.Immortal.Fire), the second episode in the series that is bringing back to life highly historically accurate wargaming, is now available!

Follow the Achaemenid Persian Empire in its expansion, the clash between the Greek City-States, the epic deeds of Alexander the Great and the following wars between his generals after his death.

This DLC greatly expands the base game content adding 8 new factions, 10 new units, 30 new Army Lists, 10 new Epic Battles, 4 new historically-based campaigns and 1 what-if campaign!

In addition, the Sandbox Campaigns module has been expanded to include all 108 army lists from Rise of Rome and Immortal Fire.

Get more information about Field of Glory: II Immortal Fire (http://matrixgames.com/products/716/details/Field.of.Glory.II.Immortal.Fire) from its official product page. (http://matrixgames.com/products/716/details/Field.of.Glory.II.Immortal.Fire)

Do you want to know more? Don't miss the Twitch Stream (http://twitch.tv/slitherinegroup) today, 11 AM EST / 4 PM GMT / 5 PM CET!
Title: Re: Field of Glory II
Post by: Asid on December 05, 2017, 02:38:01 PM
Field of Glory II Patch v1.1.5
Field of Glory II - Muso;

Field of Glory II has been updated once again, bringing new a couple of nice updates you guys have been asking for!

v1.1.5 CHANGE LIST
• In all random map battles (except advance guard and rearguard scenarios), additional sub-generals can be added during deployment (after completing force selection) to make up the total number to 4 for Medium-Very Large battles, and at least 3 for Very Small-Small battles. The addition of a general to a unit creates a new command for group movement purposes – other units can then be switched to this command if desired.
• The AI similarly adds “supernumerary” generals to its own army if the initial deployment has insufficient, but does not alter its group structure.
• Added option in settings screen to turn off Idle Animations. This just turns off the wait animations when units are not doing anything. It does not turn off movement, shooting, combat or ongoing combat animations.
• Added “Pot Luck” terrain option for Custom Battles. (SP & MP). The map type will be chosen using the map set most appropriate to the opposing nations. Where these have different home map sets, the game will use the highest priority map set in the following list (highest to lowest): Tropical, Northern Europe, Mediterranean, Middle East, Steppe, Desert. This is loosely based on the general trend of historical invasions. Where the map set permits different terrain types, Pot Luck maps will be 70% agricultural, 15% hilly, 10% wooded and 5% mountainous.
• Medium Foot “Javelinmen” now called “Irregular Foot”.
• Campaigns: Reduced compulsory garrisons and increased optional garrisons.
• Campaigns: Corrected issue where player army was given too many reinforcement points when choosing option not to pursue with advance guard.
• Fixed bug to cavalry army infantry autodeployment
Title: Re: Field of Glory II
Post by: roy64 on December 08, 2017, 12:10:40 PM
What's the campaign like?
Title: Re: Field of Glory II
Post by: Asid on December 08, 2017, 01:38:37 PM
What's the campaign like?

Hi roy64

I have not tried the campaigns yet. I have only played single battles. I enjoy it a lot. Very atmospheric and easy to play. Hit has a lot of depth and is not beer and pretzels.

This game has received very good reviews and I am happy with it. A lot more DLC's are to come.

I picked up the new DLC but again no time........

Regards
Title: Re: Field of Glory II
Post by: roy64 on December 08, 2017, 03:23:22 PM
I'm thinking on getting the game because like you everyone else says it's a good game but no one mentions the campaign.
Title: Re: Field of Glory II
Post by: Asid on December 08, 2017, 07:21:41 PM
There are quite a few user created missions as well for free  :thumbsup
Title: Re: Field of Glory II
Post by: Asid on January 08, 2018, 03:30:47 PM
Field of Glory 2 v1.1.6 available
08 Dec 2017

Hello everyone

Field of Glory v1.1.6 corrects a DLC issue and it is now available from the following 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 ... v1.1.6.zip

v1.1.6 is compatible with saved games from v1.0.0
If you are playing a multiplayer game then both you and your opponent will need to update your versions.
This is a comprehensive update, you do not need to have updated to v1.1.5 first.
Title: Re: Field of Glory II
Post by: Asid on January 08, 2018, 03:31:45 PM
Field of Glory II v1.1.7 now available
08 Jan 2018

Hello Everyone

Thanks to everyone for the continued feedback and suggestions. All are appreciated. Although the team are hard at work on the 2nd DLC for FoG II there is a snall update availavble now

v1.1.7 is a small update the corrects two bugs and revises a few unit textures

v1.1.7 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.

Version 1.1.7
- Corrected crash bug that occurred when trying to create new MP challenge in 800x600 resolution and some other unusual resolutions.

- Various unit textures revised or added.

- Corrected minor DLC bug
Title: Re: Field of Glory II
Post by: Asid on January 09, 2018, 07:42:11 PM
(http://www.matrixgames.com/files/spotlight/990_image.jpg)

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”!

(http://www.matrixgames.com/amazon/Screenshots/FOG2/TT_Mod/Fog2_TT_Mod_Screenshots/TT%20Mod%20Screenshots/SCREENS/Lusitanian%20celtiberian%20warband%20and%20heavy%20caetrati%201.jpg)

(http://www.matrixgames.com/amazon/Screenshots/FOG2/TT_Mod/Fog2_TT_Mod_Screenshots/TT%20Mod%20Screenshots/SCREENS/Lydian%20%20Phrygian%20Foot%20and%20Raw%20Hoplites.jpg)

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.
Title: Re: Field of Glory II
Post by: Asid 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.
Title: Re: Field of Glory II
Post by: Asid on February 10, 2018, 12:28:27 PM
Field of Glory II Legions Triumphant has been announced!


(http://www.slitherine.com/files/spotlight/1021_image.jpg)

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 (http://www.slitherine.com/products/product.asp?gid=720), 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 (http://www.slitherine.com/products/product.asp?gid=720) 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 (http://www.slitherine.com/products/product.asp?gid=720) 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! (http://www.slitherine.com/products/product.asp?gid=720)

(http://www.matrixgames.com/amazon/Screenshots/FOG2_LT/FIELDOFGLORY2_LG_screenshot-6.jpg)

(http://www.matrixgames.com/amazon/Screenshots/FOG2_LT/FIELDOFGLORY2_LG_screenshot-5.jpg)

(http://www.matrixgames.com/amazon/Screenshots/FOG2_LT/Fog2_LT_screens_2/FIELDOFGLORY2%2009-02-2018%2018-22-11-503.png)

(http://www.matrixgames.com/amazon/Screenshots/FOG2_LT/Fog2_LT_screens_2/FIELDOFGLORY2%2009-02-2018%2018-22-42-356.png)

(http://www.matrixgames.com/amazon/Screenshots/FOG2_LT/Fog2_LT_screens_2/FIELDOFGLORY2%2009-02-2018%2018-26-58-507.png)

(http://www.matrixgames.com/amazon/Screenshots/FOG2_LT/Fog2_LT_screens_2/FIELDOFGLORY2%2009-02-2018%2018-27-21-275.png)

(http://www.matrixgames.com/amazon/Screenshots/FOG2_LT/Fog2_LT_screens_2/FIELDOFGLORY2%2009-02-2018%2018-32-14-662.png)

(http://www.matrixgames.com/amazon/Screenshots/FOG2_LT/Fog2_LT_screens_2/FIELDOFGLORY2%2009-02-2018%2018-35-22-798.png)

(http://www.matrixgames.com/amazon/Screenshots/FOG2_LT/Fog2_LT_screens_2/FIELDOFGLORY2%2009-02-2018%2018-35-48-380.png)
Title: Re: Field of Glory II
Post by: Asid on February 15, 2018, 01:26:06 PM
Legions Triumphant Screenshots - How about some fight?

(http://www.slitherine.com/files/spotlight/1028_image.jpg)


We are happy to show you a new group of screenshots for the new DLC of Field of Glory II, Legions Triumphant! (http://www.slitherine.com/products/product.asp?gid=720)

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

Stay tuned for further updates! (http://www.slitherine.com/products/product.asp?gid=720)

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30616763/933c3f5142cf2e6dc1d10315ba9f8ab6d3b12f7a.jpg) (http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30616763/933c3f5142cf2e6dc1d10315ba9f8ab6d3b12f7a.jpg)

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30616763/4a26532c72800afdf5552166eb0d2b4faee86cb0.jpg) (http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30616763/4a26532c72800afdf5552166eb0d2b4faee86cb0.jpg)

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30616763/aea9e46b6b9c602803e829f7d3b5fa8df0ccf786.jpg) (http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30616763/aea9e46b6b9c602803e829f7d3b5fa8df0ccf786.jpg)

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30616763/1e25f7c3c6f0dbcf7b68ab5f81fb104cd2d1f4f5.jpg) (http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30616763/1e25f7c3c6f0dbcf7b68ab5f81fb104cd2d1f4f5.jpg)

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30616763/9e48c07e339a16d05626f64e3d0985729d537d1b.jpg) (http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30616763/9e48c07e339a16d05626f64e3d0985729d537d1b.jpg)

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30616763/42ca12ef862cee5849ce030a0ee449e38a49910a.jpg) (http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30616763/42ca12ef862cee5849ce030a0ee449e38a49910a.jpg)

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30616763/5acb1037394f1c109b6a935d37b8645657f8f459.jpg) (http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30616763/5acb1037394f1c109b6a935d37b8645657f8f459.jpg)

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30616763/4f10617917c6e664a61561c8ad9fd97e04defc59.jpg) (http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30616763/4f10617917c6e664a61561c8ad9fd97e04defc59.jpg)

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30616763/dcfcfa0ba214a3235eb00c6da29884227e4c22f4.jpg) (http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30616763/dcfcfa0ba214a3235eb00c6da29884227e4c22f4.jpg)

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30616763/aa7912353317c4657735e6c32bab996054d5aa8e.jpg) (http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30616763/aa7912353317c4657735e6c32bab996054d5aa8e.jpg)

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30616763/2dec89b329b75782dd5ad1d6f254958b791d33ae.jpg) (http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30616763/2dec89b329b75782dd5ad1d6f254958b791d33ae.jpg)

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30616763/e28e4d15dfcc23f6e0168cb06daa5e5562bea880.jpg) (http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30616763/e28e4d15dfcc23f6e0168cb06daa5e5562bea880.jpg)

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30616763/9e39e76f38adf55b1726b6860d2442e3b6facd33.jpg) (http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30616763/9e39e76f38adf55b1726b6860d2442e3b6facd33.jpg)
Title: Re: Field of Glory II
Post by: Asid 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/
Title: Re: Field of Glory II
Post by: Asid on March 08, 2018, 12:27:02 PM
Legions Triumphant will be out on March 8th

(https://www.matrixgames.com/files/spotlight/1042_image.jpg)

It’s time to take your sword and armour from the wall and prepare to march for war once again, as Legions Triumphant (http://www.slitherine.com/products/product.asp?gid=720) release is coming very soon!

The Field of Glory (http://www.slitherine.com/products/651/details/Field.of.Glory.II) 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 Twitch channel (https://www.twitch.tv/slitherinegroup), 11 PM EST / 4 PM GMT / 5 PM CET!

Get more information about the game from its official product page (http://www.slitherine.com/products/product.asp?gid=720)
Title: Re: Field of Glory II
Post by: Asid 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).
Title: Re: Field of Glory II
Post by: Asid on March 08, 2018, 03:13:32 PM
Field of Glory II: Legions Triumphant is out!

(http://www.matrixgames.com/files/spotlight/1052_image.jpg)


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 (http://www.matrixgames.com/products/product.asp?gid=720), 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! (http://www.matrixgames.com/products/product.asp?gid=720)

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  (http://www.slitherine.com/forum/viewtopic.php?f=477&t=83036)to check the full change list.

Do you want to know more? Don’t miss our Twitch  (http://twitch.tv/slitherinegroup)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
Title: Re: Field of Glory II
Post by: Asid on March 14, 2018, 12:33:28 PM
Field of Glory II - Scenario Creation Guide

(http://www.matrixgames.com/Amazon/Pictures/FoG2_spotlight_scenario-creation-guide.jpg)

 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
Title: Re: Field of Glory II
Post by: Asid 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 (http://www.slitherine.com/forum/viewtopic.php?f=477&t=85060&sid=11584c63d6e3af82376a9e29ad362429)


(http://www.slitherine.com/forum/download/file.php?id=42885)


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.
Title: Re: Field of Glory II
Post by: Asid on May 14, 2018, 03:41:25 PM
Field of Glory II Age of Belisarius announced

(http://slitherine.com/files/spotlight/1112_image.jpg)

(http://www.matrixgames.com/amazon/Art/Fog2_AoB/Fog2_AoB_Graphic_Material/FoG2_Age-of-Belisarius_logo-transp.png)

Age of Belisarius product page (http://slitherine.com/products/product.asp?gid=721)

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?

(http://www.matrixgames.com/amazon/Art/Fog2_AoB/Screen_00000017.jpg)

Age of Belisarius (http://slitherine.com/products/product.asp?gid=721) 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.

(http://www.matrixgames.com/amazon/Art/Fog2_AoB/Screen_00000018.jpg)

Summary of features:


Army List

(http://www.matrixgames.com/amazon/Art/Fog2_AoB/FoG2_AoB_army-list.jpg)
Title: Re: Field of Glory II
Post by: gameleaper 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
Title: Re: Field of Glory II
Post by: Asid 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
Title: Re: Field of Glory II
Post by: gameleaper 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.
Title: Re: Field of Glory II
Post by: Asid on May 29, 2018, 12:42:19 PM
Field of Glory II – Age of Belisarius Release Date Announced

(http://www.matrixgames.com/files/spotlight/1134_image.jpg)

The barbarians are rising with the new expansion of Field of Glory II (http://www.matrixgames.com/products/product.asp?gid=651) recently announced, Age of Belisarius (http://www.matrixgames.com/products/product.asp?gid=721). 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 (http://www.matrixgames.com/products/product.asp?gid=721) will be available on June the 7th !

Title: Re: Field of Glory II
Post by: Asid on June 07, 2018, 02:39:20 PM
Age of Belisarius is out!

(http://www.matrixgames.com/files/spotlight/1143_image.jpg)

For not by numbers of men, nor by measure of body, but by valor of soul is war to be decided – Procopius

The Western Roman Empire might have fallen, but the fight for its legacy is far from over. In its old provinces, Romano-Barbaric kingdoms are established and, even if political fragile, their ambitions are well known. While the Ostrogoths managed to unite in a single Kingdom Italy and the Balkans, the Vandals have claimed North Africa and have become a major naval threat to Byzantium, the direct heirs of the Eastern Roman Empire.
Under the command of valiant generals such as Belisarius and Narses, the Byzantines will fight tooth and nail to prove to anyone on Earth that the Imperium of Rome is still a force to be reckoned with, and can perhaps be restored to its former glory.

Field of Glory II: Age of Belisarius (http://www.slitherine.com/products/product.asp?gid=651), the new DLC in the series that is reviving highly historically accurate wargaming, is now available!

This expansion adds 11 new factions, 17 new units, 29 new Army Lists, 4 new historically-based campaigns and more! Eager to see Age of Belisarius in action? Don’t miss our official Twitch Stream at 5 pm CEST! You might win one out of the 5 AoB keys we are offering as Giveaway!

(http://www.matrixgames.com/amazon/Banners/FOG/FoG2_AoB_banner-twitch-giveaway.jpg) (https://www.twitch.tv/slitherinegroup)

Further, the accompanying free patch adds tons of new features and elements (did somebody say “STEAM achievements“?). Click on the banner below to read the full, massive changelog!
 
(http://www.matrixgames.com/amazon/Banners/FOG/FoG2_AoB_banner-patch.jpg) (http://www.slitherine.com/forum/viewtopic.php?f=477&t=85840&p=727883#p727883)

But the good news is not over!
To celebrate this important milestone, Field of Glory II (base game), Immortal Fire and Legions Triumphant are getting a nice discount! Hurry up! You have until June 13th to take advantage of the offer. Click the buttons below!

(http://www.matrixgames.com/amazon/Banners/FOG/FoG2_banner-news.jpg) (http://www.slitherine.com/products/product.asp?gid=651) (http://www.matrixgames.com/amazon/Banners/FOG/FoG2_IF_banner-news.jpg) (http://www.slitherine.com/products/716/details/Field.of.Glory.II.Immortal.Fire) (http://www.matrixgames.com/amazon/Banners/FOG/FoG2_LT_banner-news.jpg) (http://www.slitherine.com/products/product.asp?gid=720)

Finally, if you are eager to give yourself a challenge, the Age of Belisarius Tournament is opening its gates for recruitment! Click here (http://www.slitherine.com/forum/viewtopic.php?f=477&t=85846) to see the rules, and if you want to join click on the banner below!

(http://www.matrixgames.com/amazon/Banners/FOG/FoG2_AoB_banner-tournament.jpg) (http://www.slitherine.com/tournaments/tournaments.asp)
Title: Re: Field of Glory II
Post by: Asid on June 07, 2018, 02:45:17 PM
Field of Glory II Version 1.3.9 Patchnotes
07/06/18


Hi Everybody!

Field of Glory II has been updated to version 1.3.9!

This new version brings a lot of improvements and changes, including STEAM achievements!


Version 1.3.9 Patchnotes
•   Some optimisations to improve performance on slower systems.

STEAM:
o   20 STEAM achievements have been added. (STEAM version only).

Gameplay:
o   Some mounted unit types can be dismounted as equivalent infantry units at Deployment. This is confined to nations that often dismounted their cavalry, and currently only applies to units in the Age of Belisarius DLC.
o   Massed bowmen without any close combat capabilities now get a negative shooting POA modifier if there are any unbroken enemy non-light troops with close combat capabilities within 2 squares and not facing away from them. This is primarily a nerf because armies with large numbers of these units were found to be overpowered. It is rationalised by them being nervous when enemy combat troops approach closely, as they are too densely formed to evade – this concept is supported by some studies of more modern warfare. (Note: The AI takes this into account and avoids moving non-combat bowmen close to unbroken enemy combat troops, unless these are facing away or it wants to charge something).
o   Additional -1 modifier in cohesion tests for losing close combat for foot lacking any close combat (impact or melee) capabilities. This will make “massed bowmen”, artillery, peasant levies, light archers and slingers quicker to rout in close combat. It applies on top of any “Any one of…” modifier.
o   Armoured cavalry gain additional 12% casualty mitigation against shooting by bows, slings and javelins compared to Protected. (Unprotected cavalry get 0% mitigation, Protected cavalry get 16%, Armoured get 28%, Cataphracts get 49%).
o   Maximum melee POA for armour advantage increased to + 100 vs foot. (It remains +50 vs mounted). This currently only affects cataphracts.
o   Deep units of Offensive Spearmen (with a base unit size of 12 figures or more) can now form square.
o   The permitted (re-)deployment areas for non-light troops in Random Map battles now depend entirely on the width of the map (and the presence of flank rivers or coasts if any), and will not vary depending on the size of each army or whether Autodeploy has been used. Light troops can deploy right out to the map edge. Note that Autodeploy may sometimes deploy non-light units beyond the standard deployment zone. Such units can be redeployed, but only into the standard deployment zone.
o   Chariots can now cross Deep Streams slowly.
o   Tightened up application of rule that units cannot charge targets that were not within 45 degrees of straight ahead at the start of the turn. Previously it was sometimes possible to charge units slightly out of the 45 degree arc by making a 45 degree (free) turn first.
o   G hotkey now toggles map grid.

Units:
o   Indian cavalry upgraded to Average, Protected, Light Spear, Swordsmen at 32 points. (At 20 points, despite their previous low quality and absence of melee capability, they were by far the most cost-effective flankers in the game.)
o   Elephants points cost increased to 60.
o   Points cost of the following extra-deep units adjusted: Average Warbands reduced from 63 to 58 points, Superior Warbands reduced from 81 to 75 points, Pictish Spearmen reduced from 58 to 54 points.   
o   Triarii now reported as ”Highly Superior” rather than “Elite”. Note that this is just a UI change, not a nerf. Their numerical quality rating is the same as before.
o   Limitanei will now be promoted to Pseudocomitatenses in campaigns when they have acquired sufficient experience in the field army.

Army Lists:
o   Improvised Camelry removed from Achaemenid Persian 550-546 BC army list, and Achaemenid Persian 547 BC (Thymbra) list added.
o   Added some armoured noble lancers to all three Western Hunnic lists, representing lance-armed noble Huns.

AI:
o   AI: Infantry less likely to get “stuck” behind friends in close proximity to enemy.
o   Shooty non-light cavalry, camelry and light chariots are now more likely to evade than previously if the combat chances are fairly close to even but they have a significant shooting advantage against the chargers. In practice this means that they are more likely to evade from non-shooty cavalry or infantry in marginal cases than before. (Note that this only potentially alters the decision to evade when the combat odds are fairly close to even. Also they still won’t evade if cavalry chargers start their move in the adjacent square, because of the high danger of being caught.)

Multiplayer:
o   It is no longer possible to get a re-rolled map by “force-quitting” the program on the first turn of an MP random map game. Such behaviour was already being tracked by the PBEM system with the ultimate sanction of banning, but now it is simply not possible.
o   Concession disabled during MP replay as it could sometimes cause issues.

Manual:
o   Manual correction: Melee POA chart. Heavy and Scythed chariots both have +100 POA vs any troops except elephants, light foot, light horse or steady foot who are pike, offensive spearmen or defending an obstacle.
o   Manual correction: Irrigation ditches give +25 POA in Impact and Melee combat to foot defenders if the unit is not missile troops vs mounted and so does not qualify for +100 POA for “Protection”.
o   Manual addition: Shooting POA chart: Massed non-combat bowmen with unbroken enemy combat troops within 2 squares of them and not facing away from them get -70 POA shooting modifier.
o   See also other gameplay changes above.

Modders:
o   Maximum SideID increased to 8191.

Bug Fixes:
o   Editor UI can now cope with gaps in the list of SideID names.
o   Fixed bug that could sometimes result in newly promoted custom-named campaign units being assigned to unpurchased units on the battlefield during battle setup, their place among the pre-purchased units being taken by an almost identical un-named unit. This caused the name to be lost if the unit was not repurchased during force selection.
o   Fixed bug that could allow player too many troops in campaign “own reinforcements” scenario. (This would show as negative points in the force selection window).
o   Fixed bug that could alter the map size in the MP custom battles setup screen if you lingered too long while setting up an MP skirmish.
o   Fixed bug that could give light foot an Undo button if they evaded through friends in their own turn as a result of an enemy pursuit charge.
o   Fixed bug that showed wrong banner colours for reversed epic battle scenarios with Romans or Spartans as Side0.
o   Fixed issue with banner and texture allocation in Empire of the Huns and King of Kings campaigns.
o   Fixed error in Thracian army list end date in army list file.
o   Fixed general allocation bug in 3rd battle of Third Century Crisis campaign.
o   Improved trajectory of horse archer arrows.
o   Fixed bug in Roman Lancers’ death animations.
o   Fixed some other minor animation bugs.
Title: Re: Field of Glory II
Post by: Asid on July 31, 2018, 12:59:20 PM
Fall of the West – A Field of Glory II Tournament

(http://www.matrixgames.com/files/spotlight/1183_image.jpg)

IMPORTANT NOTE: Anyone who has Field of Glory II can enter. You do not need to own any of the DLCs to enter. You are all invited!

The Western Roman Empire is crumbling. The central authorities are no longer able to assure the safety of Roman citizens along the borders, or even well inside the Empire. Southern Gaul and most of Hispania are in the hands of the Visigoths.

The clock is ticking, and the fall is imminent. Will you be able to stop the apocalypse in the name of Rome or will you overthrow the oppressors and establish your own kingdom?

We are pleased to announce another Field of Glory 2 public tournament. This will be played using the normal Field of Glory 2 Multiplayer system and our automated tournament system.


To enter, go to the tournament page here:

http://www.slitherine.com/tournaments/tournaments.asp

The general tournament rules can be found here:

http://www.slitherine.com/tournaments/rules.asp?aPage=1&filterStatus=

The first round will commence on Monday 6th August 2018. No further entries can be accepted after the tournament has begun.

Specific tournament rules:

This tournament will involve three rounds. The battles will be medium-sized custom battles.

Round 1: 458 AD. The Emperor Majorian is attempting to seize back control of Gaul from the Visigoths. Roman (425-492 AD) vs Visigothic (419-621 AD). North European Agricultural.

Round 2: 486 AD. Following the murder of Majorian in 461, the Magister Equitum per Gallias Aegidius refused to recognise his successor, and set himself up as an independent ruler in northern Gaul – the so-called “kingdom” of Soissons. It is now 486 AD, and Syragrius, Aegidius’s son and successor, faces invasion by the Franks under Clovis I. Kingdom of Soissons (461-486 AD) vs Frankish (260-495 AD). North European Agricultural.

Round 3: 490 AD. In 476 Odoacer, commander of the Heruli, Rugii and Sciri foederati in Italy, deposed the last puppet emperor, Romulus Augustulus, and declared himself King of Italy. It is now 490 and Theodoric, King of the Ostrogoths, with additional troops supplied by his Visigothic allies, has invaded Italy at the instigation of the Eastern Roman Emperor Zeno. Germanic Horse Tribes (260-492 AD) vs Germanic Horse Tribes (260-492 AD). Mediterranean Wooded.

Games are paired, so each matchup will be played both ways. Each player will be able to choose his forces using the normal force selection system. Random maps are in use, so the two battles in each pair will be on different maps.

First round pairings will be selected randomly, subsequent rounds using the Swiss Chess system. Nobody will play the same opponent in more than one round.

The scoring system is as follows:

·         If a game runs to the turn limit, each side scores points equal to the enemy % routed at the turn limit. If the game times out, adjustments may be made, depending on how far the game has progressed and who took longer over their turns – see below.

·         If one army breaks, the victorious player scores 60 points plus the difference between the enemy % routed and his own % routed. The loser scores points equal to the winner's % routed.

Examples:

1) If Ben defeats Tamas's army, and has inflicted 45% routed on Tamas, and Tamas has inflicted 15% on Ben, Ben will score 60 + (45 – 15) = 90, Tamas will score 15.

2) However, if Ben defeated Tamas’s army by inflicting 62% routed on Tamas, and Tamas had inflicted 56% routed on Ben, Ben would get 60 + (62 – 56) = 66 points, and Tamas would get 56.

3) If the game is unfinished (or it reached the turn limit) with Ben inflicting 20% routed on Tamas, and Tamas inflicting 10% routed on Ben, Ben would score 20, and Tamas would score 10. (Provided that between them they have played at least 24 turns in all – see below).

Note that this system rewards aggressive play over desultory skirmishing. If you rout an enemy unit then hide for the rest of the game, both players will get extremely low scores - lower than if they played hard and lost.

Byes:

If an odd number of players sign up for the tournament, one player will get a bye in each round. In the first round this is random. In subsequent rounds it will be the player with the lowest score. The score for a BYE is 75 points for each game.

Round times and timing out:

Each round will last 14 days.

 
Any battles that are not completed by the end of the round will be timed out. The player who has had the game in his “My Turns” box the longest overall will be the one who is deemed to be timed out. This will not normally incur any penalties, unless insufficient turns have been played: If the timed-out player has played less than 12 turns, his score will be reduced proportionately, and his opponent will be granted the BYE score if it exceeds his current score. If the timed-out player has played less than 6 turns, he will not be included in the draw for the next round. This is to prevent someone else’s enjoyment being spoiled by being drawn against someone who has apparently dropped out of the tournament.
Title: Re: Field of Glory II
Post by: Asid on August 09, 2018, 01:23:49 AM
Field of Glory II Rise of Persia New DLC is coming! Dont miss the Twitch Preview!

(http://www.slitherine.com/files/spotlight/1187_image.jpg)

"The Assyrian came down like the wolf on the fold, / And his cohorts were gleaming in purple and gold;

And the sheen of their spears was like stars on the sea, / When the blue wave rolls nightly on deep Galilee."
– Lord Byron

Ashurbanipal, Nebuchadnezzar II, Cyrus II ... these great kings are now covered with the dust of time, but the empires they created and the wars they fought shaped the Middle East irreversibly.

Here, in the cradle of civilization, the Assyrians ruled with an iron fist, until the Medes and Babylonians rose against them and ended their reign of terror. The Babylonians then repeated the cruelties of the Assyrians, razing the Temple of Jerusalem and deporting the Hebrews to Babylon.

At last a new champion arose, King Cyrus of the Persians, who swept away the mighty empires of the Medes, Lydians, Babylonians and Egyptians, and created the greatest empire the world had yet known.

Be ready to relive these events with  Rise of Persia (http://slitherine.com/products/product.asp?gid=733), the upcoming DLC for Field of Glory II!

Field of Glory II Rise of Persia (http://slitherine.com/products/product.asp?gid=733) brings players back to 681 BC, allowing them to witness the decline and fall of the Neo-Assyrian Empire, the rise of the Median and Babylonian Empires, and the conquest of these and the Lydian and Egyptian Kingdoms by the Achaemenid Persians.

If you are eager to see some action, Field of Glory II Rise of Persia will be featured today on our official Twitch Channel (https://www.twitch.tv/slitherinegroup) from 6 pm to 7 pm BST time!

Stay tuned for further updates!


(http://www.matrixgames.com/amazon/Screenshots/Fog2_RoP/Screen_00000058.jpg)

(http://www.matrixgames.com/amazon/Screenshots/Fog2_RoP/Screen_00000060.jpg)

(http://www.matrixgames.com/amazon/Screenshots/Fog2_RoP/Screen_00000062.jpg)

(http://www.matrixgames.com/amazon/Screenshots/Fog2_RoP/medi.png)


Summary of Features

·         12 new factions

·         26 new units

·         20 new army lists

·         6 new Epic Battles

·         35 new Quick Battles

·         Expanded Custom Battles module.

·         Expanded Sandbox Campaign module.

·         4 new historically-based campaigns.

·         Mixed units with front-rank spearmen, back rank archers.

(http://www.matrixgames.com/amazon/Screenshots/Fog2_RoP/ArmyLists.jpg)

Title: Re: Field of Glory II
Post by: Asid on September 04, 2018, 02:29:06 PM
Rise of Persia DLC will be out on September 27th

(http://www.matrixgames.com/files/spotlight/1206_image.jpg)

Empires might rise and fall, but their legacy stands forever. Are you ready to fight for the glory of the Old Gods?

If so, mark the date as Rise of Persia (http://slitherine.com/products/product.asp?gid=733), the latest DLC in the Field of Glory II franchise, will be released on September 27th!

•   With 12 new factions,
•   26 new units
•   20 new army lists
•   6 new Epic Battles
•   35 new Quick Battles
•   4 brand new historical campaigns,

Rise of Persia (http://slitherine.com/products/product.asp?gid=733) will bring players back to 681 BC, experiencing the last flowering of chariot warfare in the ancient near-East.

If you are eager to see some action, join us today at 6PM BST on our official Twitch Channel (https://www.twitch.tv/slitherinegroup) for a two-hour stream with Richard Yorke! This will be the first of a regular series of streams featuring Field of Glory II until the release. So, if you want to discover everything about Rise of Persia and its content be sure to subscribe to our channels to receive instant notification of live events!

(http://www.matrixgames.com/amazon/Banners/FoG2_Rise-of-Persia_spotlight_twitch-4sept.jpg) (https://www.twitch.tv/slitherinegroup)
Title: Re: Field of Glory II
Post by: Asid on September 11, 2018, 02:04:29 PM
Rise of Persia will come with a free update (Praetorian Guard and Peltasts incoming)


Rise of Persia – the upcoming DLC for Field of Glory II – won’t just feature a tremendous collection of Army Lists from the factions of the period. As always, the DLC’s release will come with a free update improving many elements of the entire franchise, ranging from gameplay mechanics to AI behaviour.

But this time, the update is way juicier than ever. Some of you have asked about the lack of any direct reference to Praetorian Guard units and Peltasts in any Army Lists available. Well, your requests have been answered.

Rise of Persia will add - to the regular game and the other DLCs as well – units like the Praetorian Guard, Praetorian Guard (Late), Greek Peltasts, Thracian Peltasts, Massed Thracian Peltasts, Thracian Spearmen, and several other new units for free!  These new units are part of a major army list overhaul affecting Greek, Thracian, 1st-3rd century AD Roman, Sassanid, Parthian, Indo-Parthian, Kushan and Byzantine army lists.

Kudos to the developer for this great work!

Look at the screenshots below!

Get more information about Rise of Persia from its official product page (http://slitherine.com/products/733/details/Field.of.Glory.II.Rise.of.Persia)

(http://www.matrixgames.com/amazon/Screenshots/Fog2_RoP/Praetorian Guard.png)

(http://www.matrixgames.com/amazon/Screenshots/Fog2_RoP/Greek Peltasts.png)

(http://www.matrixgames.com/amazon/Screenshots/Fog2_RoP/Thracians 1.png)

(http://www.matrixgames.com/amazon/Screenshots/Fog2_RoP/Thracians 2.png)

(http://www.matrixgames.com/amazon/Screenshots/Fog2_RoP/Thracians 3.png)


Title: Re: Field of Glory II
Post by: Asid on September 18, 2018, 01:47:55 PM
AAR published on Wargamer.FR

(https://www.wargamer.fr/wp-content/uploads/2016/06/logo-gazette-wargamer-2b.png)

(https://i1.wp.com/www.wargamer.fr/wp-content/uploads/2018/06/field-glory-2-aar-alesia-02.jpg?resize=1068%2C601&ssl=1)

Here is a story about the famous Battle of Alesia, which allowed Caesar to win the Gallic Wars. Battle epic in Field of Glory II as in reality, very well known but nevertheless unusual in wargames, battle that the game allows to simulate rather well, it seemed to me. Judge for yourself.

Field of Glory II : AAR bataille d’Alésia (1)
https://www.wargamer.fr/field-of-glory-ii-aar-bataille-dalesia-1/

Field of Glory II : AAR bataille d’Alésia (2)
https://www.wargamer.fr/field-of-glory-ii-aar-bataille-dalesia-2/
Title: Re: Field of Glory II
Post by: Asid on September 28, 2018, 12:06:43 AM
Field of Flory II Rise of Persia is out

(http://www.matrixgames.com/files/spotlight/1218_image.jpg)

The earth will crumble at the sound of trumpets. The Cradle of Civilization will witness the blood of thousands of warriors ready to die for their Kings and their Gods.

Kingdoms rise and fall, only the echoes of their glory remain.

Rise of Persia (http://www.slitherine.com/products/product.asp?gid=733) - the fourth DLC in the Field of Glory II (http://www.slitherine.com/products/product.asp?gid=651) series - is available, bringing players back to 681 BC.

Play with Assyrians, Babylonians, Cimmerians, Cypriots, Egyptians, Elamites – and many other factions – and unleash the power of Heavy Chariots, Guard Foot, Egyptian Massed Archers, Gibborim, along with other units of the time for a total of 32 new units!

Eager to see Rise of Persia (http://www.slitherine.com/products/product.asp?gid=733) in action? Don’t miss our official Twitch Stream at 6 pm BST! (https://www.twitch.tv/slitherinegroup)

(http://www.matrixgames.com/amazon/Banners/Fog2_RoP/FoG2_RoP_banner-twitch-stream.jpg) (http://www.matrixgames.com/amazon/Banners/Fog2_RoP/FoG2_RoP_banner-twitch-stream.jpg)

Further, as said in a previous announcement, the accompanying free patch (http://www.slitherine.com/forum/viewtopic.php?f=477&t=87939) adds tons of new features and elements (Praetorian Guard and Peltasts included). Click on the banner below to read the full massive changelog!

(http://www.matrixgames.com/amazon/Banners/Fog2_RoP/FoG2_RoP_banner-patch.jpg) (http://www.matrixgames.com/amazon/Banners/Fog2_RoP/FoG2_RoP_banner-patch.jpg)

But the good news is not over!

To celebrate this important milestone, Field of Glory II (base game), Immortal Fire (http://www.slitherine.com/products/716/details/Field.of.Glory.II.Immortal.Fire), Legions Triumphant (http://www.slitherine.com/products/product.asp?gid=720) and Age of Belisarius (http://www.slitherine.com/products/product.asp?gid=721) are getting a nice discount!
Hurry up! You have until October 4th to take advantage of the offer.

(http://www.matrixgames.com/amazon/Banners/Fog2_RoP/FoG2_RoP_banner-news.png) (http://www.slitherine.com/products/product.asp?gid=651)

Finally, if you are eager to give yourself a challenge, the Rise of Persia Tournament is opening its gates for recruitment!

Anyone who has Field of Glory II can enter. You do not need to own any of the DLCs to enter. You are all invited!

Click here  (http://www.slitherine.com/forum/viewtopic.php?f=477&t=87940)to see the rules, and if you want to join click on the banner below!

(http://www.matrixgames.com/amazon/Banners/Fog2_RoP/FoG2_RoP_banner-tournament.jpg) (http://www.matrixgames.com/amazon/Banners/Fog2_RoP/FoG2_RoP_banner-tournament.jpg)
Title: Re: Field of Glory II
Post by: Asid on October 16, 2018, 01:47:26 PM
FoG2 Battles and Campaigns list and Steam guide


(https://steamuserimages-a.akamaihd.net/ugc/943959514081438729/ACB4BF7DA0C45C127283C0DB937D7CA0D144BFC4/)

Just published on Steam By Chema_cagi

https://steamcommunity.com/sharedfiles/filedetails/?id=1534907093 (https://steamcommunity.com/sharedfiles/filedetails/?id=1534907093)


FOREWORD

- Epic Battles are playable from both sides. Historical winner is marked with +. Please note that this doesn't mean necessarily to be the easier side to play.

- New Quick Battles added with DLCs are a combination of factions/period

- The Fields of Glory II Campaign can be playable with any of the 186 army lists, DLCs provided.

- There are more Army Lists than factions, based on the rules made by the Wargames Research Group

- I'll be grateful for any correction or suggestion.

- Thanks to Byzantine Games and Slitherine for such a gem of game. And thanks to the people of the Wargames Research Group for his contribution to the science and joy of wargaming.

- There's an astounding number of user created battles and campaigns, even mods adding army lists and factions not present yet in the original game. They can be downloaded directly in-game. The link to the full list of them is at the end of the guide. My most heartily THANKS to all the talented aficionados who are creating all this additional content and share with the community


(First version October 2018)


FIELD OF GLORY II BASE GAME (Oct 2017)

EPIC BATTLES: Bagradas 255 BC (Carth+ Rome), Trebia 218 BC (Carth+ Rome), Cannae 216 BC (Carth+ Rome), Ilipa 206 BC (Carth Rome+), Zama 202 BC (Carth Rome+), Magnesia 190 BC (Rome+ Seleuc), Pydna 168 BC (Rome+ Macedon), Chaironeia 86 BC (Rome+ Pontus), Tigranocerta 69 BC (Rome+ Armenia), Bibracte 58 BC (Rome+ Gaul), Carrhae 53 BC (Rome Parthia+) y Thapsus 46 BC (Caesar+ Pompeius)

75 Army Lists; 48 Factions

Campaigns:

FIELDS OF GLORY II (Random battles for a chosen faction)
PYRRHOS OF EPEIROS (Epirus)
HANNIBAL (Carthage)
MITHRIDATES OF PONTUS (Pontus)
JULIUS CAESAR (Rome)


IMMORTAL FIRE (Dec 2017)   

EPIC BATTLES: Thymbra 547 BC (Persia+ Lydia), Maraton 490 BC (Greece+ Persia), Plataea 479 BC (Greece+ Persia), Cunaxa 401 BC (Cirus Artaxerxes+), Chaironeia 338 BC (Macedon+ Greece), Granikos 334 BC (Macedon+ Persia), Issos 333 BC (Maced+ Persia), Gaugamela 331 BC (Maced+ Persia), Hydaspes 326 BC (Maced+ India), Raphia 217 BC (Ptolemaic+ Seleucid)

24 Quick Battles; 30 Army Lists ; 8 Factions

Campaigns:

XENOPHON (Greek)
PHILIPPOS II OF MACEDON (Macedonian)
SELEUKOS I NIKATOR (Seleucid)
SEVEN HILLS OF ROME (Roman)


LEGIONS TRIUMPHANT (Mar 2018)   

EPIC BATTLES: Watling Street 61 AD (Rome+ Bretons), Adamclisi 102 AD (Rome+ Dacia), Hormozdgan 224 AD (Sassanid+ Parthia), Emesa 272 AD (Rome+ Palmyra), Argentoratum 357 AD (Rome+ Alamanni), Maranga 363 AD (Rome+ Persia), Adrianople 378 AD (Rome Goths+), Frigidus 394 AD (East Rom+ West R.), Chalons 451 AD (Rome - Huns), Nedao 454 AD (Hun Gepid/Ostrogoth+)

36 Quick Battles; 22 Army Lists; 10 Factions

Campaigns:

3RD CENTURY CRISIS (Rome)
KING OF KINGS (Sassanids 224 AD)
FLAVIUS STILICHO (Rome)
EMPIRE OF THE HUNS (Huns)


AGE OF BELISARIUS (Jun 2018)   

EPIC BATTLES: Dara 530 AD (Byzant+ Persia), Tricamarum 533 AD (Byzant+ Vandals), Taginae 552 AD (Byzant+ Ostrogoth), The Volturnus 554 AD (Byzant+ Frankish), Bukhara 557 AD (Sassanids+ Bactria), Raith 596 AD (Scots-Irish+ Angles)

37 Quick Battles; 30 Army Lists; 11 Factions

Campaigns:

BELISARIUS (Byzantium)
CLOVIS I (Frankish)
KING OF KINGS 2 (Sassanids 483 AD)
RISE OF THE AVARS (Avars)


RISE OF PERSIA (Sep 2018)   

EPIC BATTLES: Ulai 653 BC (Assyria+ Elamite), Nineveh 612 BC (Babylon/Medes+ Assyria), Megiddo 609 BC (Judean Egyptian+), Carchemish 605 BC (Babylon+ Egypt), Pasargadae 550 BC (Persian+ Medes), Opis 539 BC (Persia+ Babylon)

37 Quick Battles; 21 Army Lists; 12 Factions

Campaigns:

ASHURBANIPAL (Neo-Assyrian)
FALL OF ASSYRIA
NEBUCHDNEZZAR II (Neo-Babylon)
RISE OF PERSIA

USER CREATED BATTLES AND CAMPAIGNS

As with Pike and Shot Campaigns, there's an awesome amount of high quality user created battles, campaigns and mods, that can be downloaded directly from the game itself.

The full list is in this forum link, regularly updated by rbodleyscott. The list includes a short description, wikilink, sides involved, year, etc:

http://www.slitherine.com/forum/viewtopic.php?f=477&t=80329 (http://www.slitherine.com/forum/viewtopic.php?f=477&t=80329)

Title: Re: Field of Glory II
Post by: Asid on December 14, 2018, 11:17:52 PM
FOG2 Version 1.5.3 Patch Notes

(http://www.matrixgames.com/files/spotlight/1295_image.jpg)


Spears will clash against shields again, as Field of Glory II has been updated to version 1.5.3.

STEAM and GOG versions will update automatically. You can download the updater for the Slitherine standalone version from here (http://ftp.matrixgames.com/pub/FieldOfGloryII/FieldOfGloryII-UpdateComp-v1.5.3.zip)

This new version brings lots of changes, ranging from Gameplay Mechanics (improved push backs), AI (several significant enhancements), Multiplayer (it is now possible to have mirrored MP challenges),  Campaigns (campaign scoring system) and more.

--------------------------------------------

Last but not least, the vanilla version of the game is not the only thing getting updated. The spectacular TT Mod created by Paul Adaway will soon be updated to a new version. The new version includes many improvements including individual faction banners! Take a look at that here (http://www.slitherine.com/forum/viewtopic.php?f=477&t=88573)

IMPORTANT! Be sure to update the game to version 1.5.3.

This version of TT Mod is too large for the in-game download system, but it is very easy to install. Look out for the update notice with download link and installation instructions on the Slitherine forum very soon.

The FoG II ‘TT mod’ is a comprehensive user-created mod for both Field of Glory II and DLCs. Full details of the original version of Paul Adaway’s 'magnum opus' are given here but the new version includes lots more new or modified army lists. In keeping with its miniatures based inspiration it has many new unit figures e.g. nearly all nations have their own specific pike phalanx, amended Greek cavalry, a plethora of new Spanish infantry units and one of my favourites – the Tarantine Light Javelin Horse.

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. Installing TT Mod will not alter the main game in any way, and you will still be able to play the “vanilla” unmodded game whenever you want.
Special thanks are of course due to Paul for putting this together and then making it freely available.

------------------------------------------------

Version 1.5.3
Note that some of the changes listed below will not affect games started under the previous version of the game. Such games will still work correctly, but won’t use all of the new features.

•   Gameplay:
---o   Push Backs: In order to more closely match the overall distance infantry units get pushed back in the game with accounts of historical battles, Push Backs will be less frequent. Units facing orthogonally (facing a square edge) will only get pushed back every second time they suffer a “lost badly” combat result, starting with the first time they suffer such a result. Units facing diagonally will only get pushed back every third time they suffer a “lost badly” combat result, starting with the second time they suffer such a result. Overall this simulates the unit getting pushed back half a square-side distance each time they suffer a “lost badly” combat result (instead of a whole square-side orthogonally or almost 1.5 square-sides diagonally, as previously).
---o   Unless they are in Rough or Difficult terrain, or defending an obstacle, Light Foot will now always evade non-light troops.
---o   Light Foot can only charge non-light troops if the latter are in Rough or Difficult terrain. (They could previously charge them in non-Open terrain that was neither of these - e.g. small Streams).
---o   Improved random naming conventions for the generals of some nations. (e.g. Arabs, Hebrews, Picts, Scots and Irish, Welsh).
---o   Made Detailed Unit Information easier to read by using dark on light text and a larger font.
---o   Increased effectiveness of Crossbows vs infantry slightly. (This currently only affects the Silk Road mod).
---o   Various graphical optimisations made to improve in-battle game performance.
•   AI:
---o   Made AI units more likely to move round flanks by reducing their chance of choosing a route through enemy ZOCs.
---o   Made AI units less likely to move into positions where they will block their friends’ break off.
---o   AI now moves all Steady units before Disrupted ones.
---o   Fragmented AI troops will no longer advance, as this is seldom a good idea.
---o   Improved AI for Rearguard scenarios.
•   Screenshots:
---o   Added camera shutter sound effect to accompany the visual flash effect.
•   Multiplayer:
---o   It is now possible to set up paired (mirror) MP challenges. When the challenge is accepted, two games are created. Each player gets to play the same battle from both sides, on the same map.
•   Campaigns:
---o   There is now a campaign scoring system which derives a points score for each battle in a campaign (whether won or lost) and after each battle displays the number of victories and defeats in the campaign so far, the last battle score, the average battle score (which at the end of the campaign is the campaign score), and the player’s previous High (campaign) Score. The scoring for each battle depends on the margin of victory, but is also modified depending on the difficulty level set.
---o   Advance Guard and Rearguard scenarios added to the possible campaign scenarios in Sandbox Campaigns.
---o   Campaign Design:
------   Custom Campaign designers can use the TWEAK tag to adjust the points of the AI army in a particular campaign battle if needed for balance purposes. e.g. TWEAK 10 = AI gets 10% more points than usual, TWEAK -10 = AI gets 10% less points than usual. Note that TWEAK has no effect on the following decisions: 1, 2, 5, 6, 7, 8, 15 (should not be used in custom campaign anyway), 16, 17, 18, 19, 23, 24, 28, 29.
-----   It is now possible to set the player army in the first battle of a custom (historical) campaign to use an allied contingent from another army list (using the usual ALLIES0 format). The allied contingent’s units will be autoselected prior to force selection, and constitute between 20 and 33% of the total force points.
------   Two additional option pairs can now be used in Custom Campaigns.
---------•   Meeting Engagement (Advance Guard) scenario (32) or Reinforcements (Own) scenario (33). The standard strings attribute the choice to running low on supplies. The choice is therefore to advance as fast as possible to engage the enemy before supplies run out, or to advance steadily and send out foragers who may arrive back late for any battle. However, it is possible to provide different reasons for the choice by customizing the strings in the custom campaign folder.
---------•   Outnumbered open battle– enemy has an extra 10% force points over and above the normal differential set by the difficult level (34) or Rearguard Action (35). The choice is therefore to fight the battle at a disadvantage, or to leave a rearguard to hold the enemy off while the rest of the army escape. This is deemed successful if the rearguard holds out till nightfall.
---------•   Note that the campaign victory conditions for Meeting Engagement (Advance Guard) and Rearguard scenarios are different from the standalone version of those scenarios, in so far as the normal army rout percentages apply in addition to the special victory conditions.
•   Modding:
---o   The minimap will now default to yellow for Side 0 and blue for side 1 if the sides’ banner indices are outside the vanilla defined range (currently 1-14).
•   Manual:
---o   Change: Unless they are in Rough or Difficult terrain, or defending an obstacle, Light Foot will now always evade non-light troops.
---o   Change: Light Foot can only charge non-light troops if the latter are in Rough or Difficult terrain.
•   Bug Fixes:
---o   Non-difficult hill slopes should now show correctly in random maps where equal height hills abut at a corner.
---o   Fixed some missing Banner Normal and Spec textures (which nobody seems to have noticed).
---o   Fixed rare MP crash bug.
---o   Group move Undo should now consistently move all of the units in the group back to their starting position. We hope this will fix the bug where units occasionally got extra AP or a second move after a group move Undo.
---o   Fixed issue of disappearing Detailed Unit Info button.
---o   Next Unshot hotkey (B) now works when More Tools panel is not open.
---o   Fixed issue of stray shootable or chargeable indicators on enemy units at the start of a player’s turn.
---o   Fixed overlap in West Hunnic lists.

Title: Re: Field of Glory II
Post by: Asid on February 05, 2019, 04:35:27 PM
Field of Glory II New Tournament - Will you be the ultimate Horse Lord?



If Infantry has often been called the “Queen of Battles”, Cavalry should have been declared “Infantry’s worst enemy”.

For centuries in Ancient Times, large cavalry formations constituted one of the most dangerous threats to professional and non-professional armies alike.

Ferocious and merciless, the semi-nomadic peoples of Ancient Times were led by powerful chiefs and kings, the most feared among them listed amongst the world’s greatest conquerors.

Will your destiny be “to crush your enemies, see them driven before you, and to hear the lamentations of their women”?

(https://www.matrixgames.com/files/spotlight/1315_image.jpg) (http://slitherine.com/tournaments/tournaments.asp)

We are pleased to announce another Field of Glory 2 public tournament. This will be played using the normal Field of Glory 2 Multiplayer system and our automated tournament system.

IMPORTANT!

Anyone who has Field of Glory II can enter. You do not need to own any DLCs to enter.

To enter, go to the tournament page here:

http://www.slitherine.com/tournaments/tournaments.asp

The general tournament rules can be found here:

http://www.slitherine.com/tournaments/rules.asp?aPage=1&filterStatus=

The first round will commence on Tuesday 12th February 2019 at 10.00 am GMT. No further entries can be accepted after the tournament has begun.

Specific tournament rules:

This tournament will involve three rounds. The battles will be medium-sized custom battles.  Note that the Parthian, Sassanid and Kushan lists were all given a significant makeover in the v1.4.7 patch.

Round 1: 167 BC. Parthian invasion of Graeco-Bactrian Kingdom. Parthian (250 BC-225 AD) vs Graeco-Bactria (250-130 BC). Middle-Eastern Agricultural.

Round 2: 225 AD. Sassanid invasion of Kushan Empire. Sassanid Persian (224-349 AD) vs Kushan (130 BC-476 AD). Middle-Eastern Agricultural.

Round 3: 582 AD. Avar invasion of the Balkans. Avar (558-631 AD) vs Byzantine (579-599 AD). Mediterranean Agricultural.

Games are paired, so each matchup will be played both ways. Each player will be able to choose his forces using the normal force selection system. In each round, all players will be playing on the same randomly generated map for both games.

First round pairings will be selected randomly, subsequent rounds using the Swiss Chess system. Nobody will play the same opponent in more than one round.

The scoring system is as follows:

·         If a game runs to the turn limit, each side scores points equal to the enemy % routed at the turn limit. If the game times out, adjustments may be made, depending on how far the game has progressed and who took longer over their turns – see below.

·         If one army breaks, the victorious player scores 60 points plus the difference between the enemy % routed and his own % routed. The loser scores points equal to the winner's % routed.

Examples:

1) If Ben defeats Tamas's army, and has inflicted 45% routed on Tamas, and Tamas has inflicted 15% on Ben, Ben will score 60 + (45 – 15) = 90, Tamas will score 15.

2) However, if Ben defeated Tamas’s army by inflicting 62% routed on Tamas, and Tamas had inflicted 56% routed on Ben, Ben would get 60 + (62 – 56) = 66 points, and Tamas would get 56.

3) If the game is unfinished (or it reached the turn limit) with Ben inflicting 20% routed on Tamas, and Tamas inflicting 10% routed on Ben, Ben would score 20, and Tamas would score 10. (Provided that between them they have played at least 24 turns in all – see below).

Note that this system rewards aggressive play over desultory skirmishing. If you rout an enemy unit then hide for the rest of the game, both players will get extremely low scores - lower than if they played hard and lost.

Byes:

If an odd number of players sign up for the tournament, one player will get a bye in each round. In the first round this is random. In subsequent rounds it will be the player with the lowest score. The score for a BYE is 75 points for each game.

Round times and timing out:

Each round will last 14 days.

Any battles that are not completed by the end of the round will be timed out. The player who has had the game in his “My Turns” box the longest overall will be the one who is deemed to be timed out. This will not normally incur any penalties, unless insufficient turns have been played: If the timed-out player has played less than 12 turns, his score will be reduced proportionately, and his opponent will be granted the BYE score if it exceeds his current score. If the timed-out player has played less than 6 turns, he will not be included in the draw for the next round. This is to prevent someone else’s enjoyment being spoiled by being drawn against someone who has apparently dropped out of the tournament
Title: Re: Field of Glory II
Post by: Asid on May 11, 2019, 12:01:11 AM
Field of Glory II - The Wolves have arrived

(http://www.matrixgames.com/amazon/Logos/FoG2_Wolves-at-the-gate_logo-nostone.png)


"Horses ramp high and rock and boil / And break their golden reins,

And slide on carnage clamorously, / Down where the bitter blood doth lie,

Where Ogier went on foot to die, / In the old way of the Danes.

"The high tide!" King Alfred cried. / "The high tide and the turn!

As a tide turns on the tall grey seas, / See how they waver in the trees,

How stray their spears, how knock their knees, / How wild their watchfires burn!"


G. K. Chesterton – The Ballad of the White Horse


A new installment for Field of Glory II is coming and it is “darker” than ever. Wolves at the Gate (http://slitherine.com/products/792/details/Field.of.Glory.II.Wolves.at.the.Gate) depicts the epic struggles that newly forged European kingdoms had to face for their survival during the “Dark Ages”, a long period of recurrent conflicts that eventually gave birth to Europe.

This age was marked by the volcanic expansion of the Umayyad Caliphate and its fights against the Byzantine Empire, the last bastion against the Islamic advance in the middle-east. In Europe, Charlemagne, King of the Franks, and then crowned Emperor of the Romans, built the foundations of the Carolingian Renaissance and the beginning of the Translatio Imperii in the West.

But no-one was prepared for the endless waves of ruthless and merciless raiders and warriors that from the end of the eight century onward ravaged almost the totality of the Continent and the Mediterranean. Christendom’s towns and holy places were in constant danger from the depredations of the Vikings and Magyars, as well as the on-going Saracen threat.  The Vikings were to carve out colonies in Ireland, the Danelaw in England, Normandy in France and the Kievan Rus in Russia. The Magyars were eventually to cease their raids and become the Christian kingdom of Hungary.

The Wolves have arrived. Is this end of Christianity, or is it just the birth pangs of a new world order?

Get more information about the product on its Product Page (http://slitherine.com/products/product.asp?gid=792)

(http://www.matrixgames.com/files/games/792/20190510010741.jpg?height=1200&width=1600)

(http://www.matrixgames.com/files/games/792/20190510010731.jpg?height=1200&width=1600)

(http://www.matrixgames.com/files/games/792/20190510010719.jpg?height=1200&width=1600)

Summary of features:

Title: Re: Field of Glory II
Post by: Asid on May 23, 2019, 12:16:36 AM
Field of Glory II: Wolves at the Gate out next week


"A furore Normannorum libera nos, Domine" (From the fury of the Northmen deliver us, O Lord)

Wolves at the Gate (http://slitherine.com/products/792/details/Field.of.Glory.II.Wolves.at.the.Gate) is coming soon! The latest DLC for the acclaimed tactical wargame Field of Glory II (http://slitherine.com/products/651/details/Field.of.Glory.II) will be out on May 30th!

(https://www.matrixgames.com/files/spotlight/1388_image.jpg) (http://slitherine.com/products/792/details/Field.of.Glory.II.Wolves.at.the.Gate)

With 76 new Army Lists, 19 new Factions, 55 new Units, new historical-based campaigns and Epic Battles, Wolves at the Gate will be massive! (http://slitherine.com/products/792/details/Field.of.Glory.II.Wolves.at.the.Gate)

Are you eager to see the game in action? Then don't miss our preview on our official Twitch Channel on Friday 24th at 6 pm BST! (https://www.twitch.tv/slitherinegroup)

(https://www.matrixgames.com/files/spotlight/1389_image.jpg)[/ur (https://www.twitch.tv/slitherinegroup)
Title: Re: Field of Glory II
Post by: Asid on May 23, 2019, 12:21:47 AM
Field of Glory 2 Allies Feature Explained

(http://www.matrixgames.com/files/spotlight/1386_image.jpg)


By popular demand, Update 1.5.12 adds a major new feature to the game – Allies.

It is now possible to choose to have allies from a different army list in SP and MP custom battle armies. The main army list provides the majority of the troops available for selection, the allies provide a smaller proportion.

The permitted allies for each list are based on known historical alliances. Hence some army lists can have as many as 12 possible allies, others may have none. Altogether, well over 400 allies are currently specified, which, together with the 281 single nation army lists, makes a total of more than 700 pure or mixed army lists in the game. This in turn means that, including “what if” games, the number of possible matchups is now over 500,000! And that is before unit selection.

For example, here we are setting up a custom battle representing an episode from the Third Samnite War (298-290 BC) in which an army of allied Samnites and Gauls meets a Roman army with Lucanian allies.

(http://www.matrixgames.com/amazon/Screenshots/FOG2/Allies/Allies1.jpg)

The army list previews show an asterisk in front of the allied units.

(http://www.matrixgames.com/amazon/Screenshots/FOG2/Allies/Allies2.jpg)

(http://www.matrixgames.com/amazon/Screenshots/FOG2/Allies/Allies3.jpg)

The two armies arrayed for battle:

(http://www.matrixgames.com/amazon/Screenshots/FOG2/Allies/Allies4.jpg)

Here we can set up a situation similar to the battle of Clontarf in 1014 AD, in which an Irish army with Viking allies fights a Viking army with Irish allies:

(http://www.matrixgames.com/amazon/Screenshots/FOG2/Allies/Allies5.jpg)

Stay tuned for further information!

Title: Re: Field of Glory II
Post by: Asid on May 24, 2019, 06:47:24 PM
Now streaming

(https://www.matrixgames.com/files/spotlight/1389_image.jpg) (https://www.twitch.tv/slitherinegroup)
Title: Re: Field of Glory II
Post by: Asid on May 24, 2019, 09:11:05 PM
The stream

https://www.twitch.tv/videos/429225476
Title: Re: Field of Glory II
Post by: Asid on May 30, 2019, 12:30:34 PM
New units in Wolves at the Gate - A Preview
May 28, 2019

(http://www.slitherine.com/files/spotlight/1394_image.jpg)


Wolves at the Gate adds 55 new units to the game. Here we are going to focus on just a few of these.
Field of Glory II: Wolves at the Gate will be released on May 30th! Stay tuned!

Vikings
The archetypal Viking battle formation was the shieldwall (skjaldborg), comprising men armed with various combinations of sword, axe, throwing spears and thrusting spears. Archers, if present, would form up in the rear ranks. The overall effect of this formation is represented by the Offensive Spearmen close combat capability.

Huscarls are the well-equipped hearth-companions of the Viking jarls. They are armoured and of Superior quality. The famous two-handed Viking axe came into use from about 900 AD. Before that date, Huscarls’ combat capability is rated as Offensive Spearmen, after that as Heavy Weapon.

The ordinary Viking warriors mostly lack armour, but derive protection from the overlapping shields of the shieldwall.

Berserkers were a class of warrior who habitually worked themselves up into a frenzy in battle, becoming immune to fear and fighting with the strength of madmen, heedless of wounds. They were often used as chieftain's bodyguards or placed in the front of the shieldwall, but sometimes fought as a separate assault force. Such Berserker units are represented by small but Elite wedges of Impact Foot, Swordsmen.

Vikings often rode to battle on horses, but usually, though not always, dismounted to fight.

(http://www.matrixgames.com/amazon/Screenshots/GOG2_WatG/VikingUnits.jpg)


Carolingian Franks
By the reign of Charlemagne, lancer cavalry formed the most important arm of the Frankish army. Many were armoured, although there were still plenty who lacked armour.  In some of the eastern provinces, cavalry still fought in an older skirmishing style, so have Light Spear instead of Lancers capability.

The role of infantry spearmen was now purely secondary, so they are rated as Defensive Spearmen. When needed, however, the cavalry could and did fight on foot - they are rated as Offensive Spearmen when doing so.

(http://www.matrixgames.com/amazon/Screenshots/GOG2_WatG/FrankishUnits.jpg)


Nikephorian Byzantines
In the reign of the Emperor Nikephoros II Phokas, the Byzantine army was reorganised and went on the offensive.
The permanent standing Tagmatic army was greatly expanded. The Tagmatic cavalry fought in mixed units of lancers and horse archers, softening the enemy up with archery prior to a fierce charge with lances. Part-time Thematic units were organised similarly.

The elite of the army were the Klibanophoroi, who usually fought in one or two wedges, designed to break into the enemy formation, even if this was a spear-armed Rus shieldwall.  The men on the outside of the wedge were fully armoured cataphracts. The ones at the front fought with heavy maces. In the middle of the formation were archers.

Skirmishing cavalry were obtained by hiring nomad mercenaries.
The proportion of archers in infantry units was greatly increased, so we rate them as 50% Defensive Spearmen (skoutatoi) and 50% archers.

In 988 Vladimir I of Kiev supplied the Emperor Basil II with 6,000 Varangian (Rus) mercenaries, to assist him in a civil war. The best of these were subsequently formed into a permanent Imperial Guards unit, the Varangian Guard. In a later period these were to become famous for their use of two-handed axes, but in this period they fought as spearmen.

(http://www.matrixgames.com/amazon/Screenshots/GOG2_WatG/ByzantineUnits.jpg)


Fatimid Egyptians
The Arab Fatimid Caliphate arose in what is now Algeria in the early 10th century AD. In 969 they conquered Egypt and established Cairo as their new capital. Following this they advanced into Palestine and Syria and came into conflict with the Byzantines.

Their initial forces had relied on armoured lancers and Berber light horse, but by 978 they had begun to field large numbers of “slave-soldiers”. These troops were recruited as slaves but then trained up as soldiers.
Ghilman, though recruited from Turkish or Caucasian slaves, were highly trained armoured horse archers of high status in society.  ‘Abid-al-shira, recruited from Sudanese slaves, were trained as heavy infantry fighting with javelins (Light Spear) and swords.

However, the Fatimids still fielded large numbers of Arab lancers, Arab spearmen (rated as Defensive Spearmen) and archers, and Dailami infantry. The latter fought in their own distinctive fashion with heavy javelin and sword – they are rated as Medium Foot, Impact Foot, Swordsmen.

(http://www.matrixgames.com/amazon/Screenshots/GOG2_WatG/FatimidUnits.jpg)

Title: Re: Field of Glory II
Post by: Asid on May 30, 2019, 12:32:36 PM
Field of Glory II 1.5.12 Update - Allies Feature!
30 May 2019


Field of Glory II has been updated to version 1.5.12, and it's massive!

Check the Changelog below.

You can download the patch from here (http://www.slitherine.com/members/publicDL.asp?gid=651)

v1.5.12 Changelog

Field of Glory: Empires:
•   When Field of Glory: Empires is released, it will allow battles to be exported to be played out in FOG2. After the battle, FOG2 can be automatically closed and Empires opened, and the results of the battle imported into Empires.

Allies:
•   It is now possible to choose to have allies from a different army list in custom battle armies. The main army list will provide the majority of the troops available for selection, the allies will provide a smaller proportion.
•   The permitted allies are specified in the ArmyList file – as previously used for sandbox campaigns - based on known historical alliances. For historical reasons, where a small country and a large country were allied historically, the smaller country will be specified as an ally for the larger country, but often not vice versa. This is when it is deemed historically unlikely that the larger country’s troops would form a minority of the army, even if, for example, it sent a force to assist a client in regaining his throne.
•   When the Geographical and Date filters are turned on, the list of permitted allies is also filtered for geographical proximity to the enemy state and date compatibility with both the enemy army list and any enemy allies list.
•   Allied troops in custom battles are not required to deploy together under an ally general. This is not entirely historical, but is a “quality of life” game design decision, to avoid issues with deployment and group moves.

UI:
•   Cohesion test details, with a list of all modifiers that applied, are now shown in the combat log and detailed close combat reports.

Gameplay:
•   Hotseat Custom Battles now allow manual force selection for both sides.
•   Mediterranean, North European, Middle Eastern and Tropical Marshy terrain maps added.
•   In random maps, vegetation has been added to marshes to make them easier to spot.
•   Slings can now shoot overhead from higher ground.
•   Lancers now get +50 Impact POA in open terrain vs steady, non-charging Pikes, Offensive Spearmen or Defensive Spearmen. (i.e. their normal +100 POA is only half cancelled against these).
•   Cataphracts now get +50 POA for swordsmen capability vs steady Pike, Offensive Spearmen or Defensive Spearmen unless these are defending an obstacle. (i.e. their normal +100 POA is only half cancelled against these).
•   Removed various “tells” giving away the position of hidden enemy units when they Fall Back, Form or Leave Square, Rout or Retreat. However, we have deliberately left in the notifications for units returning to the battlefield or rallying, even when these units are not visible, because otherwise players might think that the AI is cheating when these units reappear.
•   Reduced number of additional generals available in tiny battles – this is primarily for very small Field of Glory: Empires battles.
•   Xystophoroi now use a wedge formation of 5 figures. This is purely a change to the visual representation, because it looks cooler; nothing else has changed. The overall effects of their abilities and formation was already taken into account in their previous grading. Note that we are aware that some other historical units (e.g. Thracian heavy cavalry) also used wedge formation, but they share units with armies that didn’t, so we have left their formations unchanged.

AI:
•   Flank charges against enemy that are not yet in combat moved to second AI pass so that other friends have the opportunity to engage the enemy first.
•   Made retreating AI light troops do so on first AI pass even if Disrupted or Fragmented.
•   Evady Cavalry/Camelry/Light Chariots will no longer allow themselves to be pinned by a light horse charge if they are also threatened with a possible flank/rear charge by non-light troops this turn. This was an unintended consequence of the previous change to prevent Cavalry/Camelry/Light Chariots from automatically evading from flank/rear charges by Light Horse. Note that it is still possible to pin them with light horse that start the turn in an adjacent square if the heavier charge threat is frontal.
•   AI or pursuing cavalry will now never charge elephants unless the elephants are already Fragmented.

Multiplayer:
•   Simplified retry process when sending End Turn or Save and Exit data if internet connection down or server does not respond. It is now only necessary to click the Proceed button on the "Failed to send the game to the server. Please check your connection and try again." popup to trigger the game to attempt to resend the data. Previously it was necessary to hit End Turn etc. again to trigger the resend, and there was a bug preventing a resend of a failed Save & Exit.
•   Bugs affecting Mirrored MP challenges fixed. Mirrored Epic Battle challenges should now work correctly, but the fix only works for new challenges, not challenges created with previous versions of the game.

Campaigns:
•   The AI side in “Ditch” battles, as found in Belisarius and Ashurbanipal campaigns, will now start advancing immediately.
•   Campaign scoring now takes into account whether the campaign is being played on “Progressive” difficulty.
Campaign Design:
•   TWEAK now works for all decision types except: 1, 2, (15, 18, 19 - these should not be used in custom campaigns anyway).

Units
•   Massed Greek Peltasts unit added - for various army lists.

Unit Cost adjustments:
•   Expert Armoured Horse Archers (and equivalent units) – reduced from 72 to 66 points.
•   Armoured Horse Archers (and equivalent units) – reduced from 57 to 52 points.
•   Byzantine Flankers – reduced from 52 to 48 points.
•   Persian Improvised Camelry – reduced from 60 to 56 points.
•   Byzantine “above-average” lancers & archers – cost reduced from 55 to 54 points.
•   Zealots – increased from 51 to 57 points.
•   Veteran Samnite Foot – increased from 63 to 66 points.
•   Veteran Dailami Foot – increased from 54 to 60 points.
•   Mediocre Legionaries – reduced from 60 to 54 points.
•   Imitation Legionaries – reduced from 54 points to 51 points.
•   Early Imperial Roman Auxilia – reduced from 48 to 42 points.
•   Legio Comitatenses - reduced from 54 to 51 points.
•   Thorakitai – reduced from 54 to 51 points.
•   Well-Armed Slaves – reduced from 46 to 44 points.
•   Cretan archers – reduced from 42 to 39 points.
•   Balearic Slingers – reduced from 36 to 33 points.
•   Assyrian-style Mixed Medium Foot (Protected) – increased from 42 to 44 points.
•   Assyrian-style Raw Mixed Medium Foot (Protected) – increased from 30 to 32 points.
•   Assyrian-style Mixed Heavy Foot – reduced from 60 to 56 points.

Army Lists:
•   Major revamp to the Thracian army lists, based on the authoritative work of Chris Webber (aka vakarr) as in his Mercenaries and Allies Mod. The new main-game versions of his lists contain only vanilla units, but remain extremely interesting from a historical and tactical point of view. There are now 11 different Thracian army lists covering the different Thracian groupings from 700 BC to 46 AD. For further reading, consult Chris Webber’s works: “The Gods of Battle: The Thracians at War, 1500 BC - 150 AD” (Pen & Sword Military) and “The Thracians 700 BC-AD 46” (Osprey Men-at-Arms series).
•   Jewish 167-111 BC list divided into 167-164 and 163-111 lists. The latter gets some xystophoroi and raw pikes. Increased number of pikes available in 110-64 BC list.
•   Greek Armoured Cavalry added to Roman 105-25 BC list.
•   Added alternative 272-273 AD Palmyran army list for those who take the view that Zenobia would not have access to any local Roman troops in the war against Aurelian.
•   Palmyran army lists changed to use “Eastern” archers.
•   Massed Eastern archers added to Achaemenid Persian lists.
•   Increased number of pike units available in many Hellenistic armies.
•   Split Ptolemaic 320-167 BC list into separate 320-218 and 217-167 lists.
•   Roman 285-424 AD custom/campaign battle auto-deployment changed to non-chequerboard.
•   Added Libyan 549-301 BC list and changed start date of following list to 300 BC.
•   Added Kyrenean 321-276 BC list.
•   Added Dacian (Carpi) 107-380 AD list.
•   Removed built-in Sarmatian allies from Dacian lists. They can be fielded by using a Sarmatian ally. Also added some Superior warbands to Dacian lists.
•   Added Greek (Mercenary) 460-281 BC list. (Xenophon campaign changed to use this for Anabasis phases).
•   Indian 545-599 AD list changed to use Indian-style lancers.
•   Massed Greek Peltasts added to various lists.

Editor:
•   Units in Editor will now consistently show banners – red for side 0 and blue for side 1 (if vanilla banner textures are in use). Default sidenames switched to match.
•   Units with Editor-placed generals will show long banners.
User Content Creation:
•   Added ReSkinReinforcementUnit(id, reverse) function that can be used to reskin scripted reinforcement units with side-appropriate textures. Must be called once for each reinforcement unit after it is created in the scenario script. reverse == 0 means use usual side colours, reverse == 1 means use reversed side colours.

Manual:
•   Slings can now shoot overhead from higher ground.
•   Addition to Impact POA Chart: Lancers: (in open terrain only) +50 POA vs steady, non-charging Pikemen, Offensive Spearmen or Defensive Spearmen.
•   Addition to Melee POA Chart: Mounted Swordsmen: +50 POA if Cataphracts vs steady Pike, Offensive Spearmen or Defensive Spearmen unless these are defending an obstacle.

Bug Fixes:
•   Fixed bug that could sometimes cause group Undo to give extra AP to units that were blocked from moving in the group move. Note that the fix adds a slight (1-2 second) delay to the Undo icon appearing in group moves where a unit was blocked from moving.
•   Fixed bug that could sometimes prevent a “Leave Square” move from being Undone.
•   Plugged exploit where a unit blocking shooting could be moved out of the way so that the unit behind could shoot, and then Undo used to move the first unit back into its previous position.
•   Fixed bug whereby a unit set as “Cannot Control”, and hence which could not be given single unit orders, could get included in a Group Move.
•   Fixed issue of mixed units not showing all spearmen and archers in correct positions for a couple of seconds when first deployed or redeployed.
•   Fixed bug that could cause game to crash in the few user-created Epic Battles scenarios using non-scripted reinforcements.
•   Hopefully fixed rare bug where a dispersed unit sometimes continued to have a “ghost existence” – being invisible but targetable and blocking access to the square.
•   Fixed two bugs affecting mirrored MP games. The fixes will only work for newly set up challenges, not for ones set up with the previous build.
•   Fixed bug preventing resend of MP Save & Exit data if internet connect was down or the server did not respond on the first attempt.
•   Fixed issue of very long MP chat messages getting truncated in the chat message display.
•   Fixed bug that could prevent MP challenge from being created if player’s comment included the “/” character.
•   Fixed MP bug that sometimes caused group turn made during side A’s deployment to be undone by Side B’s replay.
•   Fixed disappearing shadows bug affecting Epic Battle maps with some sub 0 height level tiles (Granikos and Issos).
•   Fixed team allocation (for player group moves) errors in Frigidus scenarios.
•   Fixed bug that could sometimes prevent AI unit from turning to avoid being flank charged.
•   Fixed bug that caused indecisive (nightfall) campaign victories to be listed as defeats in campaign score report.
•   Fixed remounting bug on large units of dismounted noble lancers and armoured noble lancers. (They should not have been able to remount).
•   Fixed bug that could show troop quality incorrectly in Multiplayer Skirmish setup Army List previews if game difficulty level set to Centurion or Deity.
•   Fixed bug that prevented the map width from being reset to the appropriate narrower width when a smaller campaign battle follows a larger campaign or custom battle.
•   Fixed bug that could allow pursuers to pursue off the map edge through terrain they would not normally pursue into.


Title: Re: Field of Glory II
Post by: Asid on May 31, 2019, 02:46:29 AM
Field of Glory II: Wolves at the Gate is out
5/30/2019

(http://www.matrixgames.com/files/spotlight/1397_image.jpg)


Wolves at the Gate (http://slitherine.com/products/product.asp?gid=792) – the fifth DLC in the Field of Glory II series – is available. Welcome to the Dark Ages!

Play with Fatimids, Khazars, Magyars, Vikings – and many more other factions – and deploy into the battlefield powerful units such as Huscarls, Byzantine Skutatoi, Berserkers, Varangian Guard, along with other historical formations of the time for a total of 55 new units!

Eager to see Wolves at the Gate in action? Don’t miss our official Twitch Stream today at 6 pm BST!

(http://www.matrixgames.com/amazon/Banners/FOG2_WatG/FoG2_WatG_banner-twitch.jpg) (https://www.twitch.tv/slitherinegroup)

Further, as said in a previous announcement, the accompanying free patch adds tons of new features and elements, including the new Allies mechanic. Click here to read the full changelog! (http://www.slitherine.com/forum/viewtopic.php?f=477&t=91936)

But the good news is not over!

To celebrate this important milestone, Field of Glory II (base game), Immortal Fire, Legions Triumphant, Age of Belisarius and Rise of Persia are getting a nice discount! Hurry up! You have until June 3rd to take advantage of the offer.

(http://www.matrixgames.com/amazon/Banners/FOG2_WatG/FoG2_4buttons.png) (http://slitherine.com/products/product.asp?gid=651)

Finally, if you are eager to give yourself a challenge, the Wolves at the Gate Tournament is still open!

Anyone who has Field of Glory II can enter. You do not need to own any of the DLCs to enter. You are all invited!

If you want to join, click here (http://slitherine.com/tournaments/)
Title: Re: Field of Glory II
Post by: Asid on June 17, 2019, 05:33:17 PM
Check out the Complete Army Lists Guide for FOG2

(http://slitherine.com/files/spotlight/1409_image.jpg)


Do you feel lost in choosing your perfect Army List in Field of Glory II? Or are you interested in a particular DLC but you would like to know more about its content before purchasing it?

Well, if you have questions like these, we might have something for you!

User mgardner has collected all the data available from the base game and its DLCs - including the recent Wolves at the Gate - and created a massive Army Lists Guide, in which you'll find all the descriptions and pictures of all the vanilla factions added so far.

Kudos to mgardner for the great job!

Take part at the discussion here (https://bit.ly/31xliKr)!


Title: Re: Field of Glory II
Post by: Asid on July 08, 2019, 09:33:15 AM
Field of Glory II 75% 0ff !!!

HURRY!!!

(https://gallery.mailchimp.com/8c91a39196d452fc8446b9e62/images/9f520501-8ec0-4328-9a2a-2c5876cf9993.jpg)

-75%   £23.79   £5.95


https://www.fanatical.com/en/game/field-of-glory-ii

Title: Re: Field of Glory II
Post by: Asid on October 18, 2019, 12:24:02 AM
Gaming The Past Designer Talk 4 – Interview with Richard Bodley Scott
Published on October 16, 2019

Jeremiha McCall, historian, teacher and author of the book "Gaming the Past", has interviewed Richard Bodley Scott, designer of Field of Glory II. They talked about the game, its genesis and features in the latest podcast episode of "Gaming The Past - Designer Talks".

Tune in on Spotify (https://open.spotify.com/episode/7HhKZ5xUsxeKdOPZxxdfEa?si=TjEZTjOhRF6b9VqVfpmssQ), Apple Play (https://podcasts.apple.com/us/podcast/gtp-designer-talk-4-richard-bodley-scott/id1471337921?i=1000453014131) or Google Play (https://play.google.com/music/m/Izoxconbiroll6avu5baumar4jm?t=Gaming_the_Past_Designer_Talks) and listen to the podcast episode.

Alternatively you can check directly https://gamingthepast.net/

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30616763/2f403c93b64348b5f5e261d2db483c6b8d0988ae.jpg)


Title: Re: Field of Glory II
Post by: Asid on October 28, 2019, 11:59:12 PM
Field of Glory 2 - Army List Showcase: The Franks

(https://www.slitherine.com/images/news/2334/spotlight_image.jpg)

Field of Glory 2 has been always praised for its historical realism and tactical accuracy. One of the features that enabled it to achieve such as an impressive result, is the high choice of Army Lists. From 681 BC to 1040 AD you have more than 200 Army Lists to choose and to test your skills.

One of the most intriguing Army List, introduced with the latest DLC Wolves at the Gate, are the Franks.

(https://www.matrixgames.com/amazon/Screenshots/FOG2/FranksPost/20191025155828_1.jpg)

Especially the Frankish Army List from 851 to 887 AD has a nice mix of cavalry and dismounted lancers, makes this Army List very flexible and ready to face the majority of enemy armies, being capable of delivering fast offensive blows and to switch to defensive tactics very easily.

(https://www.matrixgames.com/amazon/Screenshots/FOG2/FranksPost/20191025160620_1.jpg)

In 751 Pepin the Short was crowned King of the Franks, the first king of the Carolingian dynasty. In 759 he drove the Arabs out of southern France and annexed Aquitaine. In 768 he died, and was succeeded by his sons Charles (Charlemagne) and Carloman.

(https://www.matrixgames.com/amazon/Screenshots/FOG2/FranksPost/20191025161529_1.jpg)

Carloman died suddenly in 771, leaving Charlemagne as sole king.

During his reign, which lasted 46 years, he conquered the Lombard kingdom in northern Italy (774), Saxony (777-797), Bavaria and Carinthia (788). In 778 he conquered a strip of northern Spain, but failed to conquer the rest of the Iberian peninsula from the Muslims. Beyond the eastern frontiers of his Empire, he forced the Avars and various Slavic peoples to accept vassal status. In 800 he was crowned “Emperor of the Romans” by Pope Leo III.

(https://www.matrixgames.com/amazon/Screenshots/FOG2/FranksPost/20191025161537_1.jpg)

By his death in 814, Charlemagne's empire, with its capital at Aachen in the Rhineland, encompassed modern France, Belgium, the Netherlands, Germany and northern Italy. Charlemagne was succeeded as Emperor by his son Louis the Pious.

(https://www.matrixgames.com/amazon/Screenshots/FOG2/FranksPost/20191025161317_1.jpg)

What about you? What’s your favorite Army List?

Title: Re: Field of Glory II
Post by: Asid on November 05, 2019, 03:42:48 PM
Field of Glory II Version 1.5.21 Update
04 Nov 2019

(https://www.slitherine.com/images/news/2346/spotlight_image.jpg)


Hi everyone,

Field of Glory II has been updated to version 1.5.21

You can download the update from here (http://ftp.matrixgames.com/pub/FieldOfGloryII/FieldOfGloryII-UpdateComp-v1.5.21.zip) Or direct through Steam.

•   AI:
o   Improved AI for the cavalry wings of cavalry armies.

•   Gameplay:
o   Non-cataphract cavalry will now break off from infantry unless they will have a significant advantage in the ensuing melee. (Previously they would stay in combat if they had a very slight advantage, which tended to lead to an attritional combat that they were unlikely to win in the end). Break off logic for cataphracts has been left unchanged because they often have a better chance of winning the melee than the impact, so staying in combat if they have some advantage is often the better option.
o   Heavy Infantry that are of “Below Average” (or “Somewhat Disheartened”) or worse quality (quality <= 90) no longer get the +1 CT modifier for Heavy Foot.

•   UI:
o   Information text will now automatically scroll to the top when you click on a different Army List, Campaign or Epic Battles module.

•   Manual:
o   Change: Close Order Warbands and troops of “Below Average” (or “Somewhat Disheartened”) or worse quality are excluded from the +1 Cohesion Test modifier for being Heavy Foot.

•   Bug Fixes:
o   Fixed bug that could sometimes cause music to play (despite music volume being on zero) on reloading a game saved in force selection or deployment mode.
o   Fixed bug that corrupted campaign unit database if player rolled back to previous stage of campaign instead of playing one of the choices in a pursue/don't pursue decision.
o   Fixed bug that could sometimes cause the game to crash if a new sandbox campaign was started after playing (or loading) another one in the same session.

Title: Re: Field of Glory II
Post by: Asid on December 18, 2019, 02:58:43 AM
Zombies are coming to town, in this Field of Glory 2 Mod
17 Dec 2019


A dark age is upon us! But it's not the Dark Ages. Corpses are rising up from their graves with an insatiable craving for human flesh and blood. Can humanity stop them?

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30616763/9c53411b91fd70ec727752f68ca711aa7aded380.jpg)

In Field of Glory Z (FOGZ), players can fight with or against a new army: The Zombie Horde. They are unarmed and weak but they are numerous and do not flee.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30616763/749cb4ed5be3e01dd5121fcda08a042394bfa029.jpg)

During battle, half of the slain or injured humans will become infected. Once enough infected bodies are gathered, a new zombie unit will spawn.

The mod is meant to be played in single or multiplayer Custom Battle (Open Battle mode). The Zombie Horde army can be played by either side. Zombie vs. zombie is also possible.

Modified victory conditions are as follows: Humans win if they defeat all zombie units. Zombies win if they can rout the humans by the default rout thresholds.

When time runs out, the side with less rout % wins.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30616763/bdeef49bbb33f46d740ab68f06194ec198449e8c.jpg)

You can download the mod directly in-game. Launch FOG2 and on top of the Main Menu section click on "Community Scenario" button, you can then select the mod from the list.

Kudos to Jomni for this great Mod for FOG2!

Title: Re: Field of Glory II
Post by: Asid on January 25, 2020, 04:45:57 PM
FOG2 Version 1.5.24 Open Beta – Iberia Update
24 Jan 2020



Field of Glory: 2 developers have worked hard after the release of Wolves at the Gate in keep balancing and improving the game. Today there is a special gift for you, welcome to the Iberia Open Beta!

This update impacts many elements of the game, adding new units, enhancing the gameplay, improving several army lists, and more.

One of the most striking point is the addition of new units coming from the celebrated  TT Mod, notably some Ancient Spanish units (Noble Cavalry, Light Horse, Celtiberian Warband, Caetrati, Lusitanian Heavy Caetrati).

Our grateful thanks go to Paul Adaway, author of TT Mod, for permission to use units from TT mod in the main game, and Stephen Hales of Little Big Men Studios for permission to use his shield pattern designs in TT Mod units.

The Iberia Version can be downloaded in the members area section accessible through the "My Page Area", or here (http://ftp.matrixgames.com/pub/FieldOfGloryII/FieldOfGloryII-SetupBeta-v1.5.24.zip)

This update can be downloaded in the Open Beta Steam Branch. Go to your Steam library and locate your Field of Glory: 2 entry. Right-click on it and go to "Properties" and then to "Beta". Select "Open Beta" and Steam will start downloading the Update

Version 1.5.24 Open Beta Changelog

Gameplay:
o   If a unit is affected by more than one enemy ZOC, movement options will be now be restricted by all of these, rather than by only one of them as previously.
o   Units that evade (from a pursuit charge) in their own turn (before the End Turn button is hit) can now evade again if charged in the enemy turn. Note that this does not apply to evades from pursuit charges that occur in the automated phase after the End Turn button is hit, as that counts as part of the ensuing turn. In the latter case, the unit cannot evade again if charged in the enemy turn.

Units:
o   Our grateful thanks go to Paul Adaway, author of TT Mod, for permission to use units from TT mod in the main game, and Stephen Hales of Little Big Men Studios for permission to use his shield pattern designs in TT Mod units. https://www.littlebigmenstudios.com/
o   Additional Ancient Spanish units from TT Mod added: Noble Cavalry, Light Horse, Celtiberian Warband, Caetrati, Lusitanian Heavy Caetrati.
o   Additional Light Javelin Horse units from TT Mod added: Early Greek, Later Greek (Tarantine), Iranian, Late Roman, Early Thracian, Later Thracian, Lydian.

Army Lists:
o   Ancient Spanish list divided into Iberian, Celtiberian and Lusitanian lists, using new units from TT Mod. Sertorian list also updated.
o   TT Mod Light Javelin Horse models (see above) replace the previous models in the appropriate army lists.
o   Pyrrhic list divided into 280-275 and 274-272 BC lists. Pyrrhic campaign adjusted accordingly.
o   Added Greek allies to Antigonid list.

Epic Battles:
o   Epic Battle scenarios have been updated to use the new units where appropriate.

UI:
o   Close Combat Reports will now always open scrolled to the top.
o   Cohesion Test reports (in Close Combat Report and Combat Log) now specify if the reason that a unit “Holds Firm” is that it already dropped cohesion from close combat this turn, and has not scored low enough for a further drop.
o   Detailed Unit Information popups (CTRL-L click) will now always scroll to the top when a new unit is selected.
o   Rout % will now update immediately when a previously unbroken unit is Dispersed.

Manual:
o   Section 12.1.1. Change: “if a unit is in the ZOC of multiple enemy units, the game will decide which one it must move away from – prioritizing primary ZOCers” to “If a unit is in the ZOC of multiple enemy units, its movement is restricted by all of these.”



Title: Re: Field of Glory II
Post by: Asid on August 17, 2020, 11:31:41 PM
Field of Glory II has been updated to Version 1.5.32
17 Aug 2020

Field of Glory II has been updated to Version 1.5.32

You can download the update from here (http://ftp.matrixgames.com/pub/FieldOfGloryII/FieldOfGloryII-UpdateComp-v1.5.32.zip)

Have a look at the changelog below

Version 1.5.32 patch Notes:

•   Hotseat Mode
o   It is now possible to switch back and forth between Hotseat mode and AI mode during the course of a battle. You can turn Hotseat mode On and Off in the Settings menu. The change takes effect on the next enemy turn - not including their first (Deployment) turn.
o   This allows you to start a Custom Battle in Hotseat mode, do Force Selection and Deployment for the enemy side, then switch to AI mode to fight out the battle. To do this, you need to set Hotseat mode On in the Settings menu before starting the battle, and then switch it Off again at any time before the enemy second turn.
o   To allow the above to work correctly, the enemy side (like the player) does not get a move on its first turn when the game is started in Hotseat mode.

•   Empires Battles:
o   Maximum battle size before scaling is now affected by the Conversion Ratio setting. i.e. If you set the Conversion Ratio to 150% of default, the battle will not scale unless the larger side has more than 36 Empires units, and the scaling will be based on that figure and not the default figure of 24.

•   Units:
o   Our grateful thanks go to Paul Adaway, author of TT Mod, for permission to use units from TT mod in the main game, and Stephen Hales of Little Big Men Studios for permission to use his shield pattern designs in TT Mod units. https://www.littlebigmenstudios.com/
o   Added 5 new Irregular Foot units from TT Mod. (Iranian-style, Non-Iranian Middle-Eastern style, Skythian, Ligurian and Nubian.)
o   Added Takabara textures from TT mod.
o   Added Early Cataphracts from TT Mod.
o   Added 4 new Late Roman cavalry units from TT Mod: Clibanarii, Cavalry, Veteran Cavalry, Equites sagittarii.
o   Animations have been revised for crossbowmen and axemen. Note that because of a change to scaling, crossbowmen in games saved with a previous game version will show as huge. This won’t affect gameplay.

•   Army Lists:
o   Numerous army lists have been updated to use the new units.

•   Epic Battles:
o   The following Epic Battle scenarios have been updated to use the new units: Thymbra, Chaironeia (86 BC), Tigranocerta, Adrianople, Argentoratum, Chalons, Frigidus, Maranga.

•   Bug Fixes:
o   Fixed issue that could cause late arriving troops (e.g. flank marchers) to be treated as part of the same group move command as some inappropriate on-table troops.

•   Manual:
o   Correction - Section 15.2: “Moreover, a unit cannot drop cohesion twice in the same turn from shooting, nor from close combat. (But can drop once for each, and in some circumstances can double drop from close combat). Note that melees that were not resolved before hitting End Turn are resolved automatically and count as part of the preceding turn for the above purpose. Also, a unit that is Fragmented may break (without waiting to be contacted) if charged by another unit, even if it became Fragmented as a result of a previous impact close combat this turn.”
(The previous statement that cohesion could drop from each of shooting, impact and melee in a turn was incorrect.)

•   Modding:

By request, here is a list of scripts and other major files changed since v1.5.30:

•   ArmyList.txt
•   Squads.csv
•   Squads.xlsx
•   Helpers.bsf
•   Slith_RandomMap2.bsf
•   AITools.bsf
•   CampaignTools.bsf
•   LiaisonTools.bsf
•   Macros.bsf
•   MoreScenarioTools.bsf
•   BattleCommon.bsf
Title: Re: Field of Glory II
Post by: Asid on October 16, 2020, 03:14:07 AM
Field of Glory II: Medieval is coming soon
15 Oct 2020

https://youtu.be/huaus9oy6xM

Field of Glory started out as a tabletop wargame over a decade ago. Designed by Richard Bodley Scott, Simon Hall, and Terry Shaw, the tabletop ruleset redefined wargaming by introducing unprecedented production values as well as setting new standards for the hobby.

Richard Bodley Scott went on to port that experience for PC players and therefore gave new life to Field of Glory with Field of Glory II. Field of Glory II has been such an incredible success among wargamers worldwide, with over ten million multiplayer matches played in three years. It has 90% positive reviews on Steam and a Metacritic of 84 and has become a benchmark for the genre, so much that official tournaments attract hundreds of players across the world and the demand for new content is increasing fast.

(https://www.slitherine.com/images/screens/633/screen_5f194c4c715e9.jpg)

The announcement of Field of Glory II: Medieval starts a new page in the franchise. Set in the High Middle Ages from 1040 AD to 1270 AD, which is the heyday of the mounted knight and the time when the entire European continent was in turmoil. 

Field of Glory II: Medieval is a deep, maniacally researched game of battles. Armies, equipment, alliances, formations; everything is accurate to the finest detail.

It’s not a game for everyone, but a deep wargame for dedicated wargamers. But it is also a beautifully crafted product that is yet again delivering in its mission to redefine the wargaming experience and bring fresh life to the genre. It also expands boundaries by attracting new players to the franchise.

Beta signups start today for an expected release in Q1 2021.  Apply now (https://www.slitherine.com/beta/field-of-glory-ii-medieval).

To know more about the product, please consult the official product page (https://www.slitherine.com/game/field-of-glory-ii-medieval).

(https://www.slitherine.com/images/screens/633/screen_5f194c321a97c.jpg)


Title: Re: Field of Glory II
Post by: Asid on January 13, 2022, 11:52:05 PM
FOG2 Ancients v.1.5.40
13 Jan 2022

The Version 1.5.40 of FoG 2 Ancients is out now, here's the patch notes:

Gameplay:
•  ZOCs and Permitted Charges:
A unit that is in the primary ZOC of one or more enemy units could already charge any of those within a 45 degree arc of the unit’s front. It can now also charge an enemy unit in the square directly to its front if it is in that unit's secondary ZOC. This is intended to remove the deliberate or inadvertent contact-delaying effect of each unit in a line of units turning to face diagonally. Please report any potential issues.
•  ZOCs and Breakoffs: ZOCs no longer prevent breakoffs from close combat. They still prevent voluntary Fall Back moves.
•  Heavy Artillery: Heavy Artillery can now move until they have shot once. This is intended to make Heavy Artillery more useful in the game. It does not represent them actually moving while fully assembled, but represents them being set up within range of the enemy. Note that this change will not affect any games that have already been started.
•  POAs:Adjusted the code for the “Missile troops defending other obstacles” POAs, so that missile units with close combat capabilities (e.g. Sparabara, Assyrian-style or Byzantine mixed foot) don’t get the full effect in addition to their POAs from their close combat capabilities. Note also that the line in the POA table should in fact read “Missile troops defending obstacles”, because if the unit is defending actual fortifications, the POA is additional to the POA for the fortifications.

UI:
•  In the Tutorial scenarios, popups with information about enemy unit types now only appear if you left-click on the unit, rather than simply mouse over them. This is intended to reduce the barrage of popups.

Units:
•  Irish Foot and Picked Irish Foot changed to Lightly Protected. Points cost increased accordingly, to 39 and 51 respectively.
•  Legio Palatina and Late Praetorian Guard cost reduced from 78 to 75.
•  Legio Comitatensis cost reduced from 51 to 48.

Army Lists:
•  Proportion of units with Heavy Weapon reduced in Irish 900-1049 AD list.
•  Archers removed from Irish 900-1049 AD list.
•  Added some Veteran Italian Foot to Apulian list.

Map Graphics:
•  Improved shader rotates tile overlay normal maps, which improves the appearance of overlay tiles that are rotated.

Shadows:
•  Improved coding for shadows. (Start closer to feet).

Remote (RDP) connections:
•  Support added for remote (RDP) connections, fixing screen type/resolution issues.

Bug Fixes:
•  Fixed bug that could occasionally cause MP mirror maps to be generated differently for the two games, with one version having a coast and the other a river.
•  Hopefully fixed the occasional issue of interference by synching software corrupting MP game files, with loss of height data from the map. This version uses a different location for temporary files when saving or loading SP and MP games. This location (<appdatalocal>/temp, or if that does not exist <appdatalocal>), is one that should not be accessed by synching software. It now only uses the Documents folder for temporary files if neither of the above folders exist on the system.
•  Fixed bug that could prevent flank march units from charging enemy within charge reach when they first arrive.
•  Fixed bug that could prevent a flank charge by newly arrived flank marchers from counting as a flank charge.
•  Fixed bug that could make text from flank march message in Baggage escort scenario with Auto Force Selection overwrite the proper text for the popup showing the number of additional available generals, so that the game showed the flank march message for the same flank twice and did not show the generals message.
•  Fixed bug whereby unit breaking off from melee resolved after the end of the enemy turn (but counting as part of that turn, so not preventing it from moving in its own turn), would treat its pre-break off position as its starting position for determining validity of flank charges.
•  Fixed bug that awarded LUCKY and UNLUCKY achievements when unit triggering achievement was enemy unit.
•  Fixed bug that prevented testing charges for diagonally crossing the front of another enemy unit from working correctly in some circumstances when enemy unit is on rough terrain.
•  Fixed bug that could leave theoretical unit facing (banner facing) incorrect after pass through by a unit that started facing away.
•  Fixed “thick arrow” in firing animations for Cuman_Cav and Cuman_LH.
Title: Re: Field of Glory II
Post by: Asid on February 13, 2023, 12:12:17 AM
Field of Glory II: Swifter than Eagles DLC is coming on the 16th of February
Tue Jan 24, 2023 11:21 am


“swifter than eagles, stronger than lions”
2 Samuel 1:23

We are pleased to announce the latest DLC of the Field of Glory II franchise named Swifter than Eagles will be available on the 16th of February.


(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//30616763/df97df3fbc82d10f5be32c090780eec3659d9ada.jpg)

Historical background
Smite your foes with bow and spear as you lead your mighty chariots to glorious victory. Swifter than Eagles extends Field of Glory II backwards to the dawn of “civilised” warfare, covering the period from 2500-681 BC.

The first civilisations in the Near East arose during the Early Bronze Age, 3500 to 2000 BC, in what is known as the Fertile Crescent, a vast semi-circular area of agricultural land stretching from Egypt to Mesopotamia. The most important of these were the many Sumerian city states, and the Old Kingdom of Egypt ruled by kings worshipped as living gods.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//30616763/8c8fd45269f4615c0d2eaa14d9826eac19645099.jpg)

The Middle Bronze Age, 2000 to 1600 BC, saw mass migrations of peoples into the Near East, which saw the rise of new states such as the Mitanni, Hittites, Babylon and Assyria. Northern Egypt was overrun by the Hyksos, who ruled as the 15th Dynasty. Chariots were developed in this period as truly effective battlefield weapons.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//30616763/efa35f8595b5b491ac8ad034d4e128f5f2ba193a.jpg)

Around 1550 BC, the Hyksos were expelled from Egypt and the New Kingdom period began. Under the New Kingdom Pharaohs, Egypt adopted a more aggressive foreign policy, and carved out a foreign empire in Canaan and Syria. This placed them in direct competition with the other great international powers of the Late Bronze Age, 1600 to 1200 BC, first Mitanni, then the Hittites.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//30616763/aad29c537b52e1069e9a09c4a5d7846c9ded5ac6.jpg)

Most of these great civilisations experienced a major crisis at the end of the 13th century BC; The Mycenaean and Hittite palace cultures collapsed, the Kassite Babylonian dynasty fell, the Egyptians abandoned their Asiatic empire, Ugarit and other Amorite city states were destroyed. The reasons for this crisis are not fully understood, but probably included drought and famine. Another possible factor was the migration of aggressive tribes into the region, including the enigmatic Sea Peoples.
After civilisations had recovered from the Late Bronze Age collapse, the Near East was dominated by the Neo-Assyrian Empire, which crushed all opposition with extreme brutality, eventually ruling over almost the entire Fertile Crescent during the 7th century BC. Meanwhile, Egypt went into a long period of decline, which saw her conquered by a succession of different foreign powers.

New features added:

19 new named factions: Amorite, Early Nomad, Gasgan, Hittite, Hyksos, Luwian, Makkan, Minoan, Mitanni, Mycenaean, Neo-Hittite/Aramaean, Nubian, Philistine, Sea Peoples, Sumerian/Akkadian, Syrian, Syro-Canaanite, Trojan, Zagros Highlanders.
46 new units: Picked Sumerian/Akkadian Spearmen, Sumerian/Akkadian Spearmen, Sumerian/Akkadian Spearmen with Pavise, Raw Sumerian/Akkadian Spearmen with Pavise, Sumerian/Akkadian Battle Cars, Early Chariots (Spear), Early Chariots (Bow), Egyptian-style Light Chariots, Egyptian Close Fighters, Egyptian Guard, Shardana Guard, Sherden Swordsmen, (Other) Sea Peoples Swordsmen, Picked Sherden Swordsmen, Picked (other) Sea Peoples Swordsmen, Philistine Spearmen, Philistine Guard, Libyan Foot, Libyan Swordsmen, Libyan Light Javelinmen, Nubian Close Fighters, Nubian Light Javelinmen, Nubian Light Archers, Anatolian-style Light Chariots, Anatolian-style Heavy Chariots, Anatolian Spearmen, Syrian Spearmen, Maryannu Light Chariots, Ugaritic Heavy Chariots, Minoan/Mycenaean Heavy Chariots, Minoan-style Spearmen, Aegean Light Chariots, Sea Peoples Light Chariots, Libyan Light chariots, Mycenaean-style Spearmen, Myrmidons, Early Middle-Eastern Close Fighters, Gasgan Warriors, Zagros Warriors, Neo-Hittite-style Spearmen, Early Assyrian-style Cavalry, Anatolian Irregular Foot, Anatolian Light Javelinmen, Early mixed bow and spear infantry, Raw early mixed bow and spear infantry, Early Levies.
66 new army lists (which expands the total number of army lists to 355).

Amorite 2000-1595 BC
Assyrian 1365-891 BC
Assyrian 890-746 BC
Assyrian 745-705 BC
Assyrian 704-682 BC
Babylonian 1594-891 BC
Babylonian 890-729 BC
Cypriot 800-681 BC
Egyptian 2686-1551 BC
Egyptian 1550-1451 BC
Egyptian 1450-1277 BC
Egyptian 1276-1201 BC
Egyptian 1200-1150 BC
Egyptian 1149-1069 BC
Egyptian 1068-946 BC
Egyptian 945-720 BC
Elamite 2500-2193 BC
Elamite 2192-1801 BC
Elamite 1800-1501 BC
Elamite 1500-816 BC
Gasgan 1450-1076 BC
Greek 1179-681 BC
Gutian 2190-2115 BC
Hebrew 1000-801 BC
Hebrew 800-682 BC
Hittite 1680-1595 BC
Hittite 1594-1351 BC
Hittite 1350-1276 BC
Hittite 1275-1180 BC
Hyksos 1650-1591 BC
Hyksos 1590-1535 BC
Kushite Egyptian 732-728 BC
Libyan 3000-1251 BC
Libyan 1250-651 BC
Libyan 650-550 BC
Luwian 1680-1595 BC
Luwian 1594-1180 BC
Makkan 2500-1301 BC
Makkan 1300-1001 BC
Makkan 1000-891 BC
Makkan 890-313 BC
Mannaean 1000-751 BC
Minoan 1600-1450 BC
Mitanni 1594-1250 BC
Mycenaean 1600-1251 BC
Mycenaean 1250-1180 BC
Neo-Hittite/Aramaean 1179-891 BC
Neo-Hittite/Aramaean 890-700 BC
Nomad 2500-1001 BC
Nubian 3000-1281 BC
Philistine 1166-801 BC
Philistine 800-600 BC
Phoenician 1099-801 BC
Phoenician 800-682 BC
Sea Peoples 1208-1176 BC
Sherden 1278-1209 BC
Sumerian/Akkadian 2500-2193 BC
Sumerian/Akkadian 2192-1762 BC
Syrian 2500-2200 BC
Syro-Canaanite 1594-1276 BC
Syro-Canaanite 1275-1208 BC
Syro-Canaanite 1207-1100 BC
Trojan 1250-1180 BC
Urartian 870-781 BC
Urartian 780-750 BC
Zagros Highlanders 2500-1001 BC

8 new Epic Battles: Kerkha River 2272 BC (Akkadians vs Elamites), Megiddo 1457 BC (Egyptians vs Syro-Cannanites), Zippasla 1410 BC (Hittites vs Mycenaean Greeks), Kadesh 1274 BC (Egyptians vs Hittites), Fields of Perire 1208 BC (Egyptians vs Libyans and Sea Peoples), Ilion 1184 BC (Mycenaean Greeks vs Trojans), Qarqar 853 BC (Assyrians vs Aramaeans, Hebrews and others), Per-Peg 730 BC (Kushite Egyptians vs Libyan Egyptians).
70 new Quick Battles (almost all playable from either side).
Expanded Field of Glory II Custom Battles module now includes all 355 army lists from Immortal Fire, Rise of Rome, Legions Triumphant, Age of Belisarius, Rise of Persia, Wolves at the Gate and Swifter than Eagles. (Purchase of the appropriate DLCs is necessary to access them all).
Expanded Field of Glory II Sandbox Campaigns module now includes all 355 army lists from Immortal Fire, Rise of Rome, Legions Triumphant, Age of Belisarius, Rise of Persia, Wolves at the Gate and Swifter than Eagles. (Purchase of the appropriate DLCs is necessary to access them all).
4 new historically-based campaigns:
Sargon the Great (Akkadian Empire)
Hittite Empire
Ramesses II (New Kingdom Egypt)
Shalmaneser III (Neo-Assyrian Empire)

Title: Re: Field of Glory II
Post by: Asid on February 18, 2023, 01:01:51 AM
Field of Glory II: Swifter than Eagles is out now
16 Feb 2023

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30616763/efe9e28c268a95ba8f6beaa2a3249695d48eceec_960x311.jpg)

The last DLC of the Field of Glory II franchise is now available on Slitherine and Steam.

“Swifter than eagles, stronger than lions”
2 Samuel 1:23

https://youtu.be/zogottSsAFQ


Tune in today on our Slitherine Twitch Channel at 17:00 PM GMT where Richard Yorke will show you the new DLC.

After downloading Swifter than Eagles DLC, do not miss the chance to sign-up to the new Swifter Than Eagles Tournament, which will start on February 23rd. Stay tuned for more details on our channels.


About this game

Smite your foes with bow and spear as you lead your mighty chariots to glorious victory. Swifter than Eagles extends Field of Glory II backwards to the dawn of “civilised” warfare, covering the period from 2500-681 BC.

The first civilisations in the Near East arose during the Early Bronze Age, 3500 to 2000 BC, in what is known as the Fertile Crescent, a vast semi-circular area of agricultural land stretching from Egypt to Mesopotamia. The most important of these were the many Sumerian city states, and the Old Kingdom of Egypt ruled by kings worshipped as living gods.

The Middle Bronze Age, 2000 to 1600 BC, saw mass migrations of peoples into the Near East, which saw the rise of new states such as the Mitanni, Hittites, Babylon and Assyria. Northern Egypt was overrun by the Hyksos, who ruled as the 15th Dynasty. Chariots were developed in this period as truly effective battlefield weapons.

Around 1550 BC, the Hyksos were expelled from Egypt and the New Kingdom period began. Under the New Kingdom Pharaohs, Egypt adopted a more aggressive foreign policy, and carved out a foreign empire in Canaan and Syria. This placed them in direct competition with the other great international powers of the Late Bronze Age, 1600 to 1200 BC, first Mitanni, then the Hittites.
Most of these great civilisations experienced a major crisis at the end of the 13th century BC; The Mycenaean and Hittite palace cultures collapsed, the Kassite Babylonian dynasty fell, the Egyptians abandoned their Asiatic empire, Ugarit and other Amorite city states were destroyed. The reasons for this crisis are not fully understood, but probably included drought and famine. Another possible factor was the migration of aggressive tribes into the region, including the enigmatic Sea Peoples.

After civilisations had recovered from the Late Bronze Age collapse, the Near East was dominated by the Neo-Assyrian Empire, which crushed all opposition with extreme brutality, eventually ruling over almost the entire Fertile Crescent during the 7th century BC. Meanwhile, Egypt went into a long period of decline, which saw her conquered by a succession of different foreign powers.

Summary of features

·        19 new factions
·        46 new units
·        66 new army lists
·        8 new Epic Battles
·        70 new Quick Battles
·        Expanded Custom Battles module.
·        Expanded Sandbox Campaign module.
·        4 new historically-based campaigns.

For this occasion, we have discounted the rest of the entire franchise up to 75%!
Including Field of Glory II: Medieval, Field of Glory: Empires, and all their DLCs. Don’t miss this promotion to revive from ancient battles until the Medieval period: check them out!

Title: Re: Field of Glory II
Post by: Asid on June 06, 2023, 08:37:27 PM
Fields of Glory II free

(https://cdn.akamai.steamstatic.com/steam/apps/660160/header.jpg)

The celebrations continue with Fields of Glory II being free on Steam, download it and keep it forever.

Moreover, expansions of the franchise will bee discounted up to 60% on Steam and up 70% on Gamesplanet from the 5th to the 12th of June.

https://store.steampowered.com/app/660160/Field_of_Glory_II/

The game has >90% rating of user scores on Steam. It's the one and only strategy turn based game simulating a "tin soldier" 3D tabletop wargame. With the DLCs (all on Sale) and the FOG II Medieval game + DLCs (also, all of them on sale) you can play almost any historical or hypotethical battle in history from ancient times (Assyrians, Babylones, Romans, Alexander Imperial etc) to Medieval times.

https://youtu.be/VbMuXqI9v0s