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  Worst cluster of planets you have seen?
Posted by: haphazard1 - March 13th, 2018, 01:34 - Forum: Master of Orion - Replies (2)

It is probably just randomness and how the human mind (often poorly) perceives it, but it sure does seem like bad planets appear in clusters in MoO. In a personal game I recently started, I had a nice jungle 80 next to my homeworld of Meklon. Working northward up the western edge of the map (I started in the southwest corner) I found a poor planet, a minimal size 10, another poor planet, and then an ultra-poor.

Yuck! What terrible land! eek I have a pair of no-planet systems plus Orion to my east, so there is nowhere else to expand. frown I will need range 6 at least to cross the empty space to the center of the map, and with all the yellow stars there I am sure at least one AI will be solidly established there before I can tech that far. There is a rich inferno planet in the far northwest, which will be useful someday if I do not get beaten to it by an AI from the northern part of the galaxy.

So, my question: What is the worst cluster of planets you have seen in MoO? It does not have to be around your start, although those may be the ones we remember most lol, but just a group of terrible planets? Bonus points if they are arranged so you have to colonize each one to advance to the next -- no picking only the good (or at least less bad) ones! lol

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  Focus Power / Fire Giants
Posted by: Littlenog - March 12th, 2018, 17:52 - Forum: Caster of Magic - Replies (10)

So this is turning out kinda nice.

Took two books in sorcery and the rest in fire.

Got Astrologer and Conjurer since I planned to have a lot of summons and I like being able to cast while in nodes.

For Race I took nomad to see if the higher resistances would help early while I research spike to Fire Giant.  My starting location was pretty bad and there were no easy dungeons or nodes to take.  Though there was an easy zombie and it had like 7 night stalkers smh.

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  Regeneration
Posted by: Littlenog - March 11th, 2018, 21:18 - Forum: Caster of Magic - Replies (7)

Why type of attack damages cancel out regeneration.

It seems life stealing or create undead attacks and turn to stone attack do.

Is there a list of what other attacks stop regeneration?

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  Spell Binding change beta version
Posted by: Seravy - March 11th, 2018, 13:54 - Forum: Caster of Magic - Replies (4)

Download CasterBinding.zip.

Quote:-Fixed Stroke of Genius not researching very rare spells due to the raised research costs.
-Casting Lycanthropy on a unit will now remove unit enchantments that require their target to be a normal unit.
-”normal unit only” buffs can now target units whose base type is normal, even if they are undead or have Chaos Channels on, or have been raised from dead or Mystic Surged.
-When an AI wants to offer a peace treaty or trade, it'll skip the “Break Alliance” check. It'll only do that if it is trying to offer a Wizard's Pact or Alliance.
-Fixed bug : Hitting Cancel on Floating Island causes crashes and data corruption.
-AI should no longer attack with an empty Floating Island into a weak unit that has equally low military rating, such as a Magic Spirit.
-Replaced the effect of Spell Binding : now it will allow the caster to “learn” a global enchantment another wizard knows, allowing the user to cast it, instead of  changing the controller of the copy in play. However, there is a limitation to how often/many spells can be obtained.
-When there is only 1 wizard on a plane and at least 3 on another, there will be a land size modifier that makes the crowded plane 20% larger, the other 20% smaller than the default. This is an experimental feature to balance the (probably unreasonable) power of the lone Myrran enemy wizard.

Please report any bugs found, and pay extra attention to the balance of the Myrran AI wizard when playing on Arcanus, normal unit buffs on Chaos Channel or undead creatures and Spell Binding. Thanks!

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  A little Parthenon at the Parthenon
Posted by: regoarrarr - March 11th, 2018, 12:57 - Forum: Civilization General Discussion - Replies (5)

You know, just a little Sunday evening Civvin...

[Image: civilization-civ-parthenon-athens.jpg]

https://www.instagram.com/p/BgMO7e8grne

(Couldn't find that one thread that had everyone's pics at real life world wonders)

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  Spanish CIV IV community and pitbosses
Posted by: OT4E - March 11th, 2018, 09:07 - Forum: Civilization General Discussion - No Replies

If you are seeking for more CIV IV activity you may find this information interesting. There is an active spanish community based on apolyton subforum. They start 3-4 pitbosses per year and I am currntly playing in 3. There is a league with ranking.

I must pull your attention that settings they play drastically differ from those are played here at RB. But may be this is what some of you are seeking for.

The common settings are:
1) script generated maps, not even modified manually
2) random leaders and anonymous play
3) tech trading and diplo allowed
4) huts and events on
5) big maps

They have a big set of formal rules regulating some minor aspects and player behaviour. Also they use mod which splits up timer when wars begin and aggregates some usefull statistics at the web-interface. Awesome thing, honestly.

So there is a new pitboss going to start on approximately 1st of April and some emptyspots in https://apolyton.net/forum/civilization-...pt-lemuria 

You will find links on rulew and detail settings inside.

Few words from myself:
1) speaking Spanish is not mandatory, even for diplo. Google translator is your friend.
2) diplomacy is not very time consuming. The NAP is limited by 40 turns. Personally I prefer to play my own game but sometimes making alliances is inevital.
3) someone can say that their skill level is low. This is true but there are decent players and even if you get lucky to consume a couple of neighbors you might find yourself hated and isolated. So it will be challenging anyway.
4) everything random often results in the most balanced and competative game
5) games have its unique friendly atmosphere and if you like it for once you will join games over and over. Exactly as I do.

Ok enough advertising I guess. I will be happy to answer your questions. Or see you in game.

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  5.15 No Load on Start
Posted by: Littlenog - March 10th, 2018, 20:45 - Forum: Caster of Magic - Replies (5)

I have been using GOG.com copy of Master of Magic.

In 5.15 I was having an issue where the game would not load.

I found a few issues fixes I could make to the DOSBOXMOM.conf file that seemed to solve my issues.

DOSBox version 0.74
Copyright 2002-2010 DOSBox Team, published under GNU GPL.
---
CONFIG:Loading primary settings from config file ..\dosboxMOM.conf
"none;intelligent" is not a valid value for variable: mpu401.
It might now be reset it to default value: intelligent
"none;auto" is not a valid value for variable: joysticktype.
It might now be reset it to default value: auto
CONFIG:Loading additional settings from config file ..\dosboxMOM_single.conf

These gives and error in the console and just default so I changed back to the original setting.

Under [midi]
mpu401=none;intelligent > mpu401=intelligent
device=default
config=

These gives and error in the console and just default so I changed back to the original setting.

[joystick]

joysticktype=none;auto > joysticktype=auto
timed=true
autofire=false
swap34=false
buttonwrap=true

The one that will completely stop the game fun launching though is due to a missing . in the [autoexec]

[autoexec]
# Lines in this section will be run at startup.

@ECHO OFF
mount C "." > mount C ".."
c:
cls
magic.exe

You can actually remove this completely from the end of the file as another .conf file runs this exact command the "dosboxMOM_single" runs the same [autoexec], but it will only run after the first one has run which leads to MOM not closing if I clicked quit game on load after fixing the C "." issue.  So I just removed the [autoexec]  from the first file.

I hope this helps if anyone else was having the same issue.

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  Lizardmen AI
Posted by: Littlenog - March 10th, 2018, 18:56 - Forum: Caster of Magic - Replies (4)

I've been playing quite a few games and I notice the AI really tends to pick Lizardmen ALOT.

On base settings

Difficulty Normal, Opponents 4, Land Size Fair, Power Fair, Minerals Fair, Climate Fair.

It is not uncommon to see two enemy wizards with Lizardmen.  I do not really see them using all of the available races consitantly or maybe I just get unlucky with choice.

This is not a complaint or anything, but has anyone else noticed you fight a lot of Lizardmen?

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  EitB PBEM XLIX
Posted by: Mr. Cairo - March 8th, 2018, 16:59 - Forum: Erebus in the Balance PBEM XLIX - Replies (175)

After the successful conclusion of our EitB Succession Game, I was hoping top cojnitue keeping the fantasy going with a new PBEM.

Anyone interested? I've never played MP EitB/FFH so I have no idea regarding settings and the map.

Players:
Mr. Cairo
DaveV
Aurorarcher
superjm

Settings:
torusland map
EitB v12.1 link
no Acheron
no Orthus
no tech trading
no vassals
AI diplo. 
no lairs
no huts
Emperor
regular barbs
Living World
Hall of Mirrors thing: ???

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  Unrest table format?
Posted by: teelaurila - March 6th, 2018, 11:00 - Forum: Caster of Magic - Replies (1)

The unrest table is no longer symmetric, and I never got for sure which way is which... So my race is in the leftmost column, and in one game I should look at one row for unrest in cities of different races? Or vice versa, and I should look at one column? They're almost the same, so it doesn't matter that much, but it keeps bugging me.

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