Different Seasons

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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AlexDetrojan
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Different Seasons

Post by AlexDetrojan » Fri Jun 21, 2019 3:48 pm

Is it easily do-able in a future DLC or update to have an option to fight battles in different seasons? Would add immensely to the immersiveness of this game.
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Alex

Doyley50
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Re: Different Seasons

Post by Doyley50 » Fri Jun 21, 2019 3:53 pm

Winter was generally a season when armies went into "winter quarters". No doubt there were some battles fought in the snow but I think they were few and far between. I stand to be corrected.

pinwolf
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Re: Different Seasons

Post by pinwolf » Sun Jun 23, 2019 2:05 pm

More than seasons I would like to see Fog of War rules for dust clouds implemented.

Karvon
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Re: Different Seasons

Post by Karvon » Sun Jun 23, 2019 3:03 pm

I'd like to see an option for variable visibility. In WW II classic Steel Panthers, you could as low as 1 hex to reflect night actions or extreme weather like dust storms, fog, what have you.

Morbio
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Re: Different Seasons

Post by Morbio » Mon Jun 24, 2019 12:29 pm

Fog of war and limited visibility gets my vote too! :)

MVP7
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Re: Different Seasons

Post by MVP7 » Mon Jun 24, 2019 4:45 pm

I wouldn't want a fog of war but visual effects for actual fog would be great (and other weather effects as well).

melm
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Re: Different Seasons

Post by melm » Mon Jun 24, 2019 5:38 pm

To be honest, Fog of War is already in the game but unit can see quite far, about half width of the map. Perhaps some may think current unit see too far and want even more limited field of view.
I am afraid that more limited view may lead the game more slow-paced and more passive than that now because players have no other choice but to move lowly and scout the field.

MVP7
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Re: Different Seasons

Post by MVP7 » Mon Jun 24, 2019 6:53 pm

What I especially wouldn't want from any fog of war mechanic is hiding or obscuring more of the opponents units (unless the battle is occurring in actual fog or at night).

More detailed line of sights are tricky to display and unintuitive to eyeball on large scale square grid. What I mean by large scale grid is that the typical interaction distance of units is about 1 to 4 squares rather than 5 to 20 for example. Stuff like moving dust clouds or units obscured by other units would be inconsistent due to the need for heavy approximations and actual visibility would be hard to perceive without graying out half of the map with fog of war effect.

I think all of this would eat away from the visuals and streamlining of the game for pretty dubious gains in realism.

Morbio
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Re: Different Seasons

Post by Morbio » Tue Jun 25, 2019 11:30 am

I'd like the units that are to the rear of the main line, where there are no obvious gaps in the line, to be more vague... you may see something is there, you may see it's type (infantry, cavalry, elephants, etc.) but not the unit details. Stuff in the 3rd or 4th ranks probably shouldn't be visible at all. I think this would give more tactics in deployment with possible feint attacks and ambushes being an option.

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