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[NO PLAYERS] Map and Lurker Thread |
Posted by: RefSteel - April 8th, 2024, 02:45 - Forum: Erebus in the Balance PBEM LVII
- Replies (30)
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Wellllll here goes! Last time, I was afraid of making the map too large and apparently underestimated the amount of space that people expect for a game of FfH, so I'm glad it turned out to be fun anyway! This time ... I'm probably getting more than a little over-ambitious with these starts, to say nothing of other map concepts. You tell me....
[EDIT: All starts superseded, most with substantial changes! See below!]
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Remnants of the Precursors - Initial thoughts |
Posted by: haphazard1 - April 7th, 2024, 19:16 - Forum: Master of Orion
- Replies (110)
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I am creating a thread for thoughts on Remnants of the Precursors, as I play though my initial game. It seemed more polite than continuing to clutter up Dp101's thread with things not related to the showcase game Dp101 is very kindly reporting on. I have not been taking screenshots of my game, so this will not be a game report but just a collection of random thoughts as I encounter things. I may include some screenshots to illustrate specific points.
I am playing as the lizards, the Ssslauren in RotP naming. I drew a start at the far southwest edge of the galaxy, pretty isolated. I had two stars within range -- I love the easy visibility of what is in range (both regular and with reserve tanks), plus the ability to turn on distance markers on the map centered on any selected world. No more guessing if a system is going to be within range or not. Unfortunately both were parallel along the rim of the galaxy, rather than towards the center and more stars. I was clearly going to need more range tech early in this game.
Both were red stars, so it was a coin flip. I sent my colony ship south and sent my scouts north and east. I found a desert 35 for my second world -- not great. The other star was a poor minimal 50, though, so at least I got the better of the two. The usual factory building followed after I sent some pop, with plans for another col ship once the build time at Sssla was 6 turns or so.
Scouting revealed a large terran planet beyond the poor world, so maybe I did not get the better option for my second world. Oh well. I will just have to build another col ship immediately. The star to my east (towards the center of the galaxy) had a toxic world, so I would not be getting to the denser areas of the galaxy any time soon. At least I should not have to worry about neighbors for some time.
Pretty typical development of the second world and maxing of the homeworld followed, and I got the poor world and the very nice terran settled. A trickle of science was started to open fields, and I did not have range 4; this would slow me down. Some poor options elsewhere also hurt; no clean up, no terrforming. Oh well, I'll just have to deal. I did have controlled barren and there was a barren 50 that would be reachable.
The game lets you display the turn on the main map, either as turn number or year number. For some reason the year number is not based from 2300 like MOO, but is 978? No idea what is going on with that. Turn number works well enough, but it would be nice to be able to have the years based from 2300. At turn 50 I get a diplomatic intro screen for the bugs, the Kholdan Hive. (I like the naming of the races in the game, different for legal reasons but obvious who they are.) Weirdly, there is no sign of the bugs anywhere, and the races screen reports they are out of range and cannot be contacted or spied upon. So why was I notified of their existence? Maybe one of their ships passed within range of one of my scouts and then went back out of range? I am a bit confused by this. Unlike MOO, you can not tell who else is in the galaxy from the start. So this semi-contact is useful information. I just am not sure why it happened. Maybe the bugs have longer range tech than I do?
Anyway, the bugs are their usual xenophobic selves so I am sure they will be trouble in the future. The diplo system helpfully tells me (Civ4 style) that I have a very large negative modifier with them for first contact. Being hated just for existing is always such fun.
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Archipelago Pitboss |
Posted by: Ginger* - April 5th, 2024, 00:29 - Forum: Pitboss 77
- Replies (271)
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Hey RB, I'd like to propose a new pitboss, with a premade map based of a Medium&Small or archipelago script.
Navy Navy Navy
There are several active pitbosses so I don't expect this to take off immediately, maybe in late May or early June
Settings:
Monarch or Emperor
No barbs
No Events/Spies/TechTrading etc.
Mapmaker Guidance:
Room for ~13-15 decent cities per player with an even landgrab
Everyone can establish contact and trade pre astro
Some astro exclusive land, maybe 5-10% of total land tiles and resources?
Bans:
FIN, ORG, Vikings, GLH, Colossus
Org could possibly be unbanned if the difficulty is lower, but it just feels like too much with the LH bonus.
About civ bans maybe the Dutch, Portuguese and Chinese deserve attention, but they don't seem oppressive like Vikings and maybe deserve some time in the sun. Also their bonuses take longer to bloom
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Remnants of the Precursors Showcase Game |
Posted by: Dp101 - April 2nd, 2024, 00:12 - Forum: Master of Orion
- Replies (55)
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Prompted by RefSteel in the thread for the game, this is a report of a run with the intention of showcasing the game and its various improvements/changes over the original MoO. I'll be writing assuming knowledge of the original game, hopefully I won't wind up skimming over new changes in the process.
Anyways, as suggested I went with the following settings: We'll be playing as the Psilons Mentarans, a race with an entirely unique and legally distinct pair of bonuses for 75% of techs showing up in their trees and +50% research. Average map size for 6 opponents and 100 stars, "harder" (6 out of 7) difficulty (usually I play 1 below, but I also don't usually play the strongest race in the game), and "base" AI, which is still significantly smarter than the original's AI, but not as absurd as Modnar (flavourful + strong) or Xilmi (pure strength, AI flavour left by the wayside) can be. For the layout, Ellipse was picked, which comes with 2 suboptions, one that ranges from Circular to Eclipse 4 that determines how flattened vs round the map is, and Void, ranging from no void to 4, which controls the size of a, well, void in the centre of the galaxy, which helps to shape the map a bit more and make it feel less like a regular one with the corners shaved off. I went went with the default of Eclipse 2, and set void from the default none to 1, to try to get more of a shape going on without making it just a loop, but via fiddling with settings you can indeed get a pure ring to play on if you'd like:
Anyways, that's definitely a bit weirder than I'd like for this game. In advanced options the only change was removing all nebulas, because while variety is *interesting* I don't think the specific conditions created by that variety are any fun, but other than that everything stayed the same. Clicked play and here we go:
So that's roughly the shape of the galaxy, with the gap in the middle existing while not being as huge when on the maximum setting. The outermost ring around my capital is the range with ER tanks, next inner one is non-ER range, and the blue circle is the default indicator for planet ownership (obviously colour varies, shape also does once you get enough AIs such that you have to double-up on colours). Generally content with this starting location, though that path north is a bit thin, which I'm sure will be fiiiiiiiiiiiiiiiiiiiiine. As for the immediate situation, I sent a scout west and east, then the colony ship up to the orange star, hoping to avoid having to settle for a poor world at the red star (and using the scrollwheel to modify the number of each ship without any clicking). Here's what that decision-making looked like with the range indicator UI toggled on via the 4th button in the top left:
I really can't overstate how useful this is. I can see exactly what range I'd need to get to any star, calculate travel time from anywhere to anywhere, plot expansion.. lovely. The usefulness of this will become much clearer in a couple screenshots. Anyways, hit end turn for 3 turns and the scouting comes back with, uhhhhhhhh...
So here's the systems screen, one of the tabs at least. All shiny and.. yeah none of this can distract from how tragic this all is. One habitable world, 2 hostiles including the one that would set me up for a perfect path north, and the kicker? Well, here's another tab!
Now we can see in glorious HD that that arid planet is, of course, poor. So it's small, substandard, and not in the right direction, but it's the option left open, so I sent the colony ship there and had the scouts head north. Also note how this screen also displays the % of factories on the homeworld out of the maximum, so you can see on the map which colonies are and are not maxed out. Anyways, here's the part where that range indicator comes in handy!
Now we can see with perfect precision exactly how little the new colony will do for us! Current range (which you'll note has its line slightly bolded) leaves us just shy of the southernmost of the two northern stars, though luckily it'll only require range 4 still, and the red can be accessed via range 5. Anyways, I waited for the ships to all shuffle around, and once the colony was founded 3 years later I sent over 9mil pop in 3 batches. Note that in that colony window on the right in the first screenshot that you can see exactly how the population will change in a colony in advance, so I could see that Mentar's population would drop by 0-1 mil each turn I did this, rather than having to guess the precise impact. At around the same time the scouts started arriving, at the blue star they found a toxic 25 (so range 4 wouldn't be enough), leaving the final hope at the red star that requires range 5. And what do I see, just to make these opening turns even more cursed?
The game is officially taunting me now. Yes, it's lovely that it's an artifacts planet, a size 55 steppe to be precise. Yes, I'm theoretically happy that it's a free tech. But it's the most useless possible one! Barring an outright negative result like improved robotics controls III, there is no result that could provide less utility, unless I proceed to get zero range techs prior to researching all the way to either controlled inferno or controlled toxic. Still, the situation wasn't *unplayable*, so I figured the run was still worth being the one to showcase, and went back to building factories and rearranging scouts. Though I really should have built more at this stage, I wasn't as incentivised to do so because scout blockades do nothing in this game and I wouldn't be able to really use anything I'd found until I'd researched further, and building scouts would have simply led to that taking longer. Regardless, before I even had time to make that mistake, you see the sudden unwelcome green ship north of Elion?
I mean, at least it's not the silicoids, and there's a bit of breathing room, but still! We're 10 turns in! A couple turns later the Klackons Kholdan offered a trade deal, which the AI does immediately upon getting within range, I clicked through without thinking but really should have taken a screenshot given that this is a showcase. It's possible to see using that range indicator that it would be pretty hard for them to threaten Maxwell any time soon unless they could leapfrog along the red star, but I mean, it's a red star, of course it wasn't hostile:
As the scouts started to spread out, the need for range 5 became even more clear, as Margulis in the west opened up as another candidate for colonisation. So I went back to anxiously maxing factories, which finished on turn 26:
Mostly just documenting here to show what I mentioned in the other thread about behaviour upon maxing factories, the game immediately starts to try to build up to the default max number of missile bases, currently set to 1. I sent back about 6mil pop from Elion and put everything into research, opening up with just construction (reduced waste 80% over ii9) planetology (improved eco over seemingly-useless controlled barren) and propulsion, opting not to advance that last tech tree by picking range 5 over range 6 (or nuke engines) to get Maxwell and Margulis into range ASAP. While I was getting my act together, I got this frightening notification:
Of course the most successful AI would be the one I started next to, of course! But somehow, this notification came without a colony popping up at Pasteur, they must have been really busy expanding in other directions. It would be a bit before my brain stopped being preoccupied with taking screenshots and writing notes and instead remember to set up basic spying on the bugs to see precisely where their colonies were. Range 5 finished a couple turns after it hit percentages (apparently my notetaking was incapable of noting the year/turn) and I immediately started on a colony ship as the scouts excitedly shuffled around:
This screenshot wasn't taken immediately (as you can see by the colony ship completion time) but rather prompted by my scout being forced to retreat from Pasteur. I wasn't immensely worried about this, the planet wasn't anything exceptional or anything, but I'd still like to have it if possible. Joule in the east was ofc toxic, but the red star even further east combined toxic with also being rich! And size 10, can't get everything.. Then north of Joule was a size 40 Dead Rich world, followed by a barren 40 (controlled barren looking a bit more useful now). At this point my research had largely been put on hold, every tech had been in the percentages so I'd gotten the initial wave (with the second tier being ii8 with no choices, controlled dead with no choices (or complaints), and nuclear engines) but hadn't made a dent on getting any more. I did manage to snag Maxwell though, prompting some satisfying scout rollouts and Elion providing the population for it:
That blue ship would belong to the Mrrshan Fiershan, who'd eventually show up at the orange star north of the hostile trio I was just talking about. At this point I'd gotten out 3 colony ships, but the Kholdan were contesting my second two planned planets, so I had built a round of basic fighters to try to push them off, which succeeded at Margulis but failed at Pasteur, renamed to Chojolom by the bugs. I built a couple more colony ships and sent them north with the expectation that they'd find something to be useful for, but the combination of finally getting spies up and scout reports in painted a bleak picture:
Not only were there no non-hostile planets in range, there weren't even ones *outside* of current range! I switched back to research at this stage, which was going well, until of *course* the virus event hit nuclear engines, because why wouldn't it! But there was one bright spot on the technology front:
Here's the comparative tech display produced by spying. As you can see, neither AI had any colonisation-related tech I lacked, meaning there was no threat of them snapping up any of the colonies I couldn't yet found. It was at around this point, turn 60, that I stopped my first session:
There's definitely been a lot of skimming so far, but there's just not that much to talk about early-game, even in one as exciting as this, especially given what portion of the "wildness" came down to shock at what I *couldn't* do. Future entries should hopefully be more structured and/or interesting. You can see based on the orbs below the treasury capacity on the left that I'm about halfway to all 3 techs, once I get engines + controlled dead I'll probably open up the other 3 categories too. Anyways, happy to answer questions about anything related to the game!
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2.6+ (Resurrected) Decoy bug |
Posted by: Boro - March 29th, 2024, 03:58 - Forum: Diablo
- Replies (2)
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For those unaware, Diablo 2 Resurrected stopped having any major patches after 2.6, and it looks like they are just doing the automated ladder releases. It's like they pulled the developers / team away from the project all of a sudden.
What this means for me is an interesting problem and question.
Decoy had a bug introduced in 2.6, which as of now is still in the game. The way it works is that the first 15-16 or I don't know how many I summon, everything works normally, it dies after a while, and needs a resummon. All is good, working as intended at slvl 1+6. After that, for at least 99 summons, it dies in a single hit. It's completely useless, but it's still worth summoning, because after said 99-128 summons are chewed up you get something even more crazy: immortal decoys who can last being chewed on by Andariel for their full duration. I don't know how many casts it lasts for, because I don't play very long sessions and it resets every time I S&E, so it's very rare that I get to use it for long.
I don't know what to think of this. Decoy is such a big part of the Amazon's gameplay arsenal for me even as a single-point investment, but I am playing hardcore too, and an unbreakable no-downsides tank feels like it's defeating the point, even if I have to do the equivalent of "human sacrifice to summon the devil" to gain access to that.
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New EitB PBEM |
Posted by: coldrain - March 20th, 2024, 12:34 - Forum: Erebus in the Balance PBEM LVII
- Replies (179)
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EitB PBEM LVI finished recently and I'm eager to start the next one! Some discussion was already held in discord, but better to cauge interest here.
Aurorarcher, Bing and I have shown interest to join a new PBEM, any others ready to jump in?
Discussion of map type, starting era etc. and suggestions are welcome. Also a map-maker is needed (RefSteel made an excellent map last game, Q showed some potential interest as well?).
EDIT3: Added summary of proposed game settings and other information below to find them more easily.
Confirmed players and play windows:
BING_XI_LAO: 01:00 to 15:00 GMT
xist10: 9:00 to 23:00 GMT
Aurorarcher: 16:00 GMT to 21:00 GMT but can often play earlier
coldrain: 16:00 to 21:00 GMT preferred
mackoti: 17:00 to 21:00 GMT (alternate morning window exists too but not consistently)
Ginger: 19:00 to 24:00 GMT.
Map-making guidelines (these have been locked) - Minimum distance between starts: 15 tiles
- Land tiles per player: 200-300
- Map-script: Map-maker choice
- Continent + start distribution: All players on same land mass
- Amount of ocean/water: Map-maker choice
- Islands (amount and size): Map-maker choice
- Lushness: Not totally barren plains or desert hell, otherwise Map-maker choice.
- Blessing of Amatheon: Map-maker choice
- Unique features: Yes, but balanced
- Strategic resources: ensure copper, horses, iron, mithril, reagents, incence, and blasting powder in all starting areas (not necessarily in capital BFC)
Boosted thaw start
All players start with a free worker in addition to normal starting units. First level technologies are researched (agriculture, ancient chants, crafting, exploration) and players can choose one additional technology based on their civiliztion pick (for example Hippus can choose either animal husbandry or calendar). Same setup was used in EitB PBEM LVI.
Random block for leader + civ selection
Players receive three leader/civ choices (unrestricted leaders is OFF). Player can choose to keep one choice or to have a new random selection if available options are not satisfactory, but next round starts only after all players have made a decision on the ongoing round. New selection can be chosen twice. Final pick has to be made on third round, if not done on earlier rounds. Same setup was used in EitB PBEM LVI. Results:
- Aurorarcher picked Volanna (Aggressive/Creative) of the Svartalfar over Shekinah of the Sidar and Jonas of the Clan
- BING_XI_LAO picked Ethne the White (Creative/Organized) of the Elohim over Cardith of the Kuriorates and Amelanchier of the Ljosalfar
- coldrain picked Flauros (Creative/Financial) of the Calabim over Arturus of the Khazad and Tebryn of the Sheaim
- Ginger* picked Furia the Mad (Charismatic/Barbarian/Raiders) of the Balseraphs over Auric of the Ilians and Cassiel of the Grigori
- mackoti picked Varn Gosam (Spiritual/Creative/Adaptive) of the Malakim over Beeri of the Luchuirp and Charadon of the Doviello
- xist10 picked Dain the Caswallawn (Philosophical/Arcane) of the Amurites over Tasunke of the Hippus and Falamar of the Lanun.
Game settings
- Emperor difficulty
- No tech trading
- No vassal states
- No espionage
- No Acheron
- No Orthus
- Wildlands
- Living world
- Tribal huts: no
- Lairs, barrows, graveyards, etc: yes
- Mana nodes: two guaranteed sources in starting area (previous game had one)
- Normal settler at start (no bonus vision or movement)
EitB version 12.1 used in this game:
https://www.realmsbeyond.net/forums/show...p?tid=7646
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