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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
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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
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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
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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
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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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March 29th, 2005, 01:41 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
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Re: Rebalance Mod game starting, everyone welcome!
Quote:
Arralen said:
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.
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Sorry to hear about it, this sounds an awful lot like what happened to me playing S&A in Age of Men...
I have had (sort of) successful S&A games, where I at least get to the point of being the dominant power getting ganged up on. However, you need to get lucky with starting isolated/with peaceful bordering nations.
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March 29th, 2005, 04:58 PM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
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Re: Rebalance Mod game starting, everyone welcome!
Actually, I haven't turned the nation over to AI yet.
I had a look at the graphs. Now I just want to just sit by and wait if Mictlan manages to grab my castle before getting wiped out at home himself.
Going right for my capital, he managed to take 3 provinces - as much as me. Now he's sitting in the neighbouring province and waits for reinforcements. Meanwhile the other players grab provinces.
So here's my congratulation for effectivly taking us both out of the game early. A wise move, especially in a test game. This way a lot of valuable data about the changes to recruitable troops was gained:
Sun Warriors with Fire-9 bless, the pretender and a smiting prophet beat dispossed spirits, and T'C infantry and a handful of heavenly demons.
Not that I could have told that before ...
__________________
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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March 29th, 2005, 06:06 PM
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First Lieutenant
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Join Date: Jul 2004
Location: Albuquerque, NM
Posts: 605
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Re: Rebalance Mod game starting, everyone welcome!
I had no idea that province was adjacent to your capitol, and I will have everyone note that it was you who attacked me first.
But what on earth do you have to whine about? Im sitting here with no money because of a stupid bug where I started with all my negative scales and none of my positive. I hope I die quickly.
Does anyone know if this god damned bug has been reported?
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Every time you download music, God kills a kitten.
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March 29th, 2005, 06:45 PM
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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!
Would you sit by and let another player pile up an army next to your homeland?
I think you left out some details - "No idea" .. you're not only parking your army there for 3 turns now, but moved in reinforcements. Strangly, there where 5 other directions to move when starting from homeland, but you went straight for my capital and didn't take over any other province.
And - if it's indeed a bug, why didn't you tell us on the second or third turn?
Now the game is pretty much busted, at least for testing purposes.
And if one thing proved: S&A isn't competitive. At least in my hands. But I do not play SC pretenders, so maybe that's how it must be played.
And I do not whine. I simply state the obvious - to me. Maybe I exaggerate.
__________________
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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