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  #211  
Old September 18th, 2009, 09:06 AM

Sombre Sombre is offline
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Default Re: Template for reducing late game MM hell

No diplomacy does reduce endgame mm in my opinion, so that's what it has to do with it.

There are disadvantages to the A part of RAND games as well as advantages. I personally don't like the A part and I don't think it would actually prevent two people from colluding if they really wanted to. It might reduce the temptation for people, but if you're playing with players you trust you don't need to worry too about that temptation anyway.
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  #212  
Old September 20th, 2009, 01:40 PM

LDiCesare LDiCesare is offline
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Default Re: Template for reducing late game MM hell

Quote:
Originally Posted by Sombre View Post
There are disadvantages to the A part of RAND games as well as advantages. I personally don't like the A part and I don't think it would actually prevent two people from colluding if they really wanted to.
Did anyone ever rename a commander into something like 'NAP3' and attack you with them?
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  #213  
Old September 20th, 2009, 02:25 PM

Sombre Sombre is offline
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Default Re: Template for reducing late game MM hell

You could just send a message. If you want to cheat you'll cheat.

That is a funny idea though.
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  #214  
Old September 20th, 2009, 02:53 PM

Calahan Calahan is offline
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Default Re: Template for reducing late game MM hell

Quote:
Originally Posted by LDiCesare View Post
Did anyone ever rename a commander into something like 'NAP3' and attack you with them?
That is one of the reasons why "renaming off" is an essential part of any good RAND game.
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  #215  
Old September 20th, 2009, 03:22 PM

Illuminated One Illuminated One is offline
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Default Re: Template for reducing late game MM hell

The army appears to be commanded by "Hey Bogarus lets gang on Mictlan" the Indie commander who radiates power...
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  #216  
Old September 20th, 2009, 10:53 PM
Squirrelloid Squirrelloid is offline
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Default Re: Template for reducing late game MM hell

Renaming off is such a pain in the ***. I hate not being able to see paths from the world overview while looking at commanders in a province. Or from the army setup screen while scripting mages.
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  #217  
Old September 21st, 2009, 06:52 AM

Sombre Sombre is offline
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Default Re: Template for reducing late game MM hell

It's something of a mood breaker to run into commanders called 'F1D3E1' or 'W Access' when you're playing though. It matters to some people (me included). I prefer renaming off for this reason.
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  #218  
Old September 21st, 2009, 08:24 AM
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WraithLord WraithLord is offline
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Default Re: Template for reducing late game MM hell

I find it more painful to waste precious minutes looking for that specific mage with desired paths. For the sake of MM reduction I change all random path mages names.
The prohibition in RAND game hurts but I can understand why it's required.
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  #219  
Old September 21st, 2009, 10:37 AM

Illuminated One Illuminated One is offline
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Default Re: Template for reducing late game MM hell

Well ... the big problem with renaming is that the enemy can see your names sometimes. Might just be the little extra intel your enemy needs when arming against your SC.
And might just be the thing that gave your cheating away in a RAND game when a message would never be seen.
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  #220  
Old September 21st, 2009, 06:17 PM

Micah Micah is offline
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Default Re: Template for reducing late game MM hell

The F1 key is really awesome. =)
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