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  Codenames 9: The Search for Spock
Posted by: Jkaen - February 29th, 2016, 14:41 - Forum: Codenames Archives - Replies (224)

Same deal as normal, who is up for it?

Teams

7. AdrienIer
4. rho21
6. T-Hawk
9. Molach
3. Aurorarcher


2. Pindicator
10. Bobchillingworth
5. Hesmyrr
1. Jkaen
8. DaveV


Spymasters
Round 1
Rho21
Pindicator

Round 2
T-Hawk

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  We got featured by Apple! (was: Looking for iOS testers)
Posted by: uberfish - February 29th, 2016, 08:17 - Forum: The Gaming Table - Replies (10)

Hey guys and girls! Sorry if this is in the wrong forum, but I've been away from playing games for a while because I've been working hard with my small team to develop our own products.

Right now, we're about to enter beta for our first major release, a pirate fishing RPG (really) called Rule with an Iron Fish. It's more on the casual end of the spectrum than the hardcore strategy game some of you were probably hoping for - but we think it's really fun.

Some screenshots to whet your appetite:

[Image: pirates.png]

Please drop me a PM if you'd be interested in taking part in the beta and thanks for reading!

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  AUTO combat bug
Posted by: Seravy - February 28th, 2016, 08:28 - Forum: Master of Magic - Replies (2)

It always felt weird that when I stop auto combat it doesn't feel like it's stopping in time.
I've looked at how many turns are actually played when hitting auto and immediately ESC to cancel it.
Your current turn is played by the AUTO and then the AI gets a turn, so far so good, but then, the AI gets ANOTHER turn, without you getting one, and only after that, the autocombat stops.

No matter how I look at it, this is a bug, the enemy takes 2 turns in a row.

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  Displaying strategic combat value?
Posted by: Tiltowait - February 27th, 2016, 23:41 - Forum: Master of Magic - Replies (3)

Is it possible to somehow display a stack's strategic combat value? Attack-Defense-Ranged numbers, kind of like a wargame counter. Either on the icon, on the screen somewhere for the active stack, or available with a click or CTRL-something.

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  Polycast and the 25th Anniversary of Civilization
Posted by: Lord Parkin - February 27th, 2016, 22:49 - Forum: Civilization General Discussion - Replies (1)

In case anyone is interested in hearing my kiwi accent, last week I appeared on Polycast for the first time in 6 years.

If you're not interested in the Civ5 stuff, you can jump to 42 minutes where the discussion broadens to Civilization in general - focusing on comments by Sid Meier, Brian Reynolds and Soren Johnson at the Civilization 25th Anniversary Panel.

Polycast Episode 249

Thread on Civfanatics

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  Codenames 8
Posted by: Lewwyn - February 27th, 2016, 17:58 - Forum: Codenames Archives - Replies (331)

Codenames 5 and 7 are both finished! Let's start sign up's for Codenames 8.

I'm in before it gets full... crazyeye

1. Lewwyn
2. DaveV
3. TT
4. David Corperial
5. ReallyEvilMuffin
6. Commodore
7. ipecac
8. Sunrise
9. Qg
10. Bob

That's ten.

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  Heroes and abilities
Posted by: Seravy - February 27th, 2016, 11:56 - Forum: Caster of Magic - Replies (323)

Post any comment, feedback, or suggestion regarding heroes and hero abilities here!

Old Hero Abilities


Agility
Type : Warrior
Super : Available
Effect : Gain +1 DEF per experience level

Arcane Power
Type : Mage
Super : Available
Effect : Gain +1 Ranged ATK per experience level

Armsmaster
Type : Leader
Super : Available
Effect : Nonhero units on the same map cell gain +2 exp per turn

Blademaster
Type : Warrior
Super : Available
Effect : Gain +1 to HIT per 3 levels of experience.

Charmed
Type : Any
Super : -
Effect : Hero has 50 resistance against all magical effects.

Constitution
Type : Warrior
Super : Available
Effect : Hero gains +1 Health per level.

Leadership
Type : Warrior + Leader
Super : Available
Effect : All units in combat gain +1 melee and +0.5 missile ranged ATK per 3 experience levels.

Legendary
Type : Any
Super : Available
Effect : Hero adds +3 FAME per experience level.

Lucky
Type : Any
Super : -
Effect : Hero has +1 to HIT and +1 to DEFEND

Might
Type : Warrior
Super : Available
Effect : Hero gains +1 melee ATK per experience level

Noble
Type : Any
Super : -
Effect : Hero produces 20 gold per turn.

Prayermaster
Type : Mage Leader
Super : Available
Effect : All units in combat gain +1 resistance per 2 experience levels.

Sage
Type : Mage
Super : Available
Effect : Hero produces +6 RP per turn

New Hero Abilities

Ritual Master
Type : Mage
Super : Available
Effect : Hero produces +4 Power per turn.

AEther Master
Type : Mage
Super : Available
Effect : Hero produces +8 SP per turn.

Capacity
Type : Mage
Super : Available
Effect : Hero gains +1 ammo per 2 levels of experience

Divine Barrier
Type : Mage Leader
Super : Available
Effect : All units in combat gain +1 DEF per 3 experience levels

Guiding Beacon
Type : Mage Leader
Super : -
Effect : All units in combat gain +1 ranged ATK per experience level (both missile and magical)

Soul Linker
Type : Mage Leader
Super : Available
Effect : All fantastic creatures in combat gain +1 to HIT or +1 to DEF per two levels of experience, alternating the two bonuses.

Supply Commander
Type : Leader
Super : -
Effect : All units in combat gain +2 ammo.

Logistics
Type : Warrior Leader
Super : -
Effect : All units in combat gain +0.5 movement per 2 levels of experience.

Battlemage
Type : Warrior Mage
Super : Available
Effect : All melee attacks done by the hero refill 1 used MP per experience level.

Any hero that already has Caster can gain that ability for an additional Caster level. Each level makes the hero gain an extra +2 MP per experience level.

Hero stats

Dwarf
Type : Warrior
Fame : 0
Caster Level : -
Spells : -
Hero abilities : Armsmaster, Constitution
Other Abilities : Mountaineer, above average starting Resistance.
Random abilities : -

Barbarian
Type : Warrior
Fame : 0
Caster Level : -
Spells : -
Hero abilities : Might
Other Abilities : Thrown, Cold Immunity
Random abilities : -

Sage
Type : Mage
Fame : 0
Caster Level : 3
Spells : Disenchant True, Phantom Warriors, Psionic Blast
Hero abilities : Sage
Other Abilities : Sorcery ranged attack.
Random abilities : -

Dervish
Type : Warrior
Fame : 0
Caster Level : -
Spells : -
Hero abilities : Noble, Logistics
Other Abilities : Archer
Random abilities : -

Beastmaster
Type : Mage Leader
Fame : 0
Caster Level : 1
Spells : Resist Elements, Call Centaurs
Hero abilities : Soul Linker
Other Abilities : Forester, extra scouting, archer
Random abilities : 1

Bard
Type : Warrior Leader
Fame : 5
Caster Level : 1
Spells : Confusion, Vertigo
Hero abilities : Leadership
Other Abilities : Holy Bonus +1
Random abilities : -

Orc Warrior
Type : Warrior
Fame : 0
Caster Level : -
Spells : -
Hero abilities : -
Other Abilities : Thrown, Mountaineer
Random abilities : 1

Healer
Type : Mage Leader
Fame : 0
Caster Level : 4
Spells : Healing
Hero abilities : -
Other Abilities : Healer, Nature ranged attack
Random abilities : 1

Huntress
Type : Warrior Leader
Fame : 5
Caster Level : -
Spells : -
Hero abilities : Blademaster
Other Abilities : Pathfinding, +1 to HIT
Random abilities : 1

Thief
Type : Warrior
Fame : 0
Caster Level : -
Spells : -
Hero abilities : Agility
Other Abilities : Charmed, Lucky
Random abilities : -

Druid
Type : Mage
Fame : 0
Caster Level : 3
Spells : Petrify, Web, Ice Bolt, Call Centaurs
Hero abilities : Ritual Master
Other Abilities : Purify, Scouting, Nature ranged attack
Random abilities : -

War Monk
Type : Warrior
Fame : 5
Caster Level : -
Spells : -
Hero abilities : Agility*
Other Abilities : -
Random abilities : 2

Warrior Mage
Type : Warrior Mage
Fame : 5
Caster Level : 4
Spells : Web, Flight, Fire Elemental, Black Sleep
Hero abilities : Agility
Other Abilities : Chaos ranged attack
Random abilities : 1

Magician
Type : Mage
Fame : 20
Caster Level : 4
Spells : Flame Strike, Fireball, Fire Elemental, Fire Bolt
Hero abilities : Arcane Power
Other Abilities :Missile Immunity, Destruction
Random abilities : 1

Assassin
Type : Warrior
Fame : 5
Caster Level : -
Spells : -
Hero abilities : Blademaster*
Other Abilities : Poison, First Strike
Random abilities : 1

Wind Mage
Type : Mage Leader
Fame : 10
Caster Level : 3
Spells : Resist Magic, Guardian Wind
Hero abilities : Guiding Beacon
Other Abilities : Wind Walking, Sorcery ranged attack, Missile Immunity
Random abilities : 1

Ranger
Type : Any
Fame : 10
Caster Level : 2
Spells : Resist Elements, Fairy Dust
Hero abilities : Lucky
Other Abilities : Poison Immunity, Pathfinding, Archer
Random abilities : 2

Draconian
Type : Warrior
Fame : 10
Caster Level : -
Spells : -
Hero abilities : Might
Other Abilities : Flight, Fire breathing
Random abilities : 2

Witch
Type : Mage
Fame : 10
Caster Level : 3
Spells : Black prayer, Darkness, Mana Leak, Posession
Hero abilities : Charmed
Other Abilities : Missile Immunity, Chaos ranged attack
Random abilities : 2

Golden One
Type : Any
Fame : 10
Caster Level : 2
Spells : -
Hero abilities : Noble
Other Abilities : Chaos ranged attack
Random abilities : 3

Ninja
Type : Warrior Leader
Fame : 20
Caster Level : -
Spells : -
Hero abilities : Blademaster
Other Abilities : Invisibility
Random abilities : 3

Rouge
Type : Leader
Fame : 5
Caster Level : -
Spells : -
Hero abilities : Leadership, Legendary*
Other Abilities : -
Random abilities : 1

Amazon
Type : Warrior
Fame : 20
Caster Level : -
Spells : -
Hero abilities : Blademaster, Might, Charmed
Other Abilities : Thrown
Random abilities : 1

Warlock
Type : Mage
Fame : 20
Caster Level : 5
Spells : Lightning Bolt, Warp Lightning, Doom Bolt
Hero abilities : Ritual Master*
Other Abilities : Missile Immunity
Random abilities : 1

Unknown
Type : Any
Fame : 20
Caster Level : 3
Spells : -
Hero abilities : -
Other Abilities : Chaos ranged attack
Random abilities : 5

Illusionist
Type : Mage
Fame : 40
Caster Level : 5
Spells : Confusion, Mind Storm, Phantom Warriors
Hero abilities : -
Other Abilities : Quick Casting, Missile Immunity, Illusion
Random abilities : 2

Swordsman
Type : Warrior
Fame : 40
Caster Level : 3
Spells : Raise Dead, Healing
Hero abilities : Blademaster, Agility, Constitution, Armsmaster
Other Abilities : -
Random abilities : 2

Priestess
Type : Mage Leader
Fame : 40
Caster Level : 5
Spells : Dispel Evil, Healing, Holy Word, Prayer
Hero abilities : Divine Barrier, Charmed, Noble, Prayermaster*
Other Abilities : Healer
Random abilities : 1

Paladin
Type : Warrior Leader
Fame : 40
Caster Level : -
Spells : -
Hero abilities : Legendary, Might*, Prayermaster
Other Abilities : First Strike, Armor Piercing, Illusions Immunity, Healer
Random abilities : 1

Black Knight
Type : Warrior
Fame : 40
Caster Level : -
Spells : -
Hero abilities : Legendary, Might, Blademaster, Constitution
Other Abilities : First Strike, Armor Piercing, Death Immunity
Random abilities : 1

Elven Archer
Type : Any
Fame : 40
Caster Level : 3
Spells : Elemental Armor, Flight
Hero abilities : Blademaster, Capacity*
Other Abilities : Archer, Forester, +1 to hit
Random abilities : 3

Knight
Type : Warrior Leader
Fame : 40
Caster Level : -
Spells : -
Hero abilities : Leadership*, Legendary*, Constitution, Noble, Armsmaster
Other Abilities : -
Random abilities : 2

Necromancer
Type : Mage Leader
Fame :
Caster Level : 6
Spells : Animate Dead, Summon Zombie, Weakness
Hero abilities : Arcane Power* , Sage*, Soul Linker*, Ritual Master
Other Abilities : Life Steal -3
Random abilities : -

Chaos Warrior
Type : Warrior Mage
Fame : 40
Caster Level : 4
Spells : -
Hero abilities : Constitution, Arcane Power
Other Abilities : Armor Piercing, Chaos ranged attack
Random abilities : 3

Chosen One
Type : Any
Fame : Incarnation only
Caster Level : 4
Spells : Lionheart, Healing, Mass Healing, Holy Armor
Hero abilities : Leadership, Constitution, Battlemage*, Prayermaster, Guiding Beacon, Divine Barrier, Might*
Other Abilities : Holy Bonus 1
Random abilities : 2

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  Gemfire - neat oldie - similar elements to MoO1
Posted by: Psillycyber - February 25th, 2016, 14:01 - Forum: Master of Orion - No Replies

The other day I stumbled upon a game that I hadn't played in a long time, since my elementary school days: Gemfire. And I realized that it had many similar elements to MoO1: the tactical battle screen, the relatively simple province management / economic system, the random events (plagues, earthquakes).

I see that Gemfire came out in 1991, and MoO1 came out in 1993. I wonder if the people who made MoO1 were at all influenced by Gemfire. They are both unusual for grand strategy games in how streamlined their mechanics were.

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  Some Help with the Mod
Posted by: Khan - February 23rd, 2016, 09:42 - Forum: Erebus in the Balance Mod - Replies (12)

So I downloaded the mod from the link in the main thread. I extracted it to the Mods folder. When I start the game, advanced options and Load a Mod, there is EiTB v12. I choose it and it begins to load...

but then I get an error stating: GFC error: Failed to intialize the primary control theme.

If I press Ok, the same error occurs again and then Civ freezes. Any advice would be great, thank you.

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  First time on hard hood tips wanted
Posted by: SvenBent - February 21st, 2016, 21:05 - Forum: Master of Orion - Replies (7)

So I'm going for my first time on hard
Average I had a pretty hard midt game vs frogmen and their amazing size in planets. (i am playing Psilon)

I'm looking for more tips to do or way to optimize my science/production output best possible way.

Tips i use so far:

Ultra rich >>> planet reserve >>>> Ultra rich or artifacts or rich planets building ships
Rich building ships or putting into reserved

I try to build up factories fully on my starting planets before going to research.
in the beginning i check to see if i have more than double factories than population and then i adjust it slightly to give more population.

Once a planet is up and running fully i shoot of some population to nearby new planet to get them up to 33-49% population so get benefits of max growth bonus
Should i do this as soon as i make my 2nd planet or wait for planet 1 to go up first ?

i recently changing my starting technology to aim for away from robotic technology and instead reduced waste and improve eco Restoration as well as factory cost. i think it more useful in the very start and reduce the cost form Imp. Robotics

Should i predump some science from the very start and ride the small 7.5% bonuses while building up me very first planets ?
or wait until my first planet is fully operation and start science there ?


Anything else good tips to do ? i usual play the longs strategy which is why psilon fits me so nicely.
expand as fast as possible avoding war
Then rinse and repeat "get production up. research for better production."
Break out the big fleet and run over the enemy

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