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March 25th, 2005, 02:00 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
Thanks: 0
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Re: Rebalance Mod game starting, everyone welcome!
Patrick seems to be unavailable. I assume something unexpected occured... shall we switch him over to computer to avoid an unbalancing event (like grabbing an early second capitol)? I had really been hoping to see Marignon's lineup on the field...
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March 25th, 2005, 08:10 AM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
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Re: Rebalance Mod game starting, everyone welcome!
I was going to move for a vote for just such a thing if I checked the turn in the morning and found him holding it up again. If you and others already feel that way tho then I am totally behind it. Could even get Sheap to be the one to set him to AI so I dont see where his capital is.
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March 25th, 2005, 04:10 PM
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Corporal
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Join Date: May 2004
Location: Ohio
Posts: 133
Thanks: 2
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Re: Rebalance Mod game starting, everyone welcome!
I'm all for getting this game moving on a bit quicker. I say if he stales again tonight then we change him to AI.
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March 25th, 2005, 06:27 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
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Re: Rebalance Mod game starting, everyone welcome!
Patrick has until 5:30pm Pacific to do his turn. If he fails to do that, he will be set to AI. This will hopefully give poeple on the east coast of the US a chance to turn again today and put us in a good position for this weekend.
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March 28th, 2005, 04:46 PM
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Corporal
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Join Date: Jun 2004
Posts: 160
Thanks: 0
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Re: Rebalance Mod game starting, everyone welcome!
I will be out of town from wednesday morning until friday morning.
Want me to find a sub? I probably can do that I think.
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March 28th, 2005, 11:22 PM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
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Re: Rebalance Mod game starting, everyone welcome!
If you can find one, that would be ideal, and prevent a 48h play stoppage or 2 missed turns...
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March 29th, 2005, 10:02 AM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
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Re: Rebalance Mod game starting, everyone welcome!
Obviously, T'C still isn't up to the task of being survive-able in a MP game.
Besides it's horribly expensive mages prefering to target blood slaves (and not hitting them) and their horribly mage-time (of those horribly expensive mages) consuming Demons of Heavenly Fire, who cannot hit the broad side of a barn, even after flying over and landing just in front of it's axes, obivously the battle magics suck due to being path-1 or path-2 at best and early research non-existant because the preciour mage-time goes into national summons.
Chariots are still not worth the cost, mostly to dumb AI (as all those other nifty units). Best bet are still those bowmen - if there were any decent troops to form a meat shield in front of them.
So, after loosing troops 3:1 against a Mictlan, I turn the crappy leftovers to AI control. After all, it botched to battles, now should it see how it gets along with the rest.
If anyone thinks about beefing up T'C S&A, this is what it obviously needs (This is a hint to the devs, as themes cannot be fully modded !!):
- Master of the way with Astral: Communion, Conjure Nationals
- cheap standard commander: mages are expensive, lousy commanders, the charios are lousy too, and 'only' half as expensive
- Better selection of starting units: Other nations get a scout (which is really needed), shielded inf instead of pikeneers which die in droves to any missle troops.
- communion as starting spell: CM who can actually cast some spells which make a difference
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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