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  CML hallucinates another undeserved victory
Posted by: CML - March 25th, 2017, 15:42 - Forum: Pitboss 37 - Replies (73)

Players who read on will know too much and have to go like Christopher Moltisanti's writer pal, Kim Jong Il's sushi chef, or ...

[Image: p8%20assange%20melb%20town%20hall.jpg?itok=riOpoujU]

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  [SPOILER] PB37 Dark Savant tries not to be a blatant MP n00b
Posted by: Dark Savant - March 25th, 2017, 13:52 - Forum: Pitboss 37 - Replies (857)

Other players and their dedlurkers aren't supposed to look at this!

Just in case someone accidentally clicked here, here are pictures indicating my intended city naming scheme.

[Image: mm2-010.jpg?raw=1]
[Image: mm4-009.jpg?raw=1]

No, I can't really use Wizardry as a namespace; there aren't enough placenames even if I combined all eight games.  (I have no familiarity whatsoever with the numerous Japan-only releases.)

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  dtay pb37 [spoilers]
Posted by: dtay - March 25th, 2017, 11:38 - Forum: Pitboss 37 - Replies (51)

This is a thread. Probably won't be much reporting, but I'll post occasionally.

Have the first pick. I think the "best" pick in this situation is Inca and then taking the best remaining Pro leader on the backside, but I think I'm going to not do that, too many games played as Inca. I think I want to get Org or Spi, neither of which I've had in a game here. In event of Org, can't have my beloved Pro due to that combination not existing. Imp/Org or Exp/Org maybe (Julius and Mehmed). Fin/Org would also be interesting. If you can manage the early game with no help you end up with a nice economic advantage come mid-late game.

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  [PB37 SPOILER] Coeurva, Bacchus -- Cyrus of Carthage
Posted by: Coeurva - March 25th, 2017, 09:13 - Forum: Pitboss 37 - Replies (907)

(April 28th, 2017, 12:05)Bacchus Wrote: The plot is laid: if all things fall out right,
I shall as famous be by this exploit
As Scythian Tomyris by Cyrus' death.
Great is the rumor of this dreadful knight,
And his achievements of no less account:
To come again to Carthage.

Knowing that Fortune favours the bold, I have already decided on my strategy for this game: monopolizing the goodwill of Roman deities.

On that note, these are the sacred walls of Rome, Remus; and whosoever jumps across them unbidden marks himself as her enemy (or spoils himself on a Civ4 Pitboss game):

-----

RtR 2.0.8.3 changelog

Third in picking order, and I'm wondering whether to pick a civ or leader first. With starting areas revealed, civ first gains the appeal of hand-picking techs while not ending up with a mediocre UU/UB, and the playing field is small enough that we could probably still find a good leader on the tail end of the snake. It would also allow us to better gauge the value of IND, based on how many others take it.

Re traits, the defogged start could make some of them rise or fall in value (e.g. IMP and EXP gain power with every early forest; FIN works with non-riverside grassland, seafood and fresh water lakes). All I know right now is that I can probably not use SPI well enough to make it worthwhile. -- Edit: I've noticed that, at 5*5, the defogged area isn't as large as I'd been remembering (Mardoc has successfully argued against Krill's 9*9 proposal).

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  [SPOILER] PB37: Mirror, mirror, on the wall, who's the most aggressive of them all?
Posted by: Krill - March 25th, 2017, 06:21 - Forum: Pitboss 37 - Replies (735)

Please Brick, have mercy on me. Because Mardoc sure won't!

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  AI research
Posted by: Seravy - March 24th, 2017, 18:54 - Forum: Caster of Magic - Replies (5)

Completed the new AI research procedure.

Goals :
-Research spells in the same research cost tier first (commons, then uncommons, then rares etc)
-Some exceptional spells can be allowed to be researched one tier earlier
-Spells the AI can never use are delayed by a tier
-Avoid researching redundant spells - if a spell with the same functionality is already known, delay all other such spells until the end of the current tier, or in some cases the end of the next tier.
-In general, get an overland summon first in each tier, then some of the best combat spells then everything else.
-Deterministic research - no random chance involved, the AI always picks the "best" spell. In case of ties, the first one found, so identical ratings should be avoided as much as possible
-Take advantage of the guaranteed turn 1 uncommon research choices where applicable (Stream of Life, Astral Gate, Aura of Majesty, Gargoyles, Werewolves, Giant Spiders)

Algorithm :
First, get the priority value assigned to the spell, then apply all modifiers. Finally, pick the spell with the LOWEST total.

Assigned priority numbers for spells in increasing order (so spells are ordered in the order of research) - the number at front is the priority, the one in the back is the spell's ID.


Code:
0    None                                                
0    Magic Spirit C9                                      
0    Spell of Return D6                                  
10    Giant Spiders 0E                                    
20    Lycanthropy AD                                      
22    Gargoyles 5F                                        
25    Sprites  9                                          
27    Skeletons A1                                        
30    Heavenly Light 8B - >80                              
31    War Bears 6                                        
32    Ghouls A6                                            
33    Nagas 31                                            
34    Hell Hounds 54                                      
35    Fire Bolt 53                                        
36    Fire Elemental 5A                                    
37    Black Sleep A5                                      
38    Nature's Eye 3                                  
39    Darkness A9                                          
40    Confusion 2E                                        
45    Call Centaurs 4                                  
50    Healing 7D                                          
60    Web 5                                              
65    Aura of Majesty 3B                                  
70    Shatter 58                                          
80    Wraith Form B5 ->A8                                  
85    Fairy Dust 7                                    
90    Heroism 82                                          
92    Holy Armor 7E                                        
93    Resist Magic 29                                      
94    Bless 79                                            
95    Just Cause 7F                                        
97    Holy Weapon 7C                                      
100    Life Drain A7                                        
105    AEther Sparks 2A                      
107    Earth to Mud 1                                      
110    Endurance 7B                                        
115    Summoning Circle CB                                  
120    Focus Magic 2F                                      
122    Astral Gate 8B                                      
124    Planar Travel 8A                                    
126    Stream of Life 94 -> 84                              
130    Guardian Wind 2C                                    
135    Warp Wood 51                                        
140    Land Link 10                                        
150    Wall of Fire 57                                      
160    Raise Volcano 62                                    
170    Corruption 55                                        
180    Chaos Channels 5D                                    
180    Fireball 60                                          
190    Flame Blade 5E                                      
210    Cloak of Fear A4                                    
215    Disrupt 52                                          
220    Mana Leak AA                                        
230    Phantom Warriors 2D                                  
240    Summon Zombies A3                                
250    Psionic Blast 32                                    
260    Star Fires 7A                                        
270    Warp Creature 59                                    
280    Dispel Magic CA                                      
290    Resist Elements 2                                  
300    Eldritch Weapon 56                                  
310    Weakness A2                                          
320    Guardian Spirit 81                                  
460    !!!Heroic Shout CD                                  
470    Floating Island 2B                                  
480    Water Walking 8                                    
500    Lightning Bolt 5B                                    
505    Possession AC                                        
510    Reaper Slash B1                                      
515    New : Syphon Life AF                                
520    Ice Bolt 0D                                          
530    Fire Storm 6B->61                                    
540    Prayer 8C                                            
550    Divine Order 87                                  
555    Transmute 12                                        
560    Black Prayer AE                                      
570    Night Stalker B0                                    
580    Fire Giant 5C                                        
590    Shadow Demons B4                                    
592    Chimeras 64                                          
595    Unicorns 88                                          
600    Cockatrices 11                                      
602    Summon Hero D0                                      
605    Basilisk 14                                          
610    Aether Binding 39                                
615    Cracks Call 0B                                      
617    Construct Catapult 0C                                
620    Famine BD                                            
622    Flight 38                                            
623    True Sight 83                                        
624    Drain Power AB                                      
625    Vertigo 35                                          
628    Immolation 63                                        
630    Blur 33                                              
640    Dispelling Wave 34                
650    Wall of Darkness B2                                  
660    Phantom Beast 3C                                    
665    Change Terrain 0F                                    
670    Blood Lust B3                                        
680    Spell Blast 3A                                      
690    Raise Dead 89                                        
700    Spell Lock 36                                        
710    Counter Magic 30                                    
720    Exorcise 86                                      
722    Warp Node BA                                        
725    Elemental Armor 15                                  
730    Disenchant Area CC                                  
740    Resurrection 85                                      
970    Enchant Item CF                                      
975    Detect Magic CE                                      
980    Earth Lore 0A                                        
990    Enchant Road 37                                      
994    Move Fortress 1C ->D1                                
995    Nature's Cures 13                                    
1000    Tranquility 9D                                      
1005    Pestilence C4                                        
1010    Flame Strike 6D                                      
1020    Wave of Despair BB                                  
1025    Djinn 47                                            
1030    Doom Mastery 75 ->6C                                
1040    Incarnation 8E                                      
1050    Wraiths B8                                          
1060    Doom Bat 61 ->6B                                    
1070    Storm Giant 41                                      
1080    Efreet 6A                                            
1090    Gorgons 1B                                          
1100    Stone Giant 17                                      
1110    Angel 93                                            
1120    Chaos Spawn 67                                      
1122    Armageddon 78                                        
1125    Survival Instinct 1C                                
1126    Clairvoyance 22                                  
1127    Invisiblity 3E                                      
1129    Summon Champion D4                                  
1130    Cloud of Shadow B9                                  
1135    Dark Rituals A3 -> BE                                
1136    Flying Fortress 4D ->46                              
1137    Banish 40                                            
1140    Uranus Blessing 3D                      
1145    Petrify 16                                          
1147    Mind Storm 43                                        
1150    Earth Gate 25                                        
1160    Gaia's Blessing 1D                                  
1170    Inspirations 98 -> 90                                
1180    Altar of Battle 92                                  
1185    Lionheart 8D                                        
1190    Prosperity 91                                        
1200    Zombie Mastery BC                                    
1210    Wind Walking 3F                                      
1215    Air Elemental 42                                    
1220    Invulnerability 8F                                  
1230    Magic Immunity 45                                    
1240    Doom Bolt 68                                        
1245    Wrack B6                                            
1250    Warp Lightning 65                                    
1260    Iron Skin 18                                        
1270    Earth Elemental 1E                                  
1280    Earthquake 1A                                        
1285    Terror A8 -> B5                                      
1287    Holy Word 96                                        
1290    Chaos Rift 6E                                        
1300    Evil Presence B7                                    
1320    Metal Fires 66                                      
1330    Magic Vortex 69                                      
1340    Exaltation 84 -> 94                              
1350    Stasis 44                                            
1360    Blizzard 19                                          
1370    Mass Healing 95                                      
1380    Disjunction D2                                      
1390    Create Artifact D3                                  
1400    Consecration 9B                                      
1500    Sky Drake 4E                                        
1510    Demon Lord C8                                        
1520    Great Drake 76                                      
1530    Colossus 24                                          
1540    Great Wyrm 27                                        
1550    Death Knights C1                                    
1560    Arch Angel 9F                                        
1570    Behemoth 20                                          
1580    Hydra 6F                                            
1600    Spell Binding 4C                                    
1610    Suppress Magic 4F                                    
1620    Doomsday 72                                    
1640    Life Force 9C                                        
1660    Charm of Life A0                                    
1670    Crusade 9E                                          
1680    Evil Omens C6                                        
1690    Eternal Night C5                                    
1700    Final Wave C7                                        
1705    Apocalypse 73                                        
1710    Massacre C2                                      
1711    High Prayer 97                                      
1712    Animate Dead C3                                      
1715    Call Lightning 23                                    
1716    Entangle 21                                          
1720    Annihilate C0                                    
1730    Spell Ward 48                                        
1740    Mass Invisibility 4A                                
1760    Call the Void 77                                    
1770    Disintegrate 70                                      
1790    Supreme Light 98                    
1795    Holy Arms 9A                                        
1796    Time Stop 50                                        
1800    Call to Arms 99                                      
1810    Chaos Surge 74                                      
1820    Warp Reality 6C -> 75                                
1830    Meteor Storm 71                                      
1840    Herb Mastery 26                                      
1850    Regeneration 1F                                      
1860    Nature's Wrath 28                                    
1870    Great Unsummoning 4B                                
1880    Haste 46 ->4D                                        
1890    Summon Demon BF                                  
1900    Creature Binding 49                                  
5000    Spell of Mastery D5                                  


Modifiers :

Code:
; Low tier Summoning Spell already known!
; +400 to other low tier summons
; Lycanthropy,War Bears,Sprites,Giant Spiders,Nagas,Hell Hounds,Gargoyles,Guardian Spirit,Unicorns,Skeletons,Ghouls

; If not Wraith Form, Water Walking or Floating Island, priority of those -500

; Weak combat direct damage +400 if weak or strong combat direct damage spell already known
; Fairy Dust    Ice Bolt    Fire Bolt    Fireball    Life Drain

; Weak combat unit curse +200 if another weak combat unit curse already known
; Black Sleep    Vertigo    Shatter    Warp Creature    Weakness

; Weak combat summon +400 if another weak combat summon already known
; Call Centaurs    Construct Catapult    Phantom Warriors    Fire Elemental    Summon Zombie

; Land Link, -100 if Giant Spiders known

; Lycanthropy, Giant Spiders, Gargoyles +150 if one of them known, or past turn 75

; Corruption +800 if Raise Volcano known

; Warp Wood +500 if Guardian Wind

; Darkness +900 if no Ghouls, Werewolves, Shadow Demons known

; UC or better high quality combat spells - these are generally prioritized high within their rarity tier.
; Priority +400 if no contact with the human, +100 if no hostility with the human. Combat spells cannot be used VS AI players!
; Note that this generally does not cover weak combat spells (already researching late), and does not cover very rares (the AI has to be prepared by then for war at any time)
; Group 9, 24, 59, 70, 12

; Planar Travel +800 if Astral Gate already known

; Divine Order +400 if at least two Chaos or Death books

; Group 25, +200 if Group 25, 32 known (equal or better summons)
; Group 32, +200 if Group 32 known
; Group 25 = Cockatrices    Fire Giant    Night Stalker    Summon Hero
; Group 32 = Basilisk    Stone Giant    Chimeras    Chaos Spawn    Angel    Shadow Demons

; Group 32 summons, +350 if even higher tier summons are known

; Cockatrices set to 145 if Focus Magic is known

; Blood Lust set to 21 is Werewolves known

; True Sight +500 if human player 0 Sorcery books - doesn't help against other AI!

; Group 56 +400 if Group 74,78 or 56 known
; Strong summoning spells, +400 if one of them or a better one already known
; Gorgons    Storm Giant    Efreet    Incarnation    Wraiths    Doom Bat

; Very rare summoning spells
; +500 if one already known

; Artificier prefer Create Artifact

; All overland curses +300 if Peaceful or Lawful
; (spell blast, famine, evil presence, pestilence, call the void, earthquake, corruption, fire storm etc)

; Earthquake, Chaos rift, priority to 1128 (earlier) if Ruthless or Maniacal

; If combat only spell and casting skill<spell cost-10, add 2000

That's all, let me know if you think the AI should do something in a different order!

The system will be included in the next experimental version.

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  Jon Shafer's "At the Gates": a kickstarter game
Posted by: Hail - March 24th, 2017, 14:29 - Forum: The Gaming Table - Replies (112)

the obligatory kickstarter link.

the game was a 4X strategy set in the Fall of Rome epoch. a mix of civ and colonization.

where it gets interesting is that the game appears abandoned. and it's all your fault. wtf?

so... Shafer went into the kickstarter campaign with a "fully-playable prototype", but after spending backers' money, he discovered that "Most of the planned big gameplay features are in, but what does it all add up to while you’re playing? Sure, you can explore the map, survey and harvest resources, migrate from one place to another – but why? What the heck are we trying to do here anyways?"

I do not have a statement without profanity. I am deeply disappointed.

mod(s) can relocate this thread where they (he) see fit.

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  Adventure 4: Unaghy´s report COMPLETED
Posted by: unaghy - March 24th, 2017, 07:57 - Forum: Adventures and Epics - Replies (16)

This time I have decided to read propery all rulles, so I dont miss any point by missreading. Also will try to break the habbit of playing standard game and try to take full risk of maximazing points through playing differently than usual. I will be posting reports as I play, 
however I don´t have that much time to play it on daily basis.
 
This is overview of my planning for this game:
- utilizing NKISI by finding relic / artifact / great work (mostly great works)
- focusing on districts early in order to start acumullating GPP, especially Theater disctrict
- specializing on different districts by each city go get even spread between GP types
- getting to Classical Republic ASAP and staying there for as long as possible
- suzerain Stockholm for GPP if in the game
- getting Divine spark pantheon for GPP
- getting Mbanza early to allow more districts to be build by my cities
- getting Ngao Mbeba units for time attack of my neighboroughs based on GP competition
- working on district projects when needed to win over competition
- utilizing GPP cards
- building some wonders, however I would prefere military campain in order to slow my opponents rather than spending production on wonders
 
Turn 1
Moving Settler one tile to southwest to move from mountain and changing forrested grassland hill for forrested plains, getting better tiles in first ring in the process. Builder first build as mining will allow to chop & mine hill for better city production.

[Image: Turn_2.jpg]
 
Turn 4
Met Stockholm, however not as first. Someone else needs to be very close to it. This city state is crucial for my plans due to its suzerain bonus.
 
Turn 6
Met Spain. No second city yet.
 
Turn 8
Found relic Book of Thoth in tribal village. Great start, I got major boost from it in form of 2f 2c 4g 4f 8t.

[Image: Turn_8.jpg]
 
Turn 9
Met Norway. No second city yet.
 
Turn 10
First to met Mhenjo Daro for nice +2 culture bonus will help me to get to Classical republic sooner.
 
Turn 11
I have +6 with Phillip II and our relationship is unfriendly. Seems that this guy is not easy to befriend.
 
Turn 12
Found boost for State workforce in tribal village. Another lucky strike as this boost is difficult to achieve early in the game.
 
Turn 13
Cleared forrest and dumped 21 cogs to monument switching then to slinger.
 
Turn 14
First civic researched, selecting Discipline and Urban Planning. I dont need God King as I already have 4,2 FPT from relic. Also making disgusting 12,6 GPT.
 
Turn 15
Choosing Pantheon, very early. Lady of The Reeds and Marshes & Oral tradition would be nice, as I have 2 valid tiles for my capitol already and few more in surrounding area, but I choose Divine spark for GPP.
 
Turn 20
Unfortunatelly I need to research whole Irrigation as I dont have any resource around to farm.

[Image: Turn_20.jpg]
 
Turn 22
Checking available intell - AI is ahead in research (7,9 b vs 4,8b), but I´m leading in culture (6,2 vs 4,9). They may research certain disctricts sooner (Campus, Commercial, Encampment), but I should be first having Theather disctrict, where most of GP can be acquired and for which I have bonuses.
 
Turn 26
My first trader goes to stockholm for science.
 
Turn 27
No GPP yet for anyone.
 
Turn 30
Met Aztec. They seems to be behind in science and culture
 
Turn 31
Running low on military. That is going to change with Agoge policy in play. Having 2 luxury hooked up alerady, decided to sell one to AI, particularly to Aztec for 6gpt in order to improve relation along the way.

[Image: Turn_31.jpg]
 
Turn 33
I can work on 2t warriors and slingers, going to build them bunch before going for districts. Still no Settler from my side due to other priorities. This can be major issue later on.

[Image: Turn_32.jpg]
 
Turn 34
First GPP from Norway for prophet
 
Turn 35
Bought tile next to Montain and jungle for Campus for 95
 
Turn 36
Cleared forrest into empty production queue and placed Campus using the overflow and chop resulting in ETA of 5 turns. Decided to finish it.
 
Turn 38
I need to wait 4 more turns to buy Settler in order to get boost for early empire. Interface showing now 2 for growth and 3 for Campus...
 
Turn 40
Capital grown to size 6 this turn. It knocked out early empire through boost and also fullfiled Mohenjo-Daro quest same time. Buying settler in capital reducing size back to 5 and starting on Political Philosophy. Switching Urban Planning for Ilkum in order to produce builder for new city.

[Image: Turn_40.jpg]

Turn 44
Completed Military Tradition by clearing camp. Switching to Discipline to have better chance against barbarians and also switching back to Urban Planning.
 
Turn 45
Met Frederick. Phillip is now happy with me even though I still have same +5. Interesting.

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  Life realm AI in the early game
Posted by: Seravy - March 22nd, 2017, 18:30 - Forum: Caster of Magic - Replies (36)

We seem to agree that Life wizards are far too vulnerable and perform poorly in the first 20-40 turns of the game, as they are the only ones not getting an overland summoning spell. (and have nothing to buff except their free starting swordsmen)

Hoping for ideas that can fix this problem.

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  AI buff priorities
Posted by: Seravy - March 22nd, 2017, 12:38 - Forum: Caster of Magic - Replies (16)

This is a list of the priorities the AI uses to select a buff to cast when it decided to use one.
Each numbers mean that much out of X chance to pick the spell, where X is the sum of all spells available. (so if the spells available are 3,5 and 9 then it's a 3/17, 5/17 and 9/17 chance)

Resist Elements 2
Focus Magic 9
Elemental Armor 30
Iron Skin 30
Regeneration 50
Resist Magic 6
Magic Immunity 42
Flame Blade 7
Eldritch Weapon 5
Immolation 20
Holy Weapon 6
Bless 5
Holy Armor 6
Heroism 18
True Sight 5
Invulnerability 40
Lionheart 50
Cloak of Fear 5
Wraith Form 15
Water Walking 15
Land Linking 12
Flight 15
Wind Walking 50
Endurance 10
Planar Travel 15
Spell Lock 10
Invisibility 40
Chaos Channels 15
Lycanthropy 25
Blood Lust 20
Guardian Wind 10


Note that some global enchantments can alter these numbers massively, like Meteor Storm or Suppress Magic, but in 90% of the cases these exact numbers are used.

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