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  Master of Magic Complete Roland Soundtrack now available
Posted by: Dark Savant - October 13th, 2013, 13:15 - Forum: Master of Magic - Replies (9)

The Roland Lossless Archive has just uploaded high-fidelity recordings of all Master of Magic music from a Roland sound card. There are 116 tracks, and I've identified all 116 of them.

These recordings sound slightly better than even General MIDI synthesis using SGM V2.01, in my opinion.

They take up around 400 megabytes, since they're high-fidelity lossless recordings. You will probably want to convert them to a more compact format like OGG or MP3.

If you want the music in an even more compact format, download and install the MoO2 Workshop. Despite the name, parts of it also work for Master of Magic, but not for the original Master of Orion. Run the LBX editor and open the MUSIC.LBX file in your Master of Magic installation. Dump all 116 files, then give them all a XMI extension. (The MID files on mirsoft.info are corrupted in at least two different ways.)

I'm assuming everyone here knows how to install the SGM V2.01 soundfont on their computer so that Master of Magic played under DOSBox will have awesome music. (If people don't, I can supply instructions for Windows 7; Windows Vista should be the same.) I don't understand why some people want to rewrite the music; unlike the graphics, which were terrible even by the standards of 20 years ago, the music still sounds good today!

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  Spoiler, PBEM 5W, Gavagai plays against Bacchus
Posted by: Gavagai - October 12th, 2013, 16:32 - Forum: PBEM Duel Games - Replies (3)

[Image: Civ4ScreenShot0054.JPG]

OK, this is my duel against Bacchus and his team. He took Brennus of Sumeria and I took Genghis of Rome. My pick pretty much defines my strategy: I want it to be brutal, nasty and short.
I thought a little about this start. Settling in place, Hunting - AH, pasturing cow seems optimal but I almost falling to sleep when I type that. I'm pretty sure that Bacchus, the lover of excel, will choose this opening (he played his turn and settled already!) and I don't want to be his bad clone. Also, in this opening a worker has to travel from a pig to a cow for freaking forever and it is painful to watch.
So, I will play differently: settle on PH near gems, go warrior first, BW first, try to harass him, wile simultaneously chopping out a quick settler to settle these pigs.

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  WW Opinions/Questions
Posted by: BRickAstley - October 12th, 2013, 15:14 - Forum: Werewolf Archives - Replies (26)

So since uberfish is running his trial daykilly game, I've taken a break from getting the game I wanted to run ready to go. I've been reading through a good bit of the feedback players have been giving the last few games, and though some ways that other people run Werewolf games online through forum play, and there are a good few differences between how we have most always ran things, and how others run things or that people here have ideas for how to maybe run things.

So, I thought I'd make a quick survey to get an idea of what people think of the way we play games right now, and if there's any significant support to trying something different or not. Here's a link to the survey form I've whipped up. I know it's very likely that overall as a community, we don't want any changes, but I thought I'd throw this out there just to see what the current status is.

Also, feel free to use this thread to discuss anything random you wanted to say or question or whatever about how we've been doing WW games, or any questions someone new to it might have for those who've been playing for a while.

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  WW28.5 Signup: Mob Shootout
Posted by: uberfish - October 9th, 2013, 09:57 - Forum: Werewolf Archives - Replies (51)

The basic premise of this game. Everyone is a 1-shot day vigilante. Which means they may shoot any other player once during the game during the day. There will be lynches. Kills will be public. Minimal/no hidden roles.

Rules to be finalized, but there will be mafia and there will be a town. Mafia will NOT have private communication during the day.

Deadline condition is probably going to be "Day ends if no one was killed in the previous 24 hours" unless I can find something broken with that.


Draft rules:

1) There are no hidden roles in this setup. There are 14 Town and 4 Mafia.
2) All players have a day kill ability that can be used once. In order to use it, simply post in bold Action: Playername. Because there's only one ability in this game any verbs will be allowed. For example, Kill: Tasunke, Kiss: Tasunke and Defenestrate from the International Space Station: Tasunke will all be treated as a kill order.
2b) You can't shoot the GM. You can't shoot yourself.
3) Votes are in red. Kill orders are in bold. Don't use red or bold text otherwise.
4) Do not try to fake daykills.
5) Kills will be resolved in order of posting.
6) Day ends if 24 hours pass from the time of the GM publication of the last successful day kill (or the start of the day) without anyone else having been killed. The player with highest amount of votes at this time will be lynched
7) In the case of a tied vote, votes of players who were daykilled that day will be used to break the tie. If there is still a tie, no one will be lynched.
8) Mafia may communicate privately only at night.
9) Mafia have a standard factional night kill
10) This should be obvious but day kills cannot be used at night
11) Town Role PMs consist of a single word, "Town". Mafia will be told "Mafia" plus a list of their teammates
12) Night lasts 24 hours from the time that lynch results are posted
13) People may reveal their alignment post death to speed up the game, but not take part in discussion. Lying about your alignment post-death will result in severe penalties to your team


Schedule:

Monday 14/10 - Signups close
Wednesday 16/10 - Game start

Signups: (18)

BrickAstley
Serdoa
Novice
Meiz
Noblehelium
Goreripper
Zakalwe
sunrise089
Gaspar
Slowcheetah
Mattimeo
Lewwyn
Jowy
Rowain
Molach
Gazglum
Azza
Qqqqqqqqqqqqqqqqqqqqq

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  Google spreadsheets Question
Posted by: BRickAstley - October 9th, 2013, 08:27 - Forum: Off Topic - Replies (12)

Thought I'd throw out this problem I've been having here too. I'm trying to do a search in a spreadsheet for displaying a dependent text based on an independent text that I indicate, however, I would like to do the search from the bottom up. This is data inputted from a google form and I want to search bottom up to get the most recent relevant value. However, in my efforts so far using match() or vlookup(), it's only possible to search from the top down, and I'm not sure how to make those or any similar function work from bottom up. Anyone have any ideas/suggestions?

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  [Spoilers] PBEM5 W: Bacchus survives Gavagai
Posted by: Bacchus - October 8th, 2013, 14:02 - Forum: PBEM Duel Games - Replies (36)

This is a spoiler thread for a teamer duel, with main turn players:

Gavagai, leading Genghis Khan of Rome
Obsessive-compulsive, megalomaniac, dreamy and better than me

and

Bacchus, leading Brennus of To Be Decided Sumeria
Described in the next-door thread


Those who wish to remained unspoiled, beware.
[Image: hell_by_godbo6.jpg]

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  EitB 29 replacement needed to bathe the world in flames
Posted by: Brian Shanahan - October 8th, 2013, 06:18 - Forum: Civilization General Discussion - Replies (4)

Unfortunately my computer has conked out on me, and I don't know if it's a fixable issue (if it is replacement will probably be only temporary).

So the game really badly needs a replacement for the Sheaim forces. I'm IMO not in a terrible position (well I can't see anybody else's position).

If interested please post here and I'll see if I can get back to the internet later tonight (my internet is also sporadic without a compouter and my phone's coverage acting up from time to time).

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  Elohim Sanctuary World Spell Bug?
Posted by: Coala - October 5th, 2013, 20:14 - Forum: Erebus in the Balance Mod - Replies (4)

Hey guys, when I was playing a game with Khazad there was an Elohim as an AI and he had used his spell Sanctuary which prevents units from entering his borders for 30 turns (i guess). After he cast I conquered one of the cities of another AI, which belonged to Elohim previously, and I decided to give back that city to Elohim.

What happens? My army that conquered that city gets trapped right besides it, because the culture border of that city I gave back to Elohim enveloped them and I couldn't move into any Elohim territory. So I had to wait until the spell effect ended. I think that in this case my army should be moved outside of Elohim zone of influence. What do u guys think?

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  Help identifying Master of Orion 1 music
Posted by: Dark Savant - October 5th, 2013, 16:02 - Forum: Master of Orion - Replies (7)

Hello, I'm engaged in a project to record the Master of Orion 1 music with a real Roland sound card. I'd like people's help identifying music tracks I don't recognize.

There are 40 songs in Master of Orion 1, which I ripped myself directly from MUSIC.LBX. It turns out the MIDI archive floating around out there is corrupted; what I made is somewhat different. This set of game files contains 2 songs that I have not been able to identify.

Track 04 - Unknown 1 This long piece of music has remixed bits of other pieces of music in the game, so it should sound kind of familiar to any MOO1 veteran. However, I don't recognize this exact piece of music, and this is the second-longest track. It stylistically sounds like it might be the introduction theme, the credits theme, or an endgame theme, but it's none of those three as far as I can tell (it kind of sounds like the introduction theme at first, but it isn't).

Track 05 - Unknown 2 I don't know what this is at all.

The version of Master of Orion 1 I play is 1.40m (unofficial), but to my knowledge that doesn't make a difference. I'll be visiting my game stash in a few days and can pull my floppies out, in case people think these might play in older versions (a quick check of 1.3 didn't show the music any different under any circumstances I checked).

I'm beginning to suspect these never play anywhere, but I'm not sure. Can someone please let me know?

Thanks!

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  Diplo game thought experiment
Posted by: WilliamLP - October 5th, 2013, 08:29 - Forum: Civilization General Discussion - Replies (63)

What would happen if a PB game were played with the following "rules"?

1. There is full diplo. Anyone can say anything to anyone.

2. No agreements are ever binding. Any moves allowed in game can be made opportunistically as if it were AI diplo. (Double move etiquette still applies, obviously.)

3. Everyone must agree to make a good faith effort not to judge a player negatively for any action taken, either for any game other than this one, or as a reflection of character. This includes lying, going back on your word, deliberate deception, exploiting trust, and anything else within the game framework that can be deviously thought up.


Now, this really doesn't make a hard change to anything about a full diplo game, because #3 is only a cultural paradigm shift. It's always been really interesting to me how the culture we have for full diplo games stays how it is. (For instance, how NAPs are sacred, and someone who breaks one is actually judged as a person, and not someone who is playing a game for an advantage inconsequential to anything else.) I'm convinced this goes beyond the pragmatism of seeking better relationships in future games.

So what would happen if #3 were made explicit? Would it change much? Would it be possible? Would it even be worth trying to talk to other players? (I think the answer is clearly "yes".) Is human nature too strong for people to detach themselves in this way?

The reason for this post is I've been thinking about the ideal game I'd like to play months later when PB11 winds down, and I'm wondering if it wouldn't be fun to have a game more like an AI diplo game in gameplay, but where we could actually talk about the game too.

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