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Llyorn Of Jaensch
Postmaster
Joined: 31 Mar 2010
Location: Sydney
Status: Offline
Points: 924
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Posted: 14 Apr 2013 at 23:06 |
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The most ridiculous aspect of scouts which needs to be corrected is that the system fails to delineate between hostile and friendly forces.
IE If I wish to know the composition of a friendly encampment and send scouts, the system does not recognize my friendly status and treats an incursion as hostile and in doing so I can (and have regularly) lost scouts when sent against alliance or cofed encampments.
Scouts sent against alliance/cofed encampments should not be apprehended.
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"ouch...best of luck." HonoredMule
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The_Dude
Postmaster General
Joined: 06 Apr 2010
Location: Texas
Status: Offline
Points: 2396
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Posted: 13 Apr 2013 at 19:29 |
Spies on encampments are a waste.
Spying a map feature might generate a useful report.
Use Scouts on encampments to learn about the troops present.
Attach spies to encamping armies for 4 sq diplo visibility.
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KillerPoodle
Postmaster General
Joined: 23 Feb 2010
Status: Offline
Points: 1853
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Posted: 13 Apr 2013 at 18:15 |
Brandmeister wrote:
So there is no direct use of spies against encampments. |
You can spy an encampment. Whether it works depends on whether the encampment has it's own defensive spies attached to the armies etc.
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"This is a bad idea and we shouldn't do it." - endorsement by HM
"a little name-calling is a positive thing." - Rill
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Rill
Postmaster General
Player Council - Geographer
Joined: 17 Jun 2011
Location: California
Status: Offline
Points: 6903
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Posted: 13 Apr 2013 at 08:16 |
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Thieves, sabs and assassins do not have diplo visibility. Neither, to my knowledge, do messengers.
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Brandmeister
Postmaster General
Joined: 12 Oct 2012
Location: Laoshin
Status: Offline
Points: 2396
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Posted: 13 Apr 2013 at 06:22 |
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So there is no direct use of spies against encampments.
All diplo units have a radius, even messengers. Most aren't worth mentioning, except scouts and spies.
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Rill
Postmaster General
Player Council - Geographer
Joined: 17 Jun 2011
Location: California
Status: Offline
Points: 6903
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Posted: 13 Apr 2013 at 01:45 |
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What Gon said. You can attach either scouts or spies to an army and park it near a square to provide diplo visibility.
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Gon
Wordsmith
Joined: 14 Oct 2012
Status: Offline
Points: 117
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Posted: 13 Apr 2013 at 01:18 |
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Well while this isn't exactly what you mean. Spies have a farther diplo view distance so sending them to a square with an army gives further range to see nearby camp sizes.
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Brandmeister
Postmaster General
Joined: 12 Oct 2012
Location: Laoshin
Status: Offline
Points: 2396
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Posted: 12 Apr 2013 at 21:09 |
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@Rill: what can spies accomplish against field encampments?
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Sirius
Greenhorn
Joined: 31 Jan 2013
Status: Offline
Points: 54
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Posted: 12 Apr 2013 at 20:54 |
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Thanks, I didn't remember if assassination had finally been implemented outside cities (with the possibility to bring diplo units with armies). Now I know that I can stop that diplo production and go for something else ;)
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Rill
Postmaster General
Player Council - Geographer
Joined: 17 Jun 2011
Location: California
Status: Offline
Points: 6903
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Posted: 12 Apr 2013 at 20:26 |
Or, to put it another way, assassins only work against commanders when they are in a city. The only diplomats that work on non-city squares are scouts, spies and messengers. Thieves, assassins and saboteurs can only be used on player cities at this time.
Edit: Other diplomat types may receive reports from non-city "mystery" locations such as the fortune teller, Rift, Fortress of Shadows, etc.
Edited by Rill - 12 Apr 2013 at 20:29
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