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[NO PLAYERS] 82nd Airborn...
Forum: Pitboss 82
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Cornflakes Goes Classical...
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[Game Spoilers] My browse...
Forum: Erebus in the Balance PBEM LVIII
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Tech thread
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[PB81 Mjmd] Heave Away
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My WIP Unit Art Thread
Forum: Caster of Magic for Windows (CoM II)
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Forum: Caster of Magic for Windows (CoM II)
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  Sometimes it's just too easy...
Posted by: mxb2001 - June 4th, 2022, 16:15 - Forum: Master of Orion - Replies (1)

The difficulty setting at times seems irrelevant when you get a map like this!

This is a Large/Average/5 Bulrathi game and it would have been a great one to have played at impossible...

Half the galaxy explored before making contact with the Mek who got utterly screwed with no planets in range.



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  Superdeath's 26th pitboss. Record?
Posted by: superdeath - June 3rd, 2022, 16:08 - Forum: Pitboss 65 - Replies (97)

.............and maybe 2nd win?

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  Anyone else playing Civ?
Posted by: mxb2001 - June 3rd, 2022, 10:54 - Forum: Civilization General Discussion - Replies (5)

Is anyone else playing the .05 version of Civilization in DOS 6.20 on a 90's PC?

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  [PB65 - Cornflakes] Rising from the Ashes
Posted by: Cornflakes - June 3rd, 2022, 06:22 - Forum: Pitboss 65 - Replies (213)

Can we break the pattern?

Slightly slower start
Dominant position in the Medieval era
Crashes and burns in the Renaissance

************************
************************
GREAT PEOPLE LOG
1. T75 Scientist - bulb Mathematics (to boost 8 forests while chopping pyramids)
2. T91 Prophet - bulb Theology
3. T97 Prophet - hold for 6 turns, then bulb Civil Service T103
4. T103 Prophet - Golden Age #1
5. T135 Engineer - bulbed 90% of Engineering
6. T138 Merchant - 1100 gold from Trade Mission to MJMD, funding Feudalism > Guilds > Banking for GA#2 swap to Mercantilism
7. T145 Prophet - GA#2
8. T149 Engineer - GA#2
9. T156 Engineer - hold for Taj Mahal rush T177
10. T170 Prophet - Christian Shrine for 31 gpt base, 62 gpt with 100% multipliers.
11. T175 Scientists - hold for GA#3?
12. T179 Engineer - hold for GA#3?

Password

qq (lowercase QQ)

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  Bear eating cats
Posted by: mxb2001 - June 2nd, 2022, 19:30 - Forum: Master of Orion - Replies (7)

Hi all, having a great time going back to this classic (partly thanks to the new patches - not that MOO needed them as badly as MOM does (but wonderfully has gotten!), I woulda played MOO 1.3 anyways :)

So using 140M3 (as I call it, the latest update by Sdragon that combines the battle scanner and over-autosave disable) I've started some games at average (used to play at hard and even impossible when I didn't care about how skewed the games became) and also installed a DOS screen cap TSR (Screen Thief - quite good). So to show off this new toy I'll post 2 GIFs from an early start as the Meowers who've got a REALLY big Bear breathing down their necks. Not to mention Ants in the pants (fights already but no official contact) on the other side. A Fertile 125 was at stake...



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  Replacement wanted for PB63
Posted by: Mr. Cairo - June 1st, 2022, 13:20 - Forum: Civilization General Discussion - Replies (7)

Hello, I'm looking for a replacement for me in PB63, I've got a new job that's going to keep me from playing my turn for a few months.

Details are in my thread.

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  Do AI wizards get combat bonuses?
Posted by: HansLemurson - May 30th, 2022, 20:33 - Forum: Caster of Magic for Windows (CoM II) - Replies (2)

Playing on Expert difficulty (much more challenging than I anticipated) I watched a small army from a peaceful neighbor walk through my territory and start clearing out dungeons.

2 Elite Dark-Elf swordsmen + 2 Ghouls managed to take out 6 Gargoyles (gaining one as an undead), and then went on to clear a Chaos node (losing 2 units, but gaining a Fire elemental).

When I loaded up a save and tried these encounters myself, even a full-stack Army led by my (admittedly underpowered) hero got wiped out by these encounters.  Now it's true that the other wizard has MUCH more magical power than I do, and so there may have been a lot of combat magic going on, but nonetheless I was surprised to see this minor force cut through major challenges like a knife through butter.

Do the AI Wizards gain some sort of bonus in auto-resolved combat?  Or is this just the expected result of an army commanded by a powerful Sorceror?

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  Mono wizards vs. multi realm
Posted by: Anskiy - May 25th, 2022, 23:15 - Forum: Caster of Magic for Windows (CoM II) - Replies (13)

Which kind of wizard fares better overall? And what do you think should be done to balance them, if you feel they are unbalanced right now?

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  High difficulty score modifiers
Posted by: jhsidi - May 25th, 2022, 13:20 - Forum: Caster of Magic for Windows (CoM II) - Replies (1)

While there are a ton of score modifiers that reduce the score, there are only a handful that increase score and (more importantly to me) increase the challenge without going up a difficulty level:

  • Plane of Water (1.15x): haven't played this one since I'm not too fond of oceans, but I'd imagine it doesn't actually make the game more difficult; just different
  • No Trading (1.25x): reduced spell variety; does sort of increase challenge although it's more of a "to taste" option in my opinion
  • Monsters Gone Wild (1.3x): I always play with this on; it does provide a nice difficulty bump, although some things like Call the Wild or a build tall strategy can completely defuse it
  • Against the Worlds (2x): the premier option for raising challenge. I've tried this option multiple times but never completed a game, primarily because enemy wizards just have so many units wandering around that each turn becomes an exercise in tedium, with endless minor battles happening.

So in short -- I think the options are pretty limited and I'd love if there were more. Can you guys suggest some that would be fun?

Here are my ideas so far:
  • Crabs in a Bucket: as long as the player is #1 overall, enemy wizards gain a large relations malus, becoming highly likely to declare war (basically an intensification of what already happens); becoming #1 in any sub-category such as population or military has a lesser, but similar effect. This is intended to be a more tolerable version of Against the Worlds.
  • Developed World: all enemy wizards start with 3-4 existing settlements with a couple more buildings than current, plus the usual settlers; player still just has one city
  • Developed Alternate Plane: all enemy wizards on the other plane start with 3-4 settlements; player's own plane starts as normal
  • The Old Empire: one of the enemy wizards starts off with 10+ settlements (depending on world size) scattered randomly around, uncommon level spells and a penchant for war. The idea being that there's an older empire that has mostly disintegrated, but is still an aggressive force
  • The Archmage's Return: in 1510, the past Archmage will return, spawning high-powered stacks of rare / some very rare creatures all over the world and beginning to conquer anything in sight. If the player hasn't won by this point, they're likely to struggle. One wizard slot is reserved for the Archmage to appear.

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  Mod for Caster of Magic for Windows: More Stuff
Posted by: Slingers - May 24th, 2022, 19:30 - Forum: Caster of Magic for Windows (CoM II) - Replies (105)

Use Caster of Magic for Windows V1.05.02 or higher
 
How to install:
 
1.) Find the game folder on your PC: Master of Magic Caster Windows
2.) Dump the contents of the downloaded folder into it and overwrite 22 files to apply the included patches to V1.05.07.
3.) Load the MOD from the main screen. Type: More Stuff
4.) Restart

How to update:

1.) Dump the contents of the downloaded folder into the game folder on your PC: Master of Magic Caster Windows and overwrite.
2.) Unload the MOD from the main screen.
3.) Restart
4.) Load the MOD from the main screen. Type: More Stuff
5.) Restart

Download link More Stuff MOD 2024-12-20:

https://www.mediafire.com/file/9hus2bur1...f.zip/file

Have fun! Use any part of More Stuff for your personal game version.



More Stuff so far:
  • +167 more units
  • no more generic units
  • +17 more heroes
  • +7 more fantasy races/factions
      Arcanus: Vikings, Birdmen, Goblin, Atlanteans (Steampunks)
      Myrror: Gnomes, Bugs, Draugr (Undead)
  • more city names per race
  • more buildings - mainly special buildings that only one or a few races can build
  • more lair monsters
  • +22 more spells = +2 commons and +2 uncommons per realm
  • +11 more score modifiers
  • illustrated spell book
  • more documentation for Caster of Magic for Windows base game: 5 Excel tables, stuffed Manual V1.5.4 - No guarantee that everything is correct already!
      Check out the chapter about Hotkeys and Shortcuts!
  • Mod documentation: 5 Excel tables, above Manual version with MOD changes filled in and highlighted
 
Plenty of gameplay changes, e.g.:
  • bigger Earth Lore
  • unrestricted item teleport
  • confused units from the winning side will survive after combat
  • AI wizard elimination turn comes a little later
  • slightly increased tower budget & AI tower break is allowed after 3 years < untested experiment
  • doubled road speed, halved Wind Walking speed (spell), no Water Walking on tundra
  • the AI can target Fire Storm, Ice Storm, Dispelling Wave or Stasis only in scouting range of its units and cities
  • no more mutually exclusive retorts + changes to retorts
  • fame scaling for hero offers
  • no more Sharpshooting heroes, however, some have Long Range
  • Settlers can show up as mercenaries
  • more Spell Binding uses
  • quite a lot more books can be owned
  • slightly less building destruction
  • some original races gained and/or lost units
  • some original units or spells have been slightly changed
  • many more units have a spell ability
  • more unit abilities
  • more terrain changing effects

Special thanks to:

Seravy, Suppanut (Warlords MOD), Hadriex (gameplay streams)

Cruel100 - hero portraits of Voodoo Priestess & Impostor
Lagi - Treeman
Wings of Memory (Minimod: Klackon & Hadriex) - Ixitixl & Hadriex wizards, unit sprites for Flamethrowers, Sacred Scarab, Sea Serpent



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