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  Look at these crystals
Posted by: Rakir - December 20th, 2015, 00:04 - Forum: Master of Magic - No Replies

[Image: momss.jpg]

I also found another location with 3 wild game and 2 coal.

What are the best spots you have found?

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  Raise Volcano Fix
Posted by: FrancoK - December 16th, 2015, 13:36 - Forum: Insecticide Patch - No Replies

The spell in MoM 1.0 manual says:
Raises a volcano, destroying all food and minerals provided by a
target map square (only map squares that do not already have hills,
mountains or nodes may be targets for this spell). Such volcanoes
permanently provide mana (one per turn) to the casting wizard. If
this spell is cast on a city, each building within the city has a 15%
probability of being destroyed. Newly raised volcanoes also have an
enhanced chance of containing special mineral deposits.


The 1.31 patch came with this brief sentence:
"Volcanoes have a 2% chance to revert to mountains each turn (with a 5% chance of providing a mineral vein)."

MoM VersionMana providedRevert to mountainNew veinDamage to city
1.01 permanentNot implemented20%15%
1.311 until revert2%/turn5%15%
Brief technical review
Seravy found, as Asfex did before, the code to activate the new mineral vein, when the volcano is created:
The code is not working (immediately after checking for an eventual new vein, all the specials on the tile are erased).

By swapping the order of the events (clear tile before and check if there is a new vein later) the spell will work and create with a 20% chance a new vein when the volcano is created.

Checking and creating the new vein when the volcano reverts to mountain is more complex.

What do you think we should do with this bug?
Leave the bug as is. (can be done now)
Activate at the volcano creation the 20% chance for a new vein. (can be done now)
Activate at the volcano creation the 5% chance for a new vein. (can be done now)
Activate at the volcano revert the 5% chance for a new vein. (need to find the fix)
Activate at the volcano creation the 20% chance for a new vein and a 5% at revert. (need to find the fix)

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  Star Wars: The Force Awakens
Posted by: BRickAstley - December 16th, 2015, 10:53 - Forum: Off Topic - Replies (125)

I'm not going to get to see it until the night of the 22nd, so if anyone posts spoilers outside of a spoiler tag, I reserve the right to go crazy-admin and ban you. whip

But man, the good reception from critics so far is looking crazy good. Seeing 125 of 129 reviews being positive on Rotten Tomatoes at the moment. Not bad not bad.

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  AI requesting Declaration of War
Posted by: Seravy - December 15th, 2015, 20:48 - Forum: Master of Magic - Replies (7)

I've found traces of this feature in game code.
The corresponding text in the LBX file belongs to "Break Alliance with" and is used for that purpose.
The "War" version of this request is never queued up anywhere, but the target for it is calculated.

I have absolutely no idea if they wanted to add this to the game, or the code is just a leftover from Master of Orion, and they never planned to make it happen.
As far as I can tell in the code, it was supposed to be a simple yes/no, with Yes declaring war on the requested target, and no breaking the alliance with the wizard who asked you to declare the war.

In theory, it might be possible to replace the event text of something unused (like the "stop summoning your dwarf" one) with a proper request of DoW, but how much the rest of the code is functional, that I don't know, at first sight it looks like it can work.

I'm not sure about this feature but I'm leaning to ignore it, simply because it's pretty much punishing the player for making allies. You either go to war with someone you didn't want to, or lose your alliance with the other wizard. Compared to this choice, not forming an Alliance and keeping the Wizard Pact which cannot be lost just because your partner gets into a war somehow is a lot better. The benefits of the alliance don't really make up for the chance of getting dragged into a war with a random wizard, or your ally.
We also do not know if this feature was meant to be in the game. There are other things carried over from MoO in the code that do not belong here, like the unimplemented Final War which doesn't belong to the game for sure. As more than one player can cast the Spell of Mastery at the same time, everyone getting allied against only one of them would not be reasonable. In MoO, only one person was able to revolt against the final council decision, the human player.

One more thing to consider, even AI players are no longer forced to declare war due to their alliances, as that really dumbs down diplomacy a lot, by preventing peace completely (unless it's simultaneously made with every member of the alliance which is pretty much impossible to do, even for the human player, more for the AI). They still do help out allies at a pretty high random chance, but they won't ignore their peace treaties to do that, and it's possible in theory to always roll "not helping" every turn, although as time passes, this will be more and more unlikely.

Anyway, the question is, would you consider an ally asking you to declare war something that makes the game more fun to play, or something that's annoying and better to leave out?

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  Caster of Magic spell balancing for 1.1
Posted by: Seravy - December 15th, 2015, 17:29 - Forum: Caster of Magic - Replies (5)

The jump from 1.0 to 1.1 is planned to contain all the fine tuning and balancing of all spells in the game that hasn't been done yet.

The following spells are considered to need further changes :

Move Fortress - This has no business being in Nature and should be Arcane, if at all present in the game.
Awareness - An uninteresting spell that completely eliminates the need of scouting and preventing enemy scouts from finding cities. Also redundant if you have Nature Awareness already. This can be removed to free up a global enchantment slot, and a slot in Arcane magic, the latter can be used by Move Fortress.
Psionic Spark - Not very interesting, and would be better to use this slot for something else, but I don't have any good ideas.
Vertigo - The spell itself is good the way it is, but would be more suitable to be a common, in place of Psionic Spark.
Haste - Far too overpowered effect, doubling the damage output of the target with no drawbacks whatsoever, including counterattack damage. No idea what to do with it, though.
Wall of Darkness - Effect feels more Sorcery than Death, but Sorcery has no need for another anti-ranged spell to go along with Guardian Wind and Mass Invisibility. Moving it to Sorcery would open up a slot in Death for a new spell, though.

That's pretty much all that's left, as you can see there is a chance to add a completely new Nature, Sorcery or Death global enchantment (and at least one Nature or Sorcery spell of any type, if it's not the enchantment), but I don't have any good ideas right now.

Additionally, spell changes I already did and plan to have in 1.1 are :

-Warp Creature now selects the effect at random like in the original game.
-Call Chaos now has a -15 resistance penalty when applying Warp Creature.
-Call Chaos now applies Confusion instead of the “do nothing” option. This effect cannot be resisted and bypasses any immunity.
-Great Wasting now corrupts 6-8 cells per turn instead of 4-6.
-Armageddon now generates 6-8 volcanoes per turn instead of 4-6.
-experimental : any new volcano raised has a 20% chance to contain a new mineral.
-Adjusted chance of each mineral :
Iron – 6
Coal – 3
Silver – 5
Gold – 2
Gems – 1
Mithril – 2
Adamantium - 1
-experimental : you can raise volcanoes over hills, mountains, or existing volcanoes.
-Phantom Beast costs 5 more mana
-Call Centaurs cost 3 more mana
-Construct Catapult costs 5 less mana
-Earth Elemental costs 10 less mana
-Gargoyles have +1 defense and +2 resistance
-Magic Vortex now does 7 damage.
-Magic Vortex will always hit any nearby unit with lightning. Strength of the lightning is 20.
-Chaos Surge now grants +2 resistance on top of the original effect.
-Multiple Chaos Surges are now cumulative, but the additional copies only grant +1 to stats instead of +2
-Shatter costs 2 less MP

Any new spell ideas for a Nature rare and Sorcery common or uncommon slot are welcome, and death is also an option, but then it would need to lose Wall of Shadows which I'm not so sure about. As much as I think that is a blue spell (it's illusion), it would be useless in blue.

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  [SPOLIERS] Up The Palace & Round The Quo
Posted by: gingereagle1969 - December 15th, 2015, 11:40 - Forum: PBEM 72 - Replies (164)

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  [SPOILERS] Bobbing for Applause
Posted by: Bobchillingworth - December 15th, 2015, 11:34 - Forum: PBEM 72 - Replies (28)

I thought I was being really clever when I made that pun, but apparently the NYT did it first. Assholes.


Players, keep out.


[Image: Bill%20Gates%20Congo%20Man!.jpg]

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  [Spoiler] Kill the Nobles! Sianic Revolutions
Posted by: Sian - December 15th, 2015, 09:59 - Forum: PBEM 72 - Replies (25)

S

P

O

I

L

E

R

My picks for restricted is as such

1) Darius I of Persia
2) Mehmed II of Ottoman
3) Asoka of India
4) Zara of Ethiopia

With Emp/Toroid, Organized is the winning trait so:
Darius brings Financial and is regularly hailed as one of the best leaders even while unrestricted, with him is Persia with a reasonably strong early game UU (although hte likelyhood of usage is somewhat limited) and a so-so UB.
Mehmed II is a high second tier, but much stronger in the current setup due to Organized being so much stronger both due to the difficulty rating and because of Mapwarp, and Ottomans are also rather high-tier with a competent UB giving both Happiness and Health, and a UU that kills everything if you there ahead enough of the other players.
Asoka is reasonably good, and India might well have the most gamechanging UU in the game, but otherwise its a fairly average pick.
Zara is IMHO one of the more underrated Leaders, and i believe that he should be able to carry a horribad UB, and a UU thats somewhat niche, while still being strong defenders and attackers against everything that aren't Immune to first Strikes.

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  [LURKERS ONLY] Restricted Peasants
Posted by: Alhazard - December 15th, 2015, 06:37 - Forum: PBEM 72 - Replies (50)

I guess we should expect Pacal, Willem, Mansa, and Darius picks? Although I think Sury and Victoria should be viable options as well. EDIT: well maybe not on emperor toroid wrap.

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  [SPOILERS] KHHHHAAAAAAAAN!!!
Posted by: Khan - December 15th, 2015, 06:18 - Forum: PBEM 72 - Replies (50)

Khan Noonien Singh: Uh, Captain! Captain. Save your strength, Captain. These people had sworn to live and die at my command two hundred years before you were born! Do you mean he [refers to Chekov] never told you the tale? To amuse your Captain, no? Never told you how the Enterprise picked up the Botany Bay, lost in space from the year 1996 with myself and the ship's company in cryogenic freeze?
Capt. Terrell: I've never even met Admiral Kirk!
Khan: 'Admiral?' 'Admiral!' 'Admiral'... Never told you how Admiral Kirk sent 70 of us into exile in this barren sandheap, with only the contents of these cargo bays to sustain us.
Chekov: [furious] You lie! On Ceti Alpha V there was life! A fair chance --
Khan: [shouts] THIS IS CETI ALPHA V!!! [walks back to Chekov and calms voice] Ceti Alpha VI exploded six months after we were left here. The shock shifted the orbit of this planet, and everything was laid waste. Admiral Kirk never bothered to check on our progress! It was only the fact of my genetically-engineered intellect that allowed us to survive. On Earth . . . (grins wistfully). . . two hundred years ago . . . (sighs nostalgically). . . I was a prince . . . with power over millions.
Chekov: [angrily] Captain Kirk was your host. You repaid his hospitality by trying to steal his ship and murder him!!
[after Reliant's prefix code has been received]
Spock: Reliant's prefix number is one-six-three-zero-nine.
Lt. Saavik: I don't understand.
Kirk: You have to learn why things work on a starship.
Spock: Each starship has its own unique combination code.
Kirk: To prevent an enemy from doing what we're attempting. Using our console to order Reliant to lower her shields.
Spock: Assuming he hasn't changed the combination. He is quite intelligent.
[James Kirk has just seen Clark Terrell commit suicide and Pavel Andreievich Chekov collapse in agony.]
Kirk: Khan, you bloodsucker! You're gonna have to do your own dirty work now! Do you hear me? Do you?
Khan Noonien Singh: Kirk! You're still alive, my old friend!
Kirk: Still --"old friend!" You've managed to kill just about everyone else, but like a poor marksman, you keep missing the target!
Khan: Perhaps I no longer need to try, Admiral. [beams up Genesis components]
Kirk: Khan . . . Khan, you've got Genesis, but you don't have me! You were going to kill me, Khan; you're going to have to come down here! You're going to have to come down here!
Khan: I've done far worse than kill you. I've hurt you. And I wish to go on . . . hurting you. I shall leave you as you left me. As you left her. Marooned for all eternity in the center of a dead planet . . . buried alive . . . [voice drops to a menacing whisper] . . . buried alive.
Kirk: [exploding with rage, able to stand no more] KHHHHAAAAAAAAN!!!

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