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  A couple barb questions
Posted by: Cheater Hater - March 29th, 2014, 12:48 - Forum: Civilization General Discussion - Replies (4)

Having not played many games with barbarians on (since I like playing in my sandbox in SP), I have a couple questions, grouped into two main buckets:
1. Barb Progression:
I know the basics of how barbs progress (they start as animals, then actual units, then they research really slowly), but I don't know the actual steps, and how much they vary with game speed:

  • When do animals appear, when do actual units appear, and when do barb cities appear?
  • What determines how aggressive barbs are? I know there's a city threshold where they start entering borders (I think it's 2*num of players cities), but what determines whether they attack units or not? I've seen them suicide onto units, but I've also seen them not, even when not defending a city.

2. Barbs from huts:
I generally get this part, but there are a few edge cases I'm not sure of:
  • I know scouts/explorers are safe to pop huts, and military units are unsafe, but what about city borders? What about Workers or Settlers?
  • Is there a period where popping a hut with an unsafe unit can't produce barbs? Maybe before actual barbs show up?
  • If a hut would have barbs and it's popped with a safe unit, is the hut fixed to a specific result, or is the result just rerolled?
Thanks for the info in advance smile

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  Gavagai creates a spoiler thread
Posted by: Gavagai - March 29th, 2014, 07:59 - Forum: PBEM 59 - Replies (22)

Well, I'm pretty late to the party... But after the end of PB16 I think I will have an energy to actually report it. And AlaePB makes me want to focus on a game in which I'm not yet doing a terrible job.

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  fixing itemdata.lbx
Posted by: Anthony - March 28th, 2014, 20:03 - Forum: Insecticide Patch - No Replies

There are actually a bunch of bugs with standard items, discussed in http://realmsbeyond.net/forums/showthread.php?tid=6475, and it's not too hard to fix itemdata.lbx, which I did in http://realmsbeyond.net/forums/showthread.php?tid=6758. That seems in-scope for Insecticide.

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  Pitboss 20 signup/setup thread (Tides of War game organization)
Posted by: SevenSpirits - March 22nd, 2014, 07:10 - Forum: Pitboss 20 - Replies (183)

With the mod ready for a test game or two, here's a thread for trying to set that up. I've talked with several people who, in several cases, have quite conflicting criteria for games. Well, let's see who all wants to play what and maybe something will come together.

I'm most interested in either a fast-paced Quick PBEM, 4 or maybe 5 players; or a 7+ player pitboss. And if neither of those work out I'm up for a duel.

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  Replacement Needed for ISDG
Posted by: YossarianLives - March 18th, 2014, 11:46 - Forum: Civilization General Discussion - Replies (105)

The Inter-Site Demo Game is wrapping up, but we are looking for a replacement for Team CivFr/Hulkmusclor. You would be playing as Willem of Maya, currently at war with CFC and Apolyton. We're on T224. There has been no diplo conducted for quite awhile, as far as I can tell. The ISDG sub-forum is here, and the CivStats page is here.

If anyone is interested in taking over, please post in the tech thread over on CFC. If you have any questions, post them here or there. Thanks!

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  New EitB
Posted by: Yell0w - March 18th, 2014, 09:29 - Forum: Erebus in the Balance PBEM XXXV - Replies (165)

Since all my games have concluded I'd like to start up a new one.

I have a couple of suggestions but I'm open to any ideas

1. Unresticted
No bans, except maybe illians, but shitty land. The idea is to pick an "op" leader/civ combination to cancel out the terrain. obviously that would require a map without enough water for the lanun. but other than that the erebus mapscript or maybe even fantasy realm could be used. AI diplo. Compact Enforced.

2. Standard
The standard game: balanced commerce rich starts, the usual bans, no lairs no huts, little or no unique features on the map makers discretion. Compact Enforced. I'd prefer Torusland with waterways (29% water) and 1 improvement in 40 tiles, making exploring interesting due to pillage gold (without lairs and huts, pillage gold seems like a more fairly distributed reward for exploring, while offering decisions about keeping improved tiles for later cities or pillaging them right now for an instant reward). Picks could be from the looser pool again or just open. AI diplo

3. Advanced
Advanced start. Would have to put some thought into possible op leaders in this setting. It would however spare us the dreaded first 30 turns or so, OTOH it would take A LOT of planing beforehand and first turns would take quite long, since people would have to sim out a bit before playing it. I'd just like to give it a try once, maybe it turns out to be great, maybe it doesn't. AI diplo. Compact Enforced.

[4. Madness]
Commerce rich starts with doubled events all unique features huts and lairs, starting shade and adept, pick the strongest: Vollana, Kuriotates, Calabim, Illians with their WS, whatever you like. Go for a regular map or fantasy realms. Full diplo


Und nun ein paar Worte von unserem geschätzen Freund Qgqqqqq:



Message from the Mapmaker:
(Please edit this into the opening post.)





The map is setup individually, but settings are designed to support this post:

Yell0w Wrote:It's option 2. A standard game
No Lairs (besides guarded mapmaker placed ones)
No Huts (besides guarded mapmaker placed ones)
Compact Enforced
AI Diplomacy
No Tech Trading
little or no Unique features (at Q's discretion)
Quick Speed

Suggested bans: Volanna, Lanun QDITED: Faeryl
I'd not even ban Illian WS since it is only 9 turns on quick now, with a GA incorporated. 9 turns is still a long time in a PBEM but nothing like 20 turns.



Initial map response, which was favourably recieved:

Define crazy

Re: barbarians, there are no barbarians wandering about which would not normally appear in the first 50 turns of the game that may access the player. You will not see any preplaced angels or demons or even barbarians axes or chariots (which occur naturally but not early on), but only the sort that would be present naturally in the first 50 turns will have any effect during this period. There will be no barbarians that will enter your borders preplaced. I reserve the right to include significant quest-esque barbarians in the same way that Acheron appears, but they should not effect the game. You will only receive those starting units and techs that you would normally receive. The settler will not have the starting settler promotion, but you will receive visibility on any place you would be able to see after your initial moves.

There is a significant amount of water present, enough so that I feel the Lanun should be banned, but I believe that OO can survive unbanned or altered (although I will confer with lurkers about this before sending a save).

The map is a 4-way (almost) mirrored map. For practical purposes, all starts should be equal in everything except neighbors, but is set up so you should be able to relate to and have an affect on anyone on the map, whether or not they directly neighbor you. The immediate starting area has been set up to encourage diverse strategies, but is suitably lush that the start will be at a reasonable speed for multiplayer (for which you can thank Bobchillingworth's prodding ). The distance to opponents is neither ridiculously close or far, and there will be avenues for peaceful expansion available for most, if not all, of an average game. The map is, overall, rather lush, but not ridiculously so. I believe that no economic or diplomatic or technology strategy is particularly hampered by this setup and that all options are viable. You may disagree

The map currently contains (guarded) lairs, which I think will have minimal interference on the game, and I recommend them being allowed. However, they can be removed if players so desire. There are huts present, but they are guarded and would require considerable investment to acquire. This map has been playtested, and nothing noteworthy or peculiar appeared.


The map thus:



* Has huts/lairs present, but all are either guarded by equivalent S8 or above units or are not present within the immediately accessible starting area (defined as accessible without significant investment and/or unforseen circumstances).

* Has preplaced barbarians, but all are either unmoving (tested positive under rigorous examination), non-aggressive, similar to standard units that would spawn during the first 50t of a game, or are not present within the immediately accessible starting area.

* Has preplaced and unusual improvements/features/resources, but none which are judged to have an overbearing influence on the game due to circumstance of location, strength, or accessibility. All are balanced for near-equal availability.

* Has terrain, resource placement/proliferation, elevation, tile yield and other map feature organized in such a way as to promote interesting and diverse gameplay without favoring any one strategy (in tech, unit composition, expansion path, aggression etc.) any more then another.

* Is largely mirrored and with all instances of non-mirroring (currently known to the mapmaker) having been carefully considered for their balance implications and alterations.

* Has been rigorously playtested in Human - AI and debug setups, with no major flaws and unexpected occurrences coming about as a result. Nonetheless, the mapmaker accepts all responsibility for errors not discovered within this setup or introduced afterwards, and willingly submits to any judgement of competence, intelligence and attentiveness that may occur as a result.

* That policy decisions such as ban recommendations or setting choices are undertaken with full consideration into independent implications and in-depth consideration as to compounding implications. Again, all responsibility accepted, but conversely, a request that judgement and vitriolic abuse await full and proper considerations of the map as a whole and strategic implications of previously unrealised factors, which can only be fully possible upon the players removal, forceful or otherwise, from the game.

* Has the full approval of all lurkers who surveyed it, cursorily or otherwise, and the voiceless consent of the untold multitude watching in silence. Of particular note are the mapmaker himself, Qg of the qqqqq, the invaluable Bobchilling's-worth, who took part in long discourse on the map almost from its conception, Ellim o' the Mist, who responded promptly to mechanics questions, Dp101, who made a kind and vaguely approving remark about the map, KingofPain, who hosts the forum, Sareln, for making this modmod, Derek Paxton (Kael) who shaped the plane of Erebus from its barest form and all those who I care not to name for brevity's sake, without whom this map couldn't have been made.

* In the event of an admin or outside observer required to settle disputes and/or consult about issues both in- and out- of game, I will be available to function in this role for periods in which I am available. If for whatever reason I am unavailable or you would prefer I was not a part of the process, I recommend consulting Bobchillingsworth, or if he is unsuitable/unavailable/unwilling, one of our serving admins.


* I have no idea why I decided to write this either...perhaps it says something about me/my experiences here that where Bob releases his maps with a fun story, and most other makers just send them out, I feel the need to write a disclaimer...
[/quote]

Tracker
http://mistbinder.org/tracker/tracker.php?game=EITB35

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  Glum Goes Abroad
Posted by: Gazglum - March 18th, 2014, 05:53 - Forum: The Gaming Table - Replies (13)

Hey guys! Some of you may have seen this already in the Civ section, but the Werewolf community is my first family at RB so I wanted to let you know too. Ms Gazglum and myself are heading out on a 9 month backpacking trip around Europe, seeing basically everything and indulging my love of history. I'm pretty excited. Hopefully Russia and the EU don't go to war.

I won't be able to play any werewolf for a while, though I'll think of all you lycanthropes as I pass through the Black Forest. I could do a game in June, probably, if it was going then. Looking forward to lurking whatever happens though.

Also, I know that y'all are a well traveled lot, so if you have any advice about fascinating and peculiar corners of Europe for an eager Australian to see, let me know! We have a general plan in mind for our route, but we can always take detours.

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  Fantasy Baseball Thread
Posted by: Kuro - March 18th, 2014, 01:05 - Forum: The Gaming Table - No Replies

We had a Fantasy Football Thread, so why not a thread dedicated to the other great American sport, baseball? Unfortunately, I sorta...well, forgot to make this thread until like 3 days until the baseball season starts, so I have no idea if an RB league could even be made, or if we have enough people. But regardless, even just a little hearing of if you enjoy fantasy baseball, thoughts on drafting, or whatever, would be appreciated. I think that this thread is allowed from what I saw, so yeah.

I'm in two leagues this year, one with my friends and one I already drafted. Sadly, the one with my friends only has 7 people in it right now: We're hoping that going public will let us get enough people for a 10 teamer...if anyone wants to join BTW, I can getcha in.

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  [SPOILERS] HitAnyKey's Insanity Reigns Again
Posted by: HitAnyKey - March 17th, 2014, 17:25 - Forum: Pitboss 18 - Replies (67)

Ummm........





......yeah......




....uhhhh......



.....yeah, and stuff.....

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  Pitboss 18 "How to Install and Run the mod" Thread
Posted by: Ruff_Hi - March 16th, 2014, 09:02 - Forum: Pitboss 18 - Replies (12)

Where do I get the mod?

Here ...

(March 17th, 2014, 12:59)Krill Wrote: RB/Smegheads mod 2.0.6.4

Where do I put the mod?

You want one of these (depends on your system setup and what version of Civ4 you are running) ...
  • Steam instillation of Civ4 (thx WilliamLP from this post) ...
    • C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\
  • Non-Steam, win7 installation, installed from BtS expansion disk ...
    • C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\
  • Non-Steam, win7 installation, installed from BtS complete disk (thx Commodore) ...
    • C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\

The folder containing the mod must be called 'RB Mod 2.0.6.4'. It should look like this once you have it unzipped ...

I typically unzip it to a directory that I have complete access too (ie desktop, docs, etc) and then copy and paste it to the program files location. Win7 nags me about access rights and I say 'tis ok'.

[Image: RBModPlacement.png]

Apparently there are tons of incorrect mod folders.

Don't put the mod in any of these ... these are all WRONG

- C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Mods
- C:\Users\<win user name>\Documents\My Games\Beyond the Sword\MODS

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