Welcome, Guest |
You have to register before you can post on our site.
|
Latest Threads |
[spoilers] Commodore roll...
Forum: Pitboss 80
Last Post: Commodore
3 minutes ago
» Replies: 249
» Views: 8,484
|
American Politics Discuss...
Forum: Political Discussion
Last Post: Charr Babies
1 hour ago
» Replies: 4,647
» Views: 351,337
|
[spoilers]The Courts of C...
Forum: Pitboss 80
Last Post: klops
1 hour ago
» Replies: 157
» Views: 4,139
|
New EitB PBEM
Forum: Erebus in the Balance PBEM LVIII
Last Post: DaveV
2 hours ago
» Replies: 71
» Views: 1,217
|
[PB81] Clash of Island
Forum: Pitboss 81
Last Post: klops
2 hours ago
» Replies: 42
» Views: 1,091
|
Civilization 7 is in deve...
Forum: Civilization General Discussion
Last Post: MJW (ya that one)
4 hours ago
» Replies: 141
» Views: 10,632
|
[PB81] naufragar is a roc...
Forum: Pitboss 81
Last Post: naufragar
4 hours ago
» Replies: 101
» Views: 3,342
|
[PB79] MirOh No, what am ...
Forum: Pitboss 79
Last Post: greenline
5 hours ago
» Replies: 349
» Views: 8,265
|
[PB78 SPOILERS] GT and Ma...
Forum: Pitboss 78
Last Post: Cyneheard
6 hours ago
» Replies: 115
» Views: 3,836
|
My WIP Unit Art Thread
Forum: Caster of Magic for Windows (CoM II)
Last Post: Lagi
10 hours ago
» Replies: 68
» Views: 2,093
|
|
|
RB Civ6 Epic 3: Rome Versus The Barbarians - CLOSING DAY |
Posted by: Sullla - April 28th, 2017, 14:46 - Forum: Civilization General Discussion
- Replies (8)
|
|
Epic Three: Rome Versus The Barbarians
Sponsor: Sullla
Opening Date: Friday, April 28
Duration: Five Weeks
Map Script: Inland Sea
Game Speed: Normal
Difficulty: Deity
Civilization & Leader: Trajan of Rome
World Size: Small
Opponents: Four
City States: Six (standard number is nine)
Rules: Standard
Victory: Any
Version: Fourth Patch (including Aztecs)
We return to one of our classic Epic scenarios from Civ3 and Civ4, playing as Rome on Deity difficulty. You are up against a smaller than normal assortment of AI opponents, leaving vast tracts of land open for barbarian spawns. This is a bleak world of cold, arid terrain with few hills and scarce resources. You are tasked with leading Rome to build an empire and defend civilization from the depradations of the barbarians. Good luck - you'll need it.
Custom Scoring:
None. This is going to be a rough ride. Play it out, no retirements, no matter how bleak things may appear. Where there is life, there is hope. Scratch, claw, and hang on to the last man. Give it your best shot and see what happens.
Closing Date: Monday, June 5. Game results must be posted within 48 hours of the game's closing date. Note that this is an official Epics event, which means NO SPOILERS about your game while playing. Do not post information about your game while it is in play, or afterwards until the finish date. The time to post reports will be on the closing day, where everyone will share the results of their individual games. The Epics are Single Player events, and we take the no spoilers rule seriously. Good luck!
Starting Savegame File
|
|
|
Ebbitten's Adventure 4 |
Posted by: ebbitten - April 27th, 2017, 17:51 - Forum: Adventures and Epics
- Replies (1)
|
|
Been out of the country for a couple of days so the following is late but oh well.
After lurking through Realms Beyond for a long time (originally read through all of Sulla's Civ 4 reports back in the day...) I decided to finally participate in one of my own!
I didn't take super detailed notes so I don't have anything resembling a turn-by-turn account but I would like to go over my general thought process going into and through the adventure.
Having recently read through much of the Civ 6 PBEM 1 thread a couple of things really stood out to me about Civ 6.
First I wholehearted agreed with the idea that the most important resource was production, in this game in particular it seemed very important to try to maximize production. Ultimately this was an adventurewhere the goal was getting GP, not a game where you're trying to win via culture.
Second, Civ 6 does not seem to penalize going wide by very much. Sure you spread your resource amenities out a bit more thinly, but honestly the amenity penalty/bonuses are pretty small in comparison to getting additional cities.
Finally I've heard lots of talk about how poor the AI is at military... and given the restrictions on settler placement, the increasing settler cost and having a pretty early UU it seemed like this would be a ripe opportunity to take over LOTS of enemy civs.
With all that in mind I played through the very early game expanding as quickly as possible. Sooner than I would have hoped I was looking at a declaration of war from Spain that prompted me to shift quickly to military. Thankfully between a couple of warriors, cheap upgrades, and this Civ's UU I was able to easily crush Spain.
After having the military units I was able to pretty quickly snowball into taking over Vikings, Germany, and then the Aztecs. At this point I was primarily concerned about accidently winning so I didn't take over too much India. At this point (Turn ~150?) I just focused on disctrict building, prioritizing industrial districts and theatre districts.
By the end I was able to get 84 GP.
I have some screenshots but they're over the forum limit, if someone has a suggestion for where a good location to post them would be I'll upload them.
|
|
|
Sprites are underpowered? |
Posted by: Seravy - April 27th, 2017, 08:08 - Forum: Caster of Magic
- Replies (53)
|
|
Considering they caused me to lose one game and contributed absolutely nothing in the next, I'm worried about Sprites now. They might no longer be worth using, and/or spending a starting pick on.
I decided to run the sprites treasure calculating tool for new maps.
I measured 4300 and 3400 average points on two sets of 8 maps, which is a fairly sharp drop from the old maps where we measured 5900.
Considering the consensus was that they are not worth it on Myrran maps where this number was ~2900, there is a chance Sprites end up underpowered and need buffing. - I'm pretty sure we all agree they are a horrible unit to use against other wizards due to their huge cost and nonexistent durability - 80 mana for a unit that can be killed for 10-20 (fire bolt x1 or 2, or other common spells) is not playable even if it is fairly good if it survives. Unfortunately it doesn't have enough ammo to capitalize on the advantage of being a ranged flier very well and every time a new battle begins, it gets hit by combat spells again, rapidly decreasing the size of the army.
Now, the treasure change was needed anyway - no doubt about it, the old unit values were poorly balanced, easy units were worth a lot of treasure. But that doesn't mean the game is fine when a unit that is supposed to be somewhat above average (Sprites are still a nature creature) is actually below instead.
The main problem I see is, this is ultimately a luck based strategy. If the average is "barely worth it" it means a significant percentage of games will be ones where they are not, and the cost is high enough to cause those games to be lost (you both need to give up a common spell pick or two with earth lore, and pay the massive cost of sprites - especially bad if the first target you find requires 5+ of them yet you find no other targets later.)
Even the games where it will be worth it, won't produce as much advantage as other, non-luck based strong strategies do, ultimately making this strategy bad. (If this wasn't bad enough, sprites were one of the most fun part of the game - they provided a unique strategy no other realm or spell did.)
So... the task is the same, test sprites, except, this time, please prove that they are WORTH using, and can provide enough advantage to be on par with a war bears or giant spiders or ghouls based strategy.
Considering they were already at best equal to other strong strategies in my 3 tests, the 30-45% drop in available treasure is worrying.
|
|
|
Pindicator Adv 4 |
Posted by: pindicator - April 25th, 2017, 23:36 - Forum: Adventures and Epics
- Replies (2)
|
|
Sorry for lack of report, I barely got the game played to 250 as I now seem to have Civ 6 crash on me often.
I tried to play peaceful until Spain declared on me, and then I just lost it and decided to take them over. After killing Spain it was around turn 150, so I decided to roughly focus on infrastructure until turn 200 and then after 200 we'd just build projects and aim for generating as many great people as possible. I stopped spending gold around turn 220 and saved until the end where i bought 9 great people on 250. Could have made it 10 if I had been smart about using my Faith on a few great people right before the people were done.
Finished with 70 GP generated, details in the spoiler
|
|
|
[TECH] Pitboss 37 IT and Tech Issues Thread |
Posted by: spacetyrantxenu - April 24th, 2017, 19:18 - Forum: Pitboss 37
- Replies (570)
|
|
Game Rules and Settings:
Server: pitboss.watto.no:2058
Game tracker: http://www.civstats.com/viewgame.php?gameid=2972
Claim your civ: (the password is sirian)
Game Host unified tech thread (for all Caledorn hosted games):
http://www.realmsbeyond.net/forums/showt...p?tid=7117
Host: Caledorn
Admin: ???
Map maker: Mardoc
Starting date: April 24, 2017
Mod: RtR 2.0.8.3
Mod Changelog: Available here
Turn Timer: 24 hours
Rules:
Quote:Difficulty: Monarch
Speed: Normal
Era: Ancient
Turn speed: 24 hours/turn (ingame clock adjusted to keep turns to 24 hours)
Vassals: off
TT: off
Huts: off
Events: off (broken)
Barbs: on, normal (Not raging)
Espionage: on
Diplo: AI-diplo
Double moves: Don't be a jerk aka normal RB double move rules. If in doubt or a newb, ask the lurkers.
Other:
* No city gifting or trading
* No using trade window to communicate (e.g. using letters or numbers in a way that could be interpreted something else than a real trade offer)
* All units start stacked on same tile
* Reveal all terrain in a 5*5 square centred on starting tile [amended 9/3/17@1724GMT]
* Reveal starts (the above revealed terrain) before snakepick
Signups:
Quote:dtay
Ventessel (AdrienIer as DL)
Krill
Gavagai
Dark Savant (ipecac as DL)
Germanjoey
Couerva (Bacchus as DL)
CML
JR4 (DL requested)
|
|
|
New lair monster generation algorithm |
Posted by: Seravy - April 24th, 2017, 07:29 - Forum: Caster of Magic
- Replies (17)
|
|
Download "CasterEXP6B.zip" to try it.
If you intend to participate in the "Earth Lore Sprite Analysis", I suggest using this version as it will be in the next update (unless someone finds a serious flaw).
So...what does this actually do?
-There are no numerical limits on primary or secondary monsters anymore. If you see "many cockatrices" and don't scout, you risk losing all your sprites because there might be 7-9 of them which is likely too much to handle. Note that this was already the case for secondary monsters, and having this outcome appear without a secondary monster is fairly uncommon. 80%+ of the encounter zones still have two types of monsters, albeit it might be a 7-2 or 8-1 setup.
-The monster type is picked randomly with an equal chance for each in both slots. So the chance no longer depends on costs and pre-rolled "intended number of monsters" values, nor the leftover fractional points after the first monster placed. Of course if the target budget is impossible to meet using the selected two monster types, it gets rerolled so the actual chances are not equal, but it won't depend on something as unrelated as the cost of other monsters not being picked. The greatest difference here is that having two expensive monsters appear together will be more likely (albeit places with enough budget for that are uncommon so don't expect it often -still having it with mid cost monsters will be a thing, the old code didn't generate things like 4 gorgons+5 stone giants ever).
-Always the more expensive monster is in the first slot - there is no such outcome when the primary monster is weaker but more numerous like 6 Unicorns with a single Archangel.
-Except for invisible monsters : These always go to the secondary slot even if they are the stronger one. Don't expect to go into a node with "Phantom Warriors" safely without properly scouting it first - Air Elementals might be lurking inside.
-As monster costs no longer have an unwanted influence on placing other monsters, they can be adjusted freely to match their actually difficulty - all costs have been revised and changed, some significantly (Phantom Beast for example is down to 100 points each). You can run "magicedt.exe" to see the numbers.
-If the primary monster is Great Wyrm, the secondary monster cannot be an Earth Elemental, Cockatrice, Great Lizard or War Bears.
-If there is only one type of monster, it cannot be Great Wyrm or Earth Elemental. Wyrms are very high value and too easy to defeat with flying ranged units (not just sprites, but anything and their value is relevant even in the midgame), while Earth Elementals are so ridiculously slow that any ranged unit can kill them easily while they still provide fairly good treasure.
Code: jmp start
RND:
push ax
db 9Ah, 0D4h,00,0B0h,00
pop dx
retn
getunit:
push ax
mov bx, 24h
imul bx
mov bx,ax
pop ax
retn
getrandommonster:
invalid:
mov ax,42
call rnd
add ax,154
; Random fantastic unit
call getunit
cmp byte ptr [bx+220h], 0 ; Floating Islands cannot be added
jnz invalid
push ax
mov al, [bx+219h]
cbw
cmp ax,[bp-4] ; Check for the correct realm
pop ax
jnz invalid
retn
swap:
mov ax,[bp-8]
mov dx,[bp-0Ah]
mov [bp-8],dx
mov [bp-0Ah],ax
retn;
start:
push di
push si
mov word ptr [bp-2],2 ; allowed difference 2%
mov word ptr [bp-0Eh],0
reroll:
call getrandommonster
mov [bp-8],ax
rerollsec:
call getrandommonster
cmp ax,[bp-8] ; Primary and secondary must be different
jz reroll
mov [bp-0Ah],ax
call getunit
mov di,bx
mov ax,[bp-8]
call getunit
cmp [bp-8],167 ; Primary monster invisible? Always secondary!
jz invisible
cmp [bp-8],194 ; Primary monster invisible? Always secondary!
jz invisible
mov ax,[bx+216h] ; Primary monster cost
cmp ax,[di+216h] ; Secondary monster cost
jge safe
invisible:
call swap
safe:
; Selected primary and secondary monster
cmp word ptr [bp-8],189
jnz notwyrm
; Primary monster is great wyrm
mov ax,[bp-0Ah]
cmp ax,179 ; War Bears -> Reroll
jz rerollsec
cmp ax,187 ; Earth Elemental
jz rerollsec
cmp ax,181 ; Cockactirces
jz rerollsec
cmp ax,182 ; Great Lizard
jz rerollsec
notwyrm:
mov word ptr [bp-0Ch],0
rerollamount:
mov ax,10
call RND
dec ax ; 0-9 primary monsters
mov di,ax ; Nof primary monsters
mov ax,9
sub ax,di
inc ax
call RND
dec ax ; Can have 0 of these
mov si,ax ; Nof secondary monsters
mov ax,[bp-8]
call getunit
mov ax,[bx+216h]
imul di
push ax
mov ax,[bp-0Ah]
call getunit
mov ax,[bx+216h]
imul si
pop cx
add cx,ax ; Total cost of rolled monsters
mov ax,[bp+12h]
mov bx,100
add bx,[bp-2]
imul bx
mov bx,100
idiv bx
cmp ax,cx
jl bad
mov ax,[bp+12h]
mov bx,100
sub bx,[bp-2]
imul bx
mov bx,100
idiv bx
cmp ax,cx
jg bad
jmp done
bad:
inc word ptr [bp-0Ch]
cmp word ptr [bp-0Ch],50
jle rerollamount
inc word ptr [bp-0Eh]
cmp word ptr [bp-0Eh],50
jle reroll
add word ptr [bp-2],2
jmp reroll
done:
mov cx,si
pop si
or di,di
jnz ok1
mov di,cx ; Zero primary monster : move up secondary to primary slot
mov ax,[bp-0Ah]
mov [bp-8],ax
xor cx,cx
ok1:
or cx,cx ; no secondary monster and Earth Elemental or Wyrm? Reroll
jnz ok3
cmp word ptr [bp-8],187
jz redo
cmp word ptr [bp-8],189
jz redo
jmp ok3
redo:
push si
jmp bad
ok3:
mov ax,si
mov dx, 18h
imul dx
les bx, [089D6h] ; Dungeons
add bx, ax
or di,di
jnz ok2
; zero of both monsters
mov byte ptr es:[bx+5],0
mov byte ptr es:[bx+6],0
jmp nosecond
ok2:
mov al,[bp-8]
mov es:[bx+5], al
mov ax,di
mov es:[bx+6],al
or cx,cx
jnz secondaryexists
nosecond:
mov byte ptr es:[bx+7],0
mov byte ptr es:[bx+8],0
jmp over
secondaryexists:
mov al,[bp-0Ah]
mov es:[bx+7],al
mov es:[bx+8],cl
over:
pop di
|
|
|
|