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  #1  
Old November 12th, 2007, 11:36 AM
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Default Re: Grossly, insanely different PD strengths

Quote:
NTJedi said:
Check the bug thread... Major Bugs are listed in RED . As mentioned earlier most of these major bugs have existed since the initial game release.
Oops . Seems i make a bad propaganda minister .
  #2  
Old November 12th, 2007, 10:01 PM
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Default Re: Grossly, insanely different PD strengths

I think the solution to the monkey PD problem is to create a mod that gives them a huge killer ape named Kong as the extra 20+ PD leader.
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Old November 12th, 2007, 10:42 PM
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Default Re: Grossly, insanely different PD strengths

I vote for a three-headed monkey.
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  #4  
Old November 13th, 2007, 02:42 AM
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Default Re: Grossly, insanely different PD strengths

Monkey pirates!
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Want to use multiple mods? The Mod Compatibility Index might be useful.
  #5  
Old November 13th, 2007, 12:53 PM

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Default Re: Grossly, insanely different PD strengths

Or maybe I could get something that doesn't rout when four archers attack it. Oh, wait, they also had an idie commander.

Well that explains it.
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Old November 13th, 2007, 12:55 PM

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Default Re: Grossly, insanely different PD strengths

I'm having real trouble beating monkey PD. If only someone could tell me what kind of force beats it, over and over again.
  #7  
Old November 13th, 2007, 01:01 PM

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Default Re: Grossly, insanely different PD strengths

10 Heavy Infrantry+Indie Commander vs 20 PD
6 Heavy Infrantry+8 Archers+Indie Commander vs 20 PD
8 guys with tower shields/decent armour vs 20 PD
12 Castle Archers(10 morale) vs 20 PD

This is without proper battle locations.

But with luck, just about anything can beat monkey PD.
  #8  
Old November 13th, 2007, 01:19 PM
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Default Re: Grossly, insanely different PD strengths

Look, it's Monkey PD!

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Old November 13th, 2007, 07:34 PM
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Default Re: Grossly, insanely different PD strengths

I'm starting to get the impression that the monkey PD isn't fantastic. While it would be lovely if all the races had the option of employing as broad a range of strategies as possible, unless someone can be bothered to write a mod that makes every nation completely identical, it's not going to happen. For example, I had to stop relying on my flying units when playing as Ulm because I didn't have any.

To be fair, I don't like playing the monkey nations much. I like missile troops, but prefer ones that don't die messily at the first sign of enemy missile fire, direct sunlight or harsh language. Or, apparently, tennis balls (I seem to have missed that particular evocation spell, is it a national one?). I don't play them because they don't suit my style of play (a masterful combination of irrational unit choices, a short attention span and, by necessity, good defense), but I suppose I may be a little biased as well.
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