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Fantasy general 2 manual
Fantasy general 2 manual









fantasy general 2 manual

For example, once you complete the first leg of mainland Italy's invasion and choose the historical path for the second one, the frontline and the objectives assigned to you are moved back according to the historical timeline. Some of the scenario progression is slightly odd. I would add some tooltips on the unit data card. I realize this is likely the ultimate challenge to pull off in making a strategy game, but there are gains to be made on this count IMHO. I find the AI to be overly cautious at time. No big deal, easy to get used to, just a note). Somehow I find navigating the map not entirely intuitive (I often select a unit when I actually want to pan the camera, for example. There are some mechanics that are a bit harder to figure out, would be great to have access to the manual from the game. They provide a surprisingly deep set of options to run your battle. + The HQ actions and upgrades are really interesting and quite useful. + The more I play, the more I find that there's a lot to love in the way some aspects of operational warfare are being abstracted, from stragglers being reintroduced as spare steps to the expense of HQ command points to the flexibility provided with re-assigning steps.

#Fantasy general 2 manual mod#

+ Dunno if people will be able to visually mod the game, would be great, especially to get more variety on motorized/mechanized units.

fantasy general 2 manual

+ Cloud save, yay! Lunch breaks gaming here I come! + Comes with an editor! Can't wait to see people's content with this, I haven't looked at it, I *think*, for now, we can create only single battles but hopefully, we'll get to create full campaigns. + The field manoeuver tutorial is an excellent idea. Great map! + Excellent overall look and feel. + Deeper logistics and HQ mechanics + Same great visual style, only better.











Fantasy general 2 manual