Local Militia Stops Ally Agent

But is in still not uncommon to see friendly nations stopping each other.

I have always heard it put that the militia doesn't know it is a friendly nation's character it is stopping only that someone is doing a crime. It makes sense. These characters wouldn't be wearing signs around their necks saying who they are. They would be lurking in shadows waiting to strike their prey, and are stopped by the militia.

Randy

···

From: kurgan <kurgan@olp.net>
Reply-To: mepbmlist@yahoogroups.com
To: mepbmlist@yahoogroups.com
Subject: Re: [mepbmlist] Re: Local Militia Stops Ally Agent
Date: Thu, 13 Sep 2001 08:31:59 -0500

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
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> > >
>
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