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  I have an idea for a CK2 SG...
Posted by: Brian Shanahan - August 4th, 2015, 12:42 - Forum: The Gaming Table - Replies (2)

..if anybody would care to listen.

The idea has been kind of percolating around my head for a while, and is essentially what I'd call a Quantum Crusader's Leap, i.e. the first player gets assigned a random county and plays it's direct owner until he dies, then the next player takes over with another, different, random county and plays that until the character dies, and so on. There probably have to be a bit of leeway for players that get shafted with a ruler that dies quicky, e.g. under 2 years.

It'd be a very random game, but it might be a blast altogether.

edit: looking at the provinces list here, there are 1463 total provinces in the game with c. 100-150 sea river and ocean provinces. I'd use that list to generate the random counties.

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  [SPOILERS] Spoiler-Thread for WW40
Posted by: Serdoa - August 4th, 2015, 11:38 - Forum: Werewolf Archives - Replies (138)

Thread to discuss the game, the setup and everything else happening in WW40.

Also, we'll make a game. Every 24 hours I will ask a new question related to the game. Whoever gets it right gets a point. Lets see who can get the most points! For the start, the question is:

Will the torture anyone on D1 or will they not?

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  WW40 - Game Thread
Posted by: Serdoa - August 4th, 2015, 07:41 - Forum: Werewolf Archives - Replies (620)

INTRODUCTION

War has ravaged the mortal realm. But this time it was not made of mortal hands. This time it was the gods who had brought death onto the world.
The only hope the world had, was contained within a parchment, holding a prophecy, thousands of years old. A prophecy no one could read in full
anymore. But the part that could be read was this:

<illegible> must survive.
When all hope is lost the moon will shine red.
And they will perform a ritual of blood.
And they will perform a ritual of pain.
And they will perform a ritual of darkness.
And they will perform a ritual that shall cleanse the world.
And it will free them of the gods.
Must <illegible> survive?

And now the moon had turned red. The greatest heroes of the world came together to find out more about the ritual, believing, hoping that it was now
the time to get rid of the gods once and for all.

Unfortunately there was research necessary to find out what had to be done. Even more unfortunate, the gods had found out about it and some of them
walked amongst the heroes, hidden in plain sight. The heroes would have to find them and kill them. Not that you could actually kill a god, but they would
be gone – long enough that the heroes could perform the ritual. But as long as they walk between them, they will sabotage the ritual and they will surely
try to kill the heroes. The heroes decided to discuss each day and at the end of the day they would kill the one most of them believed to be a god. It was
their only way to find them, their only hope. This was a grim time.

And grim times ask for grim measures. Or so it said on the note that miraculously each hero received on its way to this meeting place. There is a torturer –
and he is certain that he can find out about everyones true alignment, no matter if god or hero. But should they really start to torture, was that really what
the world had come to? And besides the moral dilemma, torture is torture, and you never know what effects it may have!

-------------------------------------------

This game features a special rule. Each day for the first 24 hours, you can vote if you want to torture someone – and in case you want, who. If torturing
someone gains the most votes, the chosen player will be tortured and his alignment will be revealed to the torturer. BEWARE! Torturing can and will have
unintended consequences. This can range from changing or losing powers, gaining new win-conditions to changing alignment. If this measure should still
be taken is for you to decide. - Also, if you don't vote at all, you are considered to be against torturing and will be counted accordingly.

Votes for lynch in red, votes for torture in green.

Each torture-vote ends after the first 24 hours of the day at 1900 UTC+2.
The day ends after 48 hours at 1900 UTC+2.
The night ends after 24 hours at 1900 UTC+2.

Hero-PM:

You are <Name>. Together with the other heroes you have decided to perform a ritual that will get rid of the gods once and for all. They have
walked the earth long enough, are the reasons for war and famine, diseases and death. No more, no more!

Win-Condition: You win if no Gods are left.

Power:

Game Rules (standard stuff):

Posting is not allowed after the day and night deadlines until the GM has posted a phase resolution.
In the event of extended forum downtime or downtime that occurs in close proximity of the deadline or some other event that disrupts the game, the
day may be extended 24 hours at the GM's discretion.
Votes must be posted in red text or they will not count. Votes with spelling errors of names do count so long as it's unambiguous in the GM's opinion
whom is being voted for. Votes embedded in quotes do not count.
The player with most lynch votes at the end of the day is lynched and eliminated from the game.
Night actions have been preassigned a priority order.
Anyone failing to vote for 2 consecutive game days or 3 days total will be mod killed and removed from the game with a loss.
Dead players may make one posthumous post that doesn't contribute to discussion.
Forum profile camping is not allowed.
To prevent confusion that may arise in the case of cross posting, posts may not be edited for any reason.
Players may not communicate with other players about the game outside the thread via PM, email, chat, quicktopics etc. unless told otherwise.
Players must check their PMs and make sure they're alive each game day before posting.
The scum will win in a tie situation (like 3 scum 3 villager).
Directly quoting role PMs or other communication from the GM isn't allowed unless otherwise specified.
Breaking rules will result in penalties ranging from warnings to loss of abilities to being mod killed, depending on the severity of the infraction and the
GM's discretion.


Living Players:

2. novice
3. Jabbz
4. AdrienIer
7. zakalwe
8. Marcus Aurelius
9. mjw


Dead Players:

1. BRickAstley
10. Gazglum
11. Mattimeo
6. Rowain

Winners:

5. Lewwyn

--------------------------

All PM-s are sent out. If you have questions about your role or something else in the PM, just PM me.

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  DRAGON LORDS
Posted by: Tasunke - August 3rd, 2015, 20:44 - Forum: Succession Games - Replies (1)

we will play as Sheaim (b/c their flag is a serpent + reasons)

RESTRICTIONS:

Can't build Pyre Zombies
Can't build Planar Gates
Can't build Adepts
Can't build Missionaries (but can use gained Missionaries) -> NOTE: Can still build 'Priests'

What we Get

3 'dragonlings' -> Adventurers with additional promotions of 'Fire2, Magic Immune, 'Light', Flying, Cannibalism, Fear, Sentry I-II)

NOTE: Dragonlings 'can' go down Arcane path if you so choose, BUT!! no other arcane units may be added.

1 'Dragon Mother' -> Succubus with 'Subdue Beast, Dragon Slaying, Courage, Fire Immune, Body 2'

NOTE: Dragon Mother cannot leave until one of the tier 3 units is buildable (Horse Archer, Chariot, Longbow, Priest) --> Having Ironworking researched also works for this purpose.

and finally, 1 'Dragon Priest' -> Scout with 'Strong, Earth 2, Command I-IV, Medic I-II, Magic Immune, Scourge, Subdue Beast, Dragon Slaying, Marksman, Metamagic I, Channeling I-II'


All victories enabled with the following Exceptions ...

Religious + Altar victories only possible as long as 'Dragon Priest' is alive.

(Dragon priest is primarily meant to capture enemy priests + dragons)

Enemy AIs -> Include Illians and Kuriotates

Special conditions -> Acheron + Orthus ON, Worldspells OFF. Can only build units in the Capital (Dragon's Nest).

Recommended: Monarch? (maybe Emperor) EitB 11.1 (or 12)

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  Realms Beyond Fantasy (NFL) Football 2015-16
Posted by: Twinkletoes89 - August 3rd, 2015, 15:58 - Forum: The Gaming Table - Replies (239)

Hey,

Just thought that it might be about time to start organising the annual Realms Beyond Fantasy Football (NFL) league for the coming season.

Who's in?

1) TT
2) BRick
3) David Corperial
4) Sunrise089
5) Cheater Hater
6) NobleHelium
7) wetbandit
8) dtay
9) Gaspar
10) Boldly Going Nowhere
11) pindicator
12) scooter

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  PBEM70/PB29 signup/discussion
Posted by: Krill - August 2nd, 2015, 10:21 - Forum: Civilization General Discussion - Replies (12)

I'm looking to set up a game using RtR mod 3.0.0.1 (basically what is up now will be released as 3.0.0.1 when this game launches), with the following parameters;

  • 5 players with high PYFT rating.
  • Standard AI diplomacy
  • No city trading
  • No Tech Trading
  • No Barbs
  • No Events
  • No Vassal States
  • No Espionage
  • No huts
  • Quick speed
  • Monarch difficulty
  • Snakepick leaders/civs
  • See a 7x7 square centred on starting settler prior to picking

The map to be a Torusworld generated Highlands map using the following parameters;
  • 15% water (minimum)
  • 6% peaks
  • 48 tiles horizontal
  • 24 tiles vertical
  • Balanced strategic resources setting enabled
  • Small map size (only affects tech costs, maintenenance, number of builkdings for national wonders etc, not actual map size)

Aim of this game is two fold; quick testing for set up problems before launch of PB27, and to beat the ever living shit out of each other.

I'm reserving the right to ignore signups from players that I know have turn pace issues.

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  IMPI MADNESS
Posted by: Tasunke - July 30th, 2015, 15:00 - Forum: Civilization General Discussion - Replies (8)

I've struck upon the idea of using IMPIS during the age of gunpowder (or even rifles/ grenadiers), and therefore I think it would make for an interesting VARIANT, similar, in a sense, to the Planar Gate variant, except that its in BTS and not FFH2 ....

(similar in the sense that you will want Economic superiority in order to compensate for your Military maladroitness)

----> The idea is to use Mass-Stacks of Impis to kill things like Musketmen, Longbows, etc .... preferably with AMPLE siege support. At some point I will probably just turn off research (or at least not research key obsoleting techs, such as Engineering), and go from there.

I guess, ONE way to KEEP Engineering while allowing for Impis would be to make sure I have no iron? (at least from Engineering onwards) ... ?

Could be a succession game if anyone wants to join in, otherwise it will become another Solo report.

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  Tasunke vs Cho-ko-nos: Solo Report
Posted by: Tasunke - July 30th, 2015, 01:42 - Forum: Civilization General Discussion - Replies (4)

A solo report attempting to abuse Cho-ko-nos (among other things) as part of a Vanilla Chinese Empire game.

Large Map, Pangea-temperate, 12 AIs (all of Asia + Dutch), Normal Speed, Noble difficulty. RtR 3.0.0.1.d

roster is: China, Mongolia, Japan, Korea, Khmer, India, Persia, Arabia, Russia, Ottomans, Sumeria, Babylon (asian nations), and the Dutch representing the Europeans

Dutch represents Europe for a number of reasons. I had originally contemplated England:Australia, France:Vietnam, and Dutch:Indonesia, but picked only Dutch for a few reasons. Primarily b/c its Uniques (I feel) best respresent the impact of European colonization in the region. I *did* do pangea though, so lets hope the Dutch can find some water! tongue

STARTING LOCATION
   

I had considered using Mao (Exp/Pro), Charlemagne(Imp/Pro), and Churchill(Cha/Pro), all with the intent of Chokonu abuse. Eventually went with Charlemagne (Imp/Pro) ... so yea ... lets play at being SUN-TZU!!!! smile

Edit: I switched from Big n Small Arid to Pangea Temperate

   

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  Tool for map making
Posted by: Haram - July 29th, 2015, 03:01 - Forum: Civilization General Discussion - Replies (4)

I need to build quite a big map for a game outside of RB with a mirrored starting points. Have anyone heard of a tool, that would enable to multiply some selected sections of the map?

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  Planar Gate Variant: EXTREME EDITION
Posted by: Tasunke - July 28th, 2015, 02:27 - Forum: Succession Games - Replies (25)

So after my victory with Sheaim Schism, I think it would be fun to try a 'harder' or at least a 'different' version of the Rule-set.

#1. No Death magic (can trade away, or gift away, any death mana, but can't use it)

#2. Summons cannot *attack* enemy units. (you can use summons to defend, etc, but cannot attack with them. also, cannot use ANY death summons, as covered by #1) - this includes fireballs (especially from units like Arcane Barge, etc). Enemy Units include Workers, Slaves, and Settlers

#3. Cannot build more than 1 Node for each Mana type, and cannot have more than 1 ACTIVE node of each Mana type (captured duplicates must be pillaged until Dispelled and altered). Can only own multiples through mana trades or Holy-City Shrines. (the exceptions of this rule are Life, Enchantment, and Spirit),

I picked Life/Enchantment/Spirit because they are the least abusable mana types and because they have meaningful economic impact, an example of a mana type that IS abusable, but also has direct economic impact, is LAW mana, but due to its summon, it cannot be an exception to the rule. Entropy is equally as abusable, and has a much less significant gameplay mechanic (less healing for invaders). Meanwhile Body isn't exactly very abusable, but it's extra healing within borders is of negligible impact. And the rule is to encourage diversity among witches. In my earlier victory, my Infernal killing stack had 36 Death2 spectre spammers and 25 Fire 2 fireballers, out of a total of 36 witches. This variant is meant to have a different victory/combat approach. Mind has a research bonus, however spamming Charm isn't particularly appealing. Granted, one can spam it with Succubi, but that is a different unit type, and requires an additional building.

#4. Cannot accept Vassals, either peacefully or via Capitulation.

#5. cannot build any Naval Units (same as last time) If Naval units are built, cannot transport units, or leave culture, and can only attack non-unique Barbarian units (in the defense of Fishing boats) --> this function would normally served by having Mobius witches use Fireball on enemy naval forces. And I don't want to confuse the 'no attacking with summons' issue.

#6. Land unit limitations remain the same. Can only build Warriors *2(N), along with Abashi the Dragon, and Messhaber of Dis.

#7. Cannot build the Mercurian Gate


I had considered outright allowing all naval units to be built, but then I thought, that perhaps the increased mobility/ excess of entrypoints, would still make it easy/ too easy ... and also, that it wouldn't be a perfect comparison of Spectre vs Non-Spectre strategy, if we were to throw in something completely different.

Perhaps someone could try a variant where you *CAN* use a Navy?

For consistency's Sake, I will begin once more at turn 200 of the 'original' Planar Gate thread. tongue

Seriously though, I want this to be a comparison between Summon Spam/ and regular Planar Gate spawns only ... in my last game, I had lost 200 spectres, 50 fireballs ... and maybe 50 normal units put together (20 mauraders, 10 succubi, 5 witches)

So this will force me to do something better.

And HONESTLY? I'm fairly surprised that Fireballs don't have a 'max damage' value like Catapults do. Should that be changed?

------------------------------

Even fireballs would make the game too easy, with Gate-witches. I use fireballs for bombardment of cultural defenses only ... with TWO EXCEPTIONS.

1) enemy naval (if AI knew how to use transports, I wouldnt use em against transports)
2) Barbarians/ End Game units (aka 4 horsemen + Avatar of Wrath)

I used a 1-turn conversion of 3 entropy nodes to get an Entropy III archmage via promotion, and then converted em back to Earth nodes. My 3 archmages are for Vitalize, Wither, and Valor. I haven't had a chance to use Wither yet. I haven't really considered any uses for a 4th archmage yet .... there aren't a lot of good NON SUMMON tier 3/tier 4 magics. I DO have all four of the node-techs now though, and I have a multitude of DISPEL mages, in stacks of 4 mages each, so I can 1 turn Node Conversions whenever I need to. I'm thinking of running 3 Earth/ 3 Water for awhile .... b/c while Manticores are flying, Witches seem to spawn faster ( although I now have a Grove in ALL of my cities smile )

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