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November 13th, 2007, 01:01 PM
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BANNED USER
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Join Date: Aug 2007
Posts: 214
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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.
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November 13th, 2007, 01:19 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
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Re: Grossly, insanely different PD strengths
Look, it's Monkey PD!
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The Following User Says Thank You to Morkilus For This Useful Post:
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November 13th, 2007, 07:34 PM
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Private
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Join Date: Jan 2007
Posts: 8
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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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November 13th, 2007, 07:45 PM
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Corporal
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Join Date: Oct 2007
Posts: 55
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Re: Grossly, insanely different PD strengths
Morkilus wins the thread.
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November 13th, 2007, 08:19 PM
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Corporal
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Join Date: Jul 2007
Posts: 85
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Re: Grossly, insanely different PD strengths
Look, if Lord_Bob (or anyone else for that matter) wants to make a PD Rebalance mod, and claim that it improves overall game balance, then we'd have something concrete to discuss; and if the player community agreed that more equal PD strengths improved the game overall, it'd stand a decent chance of being incorporated into CB or even a future patch.
But as long as there is nothing but complaint with no attempt to fix the situation (for a moddable problem), there's really not much to discuss.
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November 13th, 2007, 08:34 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
Posts: 566
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Re: Grossly, insanely different PD strengths
Morkilus , I think that your monkey PD is overly powerfull. It looks like it has a high awe ability, and no one will be able to strike it.
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November 14th, 2007, 12:37 PM
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BANNED USER
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Join Date: Aug 2007
Posts: 214
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Re: Grossly, insanely different PD strengths
There isn't much point in making a mod, if people won't use it.
Let's see if I can explain this to you, Chris.
A.I find a problem and tell people.
B.They agree it's a problem that needs a solution.
C.I THEN spend the large amount of time to make a mod.
D.Since there is agreement about the problem, people then use the mod I made. So I have not wasted my time.
Following, Chris?
Have you spent large amounts of time on projects that nobody uses, Chris? Judging from your attitude, I have to believe that's the case, Chris.
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November 14th, 2007, 12:43 PM
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BANNED USER
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Join Date: Aug 2007
Posts: 214
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Re: Grossly, insanely different PD strengths
I conquered T'ien Ch'i's capital a few turns ago. I'm still scared to send my main army into any of the provinces, because if I guess wrong and he has pumped the PD up, my main army, after the losses taking the capital, can't beat 50-60 T'ien Ch'i PD. In case you're wondering, that's:
50 Footmen
50 Composite Bow Archers
50 Light Horse with Composite Bow and Light Lance
30 Heavy Calvary with Composite Bow and Lance
I finally decided I have to rebuild my army and send mages into battle.... to take every single province. Either that or I risk the loss of my main army for no reason.
Note how I said I have to send my MAIN ARMY into every province.
And I need most of that main army guarding the provinces that he could raid, since my PD can't reliably stop four archers.
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November 14th, 2007, 12:46 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Grossly, insanely different PD strengths
Or you could use a single scout to attack the provinces with orders to retreat and find out which he's put PD in. You don't have to go "Oh a guessing game, I lose by default" - he has to guess where your army is going, so actually he's at a disadvantage in this particular guessing game because PD can't move.
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November 14th, 2007, 03:20 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Thanked 695 Times in 267 Posts
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Re: Grossly, insanely different PD strengths
Quote:
Lord_Bob said:
There isn't much point in making a mod, if people won't use it.
Let's see if I can explain this to you, Chris.
A.I find a problem and tell people.
B.They agree it's a problem that needs a solution.
C.I THEN spend the large amount of time to make a mod.
D.Since there is agreement about the problem, people then use the mod I made. So I have not wasted my time.
Following, Chris?
Have you spent large amounts of time on projects that nobody uses, Chris? Judging from your attitude, I have to believe that's the case, Chris.
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You can cut the condescending tone right now. Since judging by the tone of the replies I got you apparently cannot understand a clear, plain text warning sent by PM, I will now warn you in public that you will either stop trolling or you will be reap the consequences. That's two warnings now, just so it's clear to everyone.
I've also been given to understand by another mod that you feel like you are being persecuted and that we are out to get you so that you can be "deleted". I was also given to understand that you had indicated a willingness to try to force things to that point. If that's indeed your tack here, it is going to become a self-fulfilling prophecy, since this community has absolutely no use at all for people who troll and disrupt the forums on purpose. We do NOT want to ban people, but we will if we have to, though that is always an administrative decision, not one made by mere moderators.
This topic is looking more and more like it's going to be just people beating on a dead horse, and if it does come to that, it's going to be locked. I'm not going to shut this thread down yet, though. I hope the discussion will go forward in a more productive vein.
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