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Can someone move their own emissary home?
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I think UM's solution is great.
You could still charge emmies extra for going to an empty square. They have traveled out and back both in one turn.
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Works for me, but the owning kingdom must be able to move emmies in and out.
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so I would need to attack the HA villages with a group to gain control of them. Not ideal but at least I wouldn't lost an agent 18 due to not being able to properly enter my 350 order.
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In an earlier game the SO was eliminated. The glyph was still in place at his former capitol, which was found by a lvl 4 agent recon. The new owner the SA relocated his capitol there and received the hidden benefit of the glyph. This is a relocation, so would it now become unavailable as well?
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Could you program it to do a ownership check when a Emmisarry or agent Moves There? This way the kingdom that controls it can move there figures in without a problem.
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There are two problems moving emmies as scouts and moving into hidden capitals. Making hidden capitals even stronger fixes one but not the other. I would rather just see a fix to the moving issue which should also resolve the capital issue without creating other weird issues.
Ry Vor already said they are going to look further into it.
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On the exploits note. I would agree moving a level 1 agent is an exploit. But I generally approach these things as if they are mentioned on the forum and the staff does not say that is an exploit stop or we plan to fix it later. I feel it is fair game. An example when the enemy/ally was found it could be used not as intended we were told not to do that. We play within the rules given and use them to our gain. To me it is an exploit that meteor strike does not cause a negative regional reaction but threatening does. It had been mentioned with no comment from the staff so it is fair game.