Why is a "bad thing" if targets of attacks are delayed one day? Only makes
sense to me, that being attacked should should slow you down. I supose if it
"stop"ed a move, that WOULD be bad, but making the move take a day longer,
that seems right. I know that people will use small, throw away stacks to
slow large stacks, but if your willing to sacrafice NP's to slow an enemy,
why not.
>
> 2. Fight to the death [9505] now lets you specify the break point
> of a unit exactly. The new syntax is USE 9505 <breakpoint>.
>
> old new meaning
> --- --- -------
> use 9505 0 use 9505 50 break at 50%
> use 9505 1 use 9505 0 don't break -- fight to the death
> n/a use 9505 30 break at 30%
>
> Note that "break at 30%" means that the side breaks when its total
> offensive plus defensive value falls to 30% of its original value.
>
> Every player with a unit who knows the skill [9505] should have
> received a new lore sheet for this skill in their turn report.
>
> If it didn't, you can request a new sheet from the scanner:
>
> begin <you>
> lore 9505
> end
Awsome! I love this idea! Now, time to learn 9505!
>
> 3. There was a flaw in the nearest graveyard computation routine.
> This problem has been corrected.
>
> 4. The maximum civ level a province may have is 6.
>
Why 6? This seems kind of low, especially since Mt. Olympus is already civ-7.
>
> ALSO: As of turn 17, the SWEAR command will go away.
>
I'm still kind of wary of this. I know SWEAR can be a "bad thing", but I also
see times when it is a "good thing".
>
> --
> Rich Skrenta <skrenta@pbm.com>
>
Mark