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Best strategies for lunat...
Forum: Caster of Magic for Windows (CoM II)
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1 hour ago
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[spoilers] Commodore's 83...
Forum: Pitboss 83
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11 hours ago
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PB78-Superdeath and Nauf ...
Forum: Pitboss 78
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Yesterday, 15:44
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More Final Fantasy
Forum: The Gaming Table
Last Post: System Error
Yesterday, 13:58
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PB83: Pindicator builds a...
Forum: Pitboss 83
Last Post: Mjmd
Yesterday, 08:44
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[SPOILERS] DaveV is not c...
Forum: Erebus in the Balance PBEM LVIII
Last Post: DaveV
Yesterday, 08:24
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Caster of Magic II Brains...
Forum: Caster of Magic for Windows (CoM II)
Last Post: Anskiy
Yesterday, 07:42
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Interstellar Space: Genes...
Forum: Master of Orion
Last Post: WingsofMemory
March 27th, 2025, 21:04
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[PB78] Dreylin boldly goe...
Forum: Pitboss 78
Last Post: Dreylin
March 27th, 2025, 18:32
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5 Player Themed Pitboss: ...
Forum: Pitboss 78
Last Post: superdeath
March 27th, 2025, 18:25
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PB95 at civforum.de |
Posted by: xist10 - June 6th, 2024, 11:57 - Forum: Civilization General Discussion
- Replies (2)
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Hi,
we at civforum.de are planning the PB95 right know.
We are planning to start in about 3 months (and after the PB93 ends) in September.
Nothing is really fina right now, so you could try to influence things.
Right now, I expect a classical CF game.
This means:
- Deity
- Only the PB Mod vom Ramk (weaker Corps, Elefants)
- 48h timer (not discussable)
- usual doublemove rules; coin flip during peace time
- events, but no huts (I think no to both is possible)
- no techtrade
- espionage active, but tech theft and civic change forbidden
- unit gifting allowed, if the receiver has the tech to built them
- city trades are subjected to arbitrator approval, Guideline: Relative free as border correction AFTER a common war. Otherwise the city needs to be a trade object. - No "strategic" trades.
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Phantasm AI being dumb with ganging up |
Posted by: massone - June 1st, 2024, 19:05 - Forum: Caster of Magic for Windows (CoM II)
- Replies (7)
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So I came back to the game after a couple years break, decided to try a phantasm game with 13 wizards, fair everything, normal size land, mixed continents, turned on monsters gone wild and final war to add some extra difficulty.
The game progressed smoothly for the first 60 or so turns, and then it just got really annoying. I don't know what the cause is, whether it's difficulty at phantasm vs. lunatic, or one of the toggles, but some of the AI behaviors just don't make any sense given the settings I chose. Difficulty has never used to mean the AI starts ganging up on you, especially when it's not strategically sensible for them to do so because they can't possibly defeat me, effectively making it easier for the player.
I didn't banish anyone until turn 72 so it's not because of the banish penalty either, this stuff started at least 10 turns ago:
-3-4 AIs rushed to try settling my home continent, for 3 of them it's on land that's at least 20 squares away from their nearest settlement, building just ONE isolated town with low <15 pop cap right next to my center of power, there is no possible way they can defend that. So obviously I let them settle because I could take it anytime I want, effectively helping me build more cities for free and letting me stay under the overexpansion threshold, while wasting their settler production.
-Nature node spawns a fat stack literally right next to the dumb AI. It had 1 swordsmen defender with no buffs or city enchantments. That should've been an obvious target right? No matter how much the multiplier is for the player for same continent, all of MY cities were at least 4 squares away, with almost maxed garrisons and strong units defending. Instead of attacking the AI's city, this stack tries to go for MY city that's 5 squares away with 7 defenders. This seriously shouldn't be allowed. If it destroyed the AI city then at least I wouldn't be able to conquer it later, but instead it's coming to suicide against my powerful stacks? Wtf.
-Another dumb AI decides to randomly attack two of my active nodes with spearmen defenders. Well my defenders were weak so tempting target right? But they are so damn far away there is no chance of them keeping it. And it's not like they brought over some epic doom stack to occupy/invade. One even attacked with a single naga! There's not any magic spirits of theirs within 15 squares either. It's basically pointlessly annoying me and goading me into attacking their one pathetic settlement that I allowed them to settle
-Yet ANOTHER AI attacked my third lightly defended sorcery node and decided to suicide their weak Druid ritual master hero into my territory?? It brought over a stack of mere hell hounds and berserkers as support and got rekt against 3 of my fodder units, leaving just the half dead hero and 2 hell hounds after the first fight. Now I can kill the hero anytime I want (literally 1 tile from my heavily defended city, where I could and did summon a water elemental the next turn to deal with them) and they're not even trying to retreat after, just sitting there on the node with 3 trash units? If the AI was trying to get rid of a hero after a full 6 that would be something else (they only had 4), but they're basically just suiciding their economy unit here
Keeping in mind, these AI's fortresses are like 30+ squares away from me, on other continents, separated by a huge amount of ocean. I have nature's eye on all my cities and can clearly see they have NO reinforcements anywhere near me.
They have all of 1 highly underdeveloped, barely garrisoned city within 20 squares of me. In fact, their names are ALL in (brackets) on the F5 relations menu so is this just bugged or what? Why are they trying to attack me in MY territory if they're not prepared for a war and have no ability to reinforce their front? I could fight all of them at the same time and still win, but they're not in some grand alliance, and not allied with the one wizard I was actually at war with either--I was also winning that war easily so it's not like there was an opportunity to prey on my weakness.
Once I finally banished somebody the latest turn, only 2 wizards gave me the diplo warning, so that seems to be working correctly, and they weren't any of these guys. The F5 relations hit only came after the banishment, so all that stuff before had to be caused by something else.
This feels way too artificial and counterproductive. How is this Phantasm difficulty? I was under the impression that the AI only received more numerical bonuses going from lunatic to phantasm...this seems like something went wrong with the AI's strategic judgment.
Maybe the problem was my "Army" rating being weak, but that's just a terrible metric. My population was way in the lead (double or triple theirs), my overall power was even or higher than theirs too. My power income was on par with them as well, despite their bonuses, implying that they had barely started attacking nodes near themselves. Why aren't they focused on grabbing neutral nodes instead of provoking an at least equally powerful or superior foe so far away?
I didn't turn on Final War to fight against everybody on turn 60. That was for the endgame...the Domination rate is only 23% by turn 73 and I wasn't even in the lead yet.
The AI shouldn't be getting involved in pointless fights in faraway land where they have 0 chance of victory or keeping their gains, especially not when the diplo (name) indicate that they're out of range. Nor should the wild stacks be attacking my cities when there is a way better target immediately next to them. No amount of difficulty/player penalty should overcome a 5 square and 6 garrison (plus the garrison's actual strength) difference.
I don't recall this stuff happening on lunatic before. It doesn't make sense, and it isn't fun or improving the difficulty.
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[PB78 SPOILERS] GT and Magic Science in the Post-Apocalyptic Wasteland |
Posted by: Magic Science - May 31st, 2024, 19:41 - Forum: Pitboss 78
- Replies (117)
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Barbarian charity?
Melancholy charity.
...
Unfortunately, I was playing a lot of Rain World when I should have been pondering how best to CRUSH THE ENEMY in Pitboss 74. The game is just too good for my own good. It is very good. Rain World would perhaps even be the best game ever if not for Civ IV itself, hallowed be its name.
Fortunately, anyway, Rain World might have actually prepared me for this unique post-apocalyptic pitboss.
Rain World takes place in a post-apocalyptic wasteland of twisted terrain, which I scouted and learned to traverse and survive in.
Rain World includes many horrific and insane barbarians, such as All Vultures, Some Scavengers, White Lizards, and Dropwigs, which I learned to KILL AS THEY SO RICHLY DESERVE. .
Now, Rain World is not so strong on the whole "relearning what was forgotten and rebuilding civilization from the mud" part, as it is instead about The Void. However, in some campaigns the Local Group is slightly more civilized at the end than the beginning, I guess. Maybe. Technically. Except for the exceptions...
Please give me the screenshot of first noodling. And don't read beyond if you should not read beyond.
P.S. WELCOME VALUED TEAMMATES. Sincerely. This will be a lot of fun. .
EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: EDIT: .
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[PB78] Dreylin boldly goes |
Posted by: Dreylin - May 30th, 2024, 22:06 - Forum: Pitboss 78
- Replies (386)
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Maybe a Star Trek theme?
Easy reference location:
Gavagai - Bismark (EXP, IND) of India (Fast Worker, Jail)
Superdeath - Kublai Khan (AGG, CRE) of Sumeria (Vulture, Ziggurat)
Thrawn - Boudica (AGG, CHA) of Native America (Dog Soldier, Totem Pole)
Magic Science - Louis XIV (CRE, IND) of Persia (Immortal, Bazaar)
Dreylin - Saladin (SPI, PRO) of Inca (Quechua, Terrace)
Password:
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