Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!swrinde!zaphod.mps.ohio-state.edu!caen!kuhub.cc.ukans.edu!2fmlempire From: 2fmlempire@kuhub.cc.ukans.edu Newsgroups: comp.sys.amiga.games Subject: Re: Powermonger comments Message-ID: <28224.27a5764e@kuhub.cc.ukans.edu> Date: 29 Jan 91 19:19:10 GMT References: <1991Jan28.231935.7383@county.oz.au> Organization: University of Kansas Academic Computing Services Lines: 155 In article <1991Jan28.231935.7383@county.oz.au>, justin@county.oz.au (Justin Beech) writes: > I have played powermonger on and off now for a while, and have also been > reading with interest the comments on it in c.s.a.g. Here is my contribution: > > FUSTRATIONS > > * The window dismiss box is almost useless, and especially fustrating > when the window covers the query icon so you cant use right button to > get rid of all windows. Window move routine is too slow to be usefull, > compounding the problem. Pressing dismiss with query ON re-queries > whatever is _under_ the dismiss button. Windows too big to leave lying > around. > I just use the right mouse button on the question mark to get rid of windows, its much easier. > * No undo icon. Disaster when you miss an icon by one, hitting disband > accidentally is particularly depressing! > You have to be more careful...:-) > * Problem 'choosing' things, particularly when lots of things are in the > area, or the terrain is steep - choice seems to go 'through' the terrain. > Laborious work picking up lots of things, for instance boats. (is there > an easier way?) > I noticed the same thing. Zooming in what you want to pick up sometimes makes it easier to grab it. If you want to pick up a mess of boats, try killing that particular army in a town so all boats left behind are added to the towns stock. > * Current general should be highlighted more effectively, can really stuff > things up if you dont continually check which general is receiving the > orders. > > * Water is pain without boats. Even a little bit of water can split your > army and quick action is needed if the lost contingent is not to give > up and wander off. > I agree, its highly annoying not to be able to pick a specific spot on the landscape and tell them GO HERE! > * High territory requires zooming out. Zooming out means its difficult to > carefully point at things and position your army. arrrrgh! > > * The 'yeah' volume feature is pointless. It simply doesnt work. > > * General rough edges: no extra disk drive, pausing doesnt turn off > sound, cant pick a destination on the land to move to unless it is a > landmark or something - forced to use the mini-map. > > GAMEPLAY COMMENTS: > > * Whether you win or lose a map depends too much on which towns you take > first, and this is guesswork the first time round. If you choose the > correct 'route', then you can sweep up the population in advance of > the enemy - choose wrongly and you are likely to lose. True? > Well, the guesswork is supposed to be "strategy" in this case. Each island is unique puzzle and you need to figure out how to solve it. > * Other generals are only really usefull for spying. What good is it to > split your army in half given the way conflicts are best fought by > out-numbering, and given the delay in commanding by pigeon. > Yup, generals to me anyway are totally useless except for spying. Trying to manipulate more than one General (with time delays) is a major pain. > * Some maps your troops all have bows, sometimes not, why? > Each island is different, so you start off with different supplies, like the # of men, what kind of weapons, how much food, boats, etc. > * Determining the health of your troops is a pain. I tend to pick someone > at random, and hope they are representative! > The health of your Captain is the most important. > * Troops leave too quickly when the food runs out. I mean they leave in > _droves_. Very annoying when you are just seconds from a sheep/town or > whatever. > I've had this happen a few times... > QUESTIONS: > > * Bugs in balance-of-power symbol?, sometimes it changes alarmingly when > just a few people are killed. Maybe generals are worth more than troops? > When a significant portion of your army (or his) is killed or driven off the battlefield that represents a swing in power over the people. > * Inventing things: Sometimes people work for ages without producing > anything... why? > You got me, if they aren't inventing I just issue the command again and usually that gets them in gear. > * How do you give food to your own villages from your food stocks? > There is an icon for this... > * Can you destroy buildings in a village you own? (scorched earth) > Yes, with the catapault or cannon. > * Food blue-bar only represents around 500 food. Killing extra sheep doesnt > seem to increase the real total. Grabbing food stores _does_. Maybe the > trick is to kill sheep, dump the food, kill more, dump more and then pick > it all up again. Any ideas? > You can have more than 500 food, just check that status of your captain and see how much food he has. I've had several thousand food before. And killing sheep increases your food supply by 200, no matter how much food you have already. > * How do you get sheep to follow you? is it just luck, like if you manage to > recruit the shepard? > I think the shepherd thing is the reason. > Despite all this, this game is *fun*. I have spent an absolute fortune on > amiga games in search of something lasting, and only powermonger and DM > have proved to be long term stayers. Has anyone tried the linked-amiga > option? Is it fun? > Haven't had a chance. > Any ideas for expansion disks? A slightly less feudal society would be > interesting..... Something like the Populous disks maybe (new terrain...) > -- > Justin Beech - County Natwest Pty Ltd (justin@synth.county.oz) > UUCP: uunet!synth.county.oz.au!justin > INTERNET:justin@synth.county.oz.au David Poland 2fmlempire@kuhub.cc.ukans.edu