Tracks

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
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sIg3b
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Tracks

Post by sIg3b » Sat Jan 12, 2019 10:15 pm

They feature rather prominently on many maps. My question:
Do tracks and the trees lining them actually give a bonus to movement or defense to anything? Or are they just a distrack-tion? :)

Rodia
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Re: Tracks

Post by Rodia » Sat Jan 12, 2019 11:13 pm

Roads seem to be purely cosmetic. I've just made a test with LC and LI and they moved the same on road and without it.

And FOG2 manual only mentions roads in the context of the Scenario editor.
sIg3b wrote:
Sat Jan 12, 2019 10:15 pm
distrack-tion
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rbodleyscott
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Re: Tracks

Post by rbodleyscott » Sun Jan 13, 2019 9:32 am

They only really have an effect when they pass through woods or other non-open terrain. The track squares are treated as open terrain.
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sIg3b
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Re: Tracks

Post by sIg3b » Sun Jan 13, 2019 6:57 pm

rbodleyscott wrote:
Sun Jan 13, 2019 9:32 am
They only really have an effect when they pass through woods or other non-open terrain. The track squares are treated as open terrain.
For movement only I hope? They do not negate any defensive benefits of terrain?

Could the alley trees in the open be made to stand out a little less? They tend to mislead me to think of the square as light woods.

SpeedyCM
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Re: Tracks

Post by SpeedyCM » Mon Jan 14, 2019 7:35 am

The entire square is considered open for both movement and combat.

Morbio
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Re: Tracks

Post by Morbio » Mon Jan 14, 2019 1:48 pm

SpeedyCM wrote:
Mon Jan 14, 2019 7:35 am
The entire square is considered open for both movement and combat.
:shock:

sIg3b
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Re: Tracks

Post by sIg3b » Mon Jan 14, 2019 5:48 pm

SpeedyCM wrote:
Mon Jan 14, 2019 7:35 am
The entire square is considered open for both movement and combat.
Sure? This is a bit weird.

They seem to mostly run through open terrain, though. I actually can´t remember ever having seen a track run through marsh or woods.

Paul59
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Re: Tracks

Post by Paul59 » Mon Jan 14, 2019 7:34 pm

sIg3b wrote:
Mon Jan 14, 2019 5:48 pm
SpeedyCM wrote:
Mon Jan 14, 2019 7:35 am
The entire square is considered open for both movement and combat.
Sure? This is a bit weird.

They seem to mostly run through open terrain, though. I actually can´t remember ever having seen a track run through marsh or woods.
I don't recall seeing them in marsh, but then marsh is quite rare. I see them in Woods all the time, and you sometimes get them in Rough or crossing Irrigation ditches.

I have a feeling that they only negate combat modifiers if the attack is across a square side that is also crossed by the track, but I might be wrong about that one, maybe I am thinking of another game.

rbodleyscott
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Re: Tracks

Post by rbodleyscott » Mon Jan 14, 2019 7:45 pm

Paul59 wrote:
Mon Jan 14, 2019 7:34 pm
sIg3b wrote:
Mon Jan 14, 2019 5:48 pm
SpeedyCM wrote:
Mon Jan 14, 2019 7:35 am
The entire square is considered open for both movement and combat.
Sure? This is a bit weird.

They seem to mostly run through open terrain, though. I actually can´t remember ever having seen a track run through marsh or woods.
I don't recall seeing them in marsh, but then marsh is quite rare. I see them in Woods all the time, and you sometimes get them in Rough or crossing Irrigation ditches.

I have a feeling that they only negate combat modifiers if the attack is across a square side that is also crossed by the track, but I might be wrong about that one, maybe I am thinking of another game.
It is just the way the engine works - the tracks negate the terrain effect completely. When you mouse over the square you will see that the tooltip reports "Tracks" rather than whatever else might be on the square.
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vakarr
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Re: Tracks

Post by vakarr » Wed Jan 16, 2019 11:58 pm

Isn't it the case that tracks don't cause any terrain disadvantages but don't count as open terrain so cavalry in particular don't get their usual advantages for charging in open terrain if they cross a track?

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Re: Tracks

Post by rbodleyscott » Thu Jan 17, 2019 8:49 am

vakarr wrote:
Wed Jan 16, 2019 11:58 pm
Isn't it the case that tracks don't cause any terrain disadvantages but don't count as open terrain so cavalry in particular don't get their usual advantages for charging in open terrain if they cross a track?
No, tracks are treated as Open
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sIg3b
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Re: Tracks

Post by sIg3b » Thu Jan 17, 2019 3:01 pm

If that is so, I´d prefer getting rid of the tracks altogether. Imagine Varus being quite safe in the German woods as long as all his men are staying on tracks… :wink:

rbodleyscott
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Re: Tracks

Post by rbodleyscott » Thu Jan 17, 2019 5:55 pm

sIg3b wrote:
Thu Jan 17, 2019 3:01 pm
If that is so, I´d prefer getting rid of the tracks altogether. Imagine Varus being quite safe in the German woods as long as all his men are staying on tracks… :wink:
Even if the enemy attack from both flanks?
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sIg3b
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Re: Tracks

Post by sIg3b » Thu Jan 17, 2019 7:54 pm

Good point. Still believe HI should be disordered and LI be able to melee in woods, tracks or no tracks...

MVP7
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Re: Tracks

Post by MVP7 » Fri Jan 18, 2019 3:04 am

Wouldn't it make more sense for forest paths to be 'not open' rather than open?

melm
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Re: Tracks

Post by melm » Fri Jan 18, 2019 3:37 am

Is ut possible to treat charge along the track as open, but orthogonal as not open?

rbodleyscott
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Re: Tracks

Post by rbodleyscott » Fri Jan 18, 2019 9:32 am

melm wrote:
Fri Jan 18, 2019 3:37 am
Is ut possible to treat charge along the track as open, but orthogonal as not open?
It could probably be done, at the cost of some processing overhead, because the only way it could be done is to look at all the surrounding squares to see if they are woods.

However, we are currently not convinced there is a need.
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