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April 27th, 2004, 02:10 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Questions about orders on "recruit army" for pretenders
I think more enemies is easier. They can fight each other. Just try not to be at war with more than one at a time.
And be sure to turn up the independents. Strong independents are harder for the AI than it is for you. Maybe 4 or 5 AI's, but not Ermor Atlantis or Ryleh. And indepts set at 5 or 6
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This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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April 27th, 2004, 05:55 PM
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Corporal
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Join Date: Mar 2004
Location: FRANCE EAST
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Re: Questions about orders on "recruit army" for pretenders
Thinks to all . for gandalf:i don't understand 1)"be sure to turn up the independents".turn up ,what do you mean?
2)"Maybe 4 or 5 AI's, but not Ermor Atlantis or Ryleh. And indepts set at 5 or 6 ".what is indepts? you prefer many ennemies than 1 or 2 exact,
thinks
phil
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April 27th, 2004, 08:16 PM
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Private
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Location: Finland
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Re: Questions about orders on "recruit army" for pretenders
What Gandalf meant is that set "Strength of Independents" to 5 or 6 in the menu when you create a new game, after selecting map. By default it's at 3, and can be set to anything from 0 (no opposition in neutral provinces) to 9 (quite heavy opposition).
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April 27th, 2004, 08:47 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
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Re: Questions about orders on "recruit army" for pretenders
Quote:
Originally posted by Curath:
What Gandalf meant is that set "Strength of Independents" to 5 or 6 in the menu when you create a new game, after selecting map. By default it's at 3, and can be set to anything from 0 (no opposition in neutral provinces) to 9 (quite heavy opposition).
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Yes thank you. Thats what I meant. (too much going on lately, Im neglecting my duties)
Too many new people think they are making the game easier if they turn that number down. But if you have low independents then the AI will expand fast and attack you sooner.
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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April 28th, 2004, 12:49 PM
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Corporal
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Join Date: Mar 2004
Location: FRANCE EAST
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Re: Questions about orders on "recruit army" for pretenders
 Thinks to you i have understand what you mean, poor french i am!!!i 'll try and i say to you if i am a life!!
phil
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April 29th, 2004, 01:28 AM
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Lieutenant Colonel
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Re: Questions about orders on "recruit army" for pretenders
All great stuff here, Endoperez has written a very useful tome, just wanted to say:
1. Endoperez: "Hold & Attack" makes them attack after *two* turns (not: three) unless I am gravely mistaken
2. Retreat is also very useful for your sneaking troops who just just be spying or annoying and who would get slaughtered when the enemy discovers them. Put them way in the back and set to retreat, or fire and flee if they can.
Also useful for pillagers and other annoying troops you send out into your enemy's territory who, when the avenging hand returns, would otherwise get wiped out. The enemy might see "This province contains about 20 units, mostly composed of (satyrs)(dryads)(raptors)(whatever)" and thinks: mincemeat, gathers and sends in a nice force... and you just run away.
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