I wish I had more interesting filler material for the first post--any suggestions DZ?
Alternatively I could ask if these "filler" first posts mean anything, and if they need a certain amount of content for the average RB player (mostly based on resolution).
Quote:"Suppose you were going to carpet a room. Would you use a carpet having a representation of flowers upon it?" "If you please, sir, I am very fond of flowers." "And is that why you would put tables and chairs upon them, and have people walking over them with heavy boots?" "It wouldn't hurt them, sir. They wouldn't crush and wither, if you please, sir. They would be the pictures of what was very pretty and pleasant, and I would fancy -" "Ay, ay, ay! But you mustn't fancy," cried the gentleman, quite elated by coming so happily to his point. "That's it! You are never to fancy." "You are not, Cecilia Jupe," Thomas Gradgrind solemnly repeated, "to do anything of that kind." "Fact, fact, fact!" said the gentleman. And "Fact, fact, fact!" repeated Thomas Gradgrind
Note: Unless the AI has special logic for a tech, the research value for any tech is its tech level. Then this level is modified by situationally based on existing techs already known (T+80 is less valuable if you already have T+60) and their potential use (or lack of use) against enemy empires. This means that a maximum value tech should evaluate to around 50.
The goal, of course, is for the AI to eventually have special logic for each type of this. This post describes the logic I am now having the AI use to determine the value of Biological Weapon and Antidote techs.
Posted here for any input from the MOO1 experts in here.
Evaluating a new Bioweapon technology (spores).
1. Find the maximum antidote value of every empire you are at war with (if none, use 0)
2. Find the avg dmg the new bioweapon would do vs that antidote (p.139 of OSG)
3. Find the avg dmg your existing bioweapon would do vs that antidote
4. Take the difference and multiply it by 25.0 to get an approximate new tech level
(max: upgrading from None to Bio Terminator vs. No Antidote = 50)
Evaluating a new Antidote technology.
1. Find the maximum bioweapon damage of every empire you are at war with (if none, use 0)
2. Find the avg dmg that weapon would do against your current antidote level
3. Find the avg dmg that weapon would do against the antidote level you are evaluating
4. Take the difference and multiply by 30.0.
(max: upgrading from None to Universal Antidote vs Bio Terminator = 50)
Does anyone know the formula for how much research I need at a planet to keep it from going supernova?
I know that I will need to plow extra reserve spending into the planet. The only thing I'm not sure about is, how much...
I don't happen to have any built-up reserves, but I do have a rich planet that I can devote to building up reserves. I could draft a few other planets into the effort as well, but only at the cost of all of my research coming to a screeching halt around my empire. I really don't want to do that if at all possible. So I would like to know if I can just get by with the reserves from my one rich planet.
The planet about to go nova, Sssla, was producing 384 research per turn before the nova event (thankfully it was not being boosted by extra reserve spending at the time). The news said that I have 10 turns. Any clue on whether about 120 extra reserve spending per turn (from my rich planet) would suffice?
Boy, I really wish the game would tell the player about the needed research up front, rather than telling the player a few years before the culmination of the nova event how much more there is still to go....
Long time no see y'all. I come today with a problem that i'm hoping someone can help with. Over at badgame.net, we have a pitboss game where a player recently completely disappeared. We have another person willing to take over for him, but, unfortunately, when we kicked the civ to AI, we discovered that the "Takeover AI" option was not enabled, and, thus that civ did not appear in the list. To make matters worse, there was no admin password set for the game, so we can't login to the civ with the admin password either. It looks like our problem is exactly the same as what happened in RBPB1, where T-Hawk recompiled the DLL to force the "Takeover AI" option to True.
Unfortunately, we're not using BTS, but RtR 2.0.7.6. Is there anyone out there that could help us recompile the RtR 2.0.7.6 DLL with this 1-line change so that we can recover our game?
I'm looking for someone to take over my civ for the Mastery-era EitB PBEM. The game presents a fascinating opportunity to dive into late-era FFH tactics and empire-management; unfortunately I don't have the time or wherewithal to give the game the full attention it deserves.
Leader is Jonas of the Clan.
Situation summary:
The map is absolutely enormous, which is wonderful for the Clan, but also a large part of why the empire requires a substantial time investment to run properly. You're in a hot war with Qg which is taking place almost entirely at sea; there's no reason why the war couldn't have been won, and it still might be possible to achieve a clear victory now, but I've been making mistakes turn after turn due to playing them too quickly which have started to compile into a serious problem, and the conflict is threatening to spiral out of control.
That said, none of your opponents have any chance to win the game. The map is too large for conquest or domination (plus everyone is locked in perpetual tech parity), everyone only has access to one religion so there aren't enough multipliers to achieve culture, and as best I can tell nobody is bothering to construct Altar pieces. You can win the game however, due to what appears to be a mapmaker's oversight that has given you access to four nodes (everyone else appears to have three). Holding them all until the Tower can be completed may be a challenge; Qg will do anything he can to stop you and plako might join in once he sees you completing the elemental towers.
I give the civ about a 30% chance of victory, and everyone else even lower.
Post here, in my thread, or send me a PM if you're interested!
I believe quite a few people get frustrated by how the game selects your units in combat in a quite unpredictable, and often inconvenient way, more often than not letting you move a few melee units then ranged then melee again and so on.
I've uncovered how the game decides which units comes next when one finishes moving (or wait is pressed) :
It will be the one at the lowest DISTANCE from the current unit. Which is just silly considering armies start closely packed together and generally are in such a formation for the entire battle. (On top of that, it checks overland distance, so it actually considers the map to be looping around on the sides when determining that, lol)
As an experimental solution, I've made it select the unit with the lowest combat ID first. Since units enter battle in the order of melee troops first, ranged last, this at least groups them by type so all melee troops move, then all ranged ones do.
This change will be available in the 1.43 version of Caster of Magic.
Please try it out for yourself, and let me know if you prefer it, or the original unit order.
I also think the way the units are set up might be worth looking into.
For some reason, the game puts a melee unit in the middle of row 2, and a ranged unit on the far right side of row 1, at least it did in the one battle where I was paying attention to this.
In which I, a rank newb, delve into the history of Realms Beyond community games, give them a shot, and post the results here for general entertainment!
A combination of my recent interest in Single-Player late era start games, and the staggering process of settings discussion in recent Pitboss games, has led me to draft up rules and a map for a late-era start game and then present it for signups, more in the vein of the RB Adventures than recent Pitboss games. I've put a sizable amount of time into the settings, leader/civ pairings, and especially the map, so I hope this idea is interesting to enough players and they find it as enjoyable as I hope.
The game is set up for 7 players specifically, if there is more interest than that I encourage interested players to team up. I've approached setting this up with a goal of as few modifications and bans as are necessary, while still being fun and balanced. If a lot of the players have an issue with a specific setting, I'd be willing to revisit it, but the goal was to get a complete setup ready to go for you to just join and play.
The only other thing I ask of players is if you sign up, please aim to report on the regular; this game will likely be shorter than normal Pitboss games and we haven't done many Late Era start multiplayer games so I imagine there will be lots of lurkers excited to see how this plays out differently.
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Sponsor: BRickAstley
Starting Era: Industrial Era
Players: 7 Player game
Game Version: BtS 3.19, No Mod
Map: Custom-built, skewed towards balance. ~160 tiles a player, a reasonable water presence.
World Size: Standard
World Wrap: Toroidal
Game Speed: Normal
Difficulty: Prince
Industrial Era Start differences from Ancient Start:
Cities: Are size 3 when founded, start with a granary, market, aqueduct, forge, (lighthouse, and harbor if coastal).
Settlers: Are about 3 times as expensive as ancient start games.
Starting Units: 3 settlers, 2 workers, 2 explorers, 2 rifles, 1 machine gun (Changed from a rifle to limit early all-in rushes).
Tech: Steam Power, Scientific Method, and Steel researchable, all previous techs acquired. Picture:
Builds Available: See Pictures:
(Theater is available, not sure why it is grayed out there.)
Civics Available: All except Police State, State Property, Environmentalism:
Religions: On the 5th turn, each player will automatically found one religion. If you haven't founded a city by then.... Well you have bigger problems probably. (This is also partly why there's a strict 7 player slots, so the religions are spread evenly)
House Rules:
Banned: Nukes, Blockades, Active Spy Missions
No: Huts, Events, Vassal States, Tech Trading, Diplomatic victory
Leader & Civilization Selection Process:
I've put together a list of 14 pairs of leaders and civilizations, chosen to showcase civilizations and leaders with value in an Industrial Era start while keeping approximate balance. Players will make a Ranking List of their Top 7 choices, in order from most desired to least desired (I will give people a starting screenshot after teams are made to help inform this choice). I will then use Diplomacy/FFH leader processing rules:
The "top-most" choice (only) from each player's Ranking List is considered simultaneously:
As many players as possible are given their "top-most" choice.
If the same choice is listed as the "top-most" choice for more than one player, then this power is randomly assigned to one of these players. (via random.org)
All assigned choices are now crossed off from the players' Ranking Lists.
This process is repeated until all players have been assigned a power.
Leader and Civilization Pairings:
Asoka (Spi/Org) of Aztec , Settler is 322h.
Augustus Caesar (Ind/Imp) of Rome , Settler is 313h.
Boudica (Agg/Chm) of Russia , Settler is 332h.
Brennus (Chm/Spi) of the Vikings , Settler is 332h.
Darius (Fin/Org) of the Dutch , Settler is 322h.
Fredrick (Phi/Org) of the Holy Roman Empire , Settler is 322h.
Gandhi (Phi/Spi) of the Khmer , Settler is 332h.
Genghis Khan (Imp/Agg) of the USA , Settler is 332h.
Hammurabi (Agg/Org) of England , Settler is 322h.
Joao (Imp/Exp) of Carthage , Settler is 313h.
Julius Caesar (Imp/Org) of Japan , Settler is 322h.
Lincoln (Chm/Phi) of the Mongols , Settler is 332h.
Montezuma (Agg/Spi) of Germany , Settler is 332h.
Peter (Exp/Phi) of India , Settler is 310h.