|
|
|
|
 |

April 12th, 2005, 02:49 PM
|
 |
Major General
|
|
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
|
|
Re: Rebalance Mod game starting, everyone welcome!
Actually, I found that I do buy only one troop which I haven't bought in greater numbers before: TC light cav. for patrolling and "hold[+fire] and attack (rearmost)".
Cost changes on other troops didn't matter up to now, as I still do not recruit them. (besides Longbows ..)
Correction: severaly "free militia" events would have made me bankrupt some turns ago 
__________________
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 ...
|

April 12th, 2005, 03:02 PM
|
|
Lieutenant General
|
|
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
|
|
Re: Rebalance Mod game starting, everyone welcome!
I have found two national troop types that I normally avoid, useful:
*Harpy troops (once in a while I used to use them for patrolling , but normally I just used black hawks)
*White Centaurs
I ended up using about the same amount of satyr hoplites. Other than these, I didn't really buy any national troops. I probably would have used centaur warriors if I hadn't had a bless, but I think that the normal satyr troops and centaur longbows don't have a real niche. If I want a normal army I use hoplites (with independent archer support), if I want a tough stealth squad I use white or warrior centaurs, and if I want light raiders I use harpies.
|

April 12th, 2005, 03:38 PM
|
|
General
|
|
Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
|
|
Re: Rebalance Mod game starting, everyone welcome!
This is my first time playing Ulm, but I only recruit the heavy versions of the morningstar and pikemen inf. And of course the Black Knights. I can't diversify my infantry due to the speed differences. And honestly... with the exception of the pike infantry, I cant see any reason to buy the "light" units over thier "heavy" counterparts.
You know... it might be good at the end of this game for all the players to just do a little write up on thier experiences with that empire. Talk about which troops they used, against what, and why. Could either post here or send to SC?
|

April 12th, 2005, 06:33 PM
|
 |
Major General
|
|
Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Rebalance Mod game starting, everyone welcome!
Posting here would be ideal, both before and after the game finishes.
Arralen:
Quote:
Cost changes on other troops didn't matter up to now, as I still do not recruit them. (besides Longbows ..)
Correction: severaly "free militia" events would have made me bankrupt some turns ago
|
I've been recruiting (3 gold) militia like crazy. 10 of them cost as much as 1 jotun, but have three times as many hitpoints. They're great against things that scare me, like lances and Lava Warriors. I wouldn't mind a few free militia events 
|

April 12th, 2005, 06:54 PM
|
|
General
|
|
Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
|
|
Re: Rebalance Mod game starting, everyone welcome!
Too get back to my original question tho: Is setting up summon factories against the spirit of a "recruitable rebalance" game? Should I focusing completely on combat with non-summoned units?
|

April 12th, 2005, 07:46 PM
|
 |
Major General
|
|
Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Rebalance Mod game starting, everyone welcome!
Quote:
Ironhawk said:
Too get back to my original question tho: Is setting up summon factories against the spirit of a "recruitable rebalance" game? Should I focusing completely on combat with non-summoned units?
|
Absolutely not. The reduced magic in the game is just to make it play differently from normal, to avoid a situation where halfway through the game, recruitable combat units become totally irrelevant, and to have fun using low-level summons that are normally ignored to save gems for later summons.
If some low-level summons are still totally undesirable in this game, or suddenely become undesirable due to changes is recruitable units, that's important data... and if recruitable units are totally outclassed by even low-level summons, that's also important data.
In other words, the rules are built into the mods being used, so try to exploit them in every way possible! If you pull your punches, it skews the results.
|

April 14th, 2005, 08:55 PM
|
|
General
|
|
Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
|
|
Re: Rebalance Mod game starting, everyone welcome!
Has anyone heard from quantum? I havent seen him on irc and it looks like he is set to stale for a second time here... Should we delay the game at all?
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|