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TheLimey
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You can't set them per se. Marks point was the units that you include in a stack determine how they are arranged.
What this means in practice, is if you include appropriately varied units, with some ranged attackers, some assault units and some flankers, you'll decimate an unbalanced defender.
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John-SJ
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Silicon Valley, USA
Aug 1999 time: 21:14
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OOPS! I misread, sorry. Now that I read again I see what you are saying.
John-SJ
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JimMac
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Belfast, N.Ireland
Mar 1999 time: 05:14
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To go back to the topic of this thread,- the guy who wrote the Gamespot review, Bruce Geryk, also does some work for Games Domain, and sometimes writes a column for Game Pen focusing on Usenet.
In his latest column in between "ranting" about things Usenet, Bruce discusses CTP2.
http://gamepen.ugo.com/gamepen/features.asp?itemid=68
Some quotes:
"The diplomatic model. Not as great as people think. I can ask for one thing and offer one thing in return. Super... Yes, the system does do a good job of keeping track of who I've offended. It also doesn't tell you what an empire's attitude is when it gives you that "Proposal Rejected" message. SMAC, which has a less powerful system for making proposals, makes up for this a bit by providing detailed information on the other side's attitude during negotiations.
"Call to Power 2 is "Civ-lite" because it replaces thinking with not as much thinking. It doesn't replace it with a different kind of thinking: it just tosses a good bit of strategy right out the window in the name of "streamlining" the game."
Although you may not agree with his comments I think that it is worth a read,- I wonder if it is true that by simplifying gameplay, CTP2 has reduced strategy in a "civ" game? (As I haven't yet got CTP2, I cant make an assessment)
JimMac
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