Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization II > Civ2-Test of Time > John, take a look: Sorceror handling in ToT (fantasy) - killer bug or clever tactic?
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
29.Jul: MOVING UP ON REVISED `TOP 100` INDEX
29.May: GAME MECHANICS REFERENCE BOOKLET
06.Mar: DROPPING FROM SECOND TO THIRD

bottom of page
  - CIVILIZATION 2 from $6.95 - CIVILIZATION 2 from $4.25 - CIV2: TEST OF TIME from $2.50 - CIV2: MULTIPLAYER GOLD EDITION from $4.99
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
tobyr is offline tobyr
Prince
Princeton, NJ USA
Oct 1999
time: 05:14
Thumbs down  Old Post 13-12-1999 07:46
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
John, take a look: Sorceror handling in ToT (fantasy) - killer bug or clever tactic? Support Apolyton, buy Call to Power 2

In the fantasy game, the sorceror is one of the most powerful units you can build early to defend cities. The sorceror is 6/4 and has 6 moves per turn, but must end each turn in a city (or the equivalent of an airport) or die. I like to have one or two in each of my cities.

The real importance of the Sorceror is that it can switch maps (at no move cost) almost anywhere, to any of the four maps. Therefore, your sorcerors should almost NEVER "fortify". Each turn you should bring each one out and have it check the nearby territory on all the other maps, looking for suspicious activity and units that are easy to kill. You can really slow the other tribes down this way, while adding MINUTES to the time to play out each turn.

This valuable technique is a pain to carry out, and really slows the game down. It is entirely legal, but may be better regarded as a bug that might unbalance the game, making it too easy to win. (The AI, as far as I know, does not use this technique; if it did, it could do it far better and more consistently than people can, and MOST of your settlers would be killed.)

- toby


------------------
toby robison
criticalpaths@mindspring.com

John Possidente is offline John Possidente
Prince
Hunt Valley, MD USA
Jun 1999
time: 00:14
Post  Old Post 13-12-1999 19:03
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Enter the AD-FREE zone

Actually, that's exactly the tactic I use with my Sorcerers. To me, they're an airborne early warning and defense system for every city, much like Fighters in the original game.

It's not a bug, it's a smart tactic.

tobyr is offline tobyr
Prince
Princeton, NJ USA
Oct 1999
time: 05:14
  Old Post 14-12-1999 03:30
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

But it takes up so much time. I called this tactic a possible bug because it seems to me the game should make it easy to streamline your play and move quickly. Instead, we have a capability that really requires you to add a minute or three of (usually) boring repetition to each turn. I'd rather this capability were partly automated, or quite impractical.

- toby

------------------
toby robison
criticalpaths@mindspring.com

William Keenan is offline William Keenan
Prince
New Jersey, USA, Earth, Sol, Milky Way
Sep 1999
time: 00:14
Wink  Old Post 14-12-1999 05:47 Visit William Keenan's homepage!
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

I've noticed that you call everything a bug, Toby.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:14.
Apolyton Time is 00:14.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0380 seconds (88.41% PHP - 11.59% MySQL) with 29 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net