@billcat, it's something along the lines of "federation are important trading partners, we won't start a war". In terms of progressing the storyline, go back to liberation army HQ and talk to the leader about what to do next. Remember that any time you get stuck, there are plenty of online resources to help you (the wiki is probably your best bet for story-related questions)
mogilem, from my experience, this is your problem. Your gun starts off unloaded at the beginning of a round. You attempt to reload, however you are in 3rd person mode, which doesn't allow reloading (not sure why, it just doesn't). What you need to do is, when you reload, change to 1st person mode and it will reload just fine, then you can go back to 3rd person mode if you wish.
not a big fan of the current kick system myself. There are too few players around, meaning only a few full matches at a time. If the host doesn't like you (fairly often, it seems, just because you are doing too well for their liking, or using wall shooting, which they enabled) then you don't have many good matches (especially if you want a particular map) left to choose from. I wouldn't mind if there was some kind of voting system where people could be kicked due to consensus (so it would work against major bug abusers or hackers if that's even possible, or the massive laggers). Alternatively, I was happy before the kick system as well. It's still a great game as is, but i would prefer if something about kicking was changed in future.
@TOSTRwaffles, spray fire is still worse than short bursts around the head, infinite ammo or not, so long as your aim is good. The only thing that makes spray fire a reasonable option is when things are quite laggy, which can happen sometimes i suppose, but not that often.
jeslo, anything with disease. If you don't use disease, other things that can beat refresh are strike/enfeeble/rally to deal extra damage to it in 1 turn, or swipe, so you can get multiple attacks on it each turn, hopefully allowing you to deal enough damage to it. Adding a card that counters anything with refresh at the cost of WB's would be a terrible idea IMO.
@casmouse, isn't that a good thing? deck design is what keeps the game interesting and I know I would prefer variety in my missions rather than grinding the same thing over and over...
good game, but the AI doesn't protect capitals nearly as much as they should... They also manoeuvre troops too much rather than capturing stuff which would increase their morale and be better on the long run. Overall it's a great game, but the AI could definitely be improved a bit.
sauroman11, i am guessing that the point of protect working on both attacks and skills is to simultaneously reduce the power of strike and increase the power of pierce. Since the beginning of this game, strike has been overpowered and pierce has been used rarely (because strike was just as good a counter to armour as pierce was). Protect is fine as is in my opinion, so long as the cards that have protect aren't given too high stats or other skills
gbaz69, cards shift left at the end of each turn (both yours and opponent's). If your cards haven't shifted left it is most likely because your unit died from poison, which happens at the beginning of your turn.
good game, but the gunners in the modern time (osama bin laden age) seem rather overpowered. An army of them can beat the guys from the next age without taking damage because they kill stuff that fast. (this was on normal difficulty)
I'm not sure if deck customization would really work with a game like this. It would make some strategies too easy to achieve if you had the perfect set of cards (for example, a board full of phoenixes and enough fire for them to be invincible and a method of self-healing). I think the randomized cards forces you to be more strategic in the way that you need to improvise, and the randomness also causes variation in the AI strategy which is cool.
If you are having troubles with any level, the greatest advice that i can give is to hit as many different enemy hexes as possible. This will cause the enemy to defend 1 or 2 of their hexes, then they won't even try to attack yours most of the time and they won't be able to defend all their own hexes. If you can attack from different angles too (helps if you have fliers), this helps a lot. If the enemy has high damage, long range units (such as level 14), try to surround them. This means that they have to turn around lots to kill all your guys (and since they have low speed and agility, this takes them a long time. You can easily get more units by the time they have killed all your old ones). Meanwhile, while you have their entire army stalled in this way, you can take over hexes unopposed with a few other units (only 1 is needed, but the more you use, the faster)
such an awesome game, with such an epic ending. My favourite line (besides the "furious" one, of course) was ponder... "what was it all for? was it truly worth it in the end? uh... yes, yes it was." Or the line "to destroy is to conquer, i looked it up in the dictionary" xD
relatively short, but fun game. An idea for more features/levels would be to add a "mirror" type object, to reflect their vision (so they can see around corners if looking into a conveniently placed mirror)
um...the basic weapon gets more powerful as you go on, it seems. So after a while, the 1st powerup becomes entirely useless (except for destroying missiles). Also, the laser is really overpowered. I spent the whole first part not using special weapons and when i checked them, i had over 60 lasers and about that many of almost everything else. Oh and 700 of the 1st powerup. At that point, i gave up, because i knew i could last at least 8 or so more waves from lasers alone...