Local Militia Stops Ally Agent

Folks,

I just thought to throw out to the list a strange set of
circumstances to see if it is the norm or if someone has a decent
explaination.

I had an ally agent attempt to assassinate an enemy character on my
capital. Myself and my ally each had tolerated relations to one
another, while we both had disliked relations to the enemy
character's nation.

The agent fails with the message, "Failed because of tight security"
At the same time, I get a nation message stating the the "local
militia of my capital spotted my ally's agent and thwarted his
mission."

So, my question is did the assass fail because my militia thwart his
mission ?
If so why did my militia stop him ?

The target character was an enemy and the character was doing nothing
against my characters or pop center.

I have thought of the agent being doubled but the question remains,
why did my local militia get involved ?

Has anyone seen this or explain it ?

Cheers
Brendan

Folks,

I just thought to throw out to the list a strange set of
circumstances to see if it is the norm or if someone has a decent
explaination.

I had an ally agent attempt to assassinate an enemy character on my
capital. Myself and my ally each had tolerated relations to one
another, while we both had disliked relations to the enemy
character's nation.

The agent fails with the message, "Failed because of tight security"
At the same time, I get a nation message stating the the "local
militia of my capital spotted my ally's agent and thwarted his
mission."

So, my question is did the assass fail because my militia thwart his
mission ?
If so why did my militia stop him ?

The target character was an enemy and the character was doing nothing
against my characters or pop center.

I have thought of the agent being doubled but the question remains,
why did my local militia get involved ?

Has anyone seen this or explain it ?

Cheers
Brendan

RD: I have had very similar recent experience. I moved agents of 3 friendly
nations to defend a friendly pop. The militia thwarted my assassinations of
enemy characters, though none of my characters were doubled.

I did query this with Harle and was told that it's just the way the program
works.

I did express my dissatisfaction with this particular piece of programming
(not Harle's fault) but got nowhere.

Something to be put right in the (dream on!) 2nd edition?

Richard.

···

----- Original Message -----
From: <mcgoldrickb@hotmail.com>
To: <mepbmlist@yahoogroups.com>
Sent: Thursday, September 13, 2001 11:18 AM
Subject: [mepbmlist] Local Militia Stops Ally Agent

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I have seen this several times, and I cannot find a logical answer to
this. Basically this should not be allowed to happen !

Clint, if you read this: Why ?

Ulrik

--- In mepbmlist@y..., mcgoldrickb@h... wrote:

Folks,

I just thought to throw out to the list a strange set of
circumstances to see if it is the norm or if someone has a decent
explaination.

I had an ally agent attempt to assassinate an enemy character on my
capital. Myself and my ally each had tolerated relations to one
another, while we both had disliked relations to the enemy
character's nation.

The agent fails with the message, "Failed because of tight security"
At the same time, I get a nation message stating the the "local
militia of my capital spotted my ally's agent and thwarted his
mission."

So, my question is did the assass fail because my militia thwart

his

mission ?
If so why did my militia stop him ?

The target character was an enemy and the character was doing

nothing

···

against my characters or pop center.

I have thought of the agent being doubled but the question remains,
why did my local militia get involved ?

Has anyone seen this or explain it ?

Cheers
Brendan

This is a case where the game mechanics are ok, but the message comes out
fuzzy.

Basically, each pop center has a chance of thwarting an agent: REGARDLESS OF
ALLEGIENCE! Consider, for example, a helpful neighbor calling the police
because the see someone parked in a car out front of an apartment "and I
think he has a gun...".
Turns out its an undercover FBI guy on a stakeout. This is a relatively
uncommon event, but frustrating when it happens.

···

-----Original Message-----
From: sauron@post11.tele.dk [mailto:sauron@post11.tele.dk]
Sent: Thursday, September 13, 2001 6:07 AM
To: mepbmlist@yahoogroups.com
Subject: [mepbmlist] Re: Local Militia Stops Ally Agent

I have seen this several times, and I cannot find a logical answer to
this. Basically this should not be allowed to happen !

Clint, if you read this: Why ?

Ulrik

--- In mepbmlist@y..., mcgoldrickb@h... wrote:
> Folks,
>
> I just thought to throw out to the list a strange set of
> circumstances to see if it is the norm or if someone has a decent
> explaination.
>
> I had an ally agent attempt to assassinate an enemy character on my
> capital. Myself and my ally each had tolerated relations to one
> another, while we both had disliked relations to the enemy
> character's nation.
>
> The agent fails with the message, "Failed because of tight security"
> At the same time, I get a nation message stating the the "local
> militia of my capital spotted my ally's agent and thwarted his
> mission."
>
> So, my question is did the assass fail because my militia thwart
his
> mission ?
> If so why did my militia stop him ?
>
> The target character was an enemy and the character was doing
nothing
> against my characters or pop center.
>
> I have thought of the agent being doubled but the question remains,
> why did my local militia get involved ?
>
> Has anyone seen this or explain it ?
>
> Cheers
> Brendan

Middle Earth PBM - hit reply to send to everyone
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A murder or attempted murder can be a messy thing. I'm sure that
your militia arrived after the attempt was made and is merely
claiming credit for stopping it.

Seriously, though, I believe the message is the game's way of telling
you an assassination attempt was made in your capital. Else, how
would you know? You wouldn't get a message if it was successful,
because if successful, I'm sure the evidence would have been covered
up.

I further believe that each hex has a "defense value" for agent
actions. If I'm correct, all actions are resolved including that
value using some formula I have no clue about, but probably includes
relations, loyalty, respective ranks involed, etc.. But, when the
hex belongs to a player, certain actions are reported to the owner.

So, although I don't believe the militia stopped the attempt, it does
bring up a good question. Can the size, fortification, and loyalty
of a pop center owned by one player affect the actions of two others
within the hex that don't directly involve the first person?

Scott

--- In mepbmlist@y..., mcgoldrickb@h... wrote:

Folks,

I just thought to throw out to the list a strange set of
circumstances to see if it is the norm or if someone has a decent
explaination.

I had an ally agent attempt to assassinate an enemy character on my
capital. Myself and my ally each had tolerated relations to one
another, while we both had disliked relations to the enemy
character's nation.

The agent fails with the message, "Failed because of tight security"
At the same time, I get a nation message stating the the "local
militia of my capital spotted my ally's agent and thwarted his
mission."

So, my question is did the assass fail because my militia thwart

his

mission ?
If so why did my militia stop him ?

The target character was an enemy and the character was doing

nothing

···

against my characters or pop center.

I have thought of the agent being doubled but the question remains,
why did my local militia get involved ?

Has anyone seen this or explain it ?

Cheers
Brendan

So the pop center militia even if the agent is doing nothing against
the pop center ?
Basically I was working under the impression that the militia only
got involved when a agent tried a steal or a sabotage.
But your saying that the militia 'may' get involved regardless of the
agent order or the nation of the agent. (Have I summarized it
correctly ?

Are the chances that militia intervening dependant solely on
relations or does the loyalty of the pop center affect this as well ?
I only ask as the loyalty of the pop center was extremely high.

Cheers for help
Brendan

--- In mepbmlist@y..., "Jeffery A. Dobberpuhl" <webguys@l...> wrote:

This is a case where the game mechanics are ok, but the message

comes out

fuzzy.

Basically, each pop center has a chance of thwarting an agent:

REGARDLESS OF

ALLEGIENCE! Consider, for example, a helpful neighbor calling the

police

because the see someone parked in a car out front of an

apartment "and I

think he has a gun...".
Turns out its an undercover FBI guy on a stakeout. This is a

relatively

uncommon event, but frustrating when it happens.

> From: sauron@p… [mailto:sauron@p…]
> Sent: Thursday, September 13, 2001 6:07 AM
> To: mepbmlist@y…
> Subject: [mepbmlist] Re: Local Militia Stops Ally Agent
>
>
> I have seen this several times, and I cannot find a logical

answer to

> this. Basically this should not be allowed to happen !
>
> Clint, if you read this: Why ?
>
> Ulrik
>
> --- In mepbmlist@y..., mcgoldrickb@h... wrote:
> > Folks,
> >
> > I just thought to throw out to the list a strange set of
> > circumstances to see if it is the norm or if someone has a

decent

> > explaination.
> >
> > I had an ally agent attempt to assassinate an enemy character

on my

> > capital. Myself and my ally each had tolerated relations to one
> > another, while we both had disliked relations to the enemy
> > character's nation.
> >
> > The agent fails with the message, "Failed because of tight

security"

> > At the same time, I get a nation message stating the the "local
> > militia of my capital spotted my ally's agent and thwarted his
> > mission."
> >
> > So, my question is did the assass fail because my militia thwart
> his
> > mission ?
> > If so why did my militia stop him ?
> >
> > The target character was an enemy and the character was doing
> nothing
> > against my characters or pop center.
> >
> > I have thought of the agent being doubled but the question

remains,

> > why did my local militia get involved ?
> >
> > Has anyone seen this or explain it ?
> >
> > Cheers
> > Brendan
>
>
>
> Middle Earth PBM - hit reply to send to everyone
> To Unsubscribe: http://www.yahoogroups.com
> Website: http://www.MiddleEarthGames.com
>
>
> Your use of Yahoo! Groups is subject to

http://docs.yahoo.com/info/terms/

···

> -----Original Message-----
>
>
>

Hmmm.... lemme answer one at a time....

So the pop center militia even if the agent is doing nothing against
the pop center ?

Yes. Only your OWN agents are "safe" from the dreaded militia.

Basically I was working under the impression that the militia only
got involved when a agent tried a steal or a sabotage.
But your saying that the militia 'may' get involved regardless of the
agent order or the nation of the agent. (Have I summarized it
correctly ?

Well, I've only seen it on steals, kidnaps, assassinations, sabotages and
the ilk. I don't know about the scouting orders.

Are the chances that militia intervening dependant solely on
relations or does the loyalty of the pop center affect this as well ?
I only ask as the loyalty of the pop center was extremely high.

I think BOTH come into play as well as pop center size.

Cheers for help
Brendan

Good Luck
Jeff

···

— In mepbmlist@y…, "Jeffery A. Dobberpuhl" <webguys@l…> wrote:
> This is a case where the game mechanics are ok, but the message
comes out
> fuzzy.
>
> Basically, each pop center has a chance of thwarting an agent:
REGARDLESS OF
> ALLEGIENCE! Consider, for example, a helpful neighbor calling the
police
> because the see someone parked in a car out front of an
apartment "and I
> think he has a gun…".
> Turns out its an undercover FBI guy on a stakeout. This is a
relatively
> uncommon event, but frustrating when it happens.
>
> > -----Original Message-----
> > From: sauron@p… [mailto:sauron@p…]
> > Sent: Thursday, September 13, 2001 6:07 AM
> > To: mepbmlist@y…
> > Subject: [mepbmlist] Re: Local Militia Stops Ally Agent
> >
> >
> > I have seen this several times, and I cannot find a logical
answer to
> > this. Basically this should not be allowed to happen !
> >
> > Clint, if you read this: Why ?
> >
> > Ulrik
> >
> > — In mepbmlist@y…, mcgoldrickb@h… wrote:
> > > Folks,
> > >
> > > I just thought to throw out to the list a strange set of
> > > circumstances to see if it is the norm or if someone has a
decent
> > > explaination.
> > >
> > > I had an ally agent attempt to assassinate an enemy character
on my
> > > capital. Myself and my ally each had tolerated relations to one
> > > another, while we both had disliked relations to the enemy
> > > character's nation.
> > >
> > > The agent fails with the message, "Failed because of tight
security"
> > > At the same time, I get a nation message stating the the "local
> > > militia of my capital spotted my ally's agent and thwarted his
> > > mission."
> > >
> > > So, my question is did the assass fail because my militia thwart
> > his
> > > mission ?
> > > If so why did my militia stop him ?
> > >
> > > The target character was an enemy and the character was doing
> > nothing
> > > against my characters or pop center.
> > >
> > > I have thought of the agent being doubled but the question
remains,
> > > why did my local militia get involved ?
> > >
> > > Has anyone seen this or explain it ?
> > >
> > > Cheers
> > > Brendan
> >
> >
> >
> > Middle Earth PBM - hit reply to send to everyone
> > To Unsubscribe: http://www.yahoogroups.com
> > Website: http://www.MiddleEarthGames.com
> >
> >
> > Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/
> >
> >
> >

Middle Earth PBM - hit reply to send to everyone
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If you are at friendly with each other your nation is less likely to stop
them.

mcgoldrickb@hotmail.com wrote:

···

So the pop center militia even if the agent is doing nothing against
the pop center ?
Basically I was working under the impression that the militia only
got involved when a agent tried a steal or a sabotage.
But your saying that the militia 'may' get involved regardless of the
agent order or the nation of the agent. (Have I summarized it
correctly ?

Are the chances that militia intervening dependant solely on
relations or does the loyalty of the pop center affect this as well ?
I only ask as the loyalty of the pop center was extremely high.

Cheers for help
Brendan

— In mepbmlist@y…, "Jeffery A. Dobberpuhl" <webguys@l…> wrote:
> This is a case where the game mechanics are ok, but the message
comes out
> fuzzy.
>
> Basically, each pop center has a chance of thwarting an agent:
REGARDLESS OF
> ALLEGIENCE! Consider, for example, a helpful neighbor calling the
police
> because the see someone parked in a car out front of an
apartment "and I
> think he has a gun…".
> Turns out its an undercover FBI guy on a stakeout. This is a
relatively
> uncommon event, but frustrating when it happens.
>
> > -----Original Message-----
> > From: sauron@p… [mailto:sauron@p…]
> > Sent: Thursday, September 13, 2001 6:07 AM
> > To: mepbmlist@y…
> > Subject: [mepbmlist] Re: Local Militia Stops Ally Agent
> >
> >
> > I have seen this several times, and I cannot find a logical
answer to
> > this. Basically this should not be allowed to happen !
> >
> > Clint, if you read this: Why ?
> >
> > Ulrik
> >
> > — In mepbmlist@y…, mcgoldrickb@h… wrote:
> > > Folks,
> > >
> > > I just thought to throw out to the list a strange set of
> > > circumstances to see if it is the norm or if someone has a
decent
> > > explaination.
> > >
> > > I had an ally agent attempt to assassinate an enemy character
on my
> > > capital. Myself and my ally each had tolerated relations to one
> > > another, while we both had disliked relations to the enemy
> > > character's nation.
> > >
> > > The agent fails with the message, "Failed because of tight
security"
> > > At the same time, I get a nation message stating the the "local
> > > militia of my capital spotted my ally's agent and thwarted his
> > > mission."
> > >
> > > So, my question is did the assass fail because my militia thwart
> > his
> > > mission ?
> > > If so why did my militia stop him ?
> > >
> > > The target character was an enemy and the character was doing
> > nothing
> > > against my characters or pop center.
> > >
> > > I have thought of the agent being doubled but the question
remains,
> > > why did my local militia get involved ?
> > >
> > > Has anyone seen this or explain it ?
> > >
> > > Cheers
> > > Brendan
> >
> >
> >
> > Middle Earth PBM - hit reply to send to everyone
> > To Unsubscribe: http://www.yahoogroups.com
> > Website: http://www.MiddleEarthGames.com
> >
> >
> > Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/
> >
> >
> >

Middle Earth PBM - hit reply to send to everyone
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If you are at friendly with each other your nation is less likely to stop
them.

RD: In my recent experience, it makes no damn difference.

Richard.

> So the pop center militia even if the agent is doing nothing against
> the pop center ?
> Basically I was working under the impression that the militia only
> got involved when a agent tried a steal or a sabotage.
> But your saying that the militia 'may' get involved regardless of the
> agent order or the nation of the agent. (Have I summarized it
> correctly ?
>
> Are the chances that militia intervening dependant solely on
> relations or does the loyalty of the pop center affect this as well ?
> I only ask as the loyalty of the pop center was extremely high.
>
> Cheers for help
> Brendan
>
> — In mepbmlist@y…, "Jeffery A. Dobberpuhl" <webguys@l…> wrote:
> > This is a case where the game mechanics are ok, but the message
> comes out
> > fuzzy.
> >
> > Basically, each pop center has a chance of thwarting an agent:
> REGARDLESS OF
> > ALLEGIENCE! Consider, for example, a helpful neighbor calling the
> police
> > because the see someone parked in a car out front of an
> apartment "and I
> > think he has a gun…".
> > Turns out its an undercover FBI guy on a stakeout. This is a
> relatively
> > uncommon event, but frustrating when it happens.
> >
> > > From: sauron@p… [mailto:sauron@p…]
> > > Sent: Thursday, September 13, 2001 6:07 AM
> > > To: mepbmlist@y…
> > > Subject: [mepbmlist] Re: Local Militia Stops Ally Agent
> > >
> > >
> > > I have seen this several times, and I cannot find a logical
> answer to
> > > this. Basically this should not be allowed to happen !
> > >
> > > Clint, if you read this: Why ?
> > >
> > > Ulrik
> > >
> > > — In mepbmlist@y…, mcgoldrickb@h… wrote:
> > > > Folks,
> > > >
> > > > I just thought to throw out to the list a strange set of
> > > > circumstances to see if it is the norm or if someone has a
> decent
> > > > explaination.
> > > >
> > > > I had an ally agent attempt to assassinate an enemy character
> on my
> > > > capital. Myself and my ally each had tolerated relations to one
> > > > another, while we both had disliked relations to the enemy
> > > > character's nation.
> > > >
> > > > The agent fails with the message, "Failed because of tight
> security"
> > > > At the same time, I get a nation message stating the the "local
> > > > militia of my capital spotted my ally's agent and thwarted his
> > > > mission."
> > > >
> > > > So, my question is did the assass fail because my militia thwart
> > > his
> > > > mission ?
> > > > If so why did my militia stop him ?
> > > >
> > > > The target character was an enemy and the character was doing
> > > nothing
> > > > against my characters or pop center.
> > > >
> > > > I have thought of the agent being doubled but the question
> remains,
> > > > why did my local militia get involved ?
> > > >
> > > > Has anyone seen this or explain it ?
> > > >
> > > > Cheers
> > > > Brendan
> > >
> > >
> > >
> > > Middle Earth PBM - hit reply to send to everyone
> > > To Unsubscribe: http://www.yahoogroups.com
> > > Website: http://www.MiddleEarthGames.com
> > >
> > >
> > > Your use of Yahoo! Groups is subject to
> http://docs.yahoo.com/info/terms/
> > >
> > >
> > >
>
>
> Middle Earth PBM - hit reply to send to everyone
> To Unsubscribe: http://www.yahoogroups.com
> Website: http://www.MiddleEarthGames.com
>
>
> Your use of Yahoo! Groups is subject to

http://docs.yahoo.com/info/terms/

···

----- Original Message -----
From: "kurgan" <kurgan@olp.net>
To: <mepbmlist@yahoogroups.com>
Sent: Thursday, September 13, 2001 2:31 PM
Subject: Re: [mepbmlist] Re: Local Militia Stops Ally Agent

mcgoldrickb@hotmail.com wrote:
> > > -----Original Message-----

Middle Earth PBM - hit reply to send to everyone
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My experience as a player is that the PC does interfere in any agent
activity in that hex - if of a different nation (friend or otherwise). This
was bumped up by the loyalty from my perception.

We had a bit of a discussion in the office about this - we're not sure so
we'll ask GSI.

Clint

···

So the pop center militia even if the agent is doing nothing against
the pop center ?
Basically I was working under the impression that the militia only
got involved when a agent tried a steal or a sabotage.
But your saying that the militia 'may' get involved regardless of the
agent order or the nation of the agent. (Have I summarized it
correctly ?

Are the chances that militia intervening dependant solely on
relations or does the loyalty of the pop center affect this as well ?
I only ask as the loyalty of the pop center was extremely high.

Cheers for help
Brendan

— In mepbmlist@y…, "Jeffery A. Dobberpuhl" <webguys@l…> wrote:
> This is a case where the game mechanics are ok, but the message
comes out
> fuzzy.
>
> Basically, each pop center has a chance of thwarting an agent:
REGARDLESS OF
> ALLEGIENCE! Consider, for example, a helpful neighbor calling the
police
> because the see someone parked in a car out front of an
apartment "and I
> think he has a gun…".
> Turns out its an undercover FBI guy on a stakeout. This is a
relatively
> uncommon event, but frustrating when it happens.
>
> > -----Original Message-----
> > From: sauron@p… [mailto:sauron@p…]
> > Sent: Thursday, September 13, 2001 6:07 AM
> > To: mepbmlist@y…
> > Subject: [mepbmlist] Re: Local Militia Stops Ally Agent
> >
> >
> > I have seen this several times, and I cannot find a logical
answer to
> > this. Basically this should not be allowed to happen !
> >
> > Clint, if you read this: Why ?
> >
> > Ulrik
> >
> > — In mepbmlist@y…, mcgoldrickb@h… wrote:
> > > Folks,
> > >
> > > I just thought to throw out to the list a strange set of
> > > circumstances to see if it is the norm or if someone has a
decent
> > > explaination.
> > >
> > > I had an ally agent attempt to assassinate an enemy character
on my
> > > capital. Myself and my ally each had tolerated relations to one
> > > another, while we both had disliked relations to the enemy
> > > character's nation.
> > >
> > > The agent fails with the message, "Failed because of tight
security"
> > > At the same time, I get a nation message stating the the "local
> > > militia of my capital spotted my ally's agent and thwarted his
> > > mission."
> > >
> > > So, my question is did the assass fail because my militia thwart
> > his
> > > mission ?
> > > If so why did my militia stop him ?
> > >
> > > The target character was an enemy and the character was doing
> > nothing
> > > against my characters or pop center.
> > >
> > > I have thought of the agent being doubled but the question
remains,
> > > why did my local militia get involved ?
> > >
> > > Has anyone seen this or explain it ?
> > >
> > > Cheers
> > > Brendan
> >
> >
> >
> > Middle Earth PBM - hit reply to send to everyone
> > To Unsubscribe: http://www.yahoogroups.com
> > Website: http://www.MiddleEarthGames.com
> >
> >
> > Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/
> >
> >
> >

Middle Earth PBM - hit reply to send to everyone
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There was a huge stink about the "local militia" thwarting agent
actions by allies on the GSI list. The context there: the Noldo had
moved the one ring into Barad-dur (owned by the dark lts.) and the
cloud lord assassination attempt failed; the dark lts. got the message
"thwarted by local militia" and the dark servants freaked out.

We got a (rare) confirmation from GSI that this message has nothing to
do with the pop center stopping an agent action; it is generated when
some agent actions fail in one of your population centers (especially
the capital).

In other words, this is information that something like a 615 was
attempted in a pop center that you own, not a message that the pop
center actually stopped the agent action.

(I find it entirely possible that, say, a band of soldiers could
detain and stop a spy working for their side by mistake..but that
isn't even relevant in this case.)

cheers,

Marc

I would like to thank Clint & all the guys at Harlequin for all the help they gave over a recent turn I sent in, particularly considering how tight it was on the deadline.

Richard

[Non-text portions of this message have been removed]

So, my question is did the assass fail because my militia thwart his
mission ?
If so why did my militia stop him ?

No decent police force stands around watching a murder taking place

The target character was an enemy and the character was doing nothing
against my characters or pop center.

I have thought of the agent being doubled but the question remains,
why did my local militia get involved ?

They act like a police force should under the circumstance

Henning

I have seen this several times, and I cannot find a logical answer to
this. Basically this should not be allowed to happen !

Off course it should happen, in medival towns the militia was also the
police force. And a police force tend to stop murderes even allied ones (its
not that agents runs around with big signs telling who they work for).

So Basically i thinks its quite realistic (for once).

Henning

···

Clint, if you read this: Why ?

Ulrik

--- In mepbmlist@y..., mcgoldrickb@h... wrote:
> Folks,
>
> I just thought to throw out to the list a strange set of
> circumstances to see if it is the norm or if someone has a decent
> explaination.
>
> I had an ally agent attempt to assassinate an enemy character on my
> capital. Myself and my ally each had tolerated relations to one
> another, while we both had disliked relations to the enemy
> character's nation.
>
> The agent fails with the message, "Failed because of tight security"
> At the same time, I get a nation message stating the the "local
> militia of my capital spotted my ally's agent and thwarted his
> mission."
>
> So, my question is did the assass fail because my militia thwart
his
> mission ?
> If so why did my militia stop him ?
>
> The target character was an enemy and the character was doing
nothing
> against my characters or pop center.
>
> I have thought of the agent being doubled but the question remains,
> why did my local militia get involved ?
>
> Has anyone seen this or explain it ?
>
> Cheers
> Brendan

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So the pop center militia even if the agent is doing nothing against
the pop center ?
Basically I was working under the impression that the militia only
got involved when a agent tried a steal or a sabotage.
But your saying that the militia 'may' get involved regardless of the
agent order or the nation of the agent. (Have I summarized it
correctly ?

I believe they only gets involved if you issue an offensive order, not when
you are guarding or doing some decent spying.

Are the chances that militia intervening dependant solely on
relations or does the loyalty of the pop center affect this as well ?
I only ask as the loyalty of the pop center was extremely high.

I think that the effectiveness of the militia depends on the loyalty of the
popcenter.

Henning

···

Cheers for help
Brendan

— In mepbmlist@y…, "Jeffery A. Dobberpuhl" <webguys@l…> wrote:
> This is a case where the game mechanics are ok, but the message
comes out
> fuzzy.
>
> Basically, each pop center has a chance of thwarting an agent:
REGARDLESS OF
> ALLEGIENCE! Consider, for example, a helpful neighbor calling the
police
> because the see someone parked in a car out front of an
apartment "and I
> think he has a gun…".
> Turns out its an undercover FBI guy on a stakeout. This is a
relatively
> uncommon event, but frustrating when it happens.
>
> > -----Original Message-----
> > From: sauron@p… [mailto:sauron@p…]
> > Sent: Thursday, September 13, 2001 6:07 AM
> > To: mepbmlist@y…
> > Subject: [mepbmlist] Re: Local Militia Stops Ally Agent
> >
> >
> > I have seen this several times, and I cannot find a logical
answer to
> > this. Basically this should not be allowed to happen !
> >
> > Clint, if you read this: Why ?
> >
> > Ulrik
> >
> > — In mepbmlist@y…, mcgoldrickb@h… wrote:
> > > Folks,
> > >
> > > I just thought to throw out to the list a strange set of
> > > circumstances to see if it is the norm or if someone has a
decent
> > > explaination.
> > >
> > > I had an ally agent attempt to assassinate an enemy character
on my
> > > capital. Myself and my ally each had tolerated relations to one
> > > another, while we both had disliked relations to the enemy
> > > character's nation.
> > >
> > > The agent fails with the message, "Failed because of tight
security"
> > > At the same time, I get a nation message stating the the "local
> > > militia of my capital spotted my ally's agent and thwarted his
> > > mission."
> > >
> > > So, my question is did the assass fail because my militia thwart
> > his
> > > mission ?
> > > If so why did my militia stop him ?
> > >
> > > The target character was an enemy and the character was doing
> > nothing
> > > against my characters or pop center.
> > >
> > > I have thought of the agent being doubled but the question
remains,
> > > why did my local militia get involved ?
> > >
> > > Has anyone seen this or explain it ?
> > >
> > > Cheers
> > > Brendan
> >
> >
> >
> > Middle Earth PBM - hit reply to send to everyone
> > To Unsubscribe: http://www.yahoogroups.com
> > Website: http://www.MiddleEarthGames.com
> >
> >
> > Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/
> >
> >
> >

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Just the way militia works - damn stupid police fellas. Been there
tried that.

Kasper
--- In mepbmlist@y..., mcgoldrickb@h... wrote:

Folks,

I just thought to throw out to the list a strange set of
circumstances to see if it is the norm or if someone has a decent
explaination.

I had an ally agent attempt to assassinate an enemy character on my
capital. Myself and my ally each had tolerated relations to one
another, while we both had disliked relations to the enemy
character's nation.

The agent fails with the message, "Failed because of tight security"
At the same time, I get a nation message stating the the "local
militia of my capital spotted my ally's agent and thwarted his
mission."

So, my question is did the assass fail because my militia thwart

his

mission ?
If so why did my militia stop him ?

The target character was an enemy and the character was doing

nothing

···

against my characters or pop center.

I have thought of the agent being doubled but the question remains,
why did my local militia get involved ?

Has anyone seen this or explain it ?

Cheers
Brendan