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[PB78] Underdogs and unde...
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5 Player Themed Pitboss: ...
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[Spoilers]Auro is prepare...
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FTL - a streak attempt
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Small mechanics questions |
Posted by: GermanJoey - December 28th, 2016, 17:39 - Forum: Caster of Magic
- Replies (9)
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Figured that we might as well have a thread for this. No game reports, AI behaivor or balance discussions here!
I'll start: do the dispel-resistance of Runemaster and Specialist add together in any way? I've been assuming so, but I'm actually not sure. Does that also go for the dispel bonuses of Runemaster and Aether Binding?
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2017 Werewolf? |
Posted by: Qgqqqqq - December 28th, 2016, 13:47 - Forum: The Gaming Table
- Replies (21)
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Anyone interested in a game starting in January or February? I can host or play.
Q (host)
Players:
- Dp
- Adrien
- novice
- Jabbz
- Lewwyn
- Gazglum
-Winston Hughes
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AI farmers |
Posted by: Seravy - December 27th, 2016, 07:19 - Forum: Caster of Magic
- Replies (9)
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Currently the AI sets the amount of farmers to match the amount of food needed pretty much randomly. (older cities will usually have the most farmers but that's about it)
It also ignores famine, so if it happens to pick that city for increasing food output, it might not make enough.
I believe this procedure could use a rewriting (again, as it's already new, the original could not reduce the number of farmers at all).
So I wonder, what factors should the AI consider when deciding on where to make food and more importantly how to weight them.
1. Amount of food produced by the farmer - this one is obvious, if you get 3 food for 1 farmer it's better than 2 or 1.
2. Amount of production lost - 1.5 * bonuses for most races, but 2.5 for klackons and dwarves
3. Remaining production of the town - going down from 20 to 15 production is much better than from 7 to 2!
4. Special ores - Iron and coal, production is worth more in these cities
5. Availability of military units - it's better to farm where the AI can't build strong units - but how do we define "strong unit"? Is there a difference between having only one type available, or 3 types?
...anything else I missed?
This doesn't look easy to do so I'll leave it for a future update.
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Let's Play Dominus Galaxia |
Posted by: Jeff Graw - December 24th, 2016, 21:03 - Forum: Master of Orion
- Replies (52)
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Hey everyone (all half a dozen of you )
I thought I'd share the video series that Alex, our AI developer, is working on:
Keep in mind that this is still beta, not indicative of final quality or even systems, yack, yack, yack. Anyway, we're planning on doing our Kickstarter next month at which time we'll release a free version (no turn limits, based on the latest stable build) for any and everyone to try. Alex has done a great job on the AI, and hopefully it can give some of you vets a run for your money. If you guys like what you see in the video, we'd appreciate it if you passed it around to other MoO 1 diehards you know. There are a ton of MoO 1 fans out there - I randomly run in to them all the time in real life even - but they're spread thin and hard to reach; no kind of large centralised community. The more of them that are aware of our project come time for KS, the easier things will go for us!
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RB Civ6 Epic 1: The Honorable Wonderful French |
Posted by: Sullla - December 23rd, 2016, 11:27 - Forum: Civilization General Discussion
- Replies (30)
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Epic One: The Honorable Wonderful French
Sponsor: Sullla
Opening Date: Friday, December 23
Duration: Four Weeks
![[Image: EPIC1-1.jpg]](http://www.sullla.com/Civ6/EPIC1/EPIC1-1.jpg)
Map Script: Fractal
Game Speed: Normal
Difficulty: King
Civilization & Leader: Catherine of France
World Size: Standard
Opponents: Seven
Rules: Standard
Victory: Culture
Version: Second Patch
The goal in this game is to demonstrate France's superior civilization through a cultural victory. However, Catherine disdains the bourgeois approach of massing Theatre districts, museums, and artifacts to generate tourism. Only wonders and fine chateaus will do!
Variant rules:
* The player may only derive culture from two sources: wonders and the unique French chateau tile improvement. All other sources of culture are prohibited! This outlaws monuments, culture-based religious beliefs/pantheons, cultural city-states, trade routes including culture, and policy cards that produce culture. Theatre districts are forbidden, which of course also prohibits all of the buildings that are constructed on Theatre districts.
How can the player win a cultural victory under these conditions? The primary source will be wonders; France gets doubled tourism from all wonders, and this ability should be needed in this game. Great Works themselves are not prohibited, only the Theatre districts traditionally used to generate them, which may provide some additional tourism. If the game continues into the later stages, please note as well that seaside resorts and natural parks do not produce culture, only tourism, and are therefore fair game. There are also a number of lategame techs and civics and Great People that boost tourism which the AI is unlikely to target.
* The player may not declare war against another foreign civ or city state. If another civilization declares war, the player is allowed to defend themeselves. However, any foreign cities captured or razed are subject to a scoring penalty (see below).
* You may not trade your own cities to the AI.
Custom Scoring:
2 points: EACH wonder constructed.
50 points: Cultural victory achieved on Turn 200 or earlier
40 points: Cultural victory achieved on Turn 201 to Turn 250
30 points: Cultural victory achieved on Turn 251 to Turn 300
20 points: Cultural victory achieved on Turn 301 to Turn 350
10 points: Cultural victory achieved after Turn 351
-4 points: EACH foreign city captured or razed (including city states). This includes cities gained via the diplo screen.
-10 points: EACH foreign city captured with a Theatre district present. If you think it's worth the penalty, you can feel free to use the Theatre district as desired afterwards.
Note that Bolshoi Theatre and Broadway require a Theatre district adjacency and are therefore unbuildable under normal circumstances. All other wonders are fair game. Chichen Itza-powered rainforest tiles are OK.
![[Image: EPIC1-2.jpg]](http://www.sullla.com/Civ6/EPIC1/EPIC1-2.jpg)
Closing Date: Monday, January 23rd. Game results must be posted within 48 hours of the game's closing date. Note that this is a scored 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
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PB36 - Civ 4 - Medieval pitboss - Signup and setup thread |
Posted by: OT4E - December 22nd, 2016, 10:25 - Forum: Pitboss 36
- Replies (192)
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Recently many of active pitbosses has finished, so may be it is time to run a couple of new.
Industrial PB was awesome to take part in, and renaissance was impressive to observe, and now we must try Medieval era start.
Is anyone else interested?
Who volunteers to create map?
Player list:
1. OT4E
2. Mr. Cairo
3. TBS
4. (?) GJ
5. chumchu + Cheater Hater
6. Gavagai
7. YOU, hurry up!
Mapmaker: Tasunke
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Spell Lock |
Posted by: Seravy - December 21st, 2016, 18:52 - Forum: Caster of Magic
- Replies (1)
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Spell Lock protects fantastic creatures from getting "dispelled" by Banish and Exorcise - this is not new and won't change, however... while fixing a bug with the same thing I found something weird :
When someone casts Banish against a unit with Spell Lock on it, the spell is...not cast. You lose the MP but there is no spell animation or "You cast Banish" message. It just does nothing as it should - but counts as casting the spell without any indication of it.
I don't think anything else in the game works like this?
There are pretty much two cases usually :
-The game tells you it's an invalid target and you can't cast the spell in the first place - Magic Immunity or abilities that prevent the effect of units curses tend to do this one.
-You can cast the spell, see the animation, but the target won't take damage/get killed - Fire Immunity vs Fire Bolt is this category, the unit is a valid target, but immune to the effects.
I don't want to do the former but I can easily do the latter if we want it.
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Assembler |
Posted by: Seravy - December 21st, 2016, 08:50 - Forum: Caster of Magic
- No Replies
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Anyone knows a good x86 assembler?
The one I'm using was ok so far but it seems to take over 12 whole minutes to compile these ~3000 lines of new code with it and that's way too unreasonable. 3k lines are not really that much.
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