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  #1  
Old September 20th, 2009, 02:53 PM

Calahan Calahan is offline
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Default Re: Template for reducing late game MM hell

Quote:
Originally Posted by LDiCesare View Post
Did anyone ever rename a commander into something like 'NAP3' and attack you with them?
That is one of the reasons why "renaming off" is an essential part of any good RAND game.
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  #2  
Old September 20th, 2009, 03:22 PM

Illuminated One Illuminated One is offline
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Default Re: Template for reducing late game MM hell

The army appears to be commanded by "Hey Bogarus lets gang on Mictlan" the Indie commander who radiates power...
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  #3  
Old September 20th, 2009, 02:25 PM

Sombre Sombre is offline
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Default Re: Template for reducing late game MM hell

You could just send a message. If you want to cheat you'll cheat.

That is a funny idea though.
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  #4  
Old September 20th, 2009, 10:53 PM
Squirrelloid Squirrelloid is offline
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Default Re: Template for reducing late game MM hell

Renaming off is such a pain in the ***. I hate not being able to see paths from the world overview while looking at commanders in a province. Or from the army setup screen while scripting mages.
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  #5  
Old September 21st, 2009, 06:52 AM

Sombre Sombre is offline
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Default Re: Template for reducing late game MM hell

It's something of a mood breaker to run into commanders called 'F1D3E1' or 'W Access' when you're playing though. It matters to some people (me included). I prefer renaming off for this reason.
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  #6  
Old September 21st, 2009, 08:24 AM
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WraithLord WraithLord is offline
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Default Re: Template for reducing late game MM hell

I find it more painful to waste precious minutes looking for that specific mage with desired paths. For the sake of MM reduction I change all random path mages names.
The prohibition in RAND game hurts but I can understand why it's required.
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  #7  
Old September 21st, 2009, 10:37 AM

Illuminated One Illuminated One is offline
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Default Re: Template for reducing late game MM hell

Well ... the big problem with renaming is that the enemy can see your names sometimes. Might just be the little extra intel your enemy needs when arming against your SC.
And might just be the thing that gave your cheating away in a RAND game when a message would never be seen.
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  #8  
Old September 21st, 2009, 06:17 PM

Micah Micah is offline
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Default Re: Template for reducing late game MM hell

The F1 key is really awesome. =)
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  #9  
Old September 22nd, 2009, 03:38 AM
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Default Re: Template for reducing late game MM hell

Quote:
Originally Posted by Micah View Post
The F1 key is really awesome. =)
Sadly, It could have been *much* better. In the past I have proposed to IW the following improvements:
1. Make it sortable by columns. This will allow you to work on top 5 income provinces or top 5 unrest etc.
2. Make it filterable.

And I think these would be cool as well:
3. Allow to see long text strings, like teleport orders. Now you see "X is teleporting to long-" when he's teleporting to long-province-name.
4. Allow to generate reports. All spells cast at province # N. This actually would be quite awesome in late game.
5. Set marks (like in VIM) for "favorite" locations in F1 report.
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  #10  
Old September 21st, 2009, 08:16 PM
Squirrelloid Squirrelloid is offline
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Default Re: Template for reducing late game MM hell

Yes, sadly it doesn't help when you want to mass paste mage orders from a couple of pre-set options, and you want to see each mage's paths and you run down the caster list in army prep.
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