Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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  [Spoilers] Boldly Going Nowhere and Mr. Cairo go to Florida. Hilarity Ensues.
Posted by: Boldly Going Nowhere - April 1st, 2019, 17:02 - Forum: Pitboss 43 - Replies (224)

Florida Man theme incoming. Get your cutoff jorts and mullets ready.

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  [SPOILERS - NO PLAYERS] Tittle-tattle and other gossip
Posted by: Charriu - April 1st, 2019, 13:26 - Forum: Pitboss 43 - Replies (192)

Hello, fellow lurkers. Let's hope for an interesting game:



The final map

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  Other stuff
Posted by: MJW (ya that one) - March 26th, 2019, 20:26 - Forum: Political Discussion - Replies (344)

Article 13 passed because sweeds pressed wrong button.  lol 2 from S and 2 from SD

Feel free to lock this thread Brick. I just had to post it because it's so dumb.

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  SPOILERS ~ Wargroove FFA - A Superdeath Perspective
Posted by: superdeath - March 24th, 2019, 23:16 - Forum: Wargroove - Replies (31)

So begins, the FFA Fog of War! Should be interesting.. going to expand south and then keep a defensive force towards the east to keep them from establishing a forward barracks. Dogs are key in Fog of war.. going to be running alot of them to keep up on local happenings.

Map- Spoilered incase a player comes in for this first post-

[Image: wXdXtam.png] 
Also something fun.. Any unit that cannot see a unit as its moving.. CANNOT attack something it finds. Has to be pre-seen.. An interesting ( and annoying ) mechanic. Lots of dogs, and some defensive trebs around my towns/barracks are going to be essential to pick off wandering troops D:

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  PBEM 14 Replacement
Posted by: Banzailizard - March 23rd, 2019, 22:40 - Forum: Civilization General Discussion - No Replies

So I am a replacement for the Archduke in civ 6 PBEM 14 as Scotland.  I now myself need to be replaced. Any takers?

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  RtR mod 4.1.0.1 Discussion Thread
Posted by: Krill - March 16th, 2019, 15:42 - Forum: Rebalance the Realms Mod - Replies (69)

Quote:RtR mod 4.1.0.1 proposed changelog (Compared to RtR 4.0.8.5)

Traits:
IMP: -10% city maintenance
PRO: Remove free CD1, give free Drill 3 (+2 free strike chances) to Archery and Gunpowder Units
FIN: +35% production of Library
IND: Can build 2 copies of all national wonders, +100% production of forges. NB wonder production modifer REMOVED!


Tile improvements:
Villages, Towns, are permanent and cannot be pillaged or improved over. Also provide access and tile yields to Oil, Coal, Aluminium and Uranium. Provide access to Iron. Spreads irrigation.
Workshops: Now +1 hammer from Guilds moved to Engineering.

Techs: Fishing, Agriculture, The Wheel, Hunting, Mysticism Mining: base cost changed to 45.


Units:
Caravel, strength 4, -30% against galleys and triremes, 1 capacity (can transport any units), remove ability to enter cultural borders [Other stats unchanged, 60 hammers, requires Optics, 3 moves]
Carrack: Increase to strength 4, -30% against galleys and triremes, 4 moves, 2 capacity, remove ability to enter cultural borders.
EIM: Lower to 3 capacity, remove ability to enter culture without OB.
Privateer: Requires Optics and Paper, +50% attack against Ships of the Line, removed ability to attack without war declartion and hidden nationality.(other stats unchanged, cost 80, strength 6, 4 moves, requires iron or copper)
Ship of the Line: iCollateraldamage = 75, iCollateraldamagelimit = 70 (ie 30% hp max damage from collateral), iCollateralDamageLimit = 5
Ironclad: Decrease to 1 movement point. Starts with Navigation 1 and Flanking 1 promotions, 1 free strike strength 12, no defensive bonus, requires iron, coal, Steel and Steampower, costs 120.

Barbarians: Barbarian Animals: Wolf: unchanged.
Lion: Strength 1, 1 move. +100% against Melee.
Panther: Strength 1, 2 move, starts with woodsman 2 promotion.
Bear: Strength 1, 1 move, +300% against Melee.
Scout: +200% against barbarian animals. Require no tech. Every player starts with a scout instead of a warrior.
All difficulty levels adjusted so human barbarian units and barb cities do not spawn before turn 40; barb animals span from turn 5 onwards.


Buildings: Castle: Obsolete at Corporation (Except defensive bonus). Requires Walls. No trait or resource production bonus. Cost reduced to 80 hammers.

All National wonders duplicated (except Rushmore): duplicates renamed Industrial [National Wonder]. Costs increased by ~50000%, production modifier of 90000% given to IND.

Industrial Moai Statues: cost 12500
Industrial National Epic: cost 12500, requires Aesthetics
Industrial Heroic Epic: cost 10000, requires level 3 units
Industrial Globe Theatre: cost 15000
Industrial Hermitage: cost 15000
Industrial Forbidden Palace: cost 10000
Industrial Ironworks: cost 35000
Industrial Oxford University: cost 20000
Industrial Wall Street: cost 30000
Industrial West Point: 27500
Industrial National Park: cost 15000
Industrial Red Cross: Cost 10000

Promotions: Drill 4 requires Drill 2 and Drill 3. (Fix for PRO, no functional change in game)

Civ changes: Discussion to be found here

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  Civ4 bts game?
Posted by: Alhazard - March 15th, 2019, 21:09 - Forum: Pitboss 44 - Replies (302)

Anyone?

EDIT: Changed thread title because I am actually open to a pitboss game as long as it is BTS.

EDIT: Final settings

1) Settings:
Pangea mapscript, cylindrical wrap, Emperor level, mapsize and other settings at mapmaker's discretion.
No villages, events, vassal states, technology trading.
Normal barbs.

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).
No ban on GLH (should not be OP on Pangea), 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. 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.

5) Player roster:
1. Alhazard
2. Chumchu
3. Superdeath
4. Commodore
5. Gavagai
6. RegentMan
7. Irismono & GeneralKilCavalry
8. Donovan Zoi

(April 18th, 2019, 18:23)Ramkhamhaeng Wrote: The Mod contains bugfixes + Pitboss releated improvements and can be found here: https://civ.zulan.net/pb/PB_Mod_v8.zip
I can not host vanilla Civ4:BTS games on our server, but this mod is almost like it.

Please download and extract this mod into [Your Civ4:BTS installation]/Mods/ and made sure that your unzip program does not create an extra folder:
Wrong: Mods/PB_Mod_v8/PB Mod_v8
Correct: Mods/PB Mod_v8

To start Civ4:BTS with this mod you could create a shortcut and add the arguments 'mod= "PB Mod_v8"'. Attention, do not forget the space after '=' or the double quotes smile
It should look similar to this shortcut (for an other mod.)
[Image: attachment.php?aid=13763]

To check your mod setup you can join on our test Pitboss server. If you made something wrong it will crash during the login.
pb.zulan.net:2057  (PBSpy overview page)

If the mod works take a look into this post, I've written for PB43. It describes two improvements, which made the live easier. (Both was mainly developed by me and are used in our Pitboss games on civforum.de for years)

The server is reachable over pb.zulan.net:2044
The PBSpy-page can be found on http://civ.zulan.net/pbspy/game/77/#players

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  Romance of the Three Kingdoms
Posted by: chumchu - March 14th, 2019, 11:07 - Forum: The Gaming Table - Replies (3)

I have a long term project of reading the four chinese classics (四大奇书; 四大奇書). After Water Margin and Journey to the West I'm currently working my way through the Romance of the Three Kingdoms and liking it very much. This got me thinking about the video game series. I'm looking for a new turn based strategy game like Civ 4 or HoMM3 and am wondering if it will fill that role.

I'm guessing that there is someone on this forum that have experience with the series. If so, is it any good? Wwhich of the thirteen games would you recommend?

For those interested I can recommend the TV-series: https://www.youtube.com/playlist?list=PL...2dBvuDADJG
There is also a very good podcast: http://www.3kingdomspodcast.com/

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  5.58 Brainstorming thread
Posted by: Seravy - March 13th, 2019, 08:31 - Forum: Caster of Magic - Replies (134)

So, we have a few unaddressed issues we couldn't deal with in 5.56 left :


Quote:- Draconian problem 2 : I'm unsure what to do with this one, but the extra racial armor and breath attack is clearly a lot more powerful for a life player and the two amplify each other. Unbuffed the breath attack will not deal significant damage, but with buffs it will be strong at eliminating enemy figures and the retaliation damage will have a hard time to break through extra armor. Furthermore Draconians can position themselves to attack the nonflying enemies together so suppression penalties will likely apply to at least some of the retaliation. Prayer in particular is extremely relevant, raising defensive power and breath damage simultaneously and significantly. To a lesser extent Heroism can too but that one is mostly obsoleted by the existence of War College by the time you mass produce halberdiers or better.
-Negate First Strike to apply vs throw and breath - this is too difficulty and major to be added to an update that's urgent due to fixing a bug so it'll be postponed for the next one. Also, which this helps the AI a little, ultimately breath and thrown will still favor the human and the AI will still not be able to use it effectively. Maybe rethinking the thrown/breath mechanic and allowing it to be used on the defense is a better long term solution? It still maintains the main benefit of the ability (hitting before normal melee retaliation), but takes out the unit positioning element which is not just an AI problem : if the AI knew how to play it better - not that such is possible, just in theory - we'd have a very unfun game where units stare at each other as whoever moves first, loses. Of course there are ways to break out of that, but it rises game complexity to unhealthy levels either way I'm afraid - we have to remember this is a game where you fight hundreds of battles, and thrown/breath is a very common ability.
-Dark Elf large neutral cities can have an Armorer's Guild at start which violates the turn limit for building one. We should likely replace that with a different building, problem is, it should be for a unit with no ranged attack and the race has no other such unit.

Furthermore, I discovered there is no building destruction if a city is conquered without combat. This opens up the possibility of abuse : make the AI summon something, kill all units except the summon, retreat, send whatever leftover unit you have around into the empty city : voila, no buildings lost.

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  Wargroove 2v2 1: CH + scooter
Posted by: Cheater Hater - March 10th, 2019, 00:09 - Forum: Wargroove - Replies (70)

I need suggestions for good filler--how about a picture of the map (since one of my pet peeves about Wargroove is that there's no way to see the full view of a map in-game without starting a match):

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