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by loki100
Sun Apr 21, 2019 11:47 am
Forum: Field of Glory: Empires
Topic: I am excited about resolving crucial battles in Field of Glory 2
Replies: 17
Views: 6317

Re: I am excited about resolving crucial battles in Field of Glory 2

should add, modding the translation system is relatively easy, so even if the mod doesn't work initially it will be easy enough to come up with a translation system that does feed into that mod.
by loki100
Sat Apr 20, 2019 8:22 pm
Forum: Field of Glory: Empires
Topic: I am excited about resolving crucial battles in Field of Glory 2
Replies: 17
Views: 6317

Re: I am excited about resolving crucial battles in Field of Glory 2

I think the honest answer is 'don't know'. If it adds new units or reformates the role of existing units then it may be a problem, if it simply changes how FoG2 plays then it should be ok. The translation process is basically take units in Empires, generate a FoG2 army using that input and a set con...
by loki100
Thu Apr 11, 2019 5:45 pm
Forum: Field of Glory: Empires
Topic: Battle system: FOG2 or AGEod?
Replies: 25
Views: 9161

Re: Battle system: FOG2 or AGEod?

just the basegame so you don't need the dlc etc for any transition between the 2 games. Also doesn't matter if you have FoG2 on Steam or direct from Matrix.
by loki100
Tue Apr 02, 2019 5:55 pm
Forum: Field of Glory: Empires
Topic: Battle system: FOG2 or AGEod?
Replies: 25
Views: 9161

Re: Battle system: FOG2 or AGEod?

same here, if you resolve in Empires you can watch it (very helpful when you are, opt just to view the result (who won, which units dead/damaged) or skip and proceed with the turn resolution (handy if its a totally one sided encounter).
by loki100
Tue Apr 02, 2019 7:21 am
Forum: Field of Glory: Empires
Topic: Battle system: FOG2 or AGEod?
Replies: 25
Views: 9161

Re: Battle system: FOG2 or AGEod?

yes, it is designed so you just need access to a working copy of FoG2, doesn't matter if its Steam or on your hard drive.

Basically the import works by selecting an 'Empires' battle on the loading screen (where you normally chose between a campaign/custom battle/historical battle etc)
by loki100
Sun Mar 24, 2019 9:26 am
Forum: Field of Glory: Empires
Topic: Duration of one turn ?
Replies: 21
Views: 2139

Re: Duration of one turn ?

apols - my comment was in the context of AJE, where you would look for a constrained battle site using the smaller scale, so gaining this would take some care in move plotting etc. Yes, in Empires terrain also matters but its more aggregated. A province is say a forest, that affects frontage, trigge...
by loki100
Sat Mar 23, 2019 9:46 am
Forum: Field of Glory: Empires
Topic: Duration of one turn ?
Replies: 21
Views: 2139

Re: Duration of one turn ?

My longest test game was 304 of the 1-year turns. I've won CW2 in 14 turns, so the 1-year turns work fine, too. I have no doubt that it's working but my concern is "what does it mean to have one-year WEGO turns ?? I can't figure out how can it reflect any realalistic military operation (I can ...
by loki100
Mon Mar 18, 2019 8:23 pm
Forum: Field of Glory: Empires
Topic: Field of Glory: Empires Dev Diary #6 Culture and Decadence
Replies: 3
Views: 1462

Re: Field of Glory: Empires Dev Diary #6 Culture and Decadence

its not linear ... you can have a period of decline and then recover (at a cost)
by loki100
Sun Mar 17, 2019 11:31 pm
Forum: General discussions
Topic: New engine in XVII/XVIII/XIX century games
Replies: 8
Views: 2901

Re: New engine in XVII/XVIII/XIX century games

my understanding is the engine can be used to produce tactical games such as FoG2, somewhat ahistoric 4x (Empires) and scripted constrained games - say a rework of Rise of Prussia. So yes, its feasible that it can be used to replace the classic AGEOD games. Its a system that allows tactical, single ...
by loki100
Thu Mar 14, 2019 8:45 am
Forum: Field of Glory: Empires
Topic: Will Units only be Giants ? Or will AGEOD Style Units be an Option?
Replies: 50
Views: 9771

Re: Will Units only be Giants ? Or will AGEOD Style Units be an Option?

Terrible confession, when I first started playing AGEOD games I found the counter style off-putting. I guess unless there is a good reason I simply preferred the NATO style of counters. Now it didn't take me long to come to appreciate their approach :cool: At most practical zoom levels, the Empire's...
by loki100
Thu Mar 14, 2019 8:44 am
Forum: Field of Glory: Empires
Topic: Will Units only be Giants ? Or will AGEOD Style Units be an Option?
Replies: 50
Views: 9771

Re: Will Units only be Giants ? Or will AGEOD Style Units be an Option?

Terrible confession, when I first started playing AGEOD games I found the counter style off-putting. I guess unless there is a good reason I simply preferred the NATO style of counters. Now it didn't take me long to come to appreciate their approach :cool: At most practical zoom levels, the Empire's...
by loki100
Thu Mar 07, 2019 12:20 pm
Forum: Field of Glory: Empires
Topic: Field of Glory: Empires Dev Diary #4 - Commerce and Trading
Replies: 6
Views: 2206

Re: Field of Glory: Empires Dev Diary #4 - Commerce and Trading

depends a bit on your state, a bigger one will generate a lot of money simply from internal trade (as above), a smaller one may gain less (depends then on the trade goods it controls). But in my current test, 75% of my income is from trade and 25% from citizen taxation but I am using a rich state in...
by loki100
Wed Mar 06, 2019 12:03 am
Forum: Pride of Nations
Topic: National mission status?
Replies: 7
Views: 2351

Re: National mission status?

I think you'd have to use the (somewhat tricky) REGEDIT function. I still have nightmares of using to test relative combat power to settle some of the AI-AI wars more dynamically. You can use it to create categories and to count values across defined areas or the globe. Now we hit the problem, even ...
by loki100
Tue Mar 05, 2019 5:17 pm
Forum: Pride of Nations
Topic: Unit descriptions?
Replies: 1
Views: 1788

Re: Unit descriptions?

your best option is to open the detailed unit screen. That'll tell you a lot about how well they perform in combat. Also the special traits of many units, place your mouse over that and it'll tell you a lot, eg the difference between the various types of engineering units (often best to have them al...
by loki100
Fri Feb 22, 2019 8:45 pm
Forum: Field of Glory: Empires
Topic: Field of Glory: Empires Dev Diary #2
Replies: 8
Views: 2880

Re: Field of Glory: Empires Dev Diary #2

0h yes, you'll find your slaves can be very revolting .... :cool:
by loki100
Fri Feb 22, 2019 8:41 pm
Forum: Pride of Nations
Topic: Ok CB what to do?
Replies: 3
Views: 2343

Re: Ok CB what to do?

no - its random, but they do occur quite often
by loki100
Fri Feb 22, 2019 12:36 pm
Forum: Pride of Nations
Topic: Reading selection?
Replies: 6
Views: 2447

Re: Reading selection?

agree, actually generally Engels was a very astute military commentator, so worth digging out his newspaper articles and some of his later short pamphlets as he seemed to often grasp the implications of technology and social changes on military options.
by loki100
Fri Feb 22, 2019 9:37 am
Forum: Pride of Nations
Topic: Ok CB what to do?
Replies: 3
Views: 2343

Re: Ok CB what to do?

You'll get a recurring CB if the opposing power holds one of your objectives. Beyond this they can arise by random, by event or by the operation of the crisis model. So if Guam/Cuba is not a US objective at the start of the game any CB will need a degree of luck - and being ready to exploit such an ...
by loki100
Fri Feb 22, 2019 9:32 am
Forum: Pride of Nations
Topic: Dreadnoughts in 1865
Replies: 15
Views: 4561

Re: Dreadnoughts in 1865

no, you'll get a no experience replacement. You could work on this but it would complicate the event/script for relatively little gain?
by loki100
Fri Feb 22, 2019 9:29 am
Forum: Pride of Nations
Topic: Reading selection?
Replies: 6
Views: 2447

Re: Reading selection?

two related books that taught me a lot about operational combat in the era are Wahro: Austro-Prussian and then Franco-Prussian Wars . Excellent, and you get a feel for how well PoN models that phase when armies were in a transition from the Napoleonic to 20C models of war. Pakenham's Boer War will g...
by loki100
Thu Feb 21, 2019 9:10 pm
Forum: General discussions
Topic: AGEOD Engine 3.x vs 2x ?
Replies: 14
Views: 3679

Re: AGEOD Engine 3.x vs 2x ?

its more iterative than that to be honest. There are a set of isolated games that have some features that were retained, say the first iteration of civil war or unique like WW1:Gold There is a large group of games that saw (and gained) from modifications of the game engine, but each at some stage go...
by loki100
Wed Feb 20, 2019 9:48 am
Forum: Pride of Nations
Topic: Dreadnoughts in 1865
Replies: 15
Views: 4561

Re: Dreadnoughts in 1865

go into the events files. I think you'll find one in the Italian unification chain (used to eliminate the Neapolitan units), also it has an eg of a creation event (used to spawn Garibaldi). There are other egs scattered around, I think the Balkans event file has a lot of egs both of kill and create ...
by loki100
Fri Feb 15, 2019 11:16 am
Forum: Pride of Nations
Topic: Dreadnoughts in 1865
Replies: 15
Views: 4561

Re: Dreadnoughts in 1865

as far as I've seen it comes and goes. Most often a naval unit will replace a lost element exactly as you'd expect. Then you get an instance like this with steel+ battleships being added to a sail unit. Its been reported within the game since the early patches which indicates its not an easy bug to ...
by loki100
Wed Feb 13, 2019 9:42 am
Forum: Pride of Nations
Topic: Dreadnoughts in 1865
Replies: 15
Views: 4561

Re: Dreadnoughts in 1865

Is there any chance of a patch for this issue as it is very labour intensive having contantly fix each ship anytime it upgrades incorrectly? And Dreadnoughts opposing wooden sail ships for major powers is just wrong. Unfortunately not. The last patch was done in free time by all who contributed so ...
by loki100
Wed Jan 30, 2019 9:55 am
Forum: Pride of Nations
Topic: Dreadnoughts in 1865
Replies: 15
Views: 4561

Re: Dreadnoughts in 1865

its a bug. For some reason if you have an element in a naval destroyed, sometimes when you take on a replacement you get something technologically advanced - hence the dreadnought etc. you can solve either by an event - delete and then replace the offending naval unit so all its elements are the rig...
by loki100
Mon Jan 28, 2019 11:33 pm
Forum: Pride of Nations
Topic: Resources File(s)?
Replies: 4
Views: 3674

Re: Resources File(s)?

I actually don't have the game set up on my PC at the moment (crash and then real problems reinstalling etc) but I suspect the data may be lurking in the scenario files. Its not in the region directory as all those do is to set the on-map parameters. Problem is its hard to check with the demise of t...
by loki100
Fri Jan 25, 2019 10:15 am
Forum: Field of Glory: Empires
Topic: Victory Points - Multipliers ?
Replies: 3
Views: 3983

Re: Victory Points - Multipliers ?

The same scaled system was used in Pride of Nations - which makes sense as the same pair of designers are behind both :cool: Without going too far into detail, it looks like every nation in Empires is playable, including those that will spawn in game (Galatians, Parthians, others depending) but in t...
by loki100
Thu Jan 24, 2019 2:00 pm
Forum: Alea Jacta Est
Topic: A few noob questions
Replies: 2
Views: 4041

Re: A few noob questions

specific to #1 there is one trick worth knowing. usually fleets carry far more supply than they need (this is common in the AGE games), so what you can do is send supply wagons to the fleet - they will replenish and then back to your army the turn later. Its a bit slow but effective and can be cruci...
by loki100
Tue Jan 22, 2019 8:33 pm
Forum: Field of Glory: Empires
Topic: Politics
Replies: 5
Views: 6684

Re: Politics

one of the really interesting bits of gameplay is that keeping your population content - especially in big cities - can come at the cost of .... well, just think of where the policy of 'bread and circuses' got Rome to in the end :cool: So there are options to end major unrest in a significant urban ...
by loki100
Wed Jan 16, 2019 12:20 am
Forum: Pride of Nations
Topic: God Bless The Devs for Supporting this still!
Replies: 3
Views: 4495

Re: God Bless The Devs for Supporting this still!

Basic Principles is you create 2 dynamics - the 'stake' and the 'risk'. So each card adds to, or reduces the stake and adds to, or reduces the risk of war (or of losing). Your ideal end state is a high stake and you win (the stake then converts into prestige) but sometimes you might want to manipula...

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