Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

TBS Fantasy General II by Slitherine Games

Lagi

Savant
Joined
Jul 19, 2015
Messages
726
Location
Desert
- Actually one of the good parts of FG. Optional missions, exclusive paths...
...ok, if someone do it ;)

Mechanism of balancing player skill
- Levelscaling............................
rather roguelike approach - accept the penalties and move on. Instead Save-scumming. if you won scenario with 1 unit. You are forced to play it again, to win with better outcome.
Level-scaling in RPG's is bad because it force you to "under-performing" or your game-skill doesnt matter. In Myth:the Fallen Lords, each scenario you receive set of units, and some of them are replaced with the more experienced.

my suggestion example: scenario foreseen 10 units.
Bad Player has only 5 units (after shopping between missions). He will start mission with +5 green Heavy Infantry (total 10).
Good Player has 13 units. He is already on the unit limit, so he upgrade units. Rest cash he keep for "compound interest" => faster upgrades (new units in next mission). Good player start mission with more units, better quality, more experienced and still with spare Resource.​
So Player performance matter. It might create gambits like: disbanding weak units, to gain some free that are more useful, but I would find such practice only interesting.

Thanks, seems that you cut your teeth on FG
 

Lagi

Savant
Joined
Jul 19, 2015
Messages
726
Location
Desert


first he said 0:24 they not use RockPaperScissors (one unit good against another) and then 0:58 he said units with spear would be good against charging units (cavalry), units with shield would be good against missile and skirmish.

Not sure if I understand him, but he want to give generic combat bonus to each single unit instead to class?
wouldn't this make the game rules harder to grasp?

in FG1 light infantry is not good against (heavy) cavalry (depend if terrain is rough/ clean)

FG1 don't has artificial RPS mechanics.
Light infantry, skirmishers - has +3 in rough terrain (make sens)
cavalry - has +8 in clean terrain (charge - obvious)
light cavalry, skirmishers - take 0.5 dmg from slower units (run away - sensible)
archer, bombardiers - has +3 against cavalry (hmm... mounted troops are faster = harder to hit & less time to shoot before they come closer, but also cavalry is bigger, and the horse is not cover from missiles)

you can said that there is magic and mechanical attack/units with "artificial" vulnerability

the core mechanic of melee/skirmish/missile attack range is working against every unit. And its very well rooted in "geometry" - your weapon has too short reach to retaliate.

also flying creatures can not be attack by all ground types. Bombardier (drop stuff at ground unit) and Hunter (melee attack, but can be hit back) have very well defined role. And they used is very believable.


1:19 I completely agree, that player should be able to tell most of units stats, from the units looks. F.ex. In panzer general is obvious which unit is hard target (closed vehicles) and which is soft target (infantry, exposed weapon crew).
 

baud

Arcane
Patron
Joined
Dec 11, 2016
Messages
3,992
Location
Septentrion
RPG Wokedex Strap Yourselves In Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth

Speaking as one of the devs of FG2 and an avid FG1 fan, I can say with confidence that we indeed have added a few of the aspects of the campaign you mention: Decisions change the way your army and especiqally accompanying heroes work and see you, mercenaries can compliment your army to round out its composition if it is not ideal for the challenge you face (for a price), we have done away with linear unit type development in favor of a branching unit tree that allows various choices (so if you find out you invested in useless scores of Light Infantry, you do not have to restart the campaign) and we actually have the story matter (quite a bit) to the campaign progression.

We have soft turn limit (essentially you decrease the amount of treasure you can find in locations ot at mission end if you take too long, rewarding a slightly riskier and usually more costly strategy without punishing a more conservative player).

There is a bunch more stuff, but I agree the legacy is of a great game and we have tried to keep the best aspects of it while not simply re-hashing it. (sans 2d Sprites I am afraid and fewer jewels in the UI)
 
Joined
Jul 8, 2006
Messages
2,930
sounds like they are going mimic the same basic type of sound track from this sample:



I am sure you guys will bitch and moan about it anyway, but sounds good to me.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,110
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://steamcommunity.com/games/1025440/announcements/detail/2701515629363996051
A look at the Campaign Map...
25 Jul @ 7:23am - Alberto
c8d6265877b3fd2517925c7be64b7c4ddeb7864a.jpg


Today we’re going to have a look at a feature we haven’t really talked about before: the campaign map.

The campaign map gives you an overview of which missions you have done, which ones are available and which faction your will face as well as the Clans and factions you have managed to vanquish. Sometimes you will need to decide between several available maps / scenarios. Each of them will present different situations, and you might want to prioritize one over the others, but beware: some maps are urgent, meaning you must do them now or the chance will be gone.

The Highlands are a politically fractured land, and the region is home to numerous clans which you will need to subdue or defeat. Each Shield on the map tells you a little more about its faction’s power and history – the larger the shield, the stronger that faction. A broken shield shows foes you already vanquished.

The map also shows some important landmarks or settlements and mousing over it grants you a little background on them, introducing you to the lore and lay of the land. We feel it was a great way for the world to come alive, and hopefully it will serve to immerse you in the world of Keldonia.

The Campaign itself – like in the original game – will lead you across the whole of Keldonia, starting in your native Highlands in the West and bringing your armies to new regions, such as the Borderlands, Sunken Lands and the Empire itself. Each region features its own set of environments and styles of buildings and locations and creates its very own atmosphere!


8b4168d4ac693926cc75092f3aaeb8399a6ac395.jpg


The world map is also the place for you to recruit new units to your army, upgrade existing ones and spend your hard-earned gold and resources. While all of this is also possible during a battle, recruiting new units requires a settlement to be yours and you often have to start without one, being the invader.

As your army marches across the continent, moving from (hopefully) conquest to conquest, you will be able to recruit new types of units, find new allies and unlock new challenges. Decisions on the world map – just like in the rest of the game – matter and different routes to your goal may yield different resources and items as well as different challenges. This will provide a fresh experience anytime you replay the campaign.

The world map holds many other secrets as well, but we don’t want to spoil anything: we will leave it to you to find about them in the game.

cf4c6cf93bd18127ec58adfe7d07ebce7f91c6a8.jpg


Let us know what you think in the comments field below, on the forum or on our social!
 

coldcrow

Prophet
Patron
Joined
Mar 6, 2009
Messages
1,649
While not being FG1 this will likely be quite decent, all modern decline considered. Hopefully the AI is not braindead.
 

R@tmaster

Educated
Joined
Dec 4, 2014
Messages
58
Strange, river has 3 movement cost, but they crossing it in one turn.
So its like disciples: you take lowly peasant and upgrade it all the way up to THE WOLF-KILLER using his XP points. Its all good and well, but only two types of units in the beginning? Even Fantasy Wars have five.
Also defense bonuses in percents is a really bad idea.
 
Last edited:

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom