Author Topic: Field of Glory: Empires  (Read 23845 times)

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Offline devoncop

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Re: Field of Glory: Empires
« Reply #465 on: July 30, 2019, 08:56:47 AM »
Aren't the battles when played out in FoG 2 quite long? Can you save a game while in FoG 2?

They are a maximum of 24 turns.

There is always the ability to save.

Note the ability to play out battles in FoG2 is in single player games of Empires only. It would not be possible to do this in MP as it would hold up the game too long.

As Gus says, the Empires battle system works really well and despite being a huge fan of FoG2 with about 1300 hours in the game I have   yet to play out an Empires battle in FoG2 in SP.
http://www.slitherine.com/forum/viewtopic.php?f=534&t=92000

Link to Field of Glory Empires MP forum with Slitherine Games


Offline Gusington

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Re: Field of Glory: Empires
« Reply #466 on: July 30, 2019, 09:07:14 AM »
I have, it’s dope. DOPE
"...feels like a 39.99 game to me.”

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Offline Sir Slash

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Re: Field of Glory: Empires
« Reply #467 on: July 30, 2019, 09:17:43 AM »
And this man knows Dope.
"Take a look at that". Sgt. Wilkerson-- CMBN. His last words after spotting a German tank on the other side of a hedgerow.

Offline Tripoli

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Re: Field of Glory: Empires
« Reply #468 on: July 30, 2019, 11:26:08 AM »
Aren't the battles when played out in FoG 2 quite long? Can you save a game while in FoG 2?

When I Beta tested FOG-Empires, a turn typically took 5 minutes or so in early game, using the Empires auto-resolve system and watching the generated battle.  If you export to FOGII and play the battle vs. the AI, it will add approximately 30 minutes/battle to the turn time. Note, it is not an "all or nothing" battle resolution system.  You can chose which battles, if any, you want to resolve using the FoGII system.  Right now, for my own amusement I'm trying a game as Rome with all but the minor battles being resolved through FoGII.

Offline Sir Slash

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Re: Field of Glory: Empires
« Reply #469 on: July 30, 2019, 12:23:15 PM »
That's not too bad at all.  O0
"Take a look at that". Sgt. Wilkerson-- CMBN. His last words after spotting a German tank on the other side of a hedgerow.

Offline Tuna

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Re: Field of Glory: Empires
« Reply #470 on: July 30, 2019, 04:56:05 PM »
I really haven't gone to FOG2 too often.Did not enjoy the army setups.

Offline IICptMillerII

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Re: Field of Glory: Empires
« Reply #471 on: July 31, 2019, 12:01:43 PM »
Another update for Empires, bringing it to version 1.03. A few new buildings and the ability to abandon a province seem to be the highlights. There were also some AI tweaks and balance adjustments. Really glad to see the dev team not only making some tweaks here and there but adding new (free) content as well. I think this is a good sign as to the future of the game. Here is the complete changelog and a link to a page on Steam summarizing the new features:

https://store.steampowered.com/news/?appids=1011390

Quote
Field of Glory: Empires - 1.0.3 Changelog
We are releasing a new update for Field of Glory: Empires!

This is a massive one: let us know what you think of the changes in the posts below. As usual your feedback is extremely important to us.


Changelog:

GAMEPLAY (improvements and fixes)

- Mercenary decision won't pick slaves as a valid mercenary army
- Cotton Field structure can now be built again (Egypt and India)
- You can abandon a region which has the 'Just conquered'' modifier or is pillaged. It costs one government age per population as a limiter.
- Rebels conversion to a reborn nation won't happen in contested regions (fix some issues)
- Units in neutral territory can be moved away toward closest friendly region (up to 6 regions distance)
- When a region rebels, garrison is mustered, and you keep the walls.
- Slave decimation in case of revolt is one slave pop per 5 units raised (was 10)
- Can import or export up to 24 (each) different trade goods per region
- New Capitol building provided for free at all difficulty levels
- Fix to Judea temple decision could cause a crash
- New buildings and tweaked buildings (geared toward easier crowd control):
+Olympic Games (World Wonder, restricted to Hellenes nation)
+Tabularium (National Wonder, restricted to Italic ethnicity)
+Naumachia (gladiator games on water)
- Pleasure District (National Wonder) loyalty 25>30
- Coliseum, Circus Maximus (World Wonder) loyalty 50>60
- Circus, Racing Track loyalty 30>40
- Prison loyalty 10>15
- Fix to an improper evaluation in the 'Support Science' decision
- A region already defined as the main capital should not move to another region.
- Fix to Provincial units, if different per civilization level not given properly (e.g Galatian Hvy Inf.)
- DOW probability lessened and use extra factors.
- An enemy can't steal anymore a region only defended by an ally
- Provincial capitol will move to the correct region
- Ensure that auto garrisons raise against invasion and post-battles checks
- Fix to 2 late wonders not added properly (again)
- All nations are 'switchable' once they appear on the map
- 2 fleets made only of transports won't attack each other.
- Transported units don't skirmish or evade.

AI
- Will merge more often weak groups
- Allies should loiter less in other territories
- If under severe threat, will favor grouping and defending around capitals

BALANCING
- Master Fletcher can improve skirmisher ranged attack (provided it is not 0) and provides 5 XP
- Slightly bigger bonus for Peace chance from war duration
- Population with 2 or 3 unrest (was 2 only) are green in the region panel
- Heavy Infantry balancing (for non clumsy HI):
- Scots now have +15% "Money Increase cost"
- Rex Custodiae will cost a bit more (Are unique so not exploitable)
- Lin Teata will cost a bit more money but less metal, thematic with their gear (Are unique so not exploitable)
- Britonnic, Goths, Galatians, Pictish, Dacians provincial heavy infantries: They retain their excellent stats, but cost more in manpower and "Money Increase cost" is now 35%, not 25% as others prov. units.
- Brythonic infantry has the besieger effect
- Removed Phalanx from CAR
- Roman Fort and Limes can be disassembled
- Slave Market decision given more often (+50% frequency)
- Carthage initial treasury increased (1500>2500), friendlier neighbors.
- Mauretania hold on most regions removed
- North African nations don’t get cameliers until Imperial Level.
- Removed ahistorical phalanx to some nations.
- Rome objectives slightly more spread out (and far reaching)
- Cavalry balancing:
+ Heavy Cavalry and Cataphracts now place themselves between HI and MI and gain +1 hit point
+ War chariots get +1 hit point
+ Companions get +1 effec
+ Castrum Equitatum works for Med Cav too


UI-QOL
- Remappable hotkeys for common panels (K diplomacy | Nation panel | Ledger | Build structure | Unit recruitment | Trade panel)
- Added diplomacy button to UnitPanel, can contact a nation without territory.
- New context and gameplay texts for Rome and Epirus in Pyrrhus scenario
- Move camera to an army location when selecting a faction with no regions in diplomacy panel.
- Show recruitment spending as spent rather than part of the delta on faction bar and military recruitment tab.
- Army display options: Unit Count, Combat Power (as before), Categorized
- Fix to missing title in the 'one of the Civil War Warning' for Rome
- Upgrade buildings show as slot usage zero
- Fixed ambiguous or misleading UI behavior when ordering intercepts.
- Leave Trade Info open when switching Region Panel tabs
- In structure info and construction, moved description to the right; modifiers, unlocks, and misc stats to the left.
- Show Ally Battle option (default off).

Offline al_infierno

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Re: Field of Glory: Empires
« Reply #472 on: July 31, 2019, 12:07:13 PM »
Music to my ears!  (or poetry to my eyes or... whatever...)
"Don't quote me boy, 'cause I ain't said shit."  -- Eazy-E

Offline Gusington

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Re: Field of Glory: Empires
« Reply #473 on: July 31, 2019, 12:54:53 PM »
Moisture for your loins.
"...feels like a 39.99 game to me.”

- Grim Reaper, Grogheads Seer

Offline besilarius

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Re: Field of Glory: Empires
« Reply #474 on: July 31, 2019, 05:07:48 PM »
What was it that Harry Flashman wrote in his memoirs: "This excited him greatly.  his eyes were heaving and his chest was burning."
Or something like that.
« Last Edit: July 31, 2019, 07:48:52 PM by besilarius »
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Offline Gusington

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Re: Field of Glory: Empires
« Reply #475 on: July 31, 2019, 07:03:06 PM »
^YES
"...feels like a 39.99 game to me.”

- Grim Reaper, Grogheads Seer

Offline al_infierno

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Re: Field of Glory: Empires
« Reply #476 on: August 01, 2019, 05:44:55 PM »
It looks like with the latest update, Carthage can actually recruit Skirmishers from Carthage!

Moisture for my loins, indeed.   :dreamer:
"Don't quote me boy, 'cause I ain't said shit."  -- Eazy-E

Offline Gusington

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Re: Field of Glory: Empires
« Reply #477 on: August 02, 2019, 08:05:31 AM »
 8)
"...feels like a 39.99 game to me.”

- Grim Reaper, Grogheads Seer

Offline solops

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Re: Field of Glory: Empires
« Reply #478 on: August 02, 2019, 10:47:28 AM »
All that moisture will result in fungal growth.
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Offline Gusington

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Re: Field of Glory: Empires
« Reply #479 on: August 02, 2019, 11:51:19 AM »
 :buck2:
"...feels like a 39.99 game to me.”

- Grim Reaper, Grogheads Seer