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  New Modern Era PBEM/Pitboss?
Posted by: Tasunke - April 2nd, 2015, 08:28 - Forum: Civilization General Discussion - Replies (2)

I think a no-nukes, no spies game where we play regular BTS (or a modified version only to remove nukes and spy units) in which we play on a 'Modern Era' start would be a lot of fun. smile

probably max 7 players, so that theoretically each player could get a religion (as I believe they are randomly assigned on Modern Era starts)


More specifically, I think it gives the playing field a lot of options. Factories? Slavery? Christo Redentor? Organized religion? Would it make Spiritual leaders a lot stronger? Possibly. Would it make Cultural trait much weaker? Probably. With that in mind, the dynamic for picking leaders and civs would probably change a lot as well. Early game UUs? Worthless. Late Game UUs? Excellent.



let me know what you think.

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  Ironcast - FTL lite?
Posted by: antisocialmunky - April 1st, 2015, 17:10 - Forum: The Gaming Table - No Replies

After seeing Total Biscuit's review of this game, I picked it up on sale:


http://store.steampowered.com/app/327670/

I have actually really enjoyed this game. It basically feels like puzzle quest with depth as you are using line matching to balance our use of 4 resources. The turn based nature of this game makes it also feel like FTL without fuel allocation. Has anyone tried it?

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  Engineers automatic road build
Posted by: FrancoK - April 1st, 2015, 14:46 - Forum: Insecticide Patch - Replies (1)

When I let one engineer unit to build a road from point A to point B, it starts fine.
After building a road on one spot, moves to the next one and so on.
However, if the next tile is occupied by an unfriendly unit, the engineer does not attack (and that fine/corrected from vanilla) by not moving and the tile should contain the road, but it doesn't.

So the algorithm is now:
1. Check if the next tile is available, if not stop building.
2. Build the road.
3. Move to the next tile.


Should be:
1. Build the road.
2. Check if the next tile is available, if not stop building.
3. Move to the next tile.

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  Equalizing heroes
Posted by: Anthony - April 1st, 2015, 13:17 - Forum: Mods and Modding - Replies (11)

Currently, heroes have a basic power level (which varies by the hero, and is on average higher for heroes that require higher fame), which then gets bumped by level. A sudden odd idea I had, though: how about making it so all heroes start out roughly balanced with one another (though some might still require minimum fame), and then the role of fame is to increase the starting level of randomly summoned heroes -- say, 4 xp per point of fame (so at 5 fame all heroes start at level 2, 15 level 3, 30 level 4, 50 level 5; that might be the cap). Summon Hero would summon heroes at base xp, Summon Champion would summon at a higher level.

Not sure how practical that would be, and whether it would be a good change even if it was practical. Thoughts?

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  [Spoliers] Alhazard tries again x2
Posted by: Alhazard - March 31st, 2015, 21:50 - Forum: PBEM 66 - Replies (79)

oops deleted whole thread by accident

chaosseed

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  [TECH] PB26 IT and Tech issues thread
Posted by: spacetyrantxenu - March 31st, 2015, 20:00 - Forum: Pitboss 26 - Replies (183)

Game Information

Host: pitboss.watto.no:2059
Civstats: http://www.civstats.com/viewgame.php?gameid=2855
Civstats registration password: sirian

Enjoy.

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  Zitro mod - spell development & discussion
Posted by: zitro1987 - March 31st, 2015, 18:06 - Forum: Mods and Modding - Replies (28)

Work in Progress
This is a spell wish-list and discussion forum related to my unnamed 'zitro' mod. The plan is to work around the general problems associated with the original spells and Aureus spells (at least, in terms of how they fit in to my mod)

Phase 1 - new ideas, or Ideas barely discussed
Holy Weapon and Holy Armor = allow these to enchant fantastic creatures as well
Chaos Surge - to add 'first strike' on top of the +2 attack (or add +2 armor / +2 resistance as well)

Phase 2 - Ideas discussed, but not fully worked on yet - State your concerns or it'll get to phased 3
*Zombie Mastery to simply turn undead normal units automatically 'elite' and for zombies to be obtained after other creatures brought from the dead by 'create undead' and 'life steal' Optional: Too challenging of an idea
*Cloud of Shadow - undead stationed earn 3xp per turn challenging? or some combat bonus like black prayer
*Cloud of Shadow Alternative - units recruited earn 'cause fear' and 'illusion immunity'
*Armageddon to remove redundant 'unrest', replaced by 'call lightning' for every battle. (fits the theme of apocalypse). Massive upkeep cost.
*Replace exploitable 'stasis' with a 'word of recall' equivalent aimed at opponent units (one at a time) - exploit/bug potential due to transport units.
*Flying Fortress to allow flying or wind-walking to all units.
*Nature Awareness to be replaced by another global bonus - adding elemental armor to all friendly units or another strong global effect that may be easier to code (+2 movement, armor piercing, elemental armor, +2 nature spell books, first strike, large armor, I don't know)


Phase 3 - Ideas generally approved and awaiting programming (cost/upk will be decided later)
*Skeletons to be summoned in any square - like 'floating island'
*Change terrain to change hills to mountains (and mountains to be +8% prod)
*All undead units to heal 2%
*Astral Gate to extend 'wizard fortress' lightning bolts to any cities with astral gate
*Volcano to not cause damage if cast in opponent's city.
*Magic Immunity to be a +20 armor instead of +50 armor. Magic immunity to not give poison protection
*Chaos Channels to be brought back unbugged - replacing Immolation (in my mod)
*Suppress Magic with half strength (250 instead of 500)
*Holy Arms to also include 'holy armor'
*Evil Omens to apply to other realms as well, maybe weakened (or with high cost/upkeep).
*Life Force to be an automatic 'prayer' for all battles
*Switching 'Stream of Life' (rare) and 'Consecration' (very rare) spell placements. Optional as Stream of Life could be weakened by removing pop growth bonus
*Heavenly Light - +50% pop growth (if stream of life loses pop growth bonus)
*Eternal Night to also prevent regular enemy healing or half enemy religious building's power (besides the 'darkness').
*Nature's Eye improved to provide a 7 sight radius instead of 5 and ability to detect invisible units
*Earthquake - overland spell that eliminates city walls (100% chance). The chance of non-flying units dying still there, but maybe lowered. No longer with other city damage effect
*Word of Death to be replaced by a superior version of 'possession' (resist -4?)
*Chaos Rift 5 lightning bolts of 12 strength instead of 8 (to counter self-healing in garrison)
*Meteor Storm to deal 9 fireball damage instead of 4 per turn.
*Warp Node to absorb (instead of negate) power from node (some talk of also creating rampaging monsters?)
*WraithForm to also add +1 to defend.
*switching 'mass healing' (rare) and 'plane shift' (uncommon) spell positions low priority
*My black channels spell (spectral force) to add 'create undead'

Phase 4 - Completed
*Tranquility to be a weakened version that also applies to death spells (Kyrub already provided programming instructions)
*Zombies to be replaced by Cloak of Fear
*Blur now reduces damage by 20%
*Crack's Call brought back, but severe damage instead of instant-kill

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  Eastside Hockey Manager
Posted by: Brian Shanahan - March 31st, 2015, 16:48 - Forum: The Gaming Table - No Replies

I just saw this tonight, but Sports Interactive have an early release of their new Eastside Hockey Manager (a title they last released in the mid noughties). If the game is anything like the FM series (and there is no reason I see why it won't), expect an extensive database packed full of players and clubs, an almost overwhelming amount of data at relatively easy access and lots of late nights hunched in front of the screen screaming at your star player as he manages to miss into an open goal.

Linky.

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  Sid Meier's Starships
Posted by: v8mark - March 31st, 2015, 11:35 - Forum: The Gaming Table - Replies (4)

TotalBiscuit has just released his WTF is...? of Starships. 'Ouch' is all I have to say.

"It's all so stripped down in every possible way that I can imagine that it leaves me completely disinterested in the subject matter and the game mechanics... what a shame. We have a company that is legendary for making complex, in-depth and interesting PC strategy games, and what do we get? A cop-out mobile port, frankly... something that has very little going for it and just isn't all that interesting."

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  My first attempt at making a custom scenario
Posted by: Hadriex - March 29th, 2015, 21:15 - Forum: Master of Magic - Replies (2)

So after considerable time fooling around with the various tools, I've created this:

https://www.dropbox.com/s/ipjib8wwg5bfig...3.GAM?dl=0

It's a MoM scenario. I explain it fully in this video: https://www.youtube.com/watch?v=OesvTGUzSq8

The idea behind this scenario is to win using a variety of summoned units, but without the support of other magic. It should be extremely difficult.

Restrictions: (Rules I have no way of enforcing)
*You can only have 2 of any type of summoned creature. (so you could have 2 hell hounds, 2 war bears, 2 magic spirits, ect. But not 3 bears, or 3 spirits.)
*Only summoned units can leave cities. If you did not summon it, then it's a garrison only.

-Final note: I have not found a way to remove the spell of return from enemy wizards. If you banish each one once count that as a win.

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