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Turn order |
Posted by: SvenBent - March 4th, 2017, 06:42 - Forum: Master of Orion
- Replies (3)
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Imm trying to write down the turn order but I am having a bit of an issue with narrowing down one part of it corrects.
bu turn order i mean what happens once you click next turn until you are aback to have control on the galaxy map
This is what i have narrowed down so far
1 Ship Combat
2 Tech infiltration
3 Science Discovery
4 Planet bombing (enemy first)
5 Planet invasion / enemy Spy destroying you factories factories
6 Planet colonization
7 Planet status ( maximum factori/population/shield)
- its the "enemy destroys your bases with a spy" im unsure of. i know thats its before planet colonization but after space combat.
- also im unsure if planet invasion is the same tick as the planet colonization or if its a tick before
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Overpowered spells - are they balanced by realm? |
Posted by: Nelphine - March 3rd, 2017, 17:03 - Forum: Caster of Magic
- Replies (4)
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There has been much discussion lately about heroism. In the past other spells also come up as incredibly strong.
Heroism
Wave of despair
Sprites
Focus magic
Aether binding
Every sorcery very rare spell *cough*
Magic immunity
Summon Hero (Jaer)
Are there others that seem extremely strong compared to other spells?
Are there enough in each realm that the realm as a whole is still balanced, so its actually not an issue if that spell is outstandingly good?
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Abolish the distinction between Arcanus and Myrran races |
Posted by: Tlaloc - February 27th, 2017, 13:31 - Forum: Caster of Magic
- Replies (61)
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Currently players can start with Arcanus races on Myrror, but can't start with Myrran races on Arcanus. Would it be feasible to abolish the distinction between Arcanus and Myrran races and have all races available to start with regardless of whether the Myrran retort is chosen?
Players would then get to play the previously Myrran races more frequently than they do now, raising player interest, and it would increase the diversity of races encountered in the average game. It would also reduce the value of the generally overpowered Myrran retort somewhat, since its sole benefit would then be to start the player on a plain with richer minerals and fewer neighbors, which would still be well worth 2 picks.
What do people think of this idea?
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TERRAIN.LBX |
Posted by: Seravy - February 26th, 2017, 17:46 - Forum: Caster of Magic
- Replies (1)
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Does anyone knows if this is the file with the overland map tile graphics?
If yes, what can I use to edit it?
There is that one buggy tundra tile with the purple edge that should be fixed...
Unless I'm looking in the wrong file, the tweaker doesn't recognize the contents as image files.
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AI treaty offers |
Posted by: Seravy - February 26th, 2017, 08:08 - Forum: Caster of Magic
- No Replies
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When the human player is allied with another AI and that other AI is at war with the AI making the offer, a request for breaking the alliance will be made before the offer is presented to the player.
I'm not 100% sure this should apply to every offer type.
Peace Treaty - if the offer is made and the human player accepts, this gives the human player's ally a change to grab more territory from this AI. The human player will never break their alliances to make peace with someone weaker than them - and stronger wizards usually won't offer it - on the other hand they get angry for this to even be demanded from them.
The only problem, the ally will ask the player to declare war again, so this peace isn't a lasting one - either way the wizard asking for peace probably needs it badly enough to be happy with only getting a few years of peace.
Trade - this is unlikely to happen in the first place, the player will usually be at war with this wizard, but if it does, imagine the reaction "I broke an alliance just to be offered Fire Bolt for Armageddon? You mad?"
Wizard's Pact, Alliance - These make sense - the other AI is expecting you to break these when your ally demands to do so, and they are most likely right about it, so forming them is pointless unless the alliance is broken.
Declaration of War request - makes sense to first ask for breaking your alliance with your other ally and then demand a declaration of war, instead of only the latter and simulates how the human player also cannot ask for "declare war" before "break alliance" if one exists. So probably good as is.
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Taking a small break |
Posted by: Catwalk - February 24th, 2017, 13:12 - Forum: Caster of Magic
- Replies (12)
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My car was just broken into today, and some stuff was stolen. Furthermore, my girlfriend has vacation all of next week and I'm starting my new job on March 6th. So my activity will be very low here for the next couple weeks or months most likely. I'd love to keep debating fiercely with you all, but I'll have to scale that down a bit. I'll finish tidying up the info threads as promised.
If I do get the time, I'd like to set up a few challenge games to settle disputes about game balance. What I'm thinking about is rolling a map with agreed upon settings and then let each participant pick a wizard and a race to try out their strategy. We'll see how the games unfold and compare reports. Each participant should have a defined strategy that he considers strong, so we can test those claims with some measure of accuracy.
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