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  Death Wizard vs. Storm Giants - help
Posted by: tehemperorer - September 3rd, 2020, 18:57 - Forum: Caster of Magic - Replies (2)

Just curious, what are my options as a Death Wizard against an enemy wizard's home city that has 9 Storm Giants with resist magic cast on them defending it? The enemy wizard already has 0 mana. I was thinking grouping up 9 Demon Lords but I'd hate to lose a bunch of them. Anyone have any ideas? I have High Elves, Gnolls, High Men, Klackon, Lizardmen, Dark Elves, Draconians, and a ton of Zombies :D

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  Crusader Kings 3
Posted by: Jowy - September 2nd, 2020, 07:53 - Forum: The Gaming Table - Replies (29)

The game is out! Who has it? How is it?!

And when is our first SG or MP session!

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  FFH7 - Old Harry trails in last
Posted by: Old Harry - September 1st, 2020, 14:45 - Forum: Civ4 Event Reports - Replies (2)

Sorry I'm a bit late to the party - I've been on holiday this week and lost track of the reporting date so didn't have access to my notes. Not that I'll be challenging for the win here. smile

A little background:
I've played FFH/EITB as Launn, Kurioates, Banor and a few others, but I've no idea how to play well - I usually just research fireballs and then mop up. I've never played the dwarves so I didn't realise just how badly having no golems would gimp things...

The start:
I reckon I need a couple of warriors and a mud golem to improve wine and get chopping. So the tech plan is Mining-Agri-AH-Calendar, to get chops, food and happiness. Beyond that I've no idea what to do...

Early on we meet Os-Gabella, Sabathiel and Basium, which kinda balance each other out. Hopefully I can gang up with the two good leaders on the evil one. Seems reasonable, right?

T13 - I lose the scout. frown
[Image: t13.JPG]

T23 - I finally start improving the wine (I'm too used to playing Civ, I have no feel for how fast I should do stuff in EITB) and then T25 the Banor ask if I'll declare war on the Sheaim. This sounds great, so I jump right in (without contributing any units or material, but it's the thought that counts.)

T43 - The Banor leaving us out to dry - signing peace with Os-Gabella who won't sign peace with me. scared

T57 - This feels very late for a second city, but it locks down the gold region, and secures horse. One of those will prove to be a terrible mistake...
[Image: t58.JPG]

Over the next few turns a couple of juicy barb cities pop up, but then on T65 everything goes horribly wrong. The Banor adopt Ashen Veil and are suddenly evil and not my best buddies any more. A while later I pop Arondcha the White - a spectre with four lions for company - from a lair. They nearly take my second city - killing the last warrior, but luckily I'd put a mud golem in to save the place. A stack of warriors manage to kill the spectre on T82.

T87 - Finally settle city 3. Please don't laugh.

T104 - The Svartalfar declare war with a small stack of warriors by city 2. They don't do much.

T105 - I get horseback riding from a treasure chest - boar riders get great odds vs the archers in the barb cities so I just need a few of these and I can actually start to expand! Also note the Sailor's Dirge dropping skeletons next to my capital, it just holds thanks to a 1-turned God-King warrior. Have I been Unlucky With Barbs or Careless With Defences? More like Bad At The Game. tongue

Over the next thirty turns Sheaim and Svart stacks gradually trickle in and gradually strengthen with pyre zombies and diseased corpses. My world spell is kinda handy but gets me a mere four golden hammers. My stacks of warriors and boar riders get whittled away repulsing the enemy. Then on T145 Tasunke joins in the dwarf-bashing. frown

T153 - The boar riders, a catapult and a few warriors take a barb city and set up for a quick conquest of the next barb city, but it's looking like my time is up - the elves have Satyrs now and I can't get peace with anyone... Also, why two Hyborems?
[Image: t155%20%282%29.JPG]

Around now I start trading maps and the world looks pretty amazing. I just wish I'd been able to influence it a little more...
[Image: t160ish.JPG]

T166 - The Illians make it snow. Gah.

T170 - Looks like my time is up - maybe now wasn't the best time to try to expand?
[Image: t170.JPG]

T172 - lol I also picked a bad time to explore a tomb.
[Image: t172.JPG]

I manage to kill off five assassins and Slow half the other units with Lentum Friggis' ice mana, but the capital and Kalocly fall and I don't have the heart to continue past T175. Well played Bob, you win.

What did I do wrong? Overbuilt smokehouses and granaries, boar riders (this was the terrible bit of the second city - these were way too expensive for what they were) and catapults. Didn't build enough settlers or warriors. I had a blast though, and am already playing through again to see if I can do a less terrible job this time. Thanks Bob!

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  Wizard Challenge thread
Posted by: Anskiy - September 1st, 2020, 08:31 - Forum: Caster of Magic - Replies (2)

I think it would be a good idea to start a thread for challenging users with custom wizards and reporting playthroughs with them. I'll start off with my last run:

Wizard

Sorcery 7 books, Retorts Runemaster and Astrologer, Race High Men

My reasoning was that I would play to the supposed strengths of Sorcery's dispelling power by boosting dispel resistance and Arcane spell research and cost. Sorcery also doesn't get many good summons until Rare, but it does get nifty spells for combat like Confusion and AEther Sparks, so I decided to pick Astrologer so that said spells could be cast reliably in nodes. Lastly, High Men have reasonably strong military units early and mid game, so I picked them in the hopes that they would bolster the weak early game.

My playthrough turned out rather tense. I opened up with searching liars with a Magic Spirit, then casting Nagas to claim some easy rewards. However, trouble soon followed as a Death wizard Rjak, with Aggressive personality, started seizing my land with Lizardmen settlers. I quickly got a Fighter's Guild up and then started massing many Pikemen. The war afterward was extremely fierce, I kept losing a settlement at the bottom of my continent, and ran into gold issues so often I actually had to use my mana supplies to pay my armies. 

Eventually I researched Water Elementals and managed to decisively push Rjak out of my continent. I got peace offers from him at around the same time a Nature/Chaos wizard, Oberic, declared war on me for accidentally stepping into one of his villages. Two stacks of Water Elementals and Pikemen razing one of his cities and getting into position for the next one made him plead for peace, with him offering a generous 252 gold as tribute. 

With both wizards being at peace, I decided to focus on my power and skill supply, as well as clearing out some nodes. Wizards Guilds were quickly brought up in most of my cities, with Amplifying Towers being constructed in most of them. I also moved enough Water Elementals and Pikemen to significantly weaken a node with Chimera in it. But war struck again, with Rjak wanting revenge for his failure. I tried attacking one of his towns with a pikemen stack but that backfired, and he stole four of my pikemen. Six Water Elementals did work, but he got a stack of Wraithform Halberdiers and some Pegasai and took one of my cities. My Water Elemental stack retook it, but upon using it to advance, I ran into a nasty surprise, with Night Stalkers effortlessly taking out my Water Elementals. At that point I quit since I saw no good answers to them in my spell book. 

Perhaps I should have used Resist Magic more since I was facing an Aggressive Death wizard. It would have also been handy to have upgraded to Paladins, but the thought never struck me as I was forced into dedicating my towns to supplying Pikemen early on, which led to my power and skill being somewhat neglected. Flying Warships would have been a fairly formidable force though still perhaps weak to Night Stalkers.

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  [SPOILERS] Ioan's first attempt to Civ6 world
Posted by: Ioan76 - September 1st, 2020, 00:51 - Forum: Civilization 6 PBEM 19 - Replies (86)

Hi everybody who's looking here!

I'm a really newbie in Civ6 so my hope for this game aren't so big - my main goal is to learn something for other good players.

Just open this thread to be - hope to be able to post also screenshots and so on.

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  FFH Adventure 7 Results and Designer's Thoughts
Posted by: Bobchillingworth - August 31st, 2020, 20:11 - Forum: Civ4 Event Reports - No Replies

First off, thanks to everyone who played! This game had a pretty good showing going by downloads, and four excellent reporting threads.


Here's the player rankings, going by finish date:


1. Aurorarcher, Turn 260 (Tower Win)

2. Miguelito, Turn 297 (Tower Win)

3. DaveV, Turn 299 (Domination Win)

4. Mr. Cairo, Turn 314 (Tower Win)




Based on the reports, the player experience was more-or-less what I was going for, though some of the AI behavior was highly divergent from the six practice games I ran. Of those practice games, four I played until I was in a position where I was certain I could win, and two were kind of fluky loses, once being an elimination when Volanna declared on my while she was already at war with Tasunke, then Os got peace with Sabathiel via an event and declared on me, and then she summoned the second Hyborem on my border, who declared and sealed the deal. The other loss featured a "Pleased" Varn walking around 200 Paramanders and Adepts through Lanun territory to invade me. Figured both were acceptable in that there was a possibility a player could be defeated, but only due to rare confluences of events or mistakes on the human's part.


Also, the second Hyborem spawn was intention; I was surprised when he appeared in my first test game (forgot to turn on Compact Enforced in the game settings), but decided he added some dynamism to the match.



Here's a breakdown of the bonuses (and maluses) I gave each opponent, some of which were surely obvious (going by memory, so I might miss a couple items... also, obviously spoilers for anyone who wants to try their hand at this later):



Sheaim:

+ Started with the AV Holy City
+ Started with a free Planar Gate
- Started at war with the Bannor and Mercurians


Bannor:

+ Started allied with the Mercurians
- Started at war with the Sheaim and Infernals


Mercurians:

+ Started allied with the Bannor
+ Started with three cities and two Settlers
- Started at war with the Sheaim and Infernals


Infernal:

+ Started with three cities and two Settlers
- Started at war with the Bannor and Mercurians


Hippus:

+ Started with a Heroic Horseman


Svarts:

+ Started with a Super Capital


Illians:

+ Started with a free Temple of the Hand
+ Started with ice tiles at obvious expansion sites near capital, which neighbors would ignore


Amurities:

+ Started with KotE tech and an Adept


Khazad:

+ Started with all basic Worker techs
+ Started with four Workers
+ Started with 500 gold


Ljo:

+ Started with Archery tech


Malakim:

+ Ideal starting terrain


Lanun:

+ Had a second city on a 1-tile island and with coast structured for optimal cove placement



Ultimately I think the civs who started with military techs were actually held back by them, rarely expanding much or at all and not competently rushing their opponents, while the ones with massively boosted starts did fairly well.

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Exclamation [NO PLAYERS] The WW46 Lurker Thread
Posted by: BRickAstley - August 31st, 2020, 17:53 - Forum: Werewolf Archives - Replies (503)

Any players who accidentally click here, get out now.

Who is still interested in Werewolf but not playing in this round?

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  WW 46: Wolves Return to Realms Beyond
Posted by: BRickAstley - August 30th, 2020, 19:00 - Forum: Werewolf Archives - Replies (1155)

The village has laid silent and peaceful for a few years now. You thought the wolves were finally vanquished, never to return.

You were wrong.

There are once more Werewolves in Realms Beyond.  



Standard RB Werewolf Rules:
  1. Days are 48 hours long. Nights are 24 hours long.
  2. Days and nights end at 1100 CDT/1600 UTC. The forum clock is used as the official clock. Votes and actions posted at xx:59 count, votes and actions posted at xx:00 do not.
  3. Posting is not allowed after the day and night deadlines until the GM has posted a phase resolution.
  4. In the event of extended forum downtime, downtime that occurs in close proximity of the deadline, or some other event that disrupts the game, the day may be extended 24 hours at the GM's discretion.
  5. During the day each player may cast one vote for someone to be lynched. You may change your vote as many times as you like before the end of the day. Players may also vote for "no lynch" and if "no lynch" receives a plurality there won't be a lynch.
  6. Votes must be posted in red text or they will not count. Votes with spelling errors of names do count so long as it's unambiguous in the GM's opinion whom is being voted for. Votes embedded in quotes do not count.
  7. The player with most lynch votes at the end of the day is lynched and eliminated from the game. Tiebreaks: see section below.
  8. Night actions have been preassigned a priority order.
  9. Anyone failing to vote for 2 consecutive game days or 3 days total will be mod killed and removed from the game with a loss.
  10. Dead players may make one posthumous post that doesn't reveal in-game information or contribute to discussion.
  11. Forum profile camping is not allowed.
  12. To prevent confusion that may arise in the case of cross posting, posts may not be edited for any reason.
  13. Players may not communicate with other players about the game outside the thread via PM, email, chat, quicktopics etc. unless told otherwise.
  14. Players must check their PMs and make sure they're alive each game day before posting.
  15. If the game reaches a stalemate situation, the game is a draw.
  16. Directly quoting role PMs or other communication from the GM is prohibited unless otherwise specified. Screenshots of the same are also prohibited.
  17. Breaking rules will result in penalties ranging from warnings to loss of abilities to being mod killed, depending on the severity of the infraction and the GM's discretion.



Night Result / Reveal Policy

If your action doesn't need to return information you won't receive a PM telling you whether it was successful or not.
If your action returns information but fails due to interference of other roles, you will just receive a "no result".
When a player is eliminated, their alignment and role will be made public.

Tiebreaks

If there are only 2 players left and no Day powers apply, the day result will automatically be a no lynch and tiebreak mechanisms will not come into play

Otherwise, The first person to reach their vote total will be lynched in the event of a tie.



Player status, role, and alignment:

Players: (2 alive)
  • Bobchillingworth - lynched Day 1 - Villager
  • Cyneheard - killed Night 1 - Werewolf Jack of All Trades
  • El Grillo - killed Night 1 - Village Hider
  • Gaspar - killed Night 1 - Village Tracker
  • AdrienIer - lynched Day 2 - Villager
  • Lewwyn - killed Night 2 - Villager 1-shot Commuter
  • Meiz alias thrawn - killed Night 2 - Villager
  • scooter - lynched Day 3 - Werewolf
  • GeneralKilCavalry alias GeneralKillCavalry alias GKC - killed Night 3 - Villager
  • Rowain - lynched Day 4 - Villager
  • Chevalier Mal Fet alias CMF - killed Night 4 - Villager
  • pindicator - killed Night 4 - Sleepy, 1-Shot Bulletproof Serial Killer
  • Charriu - lynched Day 5 - Werewolf
  • Commodore - killed Night 5 - Village Doctor
  • Serdoa - lynched Day 6 - Werewolf 1-Shot Bus Driver
  • naufragar - Survived to the end - Villager
  • superdeath - Survived to the end - Village Vigilante



Villager Role PM:

Villager - Welcome, [player name]. you are a Villager.
Abilities: Your weapon is your vote, you have no night actions.
Win condition: You win when there are no longer any threats to the Village and there is at least one Village player alive.

All players who are not a normal villager have received a PM with additional information. That information will not be disclosed here. See here if you are new to Werewolf, and want an idea of what additional roles might be present.

Additional Role Standards:
  • Unless your role PM says otherwise, you may not target yourself with your own actions.
  • Unless your role PM says otherwise, if you have the ability to conduct two different night actions, you can only select a single action each night.



Result Posts:

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  Problems and bug
Posted by: Charriu - August 30th, 2020, 01:22 - Forum: Close to Home Mod - Replies (72)

If you find any problems, bugs or otherwise errors please post them here.

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  FFH Adv 7 - dwarf tossing with Miguelito
Posted by: Miguelito - August 29th, 2020, 18:42 - Forum: Civ4 Event Reports - Replies (3)

This was a fun game, and there would be so much to tell - although I feel my game was less dramatic than others reported already. But the new PB is starting so I'll have to make it short, first, victory screen:





Now, back to the beginnings.
Something's unusual right  from the start:






... but nothing of it affects me, so the start's pretty normal. Sadly I didn't take pictures. Second city to the south, third NE, then settle the coast SW until reaching Os-Gabella's border, who apparently didn't feel a need to get cities, with all her super techs. Sabathiel otoh gets quite a few down, including a barb citiy that I would have liked to the south of the mountain range, blocking me out from there. 

This gets buried in snow:





- but notice how the bad guy walks out of the city to the east after casting his mean spell? He'd always do that when approaching with a warrior.

So, we easily bait him, with two stacks waiting out of range of his snowstorm



and after tossing some:


That city of course was a huge thorn in my side, and getting it was very nice. You can see though that I already had claimed a barb city by Letum Frigus, and was now able to expand past the mountains. Mostly by the pickaxe, because the barbs had already settled most of it.

To stay on Sabathiel's good side, and maybe due to some moral feelings, I had joined him fighting Os-Gabella. She would now start sending these random stacks at me:


Nothing nice to fight off when you have nothing but warriors, but doable. Of course she had much more in the cap, and had she used that, or just loaded some on her galleys, that could have been the end of me. But of course she didn't. I actually rushed Aquae Sucellus with the first GE though, to be able to get the plague from the Diseased Corpses off, and not have to send units to Varn Gosam into the Pool of Tears. Think I didn't end up using it, or maybe on like 3 units.

Some fun:



Here's an overview from t144:



Sabathiel dedicated his game to building up increasingly huge stacks of axes, and not using them:



Later on he would fight off some pathetic invasions from Tasunke, but never step outside his borders.

While scouting, I had the feeling that Bob had intended fro Volanna to get into a relevant position in this game:



Spoiler: She did!


Then Falamar attacked, inevitably:


at this point, I was finishing my first siege workshops (and had trade tech) and mage guilds, but was still fielding only warriors. I had to give up the two cities seen here, but then by Letum Frigus stalled him in the mountains, and with the first better units went into counterattack. But the sheer brutality of my fierce gnome warriors was still carrying the  victory:





Important grab:



Dwarves are not very good at magic, and even though I had Sorcery, my adepts were all still mostly brawnies. This one won:


bagged the Celestial Compass.

On t200 I'm pretty sure I'll win this, having seen the AI's tactical capacity. Here's an overview:



Right after, Falamar does something smart for a change:


He had Kingsport full of horse archers and could have obliterated my army. But he preferred to stay at home, so I had to pay the visit:







Here's an F5 from the time:



You can also see the international borders. Differing from other reported games, the Infernals stayed on one city, and remained peaceful until shortly before the end of the game. Volanna grew huge, but later on couldn't make headway against the weaker Kandros Fir, even losing a city, while also making only glacial advances against Auric. I got a lot of resource trades from here, even Mana. Varn Gosam was also in good shape, and I hoped to keep him as a friend.

Still due:



Nice price with city of a thousand slums (actually that cam later t237, two turns before my due date in Khabalg frown ), Tower of complacency, and the OO shrine, but required some work. Also you can see that I rushed the Pillar of Chains into Innsmouth, a quite dubious decision smoke

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