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  (spoilers) Trying something new
Posted by: superdeath - April 2nd, 2020, 00:58 - Forum: Pitboss 49 - Replies (176)

No players, But i welcome ALL THE LURKERS to decide my pick choices. If i get no lurker involvement ill obvious choose something myself... but i recently read the setup to i think it was... pb30? Anyway, i really liked that idea.


Saved for easy access.
THE ALTERNATIVE MICRO
basically, instead of a workboat, build a worker, and the second settler goes to some other location, presumably in Ruff's direction. I think that makes things worse by 2 turns, but it allows a worker to go and pasture the pig of the second city, which would otherwise have a slow start...
So, here we go.
Same up to turn 31, start a worker.
Send worker to the pig on turn 33, plant new city.
Worker complete turn 36, send 1E, start settler
Turn 37 - Slavery switch - suboptimal, but whatever, we can resolve this later.
Turn 39 - the worker on the pig goes 1SW to mine a shared hill between rome and city #2. Chop is in.
Turn 40, start mine, move worker 1N from the hill above the fish.
Again, turn 42~ is when priesthood is done, we start the pottery.
Same time, warrior completes in city 2, start on another worker.
Send settler built on turn 43 in capital to the copper/oasis site.
Turn 44, start road below city #2
Turn 46, plant city.
Turn 49, we should have 3 mines around capital now, switch from corn to the 3rd mine for a turn 52 oracle.
Start a cottage with 1 worker. Our other wqorker has been build roads, and we shouldve gotten another worker by now to connect copper
Start on a granary in city #2
Frankly, not sure this micro plan is that optimal either, the cities are low pop, however the worker turns are much better,

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  Wizard Pact Territorial Violations
Posted by: massone - April 1st, 2020, 22:37 - Forum: Caster of Magic - Replies (19)

I have found the accidental territorial violations on Wizard's Pacts to be extremely annoying on larger maps. I spend far too much time trying to figure out exactly where I violated the territory, only to get the Pact dissolved anyways because I accidentally violated it somewhere else. The problem is not the 3-turn limit, it's the distance limit. 2 squares, especially the diagonals, is impossible to manage when there are so many cities packed tightly on the map, shared tiles, and the AI settling everywhere with extreme border gore.

I'm okay with giving up nodes when forming a pact, and even empty Floating Islands counting as violations because theoretically there could be invisible units there even though the AI sees invisible units anyways, but all these accidental violations are really frustrating. After getting warned and trying to respect their territorial integrity, giving away two nodes, FAILING to get all of my troops, I reloaded from backup on the third turn, spent over half an hour checking 26 towns one by one to find where my violations were, and moving more of my units away, only to find that I had STILL violated it somewhere else in a new move, even after THREE reloads.

I suggest that the 3-turn limit needs to count individual stacks rather than the whole map so that if I move my unit away, the AI should recognize that I've done as they asked. This is probably quite difficult to program though, so maybe there can be a warning when trying to move a unit into a territorial violation, and there should especially be something to prevent the automatic path-finding from ending the turn on a violating square mid-way through for long distance trips. At the very least, diagonals should stop counting as violations, they are the hardest to notice.

Otherwise, the whole territorial violation mechanics should be reconsidered, as it's making me not want to bother with Pacts, period, with anyone except someone in a nice corner of the map where I can clearly see where they are and avoid them. It's just too frustrating trying to micromanage this with an AI who owns towns all over the place. It's especially annoying because I'm not even the one who wanted the Pact in the first place. I didn't want the hassle when the AI first offered it to me, but then they surprisingly offered me a thousand gold for it, and I decided it wouldn't be too much trouble since I didn't plan to make war on them any time soon. Yet I was proven wrong. The micromanagement hell was not worth it.

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  [49 spoilers] Miguelito, pindicator and Adrien take Shiva by the hands
Posted by: Miguelito - April 1st, 2020, 17:52 - Forum: Pitboss 49 - Replies (300)

...after near tilt during the settings discussion let's play some civ smile

Welcome dear readers, I hope you'll enjoy the reports and will be happy if you contribute to the discussion!

pindicator has agreed to dedlurk me in this game, many thanks again!


(April 8th, 2020, 11:45)Ramkhamhaeng Wrote: PBSpy: http://civ.zulan.net/pbspy/game/91/
Server Url: pb.zulan.net:2049

Please note that the Mod name in this PB will be RtR_BugBeta_0.10.
Moreover, I've changed one file after Charriu's latest post.
Download the mod here.


Password is juind


Me and my friends:

Quote:9) Miguelito / pindicator - JUSTINIAN of INDIA
8) Ruff_Hi - MONTEZUMA of Native American
7) Superdeath / GKC - STALIN of ROME
6) Fintourist / et al - ISABELLA of INCA
5) Elkad - JOAO of KHMER
4) Mr. Cairo - MEHMED of PERSIA
3) Cornflakes / giraflorens - NAPOLEON of BABYLON
2) Raskolnikov / Rusten - CATHERINE of CARTHAGE
1) Commodore - BOUDICA of JAPAN

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  [SPOILERS] Cornflakes and giraflorens PB49 - any stock traders out there?
Posted by: Cornflakes - April 1st, 2020, 12:38 - Forum: Pitboss 49 - Replies (156)

Welcome one, welcome all ... especially giraflorens, but definitely not current players nono

We shall do our best to win yup

Just need starting screenshot to begin planning our bid for world domination dancing hammer

***************************************************************************
NOTE: The theme is stock trading. Anything posted in this thread is purely for educational purposes (primarily my own education). DO NOT MAKE STOCK TRADES BASED ON ANYTHING THAT IS SAID HERE. Consult with a professional before making any financial investment.
***************************************************************************

City name candidates:
Risk Management
Technical Analysis
Buy Low
Sell High
Candlesticks
Support
Resistance
Contrarian
Trailing Stop
Growth
Value
Long
Short
Target Price
Iron Condor
Dividend Yield

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  [spoilers] The 49ers: Sanctimony and Public Defecation
Posted by: Commodore - April 1st, 2020, 09:03 - Forum: Pitboss 49 - Replies (191)

[Image: 1280px-San_Francisco_49ers_wordmark.svg.png]

Roster:
Superdeath - GKC dedlurk
Ruff_Hi
Mr.Cairo
Miguelito
Raskolnikov- Rusten dedlurk
Cornflakes
Elkad
Commodore
Fintourist

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  [SPOILERS] Cornflakes PB50 - Social distancing on a tiny island
Posted by: Cornflakes - March 29th, 2020, 19:09 - Forum: Pitboss 50 - Replies (45)

Here we go! Slow to post a thread since I was working on finishing the map. I’ll put more thought later but for starters ...

Why pick location first? Biggest reason is one start has bacon while the others have cereal. I want to know my start first before locking in Civ. Why start 2? I think that production is going to play a more deciding role than Commerce on such a small map. The two northern starts have more hills, while the southern starts have flood plains. I was actually leaning towards start 1 since it has 2 early luxuries, and also more islands. But since Yuri snapped that up quick that reinforced my decision to pick starting location first and lock in #2. I’m aiming for Babylon with my 2nd pick. Undecided on the leader, probably CHA/something for the boosted happy cap for larger early capital. Maybe CHA/PHI since bulbs are comparatively more powerful in a weak commerce situation. 

Scooter’s Pericles (PHI/CRE) I think is a double mistake. First I think taking a leader with then #1 overall pick was the wrong. I think Scooter should have locked in either start or best overall Civ, and taken the other with his 2nd (5th overall), then fill in leader at the end. [edit: as-is if Superdeath doesn't pick a start, then Scooter will either pick a civ without knowing whether his food will be grain or meat]. I feel like traits are the most balanced and therefore the dropoff from #1 to #4 leader is the least. I think CRE is overrated on a tight setup, especially in a One City Challenge situation with most of the center tiles worthless desert.

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  AI Fog of War
Posted by: massone - March 29th, 2020, 13:16 - Forum: Caster of Magic - Replies (3)

I was under the impression that the AI was subject to Fog of War rules when attempting to cast curses like Raise Volcano. However, in my 5.75 game, The Myrran Wizard just used Warp Node (I can tell it's them because of Detect Magic showing it happening on their turn) on half my Arcanus nodes even though they haven't been anywhere near those places, nor have they cast Plane Shift at any point after I opened the first tower, and they haven't opened any other towers either. Is this working as intended? Why can they do this?

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  [SPOILERS] Semi-retired thread. yuris125, pitboss 50
Posted by: yuris125 - March 29th, 2020, 12:53 - Forum: Pitboss 50 - Replies (69)

[Image: Image.ashx?multiverseid=443037&type=card]

verix is the password

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  Make BUG advisors super wide
Posted by: Charriu - March 29th, 2020, 06:11 - Forum: Rebalance the Realms Mod - Replies (5)

With the current version of BUG I included all the features I wanted to include and when the next test game (PB48) is more or less concluded I will merge everything back to normal RtR, so that there is only one mod version again.

But there is one thing I would like to address before the merge. That is that some advisor screens look ugly on very wide screens. Namely the following:

Foreign Advisor - Active:

On a 16:9 screen



On a 4:3 screen



Foreign Advisor - Info:

On a 16:9 screen



On a 4:3 screen



Military Advisor - Deployment:

On a 16:9 screen



On a 4:3 screen



The main problem with all of these screens can be seen in the 16:9. There's a lot of unused space to the right, which gets even bigger on wider screen resolutions.

The question that remains is how to solve those issues, because there are some constrains:

  1. The screen still needs to work on a 4:3 screen.
  2. The reason why these screens are wider is because of adjustements to other sub menus in the same advisor. And my guess is that the size needs to be the same for all sub menus of one advisor.

Here are some of my suggestions to solve or at least improve on those issues:

Foreign Advisor - Active:

I would like to redo this screen completely and make it somewhat similar to the Info screen. I would get read of the purely text based display and would replace it with a column based approach, like this:





This would also get rid of the scroll bar that apears if you have to many deals to display.



Foreign Advisor - Info:

Unfortunately because of 4:3 we don't have a lot of space here. I only added a gold and gold per turn column (the same values as from the trade screen). After that the only thing to do is to stretch the display across the whole screen like BUG did with other screens:






Military Advisor - Deployment:

This is the hardest screen for me right now. You can't add any more info without a complete redo and I don't know how I should stretch this screen across the whole width.


Most importantly for all these implementations is that I didn't have a look at the code so far. So I don't know if those changes are doable.

I'm very open for any ideas or suggestions you come up with.

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  Base BTS Game
Posted by: Mjmd - March 28th, 2020, 20:58 - Forum: Pitboss 51 - Replies (404)

Not sure I'm the right person to throw this out there, but some green person has to! I've been lurking the forums here for over a year. Loved lurking Pitboss 44 and am still kicking myself I was too shy to sigh up for PB88. Wanted to know if there would be any interest in a standard BTS pitboss game? Thinking similar settings to Pitboss 44. 

Figure with everything going on there might be some interest and maybe there are more people like me who feel intimidated by all the mod changes. Or just keep getting crushed.

1) Settings:
Fractal Pangaea with lots of lakes that looks kind of like a fritter...
Monarch level
mapsize and other settings at mapmaker's discretion. Only request is balanced starts. Rest can be natural like 44.
No villages, events, vassal states, technology trading.
Normal barbs
All scout and no war until 25

2) Bans:
AP resolutions, blockades, active espionage (espionage is enabled in settings but no spies can be built; no limits on Great Spies), nukes, War Elephants, city and unit gifting (including city transfer as a part of a peace treaty).
GLH, SoZ, Corporations.

3) Rules:
AI Diplo. No communication with other players in respect to in-game events other than offers in trade window. No use of texts, city names, unit names, numbers (specific amounts of gold) to communicate.
Otherwise, please follow etiquette rules as described in this thread: https://www.realmsbeyond.net/forums/show...p?tid=7311

4) Pick method. Point-based snakepick; no duplicate picks. Everyone is limited by five points, features are priced as follows:
4: FIN
3: EXP, CRE, India, Inca
2: SPI, IND, ORG, IMP, China.
1: PHI, Agriculture Civs
0: CHM, AGG, All other civs
-1: PRO
Picks are done blind, before seeing starting positions.
Note: I would say mapmaker can edit point values based on map if applicable. I just copied most of this from 44  crazyeye

Signups:
Mjmd
El Grillo
Giraflorens
GeneralKilCavalry
Superdeath
Vanrober
Amicalola
Lazteuq
Plemo
Ramkhamhaeng

Dedlurker:
Charriu
Irismono
BaII

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