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?
RD: Yes it has been discussed in the past. I complained bitterly about this when the Noldo agents, sent to relieve the Northman capital from DS agent siege, were largely frustrated by the Nor militia. And the Nor and Nol were friendly to each other! Duh!
Some people said that when you send special forces in to do a job, you don't tell the local plod. I still think it stinks. If you know special forces are on their way, you DO tell the local plod, even if it's only to stay out of the way.
Also, and i think these have been mentioned in the past;
[1] Why can`t you MovJoin a company?
[2] Wouldn`t it be good to have allied troops/characters transferable
between armies?
David Murray
RD: I agree with 1) but I have reservations about 2). Troops might resent being transferred to the commander of a different nation, especially if they were different race. Can you imagine even "friendly" elves taking orders from dwarves? I can't!
You can combine men, elves, dwarves and hobbits in a company under the command of a man, but this is a special case for a common cause. I don't think it would go down too well to put a foreign commander, say, in the Noldo capital!
OTOH I see no reason why, if nations are friendly to each other, mages should not be able to prentice and research spells in a friend's pop centre.
Richard.
--- In mepbmlist@y..., "GUD" <david_clemmensen@p...> wrote:
> all armys in pops of ther own nation shut be in the pop behinde the
walls and defending them. if they arived to the hex befor the
attacking army if they arive after the attacking army they woud
ofcorse not be able to get in the pop with out a fight.
>
> frindly army shut alls be able to enter a pop if they give and
order to do so like defend pop
>
> David
>
> > > lets say 5000 goblins just crossed the river and have
> > entered 2924.
> > > woud it
> > > sound resnebel that the 100 man defenting it woud run
> > and hide with
> > > in the
> > > walls
> > >
> > > David
> > > RD: sounds reasonable to me.
> > >
> > > Richard.
> >
> > Perfectly Reasonable. But if the Goblins issued
> > Attack Enemy and NOT attack the pop, then they shouldn't
> > have to fight the walls. If their enemy ran and hid,
> > they'd
> > receive a message similar to finding no armies to fight,
> > the morale of the scurriers should drop, etc.
> >
> > Brad
> >
> >
> > >
> > > From: "Player" <pbmnoot@y...>
> > > To: <mepbmlist@y...>
> > > Sent: Friday, September 27, 2002 4:23 AM
> > > Subject: [mepbmlist] Troops coming out to fight...
> > >
> > >
> > > > Just read article from magazine on MEGames web site,
> > > > which mentions that it's a mystery why troops leave a
> > > > fortified settlement to come out and fight, gaining
> > > > little benefit from the walls. I've run across that
> > > > one a couple of times and while initially, it seems
> > > > to make sense, I've never heard anyone refute it.
> > > >
> > > > Allow me:
> > > >
> > > > 1) Hexes are larger than the pc's on them. The
> > "defending"
> > > > army could be miles and miles away from the walls.
> > > >
> > > > 2) If the troops didn't come out and play, why would
> > the
> > > > attackers continue... 1000 HI vs 300 HI is a good
> > rout,
> > > > mostly, but if the 300 scurried into the keep and
> > barred the
> > > > gates, would the commander of the 1000 not halt the
> > disasterous
> > > > proceedings?
> > > >
> > > > Brad
> > > > ps - unless they had a mage with a transmuation
> > spell..? 
> > > >
> > > >
> > >
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···
----- Original Message -----
From: sootypye69
To: mepbmlist@yahoogroups.com
Sent: Friday, September 27, 2002 1:20 PM
Subject: [mepbmlist] Re: 2 edition
> > > ----- Original Message -----