redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Jul 3, 2007 4:51:01 GMT -5
Incomplete tournament pooky was last man standing and wasn't paid. MGT was there too
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Jan 7, 2008 16:58:32 GMT -5
flanking - it's what horse units do. fast, mobile, moving around the enemy positions and attacking from the side and rear of the front line (flanking) what's UNrealistic in Civ is how cats have been played. wether we have flanking or not is not the issue, whole collateral damage is silly. Flanking wouldnt be a problem if you didnt first bomb the defending units down so cavalry will destroy all catapults. Which is silly, flanking isn't this effective in real warfare... Nor is collateral. Atleast not in this way, and both sides get to fire at the same time anyhow...
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Oct 20, 2007 4:50:57 GMT -5
Knights also start with flanking vs cata, higher units vs cannon.
So only going with promos is not the solution. Need to be able to counter flanking a bit, or make it a bit less effective.
However, I think flanking is still a good addition, just a tad overpowered.
I also think overall the catapult is far better now than in warlords.
So kudos for that.
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Oct 19, 2007 3:12:33 GMT -5
I still like the combat system a lot more than warlords one.
I think flanking is a great addition, it just became a bit too good, maybe nerf flanking a bit, make it harder to kill cata. Make presence of horse counter units decrease chance of flanking success.
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Sept 20, 2007 2:23:34 GMT -5
It's not game braking, but it is effective in a long game, in a short game it doesn't matter so much.
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Aug 27, 2007 6:58:35 GMT -5
I've seen them built. If they'd put 1 tech still before you reach rifles, I think cuirassiers would get more usability also. Much depends on the game you play too.
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Aug 14, 2007 10:58:58 GMT -5
This is not true. I played two of these with mark and it wasn't like that. He used setting "start separated", "start anywhere" is the setting that is bugged. Separated will put you always separated, start anywhere is supposed to make it random where you are, some can even be together. Or did the change the functionality somehow? Seems now you start always together with this setting.
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Aug 14, 2007 2:52:14 GMT -5
Start anywhere option no longer functions. It starts the teams together everytime.
Hope this gets fixed soon.
Map Team Battleground.
Also it would be really nice if this option tag could be included in other maps too. Would be a huge improvement.
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Aug 11, 2007 8:44:41 GMT -5
attacking is easier in BTS than in warlords.
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Aug 6, 2007 22:54:24 GMT -5
Still won't fix the 10 free buildings syndrome Havent tried it yet... do you start with factories in future now? Would be same thing as forge in rene. Why do they go ruin things like this, grrr... Still 100pts start might be nicer than what is now. Good idea. Still could someone make a scenario without the buildings? Though the bugs in advanced start make it less interesting. Actually the AS system should fix the free buildings, in any AS start there are no "free" anything, just a pot of gold for you to use for what you want, limit the gold and you an design a game to your liking. But please also take a look at the Furture Regicide Mod that Primax made, we are looking at making a standard and low setting for it, but if you were to use the AS system with it, you could do the same thing and get all the interesting changes in it. CS so future cities you build don't have free buildings also? I didnt mean just the startup. Maybe I'll try AS sometime.
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Aug 5, 2007 23:37:37 GMT -5
I was kinda thinking on the same lines. I was thinking of hosting an advanced ren-start game with only 100 piont start. Still won't fix the 10 free buildings syndrome Havent tried it yet... do you start with factories in future now? Would be same thing as forge in rene. Why do they go ruin things like this, grrr... Still 100pts start might be nicer than what is now. Good idea. Still could someone make a scenario without the buildings? Though the bugs in advanced start make it less interesting.
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Aug 5, 2007 2:51:02 GMT -5
I would personally like them to be the same price as in ancient, with gran/forge/lighhouse removed. As red says this really makes the game overly simplified. Your cites pretty much come fully loaded as soon as you plop them down, so you dont have to think about what to build. It really puts players on too much of a level footing, every game becomes the same in terms of what to build and when. I'd like to keep settlers a tad more expensive, but remove the extra buildings. Or an even better alternative, start with 0 combat units, only 1 settler and 1 worker, no additional buildings. Maybe someone could make a ren mod like this. Same for all other later eras too... Would be SWEEEEEET!
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Aug 4, 2007 1:30:30 GMT -5
great addition.
simple as that.
However all the extra buildings is a really bad thing, and simplifies the game too much.
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Sept 12, 2007 13:45:40 GMT -5
They suck how? you actually need to spend some resources to see another players power grph? you actually cant get a stack into another players area for a surprise attack? Oh well, thats the way the real world is too. Bad thing is some other things here don't work exactly like real world though Combat should be all units together fighting, except maybe reserves. plus ranged units should be bombarding all the time, especially before combat. And they should suck when enemy gets close to them. And they should have advantage from high ground. As it is, and some other things..., well I'll end here
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Aug 14, 2007 2:42:14 GMT -5
Sorry to chime in on this subject, if my opinion is not wanted, but I do agree they could use a change. Mostly because their scouting abilities are too good! I think they should not see enemy units. And there should be a system of promotions where you can slowly build them up to level where they can sea things like that. Like you can give them ability to spy on units, or to examine city. And a different promotion to give them better mission options. Also while in enemy territory, they should sue up espionage points per turn. Very good suggestions. I think this is the main problem with spies as well. Would be nice to fix it. And fix christo redentor aswell while at it.
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Aug 3, 2007 8:41:29 GMT -5
Well reading the question again. makes me unsure what it is we decide un. CS, are y asking if its ok with the option, or are y asking do i want to use it myself (if/when im host) I was looking for a general feeling off if UL should be a normal part of at least some ladder games. Ergo, if the poll indicated that everyone hates them, I likely would not use them in CCC matches. As it stands now, it looks like this option should be used is some matches but not over used. CS my personal opinion is that its a toy, not something to be generally used. it ruins balance, it ruins fun, it makes it feel like a slugfest. If this setting is ever used in a CCC event, I'll likely not want to ever play that event if I can somehow avoid it.
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Jul 30, 2007 6:59:53 GMT -5
It can be fun to toy around, but I hope this setting will NEVER be used in CCC atleast. It is totally unbalancing and stupid. Plus it does ruin a lot of any remote feeling of realism a video game like this can have.
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Jul 25, 2007 13:12:17 GMT -5
A simple limit on consecutive pings in a short period time would have solved ping spam. This solution is one of the weak points in BTS even if it isnt the most important thing in the game. It is still a function that greatly makes team games easier to follow, especially with a fast/blazing timer when the game proceeds quickly, you don't have time to scroll around the map, you can just click the ping pointer.
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Jul 29, 2007 4:02:12 GMT -5
I have to disable effects for my game to run smooth, I can't see pings at all. That is really gay
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Jul 25, 2007 13:18:13 GMT -5
I agree its very stupid you can't hunt down spies that are not in cities. Really need a way for that. Yes but they have to remain stationary in a city for atleast one turn to perform a mission, which also increases the chance of them getting caught...but yes it would be nice to have a way of detecting spy's in the open. CS The city part and missions work fine. The game ruining part is they can remain outside cities without being able to be detected and killed. This way you can basically have a scout in any location you desire without it ever being killed or removed. This is what in some ways ruins the game. Rest about BTS is top quality, except for the PING change. But this issue is very serious and multiplayer game braking. You should not be able to have complete freedom of scouting enemy actions. Sure scouting ok, but there should be a way to detect and kill these scouts. Even if it was difficult. Make spys able to have a chance to detect enemy spies? Make anti spy unit? Some variable you can allocate gnp to have a chance to detect spies in your territory. Also it should be possible and very necessary to be able to track them in open territory outside your own borders. Permanent unremovable and complete scouting is really bad. I can see this being a reason(just by it self) why a lot of people won't play BTS. This is really sad, as a lot of the new things are really good.
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