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  Rise of the (siege) Machines: HidingKneel reprises the Khazad [Spoilers]
Posted by: HidingKneel - July 5th, 2014, 22:11 - Forum: Erebus in the Balance PBEM XXXVII - Replies (33)

Here be spoilers.

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  [TECH] RBPB21 IT and Tech thread
Posted by: Caledorn - July 5th, 2014, 20:03 - Forum: Pitboss 21 - Replies (220)

Game server: pitboss.watto.no:2059

Civstats: http://www.civstats.com/viewgame.php?gameid=2737 (registration pw for all civs: rbpb21)

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  Finnish Flash - Hitting with the speed of a hurricane
Posted by: Aurorarcher - July 5th, 2014, 02:09 - Forum: Erebus in the Balance PBEM XXXVII - Replies (129)

Gameplans/tacitcs will be posted here. Still waiting on some people to pick their civs.

This is my first EitB game ever (and also first PBEM). We'll see if I can keep up with this when there's a lot more experienced MP players around instead of AI smile

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  Don't worry, we won't bite - Whosit and Yell0w travel to Transylvania
Posted by: Yell0w - July 4th, 2014, 06:26 - Forum: Erebus in the Balance PBEM XXXVII - Replies (97)

Hey whosit, we need to think about picks, since I'm not really sure what the settings are I'll wait for a confirmation.

Since it will probably be huts on lairs on and raging barbs I'm leaning towards the Clan, I've never played them, so it should be interesting.

Are there any civs you really want to play?

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  Any plans to rebalance Espionage missions?
Posted by: GermanJoey - July 3rd, 2014, 19:30 - Forum: Rebalance the Realms Mod - Replies (5)

I'd love to see active Espionage make its way back into Multiplayer Civ4. The single player community has found some crazy and creative niche uses for it, and I always feel disappointed that Multiplayer doesn't have any similar mechanic for making "big plays." Now obviously, the missions as implemented in BTS are ridiculously imbalanced, but I wonder if fixing some of the more egregious exploits and increasing the cost of the missions would make them viable again? What do you think?

For example, some suggestions:

  • Capping the spread culture mission per-city to the total amount that a great artist would give.
  • Completely remove religion-based discounts on spy missions.
  • Prevent players from viewing other players collected EPs, and let demographics be viewable with a fixed number of EPs equal to the current age the target civ is in. (e.g. 20/40/80/160/320)
  • The "change civic" and "change state religion" missions would have greatly increased cost, take a couple turns to complete the switch (like how an Inquisitor works in FFH2), and not induce Anarchy when the switch occurred.
  • "Sabotage Production" would work like an anti-whip; the current build loses 30 hammers and the city gains an unhappy face.
  • Remove the destroy infrastructure and building missions.
  • Any civ has complete active-mission immunity when in a golden-age.
  • Rebalance EP generation from various EP-generating buildings.

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  [Spoilers] Sheaims to please- Osseous Gabella's Death Metal.
Posted by: Qgqqqqq - July 3rd, 2014, 19:29 - Forum: Erebus in the Balance PBEM XXXVII - Replies (45)

Spoilers if I ever report.

Edit: For those viewing this later, the lack of images is because dropbox changed their functionality. This is a common problem across the fora.

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  Xcom Enemy within: anyone up for an SG?
Posted by: VM - July 3rd, 2014, 05:23 - Forum: The Gaming Table - Replies (29)

So the story is this: I worked out on paper, how it is possible to go 4-5-6 sattelites for a total coverage at the end of may in impossible difficulty. I want to test it, so I tought: why not in an SG? I`d do the base management, you guys cvoudl do the tactical missions.
Anyone any interest?

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  Work boats and Starting techs
Posted by: Krill - July 3rd, 2014, 05:17 - Forum: Rebalance the Realms Mod - Replies (25)

Quote:Starting techs:

All starting techs now cost base 50 except:
Mysticism, cost 60.

Other changes: work boat no longer require Fishing.
Working water tiles no longer requires Fishing.
Improving seafood does not require Fishing.

Fishing enables Lighthouse and Whaling boats

Sailing cost decreased to base 80 (from 100)

Starting techs: Seafood starts are still slower in researching critical techs if Fishing is a necessary tech; increasing the tech cost but making work boats not require Fishing increaes the tech deficit problem albeit does help with the hammer costs of hte unit, and the food output if not starting with Fishing.

Decreasing the cost of food techs but making them all researchable before a worker completes has 2 major effects: if the worker completes too soon due to traits/2 hammer capital tiles, then there is a minor nerf to the trait or starts that have the quicker worker AND the suboptimal start techs. If the food techs are so cheap that they are always researched before the worker completes, then there is no reason to ever pick them and you should choose the more expensive starting techs for the additional utility they provide.

The Pasture and cost changes to AH/Archery/Hunting were aimed at making sure players could always research the necessary food techs from T0, and I feel that the games played have shown this is good both for diversity of civs and map starts, but also that cheap Archery has made strategic resources...less of an instant loss. I think that following down this route seems like the right thing to do. Thus lowering the cost of Agri, Hunting and Wheel to the same as Mining seems to reconcile the accessibility of food techs with the utility of the none food techs. It also has the advantage of slightly helping with the “High tech cost” problem that occasionally occurs (although I don’t think it’s a problem in that sense).

The Fishing changes are frankly a bit of a kludge. So long as workboats are available from T0 regardless of starting techs, then to truly not be tech limited in the same manner that pasture or farm resources are then the ability to work water tiles should not require a tech, not whist the work boat is used up on a initial use. But if those two effects are removed from Fishing, then Fishing actually has no effects. Therefore this route requires Fishing as a tech be rebuilt or deleted.

Personally, I am not 100% sure this is the right move, and I would appreciate input from others on how to fix work boat problem; I am aware that some people do not believe that workboats have a problem. I disagree because there is a narrow range where improving a seafood tile will be about equivalent to improving a land food resource (for a given land food tile). However, because of the tech issue, traits, starting tiles and hammer output on T0, the finish dates for work boats vary massively from eot T3, for a 6F tile on T4 at the extreme end (eot T4 for improved 6F tile T5 is the general “best” time from plains hill and plainshill forest and EXP, start with Fishing) to T12 if there are only 1 hammer tiles to work. The pay back from the seafood tile is based on the then sped up worker and the ability to work an improved food tile afterwards, compared to worker first starts that need to improve a food tile.

This gives a quite wide number of outcomes where the best Fishing starts are really strong, stronger than worker first in a lot of instances, but in a lot of instances suck more (salt water clam/crab, lower hammer output, no Fishing).

What are peoples thoughts on these issues?

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  [spoiler] Azza Liberates PB21
Posted by: Azza - July 2nd, 2014, 05:37 - Forum: Pitboss 21 - Replies (11)

Sury of Murica. Nothing could possibli go wrong.

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  Age of Wonders 3 SG
Posted by: Bobchillingworth - July 1st, 2014, 13:06 - Forum: Succession Games - Replies (133)

Le Rules:

* Play sets of 10 turns each.

* Report.

* Have fun.


Players (in play order):

Bobchillingworth

Bacchus

MJW

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