Has anyone mentioned the most annoying tendency of allied militia to
thwart you in simple agent actions, even if the action is directed at
an enemy?
Can something be done about that?
Well, someone standing guard would stop all people they don't know. Perhaps they should allow anyone with whom their nation has friendly relations to pass without interference.
My bigger gripe is when I have someone doubled, then get to watch reports of the agent killing my friends. An agent I have doubled should fail against any nation I have friendly relations toward.
[1] Why can`t you MovJoin a company?
Not too hard to find and join a big, slow moving army. Harder to find and join a much faster, much small company without making prior arangements.
[2] Wouldn`t it be good to have allied troops/characters transferable
between armies?
Even when the Edian served the Elven kings and Princes in the first age, they served under leaders of their own race. Besides, I'm sure the program determines the type of troop by the nation, just like determining the SNAs of characters (you don't get +20 K/A on agents you recruit from a defunct ClLrd). That means, Dwarves Pony Riders will immediatly become lesser Dunedain Horsemen upon transfer. That, or the program would have to become FAR more complex to handle troop info.
Darrell
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