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  Mack loves EITB,but doesnt know it to well.Elohim.
Posted by: mackoti - January 3rd, 2019, 03:37 - Forum: Erebus in the Balance PBEM LII - Replies (106)

Hello, 

My dear lurkers if there is any ...

I am big fan of magic and mythology, my favorite movies are the one from tolkien books and my favotite games all time is Heroes of might and magic 3.

I plan to update this thread , becasue i have many questions and eitblopedia doesnt answer to them. 

I played a test game with elohim and I discovered i have no clue how the magic spell are working. For example i builded bambur and i expected like him to be able to learn (use, i dont know wich term is corect)  all the level one spells for which i have mana at the palace ,but not he know just his enchanted blade. 

We are at turn 20 , here is a picture

   


Yes  ,I builded  a monument, the special one for elohim which llet to me to hire a priest and gave me a priest point .I didnt wanted to build wariours with a lot of penalty and i know thre is some nice event for the monument, I realy hope i hit some nice event.And even more there are slow points  of GP so with working  a priest few time  I can get a GP around turn 70 to bulb pristhood.

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  Barbarian race discussion
Posted by: Seravy - January 2nd, 2019, 21:03 - Forum: Caster of Magic - Replies (69)

Played a Chaos/Sorcery Barbarian game but it was so disappointing I dropped it in 1405.
Even with Resist Magic berserkers are still weak to poison and ranged attacks, and still aren't completely immune to curses. While they are powerful enough to win battles, they take a lot of damage and in more serious battles, a lot of them dies.
Meanwhile, you lose your ability to produce settlers (barbarian cities don't produce resources), so maps that would otherwise be very favorable for late game strategies, turn against you, having no use for the empty territory whatsoever.
I recorded the "game" but I have doubts it's even worth uploading. I started on a huge empty continent full of good terrain, and all 3 enemies were lawful or peaceful. Could have won by doing nothing but building settlers and maintaining peace but barbarians aren't even capable of that.This alone was so annoying that I don't even want to continue. It's not that other strategies can't have bad luck but that type of start is the BEST luck for this strategy if played by anyone else but barbarians. If picking barbarians eliminates your ability to take advantage of what you're the best at, that's simply a bad choice and a sign of it weakening your core strategy far too much.  Simply put, Berserkers can't make up for having no economy and magic through the things they conquer (conquest building destruction rate, time it takes to settle after razing, worse unrest table, etc) which makes them fail at what they have been designed for, to offer this tradeoff. Life might be an exception but that's not only because Life is so good with berserkers (it is) but because Life doesn't need what you're sacrificing (stronger economy) in the first place. Life wins on commons and Prayer, uses minimal mana crystals on combat compared to other realms, can create a good economy out of nowhere, and most importantly, Life midgame is heroes and heroes don't really use much of your economy either. None of the other realms can afford this - they rely on combat spells and summons which need you to have mostly nonbarbarian cities, but there is no guarantee you will have one you can spread in the early game where it's most important nor that nearby AI will fill those lands with such cities.

If all this wasn't bad enough you have to spend 1 pick to play the race - Alchemy is kinda required. Might as well pick Myrran instead for the same cost, which unlocks far superior races and better advantages. That by itself makes Barbarians a horrible design.

I think we might need some drastic changes for this race not that I have any good ideas.

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  Burning Down the House [Mr. Cairo Spoilers]
Posted by: Mr. Cairo - January 2nd, 2019, 16:13 - Forum: Erebus in the Balance PBEM LII - Replies (56)

Don't have much to say or show yet, but this depressing situation:


The scout moved from the Tundra hill 1NW, and will be the second scout I've lost so far.

I wonder which one will kill it?

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  [TECH] Announcement thread for Pitbosses/NatNeg Server hosted by Zulan/Ramk
Posted by: Ramkhamhaeng - January 1st, 2019, 22:17 - Forum: Civilization General Discussion - Replies (247)

Your Pitboss games running now on Zulan's server, http://civ.zulan.net/.
This server already hosting the games of an other forum, civforum.de, and kindly shares its resources with you.

The main administration tasks, will be done by me, Ramkhamhaeng.
Please report issues, feature requests, etc in this thread.

== RB40 ==
Game finished
Game tracker: http://civ.zulan.net/pbspy/game/69/#players (or #log)
New mod: RtR_4.0.8.3 (replaces RtR Mod 2.0.8.3.

== RB41 ==
Game finished
Game tracker: http://civ.zulan.net/pbspy/game/70/#players
New mod: RtR_4.0.8.5 (replaces RtR Mod 2.0.8.5.)

== RB42 ==
New server url: pb.zulan.net:2042
Game tracker: http://civ.zulan.net/pbspy/game/71/#players
New mod: RtR_4.0.9.2 (replaces RtR Mod 2.0.9.2.)

== RB43 ==
New server url: pb.zulan.net:2043
Game tracker: http://civ.zulan.net/pbspy/game/76/#players
Mod: RtR_4.0.8.5


Note that the new mod names contain an underscore, but not space!


== Development ==
The source code of the new mods can be found on Github. I've added an extra branch for each RtR-Mod.
The fourth branch, RtR_4.0.0, is based on a newer DLL of Civ4RealmsBeyondBalanceMod and is not save compatible with the other versions. This branch can be used as boilerplate for further developments of your mods.


== Donations  ==
If you want support our Civ4 Pitboss services you can donate money for the server hosting costs!
If you're EU citizen a normal bank transfer might be the easiest way. Otherwise steam gift code may be simple solution for both sides.
Zulan wrote here a comment about the donation topic.



== Update 2020 ==

10 hosted games later I think I should post some more detailed installation instructions in this thread for further games smile
The mod name in your Pitboss game can differ, but the installation process is almost the same.

  • Download the linked PB Mod_v9.zip and the BTS_Wrapper-zip from the PBSpy page.
    The mod is almost Civ4:BTS, but improves the Pitboss capabilities. The list of changes can be found here.
    The wrapper was created to speed up the login process. Nowadays Civ4 starts fast, but the default save file transfer is really slow.
  • Unzip the mod into
    [Civ 4 installation directory]\Beyond the Sword\Mods\ or
    [...]\Steam\SteamApps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods
    If you use the Steam version, go into the game properties in Steam and select the 'original_release_unsupported' version. Otherwise no DirectIP mode will be available.
  • Check the folder structure of the mod because it differs between different unzip programs. It should be
    Mods\PB Mod_v9\Assets, not Mods\PB_Mod_v9\PB Mod_v9\Assets.
  • Unzip 'BTS_Wrapper_v9_with_gamespy_fix.zip' into the 'Beyond the Sword'-folder.
  • Create a shortcut on BTS_Wrapper.exe and expand the target line to
    "[...]\Beyond the Sword\BTS_Wrapper.exe" mod= "PB Mod_v9"
    Don't forget the space after 'mod='!
  • Start the game over the new shortcut. At the first start the Windows firewall and maybe the anti virus protection needs to be handled.
    If the Wrapper do not work you could change the shortcut to
    […]\Beyond the Sword\Civ4BeyondSword2015.exe" mod="PB Mod_v9" (now without space).
  • Go ingame to Multiplayer>DirectIP and join the test game pb.zulan.net:2057
    If it does not crash, the setup on your PC is done.
  • Finally, a port forwarding rule in your router is needed to allow other users connections to you, if you're logged in on the PB server. (Civ4 does not sends its traffic over the server, but directly to all connected players.)
    For PB games, you need a rule to route UDP-traffic on ports 2056-20XX to your PC.
    Each player gets an own port, so use e.g. XX=66 for up to 10 other players.
    The default port 2056 can be changed in the CivilizationIV.ini.
    Note that in some cases (IPv6-only connection) other users still cannot connect if you are in the game. This is ATM an unresolved problem.
  • Now, your setup is complete smile

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  EitB PBEM LII (FORUM REQUEST!)
Posted by: Aurorarcher - January 1st, 2019, 20:01 - Forum: Civilization General Discussion - Replies (3)

Players (in the turn order):

Aurorarcher
Dave V
Bobchillingworth
Mr. Cairo
mackoti

Rules/map info:

  • Mirrorland, Standard, thaw, Quick, Immortal
  • No Acheron, Orthus, unique features, huts or lairs
  • Tech trading off, no vassals, AI diplo
  • Blessing of Amathaon
  • Living world
  • Normal barbs
  • Strategic Resources: Critical resources close
  • Water Style: Waterways
  • No preplaced improvements

The game is already live at T20 and it has been fully setup in EitB LI thread but we'd like to have a new forum for clarity. I've sent PM to some admins ~2 weeks ago and there have been posts in Mod/Admin request section too to no avail so hope this helps...

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  Civs in RtR: Thread 2
Posted by: Krill - January 1st, 2019, 04:07 - Forum: Rebalance the Realms Mod - Replies (285)

Following on from the original thread, I have a question for players, for this beautiful brand new year where we are about to lose some days swapping PB servers and have nothing else to do: What civs would you never pick, would you hate to roll in a random game, and why? And what do you think would improve them, so that you wanted to pick them?

And the counter point: which civs are too good, and need toning down?


(January 16th, 2015, 04:14)dtay Wrote: Question about civs in RtR mode. My understanding is development has basically halted (by design) on the base RtR mod, making the current set of changes roughly the final set, and any additional mod ideas are going into the gameplay expansion mod (correct me if this understanding is wrong, though even if it is half of what i have to say below is still relevant).

I personally feel somewhat ambivalent about the gameplay expansion mod, not necessarily because of objections to any particular idea in it, but just that I feel weird about playing a mod with the goal of broad gameplay changes as opposed to balancing the civ 4 that already exists. Nothing bad intended towards those who are interested in the concept, and honestly I'll probably try it out once it's done, but it's just not my cup of tea.

But that said, I think RtR still has a one area for reasonably large improvement: civ balance. About 5 civs or so are better than the others, and notably are "interesting", with cool unique buildings/units that you can to some extent base a strategy around. Another set of civs are good enough that you'd feel excited about them as long as you had the right start techs. And then there are the civs that are honestly, just... err meh. Like Germany. Or Korea. None of these are civs that will screw you like some will in base Civ 4 (fixed mostly via start tech balancing), and the gap between weakest and strongest civ has certainly shrunk. But I think there's still room for improvement.

So is there any interest in brainstorming/working on another round of civ rebalancing to RtR? My understanding is most (all?) civ changes can be done via XML, so the coding isn't the hard part here, but rather deciding what exactly needs to change. I don't really care if this becomes RtR 2.0.7.4 or 2.0.8.1 or a mod-mod "RtR-civ-rebalance", but I think it's a worthwhile project.

In the case I was wrong and RtR development isn't done, then this is really just a brainstorming thread for whenever the next wave of changes comes out.

Actual Discussion of Changes:
I think we should shy away from nerfing anything, I don't think any of the top tier civs are so OP that the need to be brough back down to the pack (possible exception: Zulu and the rushes it enables, but I don't feel anywhere close to strong about that). Instead I think we need to identify the civs that have little to their name and think about giving them small to medium buffs, the idea being every civ should feel roughly as exciting or solid to play as something like Inca or Aztecs or Zulu (my opinion of which civs are the best atm) do right now.

Candidates for upgrades in my opinion (and to be clear upgrade doesn't mean I think these are unplayable or suck, but that there is clearly room for buffs while not breaking the current top-tier ceiling)
Germany
Maya
Korea
Greece
Japan
Ethiopia (this one is close, Oromos are pretty cool)
Spain (impacted a ton by the power of Free Market and Economics obsoleting the UB, if the Free Market balance fixes work then this one feels fine to me)
America (as far as I know hasn't been played up to Rifles with new changes, so maybe minutemen changes are better than I think. Woodsmen feels pretty useless by that point of the game though, and Guerilla only ok)

Another catagory that I haven't gone through and made a list for yet are the civs that feel pretty useless without trait-synergy. These I feel like could use small buffs to their non-trait-synergistic aspects to make them a bit more generally interesting. However, they often aren't really that weak, so might be worth leaving off. Good example of civs in this category are Khmer or Russia. And America if it isn't in the above catagory.

So, anyone else interested in working on this? Where working means thinking of what changes to make to what civs, not coding, that should be easy and a bridge to cross when we come to it. I can probably do it myself, never modded civ 4 before but have a reasonable amount of coding experience.

(January 20th, 2015, 11:36)Old Harry Wrote: I haven't really thought about it enough to have an opinion on which civs are least fun to play, but I'm happy to make dumb suggestions to make the list you wrote more fun. Presumably they have to be start tech, UU or UB related?

Germany
(Hunting, Mining, Kannone, Assembly Plant at Steam Power)

- Give the Kannone a promo? Accuracy or Barrage or just some free XP? It's hard to give them anything earlier in the tech tree as Germany only existed for the last 200 years.

Maya
(Mysticism, Mining, Holkan, Ball Court)

- Should the Colosseum be cheaper? Or give the Holkan Blitz nod.

Korea
(Agriculture, Mining, Hwacha, Seowon)

- the Seowon is a disappointingly small bonus on a building you only tend to build to enable Oxford anyway, would +50% science or +25% science, +25% cash make it more attractive? Or maybe it could be cheaper?

Greece
(Fishing, Hunting, Phalanx, Odeon)

- The Phalanx is actually pretty good, saves building spears before HBR, if the Colosseum was cheaper the Odeon would be better.

Japan
(Fishing, The Wheel, Samurai, Pagoda)

- Pagoda is interesting but a bit anti-synergistic. Samaurai's 2 first strikes isn't exciting, perhaps adding Cover automatically would be good - defenders tend to be Longbows at this point in the game...

Ethiopia

(this one is close, Oromos are pretty cool)
(Oromo Warrior, Stele, Hunting, Mining)
- the Stele is only really useful for culture wars, if it didn't go obsolete with Astronomy then it could be handy for a culture victory too?

Spain

(impacted a ton by the power of Free Market and Economics obsoleting the UB, if the Free Market balance fixes work then this one feels fine to me)
(Fishing, Mysticism, Conquistador, Citadel)
- Actually I think the Conquistador is improved by the tech cost increases giving it a longer lifespan, so I don't think this needs further buffing

America
(Fishing, Agriculture, Minuteman - rifle with G1 W1, Mall - grocer with happy)

- 2XP gives you a hill or forest 2-mover, 5XP gives you G3 for a bonus attacking hills and a 50% withdrawal chance. Or 16XP for C1 M1 W3 gives a 25% medic if you can't spare a great general for a 45% medic. I don't think it really needs the buff...

(January 20th, 2015, 14:56)Commodore Wrote:
(January 20th, 2015, 11:36)Old Harry Wrote: Germany
(Hunting, Mining, Kannone, Assembly Plant at Steam Power)

- Give the Kannone a promo? Accuracy or Barrage or just some free XP? It's hard to give them anything earlier in the tech tree as Germany only existed for the last 200 years.
Well, Landsknechts...tongue
(January 20th, 2015, 11:36)Old Harry Wrote:
Maya
(Mysticism, Mining, Holkan, Ball Court)

- Should the Colosseum be cheaper? Or give the Holkan Blitz nod.
Creative, it's excellent. Only Mining/Myst option too. Holkans get drill one!
(January 20th, 2015, 11:36)Old Harry Wrote:
Korea
(Agriculture, Mining, Hwacha, Seowon)

- the Seowon is a disappointingly small bonus on a building you only tend to build to enable Oxford anyway, would +50% science or +25% science, +25% cash make it more attractive? Or maybe it could be cheaper?
How about 1-2 less required for Oxford unlock?
(January 20th, 2015, 11:36)Old Harry Wrote:
Greece
(Fishing, Hunting, Phalanx, Odeon)

- The Phalanx is actually pretty good, saves building spears before HBR, if the Colosseum was cheaper the Odeon would be better.
I've been Creative Greeks twice, I like 'em. No issue with the start techs better IMO.
(January 20th, 2015, 11:36)Old Harry Wrote: Japan
(Fishing, The Wheel, Samurai, Pagoda)

- Pagoda is interesting but a bit anti-synergistic. Samaurai's 2 first strikes isn't exciting, perhaps adding Cover automatically would be good - defenders tend to be Longbows at this point in the game...
Drill 1 and cover? Not bad. Or go a totally different route...strip those first strikes/drill but make them 2-move!
(January 20th, 2015, 11:36)Old Harry Wrote:
Ethiopia

(this one is close, Oromos are pretty cool)
(Oromo Warrior, Stele, Hunting, Mining)
- the Stele is only really useful for culture wars, if it didn't go obsolete with Astronomy then it could be handy for a culture victory too?
No idea, but I think it's probably okay. Maybe Stele cheaper?
(January 20th, 2015, 11:36)Old Harry Wrote:
Spain

(impacted a ton by the power of Free Market and Economics obsoleting the UB, if the Free Market balance fixes work then this one feels fine to me)
(Fishing, Mysticism, Conquistador, Citadel)
- Actually I think the Conquistador is improved by the tech cost increases giving it a longer lifespan, so I don't think this needs further buffing
Eh, no big opinion.
(January 20th, 2015, 11:36)Old Harry Wrote:
America
(Fishing, Agriculture, Minuteman - rifle with G1 W1, Mall - grocer with happy)

- 2XP gives you a hill or forest 2-mover, 5XP gives you G3 for a bonus attacking hills and a 50% withdrawal chance. Or 16XP for C1 M1 W3 gives a 25% medic if you can't spare a great general for a 45% medic. I don't think it really needs the buff...
Yeah, Mall is good, this is fine.


And this in the context of the 2.0.9.1 change:

Quote:Zulu: Ikhanda: -10% city maintenance (down from -20%)

Work boat: requires no tech (working water tiles still requires Fishing, stolen from Seven and ToW) (instituted in 2.0.8.5 for PB41)


New proposed changes:

Fishing Civs rebalance:

America - new UB Armoury - +1XP to Gunpowder, +1XP to Mounted, +1XP to Armour, +2XP to Melee
Byzantine - Fine
Carthage - Fine
England - Stock Exchange changed to 160 hammers, +65% gold, -15% city maintenance
Greece - Fine
Japan - Change to Fishing/Agri, Pagoda to +45% science (no hammer bonus)
Native America - No change needed
Netherlands - Affected by caravel/privateer change, fine.
Portugal - Affected by caravel/privateer change, fine.
Rome - Fine
Spain - Citadel obsolete at Scientific Method
Vikings - Fine

Mongolia: Keshik now immune to first strikes (brought into line with HA and HA replacements, due to PRO change below).


Naval changes:

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 (unsure if change matters, it probably isn't needed), remove ability to enter culture without OB

Privateer: Requires Optics and Paper (other stats unchanged, cost 80, strength 6, 4 moves, hidden nationality, 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.

Traits

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 (I figured out how to do it without SDK modding, slightly messy but completely functional), +100% production of forges. NB wonder production modifer REMOVED!

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  OSG-34: Rollin' with the Rocks
Posted by: RefSteel - December 28th, 2018, 04:47 - Forum: Master of Orion - Replies (234)

Okay, let's get this off the ground!  Here are the basics:

Race: Silicoids
Difficulty: Impossible
Galaxy Size: Medium
Opponents: Five
Color: Purple
Map Generation: Random - I just took the first map rolled and ran with it!
Events: On
Game Version: Kyrub's 1.40M patch  (Since 1oom apparently doesn't have a Mac version...)
Variant:  None; just avoid the known exploits - although some of them (like infinitely recharging specials) are fortunately fixed and no longer concerns in 1.40M.

Our Start:
[Image: 2300.jpg]
[Image: 2300m.jpg]

When I saw this group of opponents on the first map I rolled, I decided to start playing it out.  Then I played the first few turns and knew it was a keeper.  This one could get interesting - hold onto your stalactites!

Scenario/Introduction:

- Historian's Note -

Though Silicoid lives may span centuries if not destroyed by violence or misadventure - or perhaps for that very reason - powerful, energetic Silicoid monarchs have never managed to hold their thrones for long.  Inevitably, some other equally-energetic Silicoid has always managed to topple such a monarch whenever one appeared, usually within a few years of their assuming the Mountain Throne.  Silicoid figure-head monarchs, by contrast, could be expected to live long and happy lives, so long as they didn't pay too much attention to the running of their nations and allowed their many advisors to more or less run the show while the monarchs themselves fulfilled important duties like speaking the words of speeches put in front of them by various advisors, listening intently to diplomatic, judicial, and political overtures, and then responding to those in the manner suggested by their key advisors too - and most importantly, looking nice in royal regalia during major parades.

Given the social and political turmoil that typically raged over Cryslon during periods when a series of self-directed monarchs held the throne, each usually perishing under the rocky appendages of their successors, it was perhaps inevitable that at the dawn of the interstellar era, faced with alternatives like a Viscous Animated Lavaflow and an Immovable Block of Sentient Marble, the constituents of the Silicoid Electoral Monarchy overwhelmingly threw their support behind another Ornamental Sandstone Guy.  In the slow 40,000-year history of the High Throne of Cryslon, it was the thirty-fourth time that such a ruler had been put in place, and apart from a few hundred years here and there in which dozens of monarchs of other types had each briefly ruled and died, the OSGs accounted for the Throne's entire history.  Of course, the Official Cryslon Dating System was not based on the rise of the High Throne however:  The official calendar dated from the beginning of the thirty-second OSG's rule, as the latest set of violent Throne Wars that preceded it had overthrown many more robust political systems than the Silicoid calendar.  The memories of those Throne Wars so scarred the Silicoid people that even two millenia later and centuries more, there was little real opposition among the people of Cryslon to the ascension of OSG-34.

As for the figurehead-monarch's chief advisors of course - the rocks who really ran the nation - they at least had to keep their power struggles within bounds of decency, paying lip service to "the service of the OSG."  As it would transpire, the age of interstellar travel and discovery, which in time would lead to deadly conflict with the other races of the galaxy, united the disparate advisory factions in the Silicoid government as nothing ever had before, leading to an era of unprecedented cooperation and mutual support.

But one way or another, as fate - or the other advisors - would have it, the identity and plans of the electoral monarch's chief advisor still underwent a radical change about once every decade or so....

---

Roster:
- RefSteel
- RFS-81 (UP!)
- Ianus (just played, swapping with RFS-81)
- Bionic Commando (on deck)
- Guiness

Turn sets:  The early game tends to go quickly, so the first player plays 20 turns, the next two play 15 turns each, taking us to 2350, and everyone takes 10 turns per set thereafter.

Succession Game Etiquette:  Within 24 hours after the player before you posts the save, please either post a "Got it" message (indicating you've downloaded the save and intend to play your set within the next day or two) or ask to be skipped for a round or to swap places with another player.  Within 48 hours after posting a "Got it" please finish your turns and post a save (or request a skip or swap or extension if something comes up unexpectedly).

Leave it to RefSteel to:  Make really long-winded posts covering mostly stuff we probably all already know and/or telling silly stories!

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  Herman Gigglethorpe Plays Sonic's Ultimate Genesis Collection
Posted by: Herman Gigglethorpe - December 25th, 2018, 09:48 - Forum: The Gaming Table - Replies (77)

One of my Christmas presents was Sonic's Ultimate Genesis Collection for the PS3.  I'll post my impressions of the games in this topic.


Super Thunder Blade:  A forward-scrolling shooter that reminds me of Star Fox 1, but with a more realistic setting.  You control a helicopter, and the enemies tend to be aircraft and tanks.  Unfortunately, the main reason to play this is to unlock Space Harrier.  It suffers from frame rate issues like Star Fox 1, and you die in one hit.


Space Harrier:  This is a much better forward-scrolling shooter than Super Thunder Blade.  You still die in one hit, but you can make up for it with the "rich kid in the arcade" credit system.  The perspective can make it hard to deal with incoming obstacles such as pillars.  The fast pace and unique setting make you want to see what happens next even with the quarter-munching difficulty.


Golden Axe:  A medieval European fantasy brawler is different from the Final Fight style.  Each of the three characters has different stats for speed, melee power, and magic.  I picked Gilius the dwarf, who has the weakest magic and strongest melee.  It may take time to get used to the movement if you're used to faster brawlers.  If you see bottomless pits, be sure to knock enemies into them for an instant kill.  Watch out when the game expects you to cross them with its questionable jumping mechanics, though.  Unlike the arcade version, there are limited continues and an extra stage.  I managed to get to the final boss right before getting a Game Over.

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  Runaway AI
Posted by: TheArchduke - December 23rd, 2018, 07:25 - Forum: Civilization General Discussion - Replies (2)

Well that is new. I had a semi-decent game as Indonesia. Not enough strategic ressources so I had to push against an India which forward settled me north of Agra (also Indian) with archers and chariots only against Varus. Which was nasty to say the least. In a bid to catch up with the runaway AI which turned out to be Shaka of all things I dowed Ghandi with my knight/xbow army and Harald with my new Jongs to get enough land to compete. But holeymoley. 238 science.

My cities are underdeveloped compared to be starts I had, and it is only immortal. Be warned smoother difficulty is also in effect (which means less settlers but more boni on everything which results in a smoother start but tougher endgame.)

Needless to say I am having a blast.

   

Unfortunately I did not do a turn 1 save.frown

I do however have a turn 83 save before I started on a mass build of an army to engage India for much needed land (end of session 1)

All in all, if you get lucky the AI might actually pose a challenge.



Attached Files
.civ6save   GITARJA 83 825 BC.Civ6Save (Size: 1.37 MB / Downloads: 0)
.civ6save   GITARJA 147 720 AD.Civ6Save (Size: 1.91 MB / Downloads: 0)
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  Unrest, Tax rates
Posted by: Seravy - December 22nd, 2018, 13:38 - Forum: Caster of Magic - Replies (17)

Regardless of the outcome of the garrison thread, even ignoring the fact of players not using enough garrisons, the -1 unrest/2 units mechanic is not very well designed no matter what.

I believe we should make the bonus dependent of actual quality of garrisons using the following rule :

If total cost of normal units + total cost of fantastic units*2...

is 50 or higher, 1 unrest is reduced,
is 200 or higher, 2 unrest is reduced, 
is 450 or higher, 3 unrest is reduced,
is 720 or higher, 4 unrest is reduced,
finally if it's 1300 or higher, 5 unrest is reduced.

I also believe the tax tables are too forgiving for having no garrisons, giving a full 1 gold with only 1% unrest, but as unrest can and mostly is reduced by buildings, it might not really make a difference - you can expect to have no rebels at even medium tax rates for building only a shrine and parthenon and having the minimal 50 value of units. (enough to claim unrest up to 39% total on a pop 10 city.)
Changing the tax tables will only make those buildings more necessary and they already have the best ROI if they actually reduce a point of unrest so such a change would make them nearly mandatory to build early without any influence on garrisoning (Shrine for 120 or 200 worth of units? Guess which is better... ) as well as hindering the AI slightly as they are bad at micromanaging their tax rates, garrisons and unrest buildings.

The multiplier on fantastic units ensures undead stay efficient at removing unrest, and also helps AI (and players who take this seriously and actually want a garrison that can defend the city) while accounting for these units being more expensive to create and maintain.
Do note there is one downside, which is transparency. While the player can easily calculate how many units they need in the old system, in the new one this is far from trivial, especially as the "cost" of fantastic units isn't the cost of casting their respective summoning spells, it's the "cost" used for experience gains and AI doomstack building priority. It's roughly the same tier as the actual cost, but not the exact amount (for example Skeletons cost 25 but are worth 40). Considering this is the same number used for experience, it is however a fairly accurate representation of how effective the unit is in combat, which should be proportional to how effective it is at discouraging rebellions, so there is no problem with using the numbers themselves, the problem is the lack of transparency for the human. (if we are somehow able to display this number on each unit that could solve it.)

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