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November 12th, 2007, 10:01 PM
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General
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Join Date: Oct 2006
Posts: 3,445
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Re: Grossly, insanely different PD strengths
I think the solution to the monkey PD problem is to create a mod that gives them a huge killer ape named Kong as the extra 20+ PD leader.
__________________
You've sailed off the edge of the map--here there be badgers!
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November 12th, 2007, 10:42 PM
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General
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Join Date: Feb 2007
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Re: Grossly, insanely different PD strengths
I vote for a three-headed monkey. 
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November 13th, 2007, 02:42 AM
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Major General
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Join Date: Sep 2007
Location: Scotland
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Re: Grossly, insanely different PD strengths
Monkey pirates!
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November 13th, 2007, 12:53 PM
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BANNED USER
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Join Date: Aug 2007
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Re: Grossly, insanely different PD strengths
Or maybe I could get something that doesn't rout when four archers attack it. Oh, wait, they also had an idie commander.
Well that explains it.
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November 13th, 2007, 12:55 PM
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BANNED USER
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Join Date: Feb 2007
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Re: Grossly, insanely different PD strengths
I'm having real trouble beating monkey PD. If only someone could tell me what kind of force beats it, over and over again.
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November 13th, 2007, 01:01 PM
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BANNED USER
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Re: Grossly, insanely different PD strengths
10 Heavy Infrantry+Indie Commander vs 20 PD
6 Heavy Infrantry+8 Archers+Indie Commander vs 20 PD
8 guys with tower shields/decent armour vs 20 PD
12 Castle Archers(10 morale) vs 20 PD
This is without proper battle locations.
But with luck, just about anything can beat monkey PD.
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November 13th, 2007, 01:19 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
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Re: Grossly, insanely different PD strengths
Look, it's Monkey PD!

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The Following User Says Thank You to Morkilus For This Useful Post:
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November 13th, 2007, 07:34 PM
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Private
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Join Date: Jan 2007
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Re: Grossly, insanely different PD strengths
I'm starting to get the impression that the monkey PD isn't fantastic. While it would be lovely if all the races had the option of employing as broad a range of strategies as possible, unless someone can be bothered to write a mod that makes every nation completely identical, it's not going to happen. For example, I had to stop relying on my flying units when playing as Ulm because I didn't have any.
To be fair, I don't like playing the monkey nations much. I like missile troops, but prefer ones that don't die messily at the first sign of enemy missile fire, direct sunlight or harsh language. Or, apparently, tennis balls (I seem to have missed that particular evocation spell, is it a national one?). I don't play them because they don't suit my style of play (a masterful combination of irrational unit choices, a short attention span and, by necessity, good defense), but I suppose I may be a little biased as well.
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November 13th, 2007, 07:45 PM
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Corporal
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Re: Grossly, insanely different PD strengths
Morkilus wins the thread.
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November 14th, 2007, 12:43 PM
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Re: Grossly, insanely different PD strengths
I conquered T'ien Ch'i's capital a few turns ago. I'm still scared to send my main army into any of the provinces, because if I guess wrong and he has pumped the PD up, my main army, after the losses taking the capital, can't beat 50-60 T'ien Ch'i PD. In case you're wondering, that's:
50 Footmen
50 Composite Bow Archers
50 Light Horse with Composite Bow and Light Lance
30 Heavy Calvary with Composite Bow and Lance
I finally decided I have to rebuild my army and send mages into battle.... to take every single province. Either that or I risk the loss of my main army for no reason.
Note how I said I have to send my MAIN ARMY into every province.
And I need most of that main army guarding the provinces that he could raid, since my PD can't reliably stop four archers.
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