Interesting bug with using GOW2 to play the GOW1 map "spring" (7/14/2010). After a few turns, the vile start spawning in your territory. Also, your pieces sometimes move around during the vile turn. Bombing the vile in the water seems to get rid of the effect.
Level and Blue/Red reward to pick: 1B,2R,3B,4R,5R,6B,7R,8R,9B,10B,11R,12B,13R,14R,15B,16B,17B,18R. Head directly for the "Increase Upgrade Point Get" upgrade. Use Acid Spell as needed. For the higher levels, spam Earthquake and Helicopter (better than Monbot due to ranged attack), with a few Monbots to push the line.
@Chaos - On the difficulty select screen, if you go to the multiplayer tab and put in names under the two blank ones (Pink and Brown), you should be able to play the map.
That's correct, only by map design. There were originally higher level towers, but they caused massive game imbalance so had to be limited to map making. Sorry!
I would be interested to see how moving the income and upkeep to the end of the turn would affect gameplay (although I would not want to lose the current model). This would allow the player/AI a turn to deal with things like bisects/bombs/random events before mass unit death.
One possibility would be to scale the chance of fireball with the level of difficulty. Another would be to steal some DM techniques. That is, behind the scenes you could make some "adjustments" to the randomness. In particular, I think it would make sense to force there to be at least 4 turns between fireballs to give the player a chance to recover. If multiple fireballs come out at the same time, you could dictate that only one can hit the land of any given player.
At the risk of echoing other comments, I also dislike the random fireballs of doom. If they hit my capital, they take out all my gold reserves and usually a farm for good measure. Given the unforgiving nature of running out of gold, this can be quite frustrating. On the flip side, if they hit your opponents in the right spot(s), then you were just handed a too-easy game. I consider the game's 3.6 rating to be lower than it really deserves, and IMO the most likely culprit is the random and frustrating events in the main campaign.
I am certainly open to suggestions! The fireballs were implemented to throw a wrench in plans and disrupt what can be a to-predictable battle. But if they are to much, they are to much. Take wildfires and raiders as an example. They also spawn randomly, but cannot spawn on guarded hexes... thus giving you some influence. Do keep in mind that only three levels in the campaign have fireballs.
I cannot seem to place a goal hex in a two-hex territory without disabling that territory. Is this possible, or do I need to expand it to a three hex territory?
Thats correct, you need a 3 hex territory. Some hexes can't support a capital. Another example is bridges. A two hex region where one of the hexes is a bridge is really just a one hex region... so no capital. It's a little counter-intuitive, sorry.
Sure thing! You have to win the level with only ever having two units at a time (bases don't count). Things to watch out for are things like farms, which if conquered count as a unit. I'm clarifying the text in the next patch.
Reputation/Energy Efficiency:
Arctis Vanguard: Mission 10 with 150% (15/10)
Tyrol’s Champions: Mission 17 with 80% (12/15)
Blood Shield: Mission 28 with 75% (15/20)
The Outriders: Mission 33 with 80% (12/15)
The Protectorate: Mission 38 with 93.75% (15/16)
Forsaken Ones: Mission 49 with 84.62% (11/13)
The Purge: Mission 66 with 68.18% (15/22)
If one only plays from 100 energy (assuming 5 minutes of play) the below two change:
The Protectorate: Mission 29 with 91.43% (12/13, adjusted to 96/105)
The Purge: Mission 65 with 66.67% (14/21, adjusted to 70/105)
Of course, all this assumes that you WIN your battles…
Ouch. That's a weird one. Good catch!