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  MOO news
Posted by: WhiteMage - June 13th, 2014, 00:07 - Forum: reMaster of Magic - No Replies

Dear MOM community,
While this forum appears to be quite stagnant for a while, I just wanted to inform you that we are making some progress in MOM's sister game: MOO. I just organized an expert level competitive tournament over there. You may want to enter since there is not much action here at this time.

The other news I wanted to share is that although reMOM progressed sluggishly recently, we made great progress on its sister development: Beyond Beyaan, which is open source Master of Orion remake and upgrade. We currently have 4 mighty fanatics and 3 other contributors working on it and are confident that we will pull it off. So come on and cheer for us over there too.
Ps. I continue to be loyal to this forum and will not abandon my plan to make a worthy reMaster of Magic, but since the other development is progressing better, my bet is that it will cross the finish line before reMOM.

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  Imperium 41 – All reports and discussions are made here for Imperium 41
Posted by: WhiteMage - June 11th, 2014, 22:40 - Forum: Tournament Reports and Discussion - Replies (33)

Imperium 41 Tournament – designed, generated, play tested, and offered by: WhiteMage
Referee: WhiteMage
Referee Email: arpad.kelemen at gmail.com

Main tournament design principles in decreasing order: 1. Make tournament as competitive as possible. 2. Create rules that are applicable to all situations, nonambiguous, easy to understand, easy to remember, and small in numbers. 3. Create setup and rules, which allow repeated random game generation, each of which are to be won by today's best MOO1 player using best effort by a 50% probability against the AI. 4. Create generic rules that encourage utilization of as many game features as possible.

Tournament opens: now. See date and time of this posting.
Tournament ends: exactly 2 months after this posting date as per Realmsbeyond's displayed time stamp.

Setup:
0. Play Kyrub's 1.40m – You must install and use this version on top of MOO v1.3
1. Random galaxy size from small, medium, large. Actual rolled galaxy size: large
2. Impossible
3. 4 opponents
4. Random race: Klackon
5. Random color: White
6. Scrap all ships in year 2300
7. Players must fill all empty green fields and optionally fill empty yellow fields in Excel (see below) as the game progresses. If you enter a year then always report game year that is/would be displayed in Races => Status immediately before the event. If you forget to fill a field, load an earlier game state after you won/lost the game to find out the missing data items.


This is where the game is saved for participants to start.

Important rules:
1a. No cheat: Using cheat code, hacking save file, maphack, looking at information that the game does not provide, resetting AI personality, discussing game content with anyone other than the referee during tournament, playing the game more than once are examples of, but not a full list of cheating. Using game features including exploits is not a cheat. You can use buttons B and C during game to scrap missile bases and see spying results. Ignore any earlier rules and customs any earlier Imperium required.

1b. No cheat load: You must accept all new situations in the game that emerge. These include but not limited to: had a bad headache and played poorly, got distracted and made a mistake, younger brother made a move while you were away from keyboard, unlucky event in game, losing colony ship to Guardian, got assassinated, slipped mouse, premature next turn push, etc.
If you were forced to go back to an earlier game state than the last one (saved or not), due to event you could not have possibly controlled, then last save must be used and exact same moves must be done in same order. In this case the second outcome can be different and must be accepted (better, same, or worse). In this case, you can continue to play the tournament. If this happens in your game, then you must report it to the referee as part of your final report in Excel.
Every time you must save your game immediately before quitting. Last save may or may not be an autosave and must load last save every time you load.

2. All ship designs must have weapon, but no biological weapon.

3. Never use transport.

No exceptions to any rules above. Ask referee in this thread if you are not sure about a rule, need clarification if an action counts as cheating, or general questions on this Imperium. Do not post a question that is specific to your in-game situation. Email those to the referee. Posting your in-game situation before the end of the tournament here or elsewhere is an automatic disqualification from the tournament.
Violating any of the rules 1-3 is an automatic disqualification from this tournament.


Anti-micromanagement rule (soft rule):

4. Limit reserve infusion to 1 time per planet in each turn.

This will be used as a soft rule in this tournament. If you accidentally miss this, you must report it as part of your final report in Excel. You may continue to play in this tournament. The number of times it happens is irrelevant. Violating rule 4 is only used as a tie-breaker of equal scores from 2 or more players.

Score = year you defeat Guardian + year final war starts + year you win game by eliminating last opponent - 6900. The lower the score, the better. Players must report a value of 10000 for any unachieved objective in Excel.
Tie is broken as follows: player who did not violate rule 4 wins the tiebreak against player who violated rule 4. If still at tie, then player who correctly and completely filled out the standard game report Excel spreadsheet's yellow fields wins the tiebreak. If still at tie, then player who was forced fewer times to go back to an earlier game state than the last one, due to event he/she could not have possibly controlled, wins the tiebreak. If still at tie, then player whose email containing the final results as given by the specifications below is received first by the referee wins the tiebreak.


How to participate in the tournament:

Step 1: Study the rules above. Download and Install MOO v1.40m into a separate folder from any other MOO installations on your computer to make sure that all auto-saves are preserved. Use this installation to play this tournament only. Otherwise if you play another game in parallel, auto-saves will be overwritten. Clean out any old save games from the folder where the tournament's save games will be stored.

Step 2: Download the attached Imperium41.zip file. Extract it into game file and the corresponding official game report Excel file. Open both up and make sure they work. Start filling out the file's empty green fields as appropriate. Sample template is provided in the Excel file's top portion in red. Do not overwrite any existing content. Do not reorganize cell order in any way. Changing cell width is acceptable.

Step 3: Declare your entry into this tournament by posting the following into this thread: "I voluntarily enter the Imperium41 tournament. I have read all instructions, rules, and steps required to play this tournament. I agree to abide by them all at all times for the sake of fair competition in this tournament and for accurate data collection to further improve the tournament."

Step 4: Play the game only once while the tournament is open.

Step 5 (Optional): Fill out the attached Excel spreadsheet's yellow fields as you progress in the game or when you won/lost the game.

Step 6: After you won/lost your game, make sure that all empty green fields are correctly filled. Optionally make sure that all applicable empty yellow fields are filled.

Step 7: Compress this Excel file and all your autosave files (typically >200) from this tournament into a single .zip file, such as YourDisplayedUserIDHereImperium41.zip (I would create: WhiteMageImperium41.zip).

Step 8: Email this zip file to the referee email address given above. In the email subject write "Imperium41 final report from" then add YourDisplayedUserIDHere. Any deviation from these given steps may result in rejected submission and in severe cases, disqualification from the tournament.

Step 9 (Optional): in MS Word write detailed report for others to read. Do not email that content to referee.

Step 10: Do not post your results yet. Do not discuss game yet with anyone, except referee. Wait until the tournament ends.

Step 11: Never post your zip file with your official game report. Those will be posted by the referee for all players.

Step 12 (Optional). Once tournament end date is reached according to Realmsbeyond time stamp, post the content of your optional MS Word report.


Done by referee:

Step 13: Referee reviews all game reports and declares all placements: first, second, third, fourth, etc., disqualifications, reasons for such, and official combined standardized tournament results in Excel. All players who declared entry into the tournament will be acknowledged and rated according to the stated rules above.

Step 14. Referee prepares and posts a summary on conclusions, lessons learned, and future plans for the tournament.


Done by anyone who reads this forum:

Step 15 (optional): look for possible errors and problems in any report or processes in the execution of the tournament and report it to the forum.



Attached Files
.zip   Imperium41.zip (Size: 73.1 KB / Downloads: 16)
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  Postgame thread
Posted by: zanth - June 11th, 2014, 18:21 - Forum: AlaePB1 - Replies (1)

We decided to make a draw between Hum and Gavagai.

As for me it was quite interesting (and it seems unusual game).

After lurking lurking threads I hope we would have a pleasant conversation here.

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  Sub needed 4th to 24th of July (Pitboss 18)
Posted by: Qgqqqqq - June 11th, 2014, 03:37 - Forum: Civilization General Discussion - Replies (1)

I am going to be afk from civ and RB in general for this period, and will need a sub of some kind. I would rather not burden Parkin for such a long period of time, so if someone else wants to dip into or briefly try out multiplayer, for a quick 20 turns, great opportunity!

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  Whosit Tries to Sharpen His Skills (Critique Thread)
Posted by: Whosit - June 10th, 2014, 11:17 - Forum: Civilization General Discussion - Replies (38)

Hello everyone.

Lately I've felt that my performance in MP games has been... sub-par, or even terrible if I choose not to mince words. I think my early game is very weak, and then it doesn't matter what happens after that if I'm already behind. One way to improve is, of course, to play more MP games, but I don't have that kind of time, and I can't go back in time to retroactively get more experience. I also find learning from my MP games to be difficult because I have trouble spotting my own mistakes, even after the fact (unless they are blindingly obvious). So, I was thinking that perhaps I'd do a bunch of openings in SP if anyone here would be willing to critique them (much like what Lexi has been doing). It's not the best way to simulate MP situations, but I'll be playing on Emperor in regular BtS.

If anyone would be willing to give me some pointers on my play, I'd appreciate it. I already started one game. I was originally going to play the first 100 turns in 25 turn segments, but I stopped at turn 50 for reasons. I'll put the pictures and report under spoilers.

For this game, I played as Roosevelt (Ind/Org) of Sumeria (Wheel, Agri, Vulture, Ziggurat). I went with Roosevelt to see how I'd do without any early game traits to artificially boost me, and Sumeria because I thought it would be a fairly solid Civ. After I decided on that combo, I thought there might be a natural strategy here. Organized Ziggurats are great because they are dirt cheap, and those UBs are unlocked at Priesthood, which also opens up an Oracle play. The Ind trait would give me a decent chance to land the Oracle (I'd take Metal Casting for the cheap Forges). I also planned to try and land Stonehenge with my Ind bonus just so I wouldn't have to build monuments. That was the plan going in.

Turns 0-25

[Image: Civ4ScreenShot0026.JPG]
[Image: Civ4ScreenShot0027.JPG]

I wasn't really thrilled with this start. Irrigated Corn is nice, but there was only a single bonus food resource anywhere near the capital, which kind of hurts. Silks aren't the greatest of tiles for the capital, either, as it takes a long time before they can be improved. But this is the start I rolled so I kept it. I think some of my troubles started here, because I still intended to follow the strategy outlined above, and now I'm thinking perhaps I should have abandoned that plan because the land I got really sucked and a more growth-oriented strategy might have been better.

Tech plan was Mining > Bronze Working because I did have an Agri food source in the capital.

[Image: Civ4ScreenShot0028.JPG]

Turn 3 my Warrior pops a hut for Mining. Nice. Saves me some time.

[Image: Civ4ScreenShot0029.JPG]

Turn 5, Capital borders pop a hut for Animal Husbandry. Two techs from the first two huts, and both very useful. I feel incredibly lucky and start to wonder if this game will even serve its purpose as a good example. However, land still looks pretty barren, so maybe it evens out.

Turn 7 - Hut gives 57 gold. Not bad.
EoT 8 - Warrior dies, double teamed by Lion and Panther. frown This is my typical scout luck. Only 8 turns of scouting leaves me very blind to the world around me.

[Image: Civ4ScreenShot0030.JPG]
Turn 15 - Worker starts Corn Farm. I plan to go Warrior > Warrior due to loss of starting Warrior.

Turn 18 - Bronze Working > Mysticism
Turn 23 - Put a chop into Settler, pausing on warrior, because most of the chop would be wasted on the nearly completed Warrior.
Turn 25 - Mysticism > Pottery
[Image: Civ4ScreenShot0031.JPG]

Here's my knowledge of the world at turn 25:
[Image: Civ4ScreenShot0032.JPG]

Turns 26-50
[Image: Civ4ScreenShot0026.JPG]
Turn 27 - Decide to grow capital, revolt to slavery at size 4, and 2-pop whip Settler.

[Image: Civ4ScreenShot0027.JPG]
Turn 32 - Revolt to Slavery
Turn 33 - 2pop whip Settler, Worker starts roading to Copper/Rice site.

[Image: Civ4ScreenShot0028.JPG]
Turn 34 - Put overflow into a couple of Warriors (there was enough overflow to 1-turn two Warriors). I feel like I'm gonna need them. Take a slight risk moving settler out. Looking back, that was a really bad and also unnecessary move because I didn't save any time moving to the tile the Warrior was standing on. Looks like I briefly forgot that moving onto a forest consumed all of a settler's movement. smoke

[Image: Civ4ScreenShot0029.JPG]

Turn 36 - Capital starts Granary after 2 warriors. Found 2nd city. Overlooked that Rice is in Jungle. So no food for a while. smoke I wanted the Copper, though.

[Image: Civ4ScreenShot0030.JPG]

Turn 39 - Exploration update.

Turn 42 - Micro capital to grow to size 4 while having 29/30 invested in Granary for double whip.
Turn 44 - Put overflow into Stonehenge.
Turn 45 - Calculate that SH can be finished in 5 turns with either 1 chop and building, or 2 chops. Opt to Build Vulture when chops not coming in as I'd rather not waste production turns on SH.

[Image: Civ4ScreenShot0031.JPG]

Turn 49 - Stonehenge is completed elsewhere. frown

[Image: Civ4ScreenShot0032.JPG]

Turn 50 - Put chop into Oracle. I decide to stop here because loss of SH and 2 cities, 1 Worker at turn 50. That doesn't strike me as very good. Perhaps if I had put the overflow from the Settler whip into Stonehenge as well, I could have grabbed it. My defense would have been much lighter without the extra 2 Warriors, but perhaps that's a risk I should have taken. To be honest, I think my starting region was pretty bad: There was food, but not in terribly convenient areas. Capital had 1 food, and so grew more slowly and lacked options for sharing food with a second city. Copper was close, but city couldn't feed itself until Iron Working. Maybe I should have ignored copper and went for Archery in the mean time.

Anyway, I would appreciate feedback on my decision making process, and if people are willing to give me critique, I'll do some more of these (with adjustment to settings if anyone has ideas on what might be best).

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  Weakest possible custom wizard?
Posted by: Tiltowait - June 9th, 2014, 09:05 - Forum: Master of Magic - Replies (45)

I always hate taking too many advantages in wizard creation. I always feel like I'm cheating the game, even though it's all nice and legal. Life books + halflings, for example. Or Alchemy, period. I was reading about Mana Focusing and wondered what the weakest wizard could be, using all 11 picks.

Myrran, but using an Arcanus race. 3 picks.
Conjurer, 1 pick.
Charismatic, 1 pick.
2 nature spellbooks
2 sorcery spellbooks
2 chaos spellbooks

How's that? Maybe substitute Artificer for one of the spellbooks. How about a wizard that doesn't use Myrran?

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  Civ 5 Scenarios
Posted by: Jkaen - June 9th, 2014, 00:05 - Forum: Civilization General Discussion - Replies (3)

I have never got into scenarios in previous versions of the game, and think that's probably a shame. Has anybody played the scenarios in Civ 5, and have any comment on their quality, which are the better ones, which to avoid etc?

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  EitB 0010 Released!
Posted by: Qgqqqqq - June 7th, 2014, 20:41 - Forum: Erebus in the Balance Mod - Replies (31)

Erebus in the Balance: Version 10

[Image: BannerSmall.jpg]

Download here.

Note: Unlike recent versions of EitB, this is not a standalone installer, but a copy of the updated Assets file. As such, if you have any ongoing pbem games, you will need to make a backup copy of EitB for use in them. To install, just paste over your current assets file.

Edit: 10.1 is now released. This is functionally identical, simply rolling in a couple of bugfixes. I have updated the link above to link to 10.1.

Changelog:

Unit Change: Chaos Marauder: Is buildable, Cost: 45H, Requires: Planar Gate, Carnival
Unit Change: Manticore: Is buildable, Cost: 240H, Requires: Planar Gate, Grove
Unit Change: Mobius Witch Is buildable, Cost: 150H, Requires: Planar Gate, Mage Guild
Unit Change: Minotaur: Is buildable, Cost: 240H, Requires: Planar Gate, Obsidian Gate
Unit Change: Reveler: Is buildable, Cost: 150H, Requires: Planar Gate, Gambling House
Unit Change: Succubus: Is buildable, Cost: 150H, Requires: Planar Gate, Public Baths
Unit Change: Tar Demon: Is buildable, Cost: 150H, Requires: Planar Gate, Temple of the Veil
Building Change: Khazad Palace Loses Gold Resource, Gains Enchantment Mana
Ritual Change: Elegy of the Sheaim Cost Halved: 600H -> 300H
Ritual Change: Hallowing of the Elohim Cost Halved: 600H -> 300H
Unit Change: Boost Mud Golem Cost: 50H -> 75H (Same base cost as Worker)
Unit Change: Puppets gain SPECIALUNIT_SPELL which means they are in the same class as floating eye, fireball, and meteor and do not benefit from SUMM (Summoner Balsareph Exponentiation Problems)
Bug: Match Grigori Tavern cost to the new Tavern cost
Crash: Nox Noctis Crash fixed
Unit Change: Increase Fawn Cost: 60H -> 75H
Trait Change: Varn Gosam trait change: SPI/CHM (ADA) -> SPI/CRE (ADA)
Building Change: Planar Gate Cost Reduced: 300H -> 250H
Building Change: Planar Gate Doubled by Summoner
Building Change: Planar Gate Spawn rates changed to the following: Increased to Roughly a Third of the AC, number of units changed to as bracketed [] (5% 0->9 [2], 10% 10->29 [4], 13% 30->39 [8], 17% 40->49 [10], 20% 50->59 [12], 23% 60->69 [14], 27% 70->79 [16], 30% 80->89 [18], 33% 90-99 [20], 40% 100 [25])
Bug: Thessalonica's Alignment (Good -> Neutral)
Bug: Furia's Alignment (Evil -> Neutral)
Building Changes: Subtowers are Team Nationals (Alteration, Necromancy, Divination, Elementalism) (REVERTED until Tower of Mastery issue solved)
Unit Change: Spawned Mobius Witches appear with 5xp and level 3 (/10xp)
Unit Change: Built Mobius Witches now appear with 5xp and level 3 (/10xp) and a chance of starting with any level 1 spell spheres
Art Change: Mobius Witches now use the Calabim mage artstyle
Art Change: Revelers now use the Mobius Witch art style
Setup Change: Removed No Baron Duin Halfnorn as an option, replaced with Tower of Mastery requires Omniscience [Game option not implemented yet]
Building Change: Khazad Vault Thresholds Halved To: Empty: [<25 gold per city{-1 happy}], Low: [25-49 gold per city {-1 happy}], Normal: [50-74 gold per city {No Effect}], Stocked: [75-99 gold per city {+1 happy}], Abundant: [100-149 gold per city {+10% hammers and +2 happy}], Full: [150-249 gold per city {+25% hammers and +2 happy}], Overflowing: [>249 gold per city {+40% hammers, +3 happy, and +25% GPP}]
Bug Fix: Teutorix is now a Malakim-only unit
Bug Fix: Fixed the PBEM Turn 0/1 issue (NEEDS TESTING)
Promotion/Effect Change: Bless gives +15 Fire Resistance along with +1 Holy Strength
Promotion Change: Upgrades are free for Adventurers
Spell Change: Pillar of Fire available at Righteousness to Chalid
Unit Change: Chalid moved back to Religious Law
Civilization Change: The Infernal now have their spawning units changed to the following: Number of (2*Manes), Axes, Workers and Settlers is equal to the average number of enemy cities divided by two. Spawned longbowmen now start with iron weapons. As well as the rest, they receive one extra settler with the starting settler promotion. Other units (2 Champions, Hyborem, Imp, 2 Longbows) are unchanged.
Promotion Change: Hero promotion gets free upgrades (really only applies to Grigori Adventurers)
Strip druids of Channelling 1-3 promos. Grant Earth 1-3/Nature 1-3 instead
Spell Change: Tier 4 Priest Spells require the appropriate Unitclass (prevents Druidic abuse)
Civilization Change: Infernal Cities now start with 6, not 3, population
Civic Change: Overcouncil and Undercouncil now each available at Trade
Civilopedia Change: many entries updated. Credits to Bobchillingworth, myself, RefSteel, TheIanOakley, KillerClown, Maksim, Amelia, Bramble

Please use this thread to report any bugs or issues you come across. I was able to implement pretty well every major change I was looking at in the previous thread. I decided to go with TBS's suggestion of halving the vault levels for the Khazad because I think I'd rather see how that goes rather then changing their mechanics. I was able to come up with a better solution for Druids so they should be identical to base, just without the ability to cast Tier 4 Divine spells. Most of the outstanding issues are because I didn't want to delay this release (and my other priorities) with compiling a DLL, but that should come in v11 and/or v10.1, the others are because I only noticed them as the file was uploading.

I've included pretty much all of the civilopedia updates.

Have fun! smile

Current Known Issues:
Tower of Mastery doesn’t read from Team wonders, only national (Once solved, implement Towers are team wonders change)
Tower of Mastery Requires Omniscience not implemented yet
Built Mobius Witches do not receive xp from civics but do receive promotions from SotC
Planar gate units do not receive xp from civics – intentional?
Bug: Turn number displays twice, once counting from turn 0 and another from turn 1
Bug: Reveler and Mobius Witch button art is incorrect
The Game Option Disable Non-Core Events has not been implemented

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  Soren Johnson plays Civ4
Posted by: Lord Parkin - June 7th, 2014, 01:24 - Forum: Civilization General Discussion - Replies (5)

Soren Johnson plays Civ4 for the first time in years, with designer notes.

http://www.twitch.tv/sorenjohnson/c/4144162

Just found this, and didn't notice anything about it on a quick check of the forum history. smile

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  Get To Know Each Other Better Thread!
Posted by: LexiSilva - June 6th, 2014, 18:50 - Forum: Off Topic - Replies (47)

This thread is going to be about getting to know our Realms Beyond friends better;

NOT strategies, tactics, or opinions about the game, but discussions about our personalities and interests other than gaming.

-----------

I'll start off.

I am a transgendered woman. That means that I am male (having male gametes), however, I identify on the inside as a woman. I am currently (as of June the Sixth, 2014), fifteen years of age (yes, a minority!). I am an artist, and I am incredibly nerdy about science and maths. I live in upstate New York, in the United States. And I like women. mischief

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