|
Post by MookieNJ on Aug 10, 2006 3:53:16 GMT -5
The difference is Knupp was kind enough to report his losses before going on full tilt and withdrawing.
|
|
|
Post by MookieNJ on Aug 9, 2006 23:38:18 GMT -5
Fair enough. Very sneaky and uncool of players to do this. What's the point of not reporting and then withdrawing anyways? You're not going to affect you record at all!
Oh well, obviously we just won a teamer and our whole team is going to miss out on 1 report each ... not a huge deal, but still frustrating.
|
|
|
Post by MookieNJ on Aug 9, 2006 22:45:00 GMT -5
With the number of players withdrawing and rejoining 15 days later seemingly increasing lately, here's another side effect -- they can withdraw without reporting their losses. Are they still free to rejoin despite the fact that they owe reports? And what can the players who are owed reports do? Do they have any recourse or are they just out of luck when it comes to this type of reports?
|
|
|
Post by MookieNJ on Aug 9, 2006 22:32:53 GMT -5
Congrats to Speaker, friend of the noobs.
|
|
|
Post by MookieNJ on Aug 8, 2006 12:49:16 GMT -5
I have the same problem as Knupp. I cant seem to make a new account at all. It just freezes. I know this will happen if you are trying to create a name that is already taken.
|
|
|
Post by MookieNJ on Aug 8, 2006 3:24:16 GMT -5
I have what seems like a billion cool game accounts all registered under the same email address.
|
|
|
Post by MookieNJ on Aug 6, 2006 12:45:05 GMT -5
I can understand the pause when a personal problem comes up, a computer issue, food delivery guy, important phone call, ring of the door, dog needs to go to the bathroom, an emergency bathroom break, etc. However, although I wasn't in this game, I heard the most outrageous story about a pause ever -- a guy actually paused a ladder game for over 10 minutes to take a bath because he felt he was smelly. Now that is absolutely ridiculous!
|
|
|
Post by MookieNJ on Aug 8, 2006 2:53:46 GMT -5
Probably the same problem, but I am only getting about 5% of my Gold Member report notification emails after games. What are they? I am a gold member but I don't get any emails. There's an option under "My Account" that you can turn on to receive match notifications. So every time you get a report you get an email from ladder@igl.net with the subject Match Notification (Churchill1) ... very easy to keep track of your reports this way.
|
|
|
Post by MookieNJ on Aug 7, 2006 22:51:44 GMT -5
Cases seems to be having issues with sending out activation emails lately, and we are lossing alot of new players to being purged for non-activation. So, please tell these new players, if you see them in the lobby or joining your staging room, to email me, csoldier@telus.net , with there ladder name, and I will manually activate there account. Probably the same problem, but I am only getting about 5% of my Gold Member report notification emails after games.
|
|
|
Post by MookieNJ on Aug 15, 2006 11:06:01 GMT -5
Yeah, when you have a mod you have to load it from the Main Menu under Advanced. Unless the mod is loaded you can play Warlords as usual.
|
|
|
Post by MookieNJ on Aug 12, 2006 14:08:47 GMT -5
I think those Japanese 2 move samurais are scary. You just need copper or iron to start claiming those forests and forest hills. But more scary is the fact that they upgrade to city raider. In many cases they will be much more effective city killers than conquistadors and musketeers. Yeah, the Samurai are beasts, but if you have a few Crossbows and Maces upgraded to Shock you can handle them early, and afterwards Knight with Shock should slaughter them. Even with a bad resource start some combat Longbows and Catapults should let you hold out until help arrives -- Knupp pulled this off a few nights ago. If they prove to be too powerful at the immediate start, I've been thinking we could change the resource requirement to Iron and Copper. Much like Conquistadors, which are just as much of a pain to deal with early, you'd have to hook up two resources ... we'll have to see how it plays though.
|
|
|
Post by MookieNJ on Aug 12, 2006 11:37:07 GMT -5
In the mod:
To get to Steel it's 5600 beakers (normal game speed 1 player). To get to Mil Trad it's 5700 beakers. To get to Rifling it's 6600 beakers (but you do get Printing Press early to help your tech along the way).
It's a lot more balanced than the regular game and if you're teching well you can get to Rifles fairly quickly. We originally had Mil Trad at an even higher cost but because it's a "dead end" tech whereas the Rifle tech path leads towards Infantry, it seemed that you couldn't make Mil Trad overly expensive or no one would ever go for it.
|
|
|
Post by MookieNJ on Aug 10, 2006 23:23:03 GMT -5
|
|
|
Post by MookieNJ on Aug 20, 2006 17:56:57 GMT -5
There has been Arctic and [SC]Arctic on the ladder forever. Now that is mad crazy confusing.
|
|
|
Post by MookieNJ on Jul 23, 2006 6:48:16 GMT -5
Don't feel bad Church, I hate everyone or else I would have voted for you!
|
|
|
Post by MookieNJ on Jul 11, 2006 3:41:29 GMT -5
I understand the medieval longbow-in-city-hill issue, but choking and worker-stealing is still possible. The thing I like is, there's a counter to every unit in medieval, until conquistadors and cavalry arrive. Spears/pikes kill elephants kill crossbows kill macemen kill spears/pikes. You're oversimplfying things quite a bit here. Spears are pretty much 50/50 vs. Elephants unless you are aggressive and have triple upgrade to formation. That's assuming you have Feudalism for Vassalage or Theology for Theocracy, neither of which you start with. Plus you're going to need a metal hooked up to build them anyways, and you can't let it get pillaged. Pikes? They are pretty far down the tech path in Medieval. Crossbows? Same thing, unless you follow a weird tech path and go for early Machinary. Same goes for Maces, except you need two techs to build them. There are a lot of fun units to play with in Medieval for sure, but early on it's Catapult time and pray for metal and/or horses, as usual. Conquistadors and Cavalry? Heh, they are pretty far apart, I wouldn't casually lump them together like that. Conquistadors can be a pain to deal with for sure, but come on, they're far from invincible in Medieval, and are much better in Renaissance. Guilds is pretty far down the tech path, by that time if you are near Spain, you should have chopped all your forests and just get some double hills upgraded Longbows to protect your hills. Build some War Elephants and slaughter those Conquistadors that are now forced to walk around in the open ground. Conversely, in Renaissance you can get these beasts out early and really mess with someone who is working on clearing forests and doesn't have enough units yet to protect all those hills, forests, and cities.
|
|
|
Post by MookieNJ on Jul 11, 2006 1:43:38 GMT -5
I was wondering what the appeal was of ancient and ren games- they are by far the most common eras in both CTONs and teamers. Ren games seem to take a lot out of unit strategy... just spam tons of cavalry, since they are by far the best offensive unit. Actually, in the perfect Ren game, you can have someone dead before Mil Trad. The big appeal of Renaissance is that you start with serfdom so you can work your land quickly, you start with an abundance of double move units (knights, musketeers, camels, conquistadors) for strategic quick moves. Plus you are close to Astronomy so you will have the naval option. Huts that give monarchy, metal casting, and other hugely expensive techs. Get one of those and the Oracle and the game is pretty much over. Not too much fun for me. Industrial is fun, but the problem is early boat drops. When you play with people who are unfamiliar with the era and don't like to listen, they'll be dead in 10 turns. I love Medieval, so you'll get no arguments from me here.
|
|
|
Post by MookieNJ on Jul 15, 2006 4:55:29 GMT -5
If you just put Pinch onto a Cossack you'll have good odds against Rifles, even Redcoats. Plus, as Tommy said, Rifles are pretty far off at the start of the game. If you don't like this strategy, then do something about it, devise a counter. Don't let people build up their production by spamming cities -- put early pressure on the front and force them to send support or watch their allies die, or get early Astro and threaten everyone on the team and try to boat someone and eliminate them. In the end, when the opposition almost always follows the "standard" tech path and build up strategy, and you can usually do it better, you're probably going to win. As for Cossacks, I can play with them, they're just not very much fun. Last game we played with Russia, I spammed as many cities as I could at maximum production, and had my teammates gift me Knights. As soon as we got to Mil Trad we went zero tech, upgraded the Knights to Cossacks, built a ton of additional Cossacks, and then killed the closest opponent with our big stack. That's how it can get even more boring ... .
|
|
|
Post by MookieNJ on Jul 14, 2006 16:39:56 GMT -5
1- The INCREDIBLY LAME WHIMPY banning of Russia -- cossacks shorten game length (plain and simple). Cossacks are incredibly overpowered and I honestly have no idea how Firaxis and their beta testers let this one slip through. Besides another Cossack, what kills a Cossack? Pikes, even with Catapults, are still under 50% to win. Cavalry just get slaughtered, and while you can put double flanking on them to help them retreat, you're still going to needa ton of Catapults and Pikes to make this worthwhile. Rifles and Redcoats are even going to lose if you simply put Pinch on a Cossack. So basically what it comes down to -- if Russia is in the game and the teams are about equal in skill, it comes down to which Russia gets put in a better position and how many Knights the team can make to gift to Russia to upgrade to Cossacks. Maybe the game will be quicker, but unless you are playing 5 Russias vs. 5 Russias, the game will be boring, with 1 dominant strategy, and Cossacks dominating while Cavalry are completely useless.
|
|
|
Post by MookieNJ on Jul 14, 2006 11:07:12 GMT -5
You can only put out a sentinel net if the other side doesn't already dominate your ports. In most games, the team that gets to astro first and chem first generally has full sea control before long if they have good coastal production cities. In a game last night my team generally had control of the sea for the entire game and we never even researched Astronomy. The other team failed to build coastal cities -- they only had 2 (and 1 was a frontline city of a civ that had already lost a city). So even when they got to Astronomy our Caravels still far outnumbered their Galleons.
|
|