Does anybody have control over crazy people? I think that the point of the udate is to better simulate this. As xienwolf said, with Loyalty cast on the unit, Enraged was nothing more than a free strength movement promotion until you attacked something.
Well, living in Northern Wisconsin must be a hoot with all those crazy people running around. Maybe it's the cheese?
Of course there are ways to control crazy people - at least our fine Psychotherapists and Mental Clinics would think so. OT, but you make some good points, but make no suggestions for dealing with the new systems as it is. Have you had AC 90 hit in you games yet? Did you build the Baron? Seriously, I am looking for strategies in dealing with it. Otherwise, you have a combination of bugs (being fixed I am sure) and, well, crazy people running allover the place.
As for the Enraged units not attacking smartly, either it is a feature where the crazy person doesn't care about the weak because they are nothing but the strong are actually a challenge they might be able to have fun with or it is just the bugs that come with a new feature. If Enraged gets changed so the unit just starts attacking any unit it comes across, then this won't be a problem, unless of course the first unit is stronger than it.
Come on, do you actually believe what you just wrote there? Shouldn't the AI be programmed to attack the weaker targets? I think you'll find that this is usually the case in the game/mod. By why does it work differently for the crazed/enraged units? As a human player, you attack the weaker units, why shouldn't the AI do the same - especially when it means losing your craziness?
1. So now you are talking about making Enraged the same as before but Loyalty would have no effect. So you still get to keep control of your units for a while, but then you may lose them forever. In the late game, this will probably include some highly promoted units that would then turn around and destroy your cities.
But, I would not have lost them in the two examples I gave you, would I have? By my attacking the weak Workers and damaged Chariots, I would have kept my units. But, the AI, in control, passed them by and my units were lost. If my cities are not fortified in the late game well enough to defend against one unit, I deserve to lose it. But, again, I would have the chance using my game skill to go out and try and kill something (or use a spell), not depend on the AI to run around missing fat targets.
2. I think a spell that could be cast after your units are enraged that would allow you to gain control back would be good but not before. That would make the entire effect useless.
As for what Loyalty does now, certain units can get promotions that give them a % chance to take control of a defeated unit. Loyalty prevents this from happenning.
I see your point here, but again, what is wrong with preparing in advance of some bad event happening? If you are close to AC 40, aren't you going to run around and give your units Courage so they can take on the Horsemen with their Fear? It's all about planning in the game. I see nothing different with using Loyalty to plan for the eventual dumping of Enraged on the units.
Your second point came up before, and, I'm sorry, I don't buy it. The only time that would happen is with Command, and how often does the AI use that? In a multiplayer human vs. human game, OK, but in play against the computer, you will never need to have Loyalty on your units now. I don't think it works with Domination and, again, I don't recall the AI using that spell.
If there are no targets to kill, then you have already won the game and there is no point to this. Otherwise, declare war on the nearest civ (or some civ you hate) and watch as your boys start killing and losing Enraged.
Again, you can't possibly mean this. Haven't you played games where the civs are all defensive pacted-up and declaring war would be sheer suicide? I guess game speed has something to do with this, but in the longer games (I use epic speed) you really are in for a long haul and if your goal is an Altar or Cultural victory, for example, the last thing you want to do is declare a war...because you have to. You haven't won the game yet, and a war would divert you from your goal. Fortunately, in most games, I think there would be a chance for war, or there could be some barbs still on the map. However, the game I described in the AC 90 thread had no, I repeat no, viable targets when that event hit. Declaring war for the sake of this just would not have been a smart thing to do.
I still agree that a spell to allow you to get them back would be a good thing.