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Codenames 29 Lurker Thread |
Posted by: T-hawk - April 8th, 2020, 10:49 - Forum: Codenames Archives
- Replies (20)
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I gotta jump in on this one:
Terrorist 4 is pointing to Fall, which nobody on the team has seen yet. If you were trying to clue New York + Fall, Terrorist is exactly how you would get there.
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OSG-35 - Social Distancing |
Posted by: Ianus - April 5th, 2020, 18:34 - Forum: Master of Orion
- Replies (227)
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More than 400 turns have passed, and six races have clawed their way up from their respective homeworld. Each stands poised to leap outward into the galaxy to claim their fair share, or more!
But all is not well in the universe. Darlok legend tells of a dread plague; an extremely virulent sickness, spread by any form of physical contact. Our soothsayers warn that any contact with outsiders will spread this sickness among The People.
We must exercise extreme caution in our quest among the stars, and remain ever vigilant against contact with other races. To this end we must avoid all diplomatic contact, trade, and espionage to avoid the risk of bringing contamination into our empire. Passive spies are expendable and can be sent out; the plague will get them eventually. [I could be swayed to say that the stolen digital data doesn't pose any risk, but I'll leave that up to other players to decide.]
Game settings:
Difficulty: Hard
Galaxy: Medium
Races: 5
Player Race: Darlok
Variant: No trade/espionage/sabotage/diplomatic overtures/ground invasion. We must Abstain from all galactic council votes unless we vote for ourselves.
Please indicate interest below! I am excited to play, and would love to get this up and running ASAP. I know that the world is a bit crazy right now. Lets have some fun!
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Planned new BUG features and dead ideas |
Posted by: Charriu - April 5th, 2020, 06:36 - Forum: Rebalance the Realms Mod
- Replies (22)
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In the past month I collected quite a few ideas for new BUG features by members of this community and I think it's time to address these. I would like to address the "dead" ideas first, meaning ideas that can't be implemented for different reasons. The one thing you should know before hand is how the code of Civ4 is structured:
- The python codebase: This is mainly the UI
- The DLL: Here you find most of the game logic and calculations
- Stuff that is "Not in the SDK": This is the unreachable part of the code. In here is stuff like the whole main menu and the basic implementation of UI elements like buttons. If I can't find something it's for sure in here and I can't change it.
So with this knowledge let's get to the list:
- The "No immediate peace treaties" game option: Krill requested me to implement this game option. It was first tested in PB46 and by now quite a few know that it is buggy. It was easy to circumvent the limitations I introduced. You may know that if you are at war with somebody and select any trade item in the trading screen, the peace treaty trade item is auto-selected. This auto-select behavior is "Not in the SDK" and therefore I can't change it. Because of that the game option will be removed.
- IP address chooser: This would have been a nice feature for those playing in multiple PBs. Basically I wanted to add a dropdown of common IP address you used in the past in the Multiplayer menu. With this could have choosen your game from a drop down list instead of typing the address in every time you switch games. Unfortunately this is part of the main menu and therefore "Not in the SDK".
- Extend the grid into the fog of war: You may all be aware of the grid feature, which overlays a grid on top of the tiles in the game. OH came up with the idea of extending this grid into the fog of war, so that one could see the tiles in the fog of war, too. Unfortunatly it seems the rendering of the grid is part of the by now dreaded "Not in the SDK" part.
- Choose your color in the game setup screen: A minor feature that would have allowed to switch your civ color in the game setup screen. This of course is part of the main menu and therefore "Not in the SDK". But in other good news the color can easily be changed via the PBmod / server.
This is it for now, so back to thing that might be more doable:
- Address width problems in some advisors: I already worked on this here.
- Integrate a compass rose: When you rotate the camera or use flying camera mode it's easy to loose the sense of where is north, west, etc. Integrating a compass rose somewhere, which shows you the direction your are looking at, might be doable, but definitly a little bit harder.
- Make "Units auto promote" a game-by-game option: This is definitley a hard problem for two reasons, where should be able to turn this on/off and when. You basically would have to turn this on before the turn ends, because it activates when the next turn is processed. This is easier in SP but in MP the server does the next turn. But I will try and see what I can come up with.
- Make the Stack Attack warning optional: With the introduction of PBmod it also integrated a new warning popup on game loadup. This popup shows up if you turn on "Stack attack" in the main menu option. I wanted to integrate some option like "Do not show me this anymore", but as this is part of PBmod I could also just remove it entirely.
- Add missing leaders: We already have quite a lot of leaders in the game addressing almost all trait combinations. But only almost. Right now three trait combinations (Aggressive + Creative; Industrious + Philosophical and Organized + Protective) are missing from the roster. I would like to add those making all trait combinations viable. The only question here is if I just copy existing leaders; rename them and change the traits, leaving them with their AI behaviour or implement a custom AI behaviour, too.
- Graphs for grids: I wanted to add a subtle grid in the background of graphs, so that one can see the the changes in graphs better. I made a tiny mockup to illustrate this. Of course the lines will be behind the graphs and more subtle. You will also be able to turn those on and off.
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[spoiler] Q: Why am I even here? A: To find bugs! |
Posted by: Ruff_Hi - April 3rd, 2020, 19:11 - Forum: Pitboss 49
- Replies (377)
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I have no idea who I want to play this time round. Any suggestions?
password notme
Future city names ...
Internment Camp 371 asteroid
Karemma
Kurill Prime
T-Rogoran Prime
Vandros IV Prime
Yadera Prime
Betazed
Benzar
Breen Prime
Callinon VII
Dosi Prime
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Magic Vortex |
Posted by: massone - April 3rd, 2020, 12:28 - Forum: Caster of Magic
- Replies (12)
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The description says the spell is supposed to be random movement, but it doesn't seem to be random at all in my game. It precisely targeted all of my units which were moving around and killed 8 units in 3 turns with not a single wasted movement. It also dealt far more than 7 doom damage, as a hero with 13 health died instantly, same with all of my other troops it went through which had more than 7 health. For a 50 MP cost, this seems excessive for a Rare spell that can't be countered in any way except winning the battle or having high movement flying units that can escape the town squares. It killed an entire 9-stack garrison by itself except 1 unit which managed to escape the walls, after the enemy troops had already been decimated. Far from being a last-ditch effort as the design philosophy says, if the AI cast this spell at the beginning of the battle, I would have lost for sure. While it's possible to survive it by having a stack of Rares with high HP, it's still too effective as the damage output is too high, plus building destruction. With this kind of damage 2 magic vortexes can destroy a 9-stack garrison of Rares for only 100 MP, and anything less is a guaranteed lost town. If Dispelling Wave could get rid of it, it'd be less threatening to Sorcery wizards, but even that doesn't work on it.
Unfortunately this is difficult to replicate as the AI doesn't always use the spell. Has anyone else observed this, or used it themselves to wipe out garrisons?
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