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Post by Mo D on Mar 31, 2004 18:49:43 GMT -5
Now try it with 8 players in the game, each of whom has units automoving and a fair amount of cities. Let us know how that one goes.
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Post by zerza on Mar 31, 2004 21:17:35 GMT -5
Like I've said before,, where do we draw the line at using exploits If one is acceptable that makes them all acceptable imho.. So if I have a happy warrior sitting there u bet hes gonna prance into the city with a big middle finger up as a stack sits there staring in total awe at not being able to fight him ;D
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Post by Random on Apr 21, 2004 2:48:57 GMT -5
Exploits.... One that is used here very often is the double move...Tell me how that is not an exploit....
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Post by Don K Hotay on Apr 21, 2004 12:57:12 GMT -5
It can be countered with a carefully laid out sentry net and/or a well laid out road network that can allow quick and adequate reinforcements.
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Post by FriedrichPsitalon on Apr 21, 2004 13:24:23 GMT -5
You can also usually predict double-movement "routes" and put just one unit in the way in an inconvenient square which causes the double move to "stumble" and give you extra time to respond.
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Post by Nickel on Apr 21, 2004 13:39:05 GMT -5
Haven't gotten it to work for me yet.
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Post by Heroic on Apr 21, 2004 23:18:54 GMT -5
There is one other high risk strategy that deserves mention here. Although I have rarely been brave enough to use it, it has worked before.
If you want to call someone's bluff, set up a sentinel net like always. But..........intentionally space the sentinels so that you leave exactly 1 and only 1 square that an enemy could stage a double move from without your sentinels seeing. If set up right, many players will beleive that you have accidentally slightly miscalculated your sentry net and left yourself open.
But nothing could be farther from the truth. That is the one city where every defensive unit you have and its dog is sitting fortified in. And it is the city that has your counterattacking horsemen ready too. In otherwords, every dang unit except your sentinels are in that city.
The double move counts on being able to overpower a single city. It succeeds because players spread their defenses in an effort to defend every city. The method I described above concentrates all your defenses and actually draws the attack to you! The philosophy is that the advantage is to the defender if he knows where the attack will be, and leaving that 1 opening is an effort to control where the attack will be. Consider how devastating such a defense could be if you were Sumeria, and I think you will see how it comes into play.
Want to raise the stakes a little? Set the vulnerable city's production to city walls, except when near complete and then switch to the intended unit so the unit builds and then immediately put it back on walls. The lack of walls invites the attack even more. But having it set to walls, makes for an easy pop rush just as you see the double at the end of the turn. And you do know to look for it at the end of each turn since you know exactly where you are inviting the double move from.
Anyway, just thought I would throw that one out into the fray :-)
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Post by GrannyCarol on May 12, 2004 13:26:55 GMT -5
Hi! I am new here and wanting to learn how to play Conquests as a multiplayer. I've played a lot over the years as a loyal Civ player, now its time for a real game! I am currently playing with a few friends, learning the ropes and some of the things you are all talking about I have little to no idea what they are. What is a "double move"? Can anyone explain what that is and how it works? I can imagine I'll be facing it... Also, I see that they planned for us not to reinforce our cities while they are under attack. Is there a good reason for this? I'm quite sure in real life that I'd be rushing anyone into a city to help defend it! What is a "stack attack" and how do you excute it? And why? Yah, I know I'm a total noob in some ways - I just survived my first real player to player engagement when my friend accidently nuked his attacking fleet along with my city... hehe Otherwise, I'm sure I'd be toast. Of course he's busy with the AI's on his back side too, something I *can* take some credit for. ;D Thank you for any help you all have for me!
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Post by whiplash on May 12, 2004 14:23:26 GMT -5
The double move is really a misnomer. It's a technique used to surprise an opponent. The attacking (threatening) unit is the last one to move before the timer runs out. On the next turn this unit is the first in the que to move so the player moves it again quickly. It's two consecutive moves; one at the end of the turn and another at the beginning of next turn.
Stack attack is simply attacking with multiple units occupying the same square. If you outnumber the defenders there is a good chance you will take a city.
As for reinforcing, the "they" you are refering to I assume are the game designers/programmers. It's not that they don't want players to reinforce; it's just they have not developed good code which would easily allow it.
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Post by GrannyCarol on May 12, 2004 14:32:46 GMT -5
Thanks a lot.
Also, what is a "pop rush" I keep hearing about?
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Post by LordPhan on May 12, 2004 14:33:05 GMT -5
If you use CTRL-U right and then use a well timed D-move you can pass a Weak sentry net without being detected.
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Post by GrannyCarol on May 12, 2004 14:36:49 GMT -5
D-move? Ack! I need pidgeon English for the Civ3 vocabulary impaired... hehehe
I think I know what the control-U is.... I'm so used to lesuirely single player games that I am in culture shock with multiplayer, but it is so much more interesting that I can hardly play single after one exposure.
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Post by whiplash on May 12, 2004 14:37:24 GMT -5
pop rush is to hurry production in a city. There is a button in the city view screen to allow this. If you have the minimum shield count, you can rush the unit or improvement at the cost of one or two citizens.
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Post by cmdishr on May 12, 2004 14:44:05 GMT -5
Pop rushing is merely hurrying production in a city. For example if you are more than 1 turn away from completing production, you may be able to "pop rush" it for a price. The price depends what government you are in. If you are in depotism it cost you a citizen or two (you whipped him to death getting him to move faster) other governments it cost you money.
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Post by Don K Hotay on May 12, 2004 16:15:40 GMT -5
Also fast units are stealthy when they execute their entire movement with one click. That is, if a horseman is outside of a sentry net unviewed by the enemy, and there happens to a spot in the net that is just one square deep (so that two unsentried squares are one square apart), the horseman can move through that sentried tile without being noticed, so long as the two sqaure movement is executed with one click.
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