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  [SPOILERS] Lewger goes for the Bigwyn
Posted by: Lewwyn - October 26th, 2012, 23:34 - Forum: Pitboss 8 - Replies (1744)

Civilization makes fools of all!
I line them up to see them fall.
To stand above I must be strong,
but we'll be low before too long.

To rise again from cities ashes
like beauty queens in bright blue sashes
I'll try to scream like William Wallace,
Freedom is life in anarchy lawless.

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  Augustus of Arabia: Alliteration Isn't Always Amazing (ad hoc and Merovech)
Posted by: Merovech - October 26th, 2012, 20:20 - Forum: Pitboss 8 - Replies (194)

Just kidding, we're totally going to win this.

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  [SPOILERS] Lurkerloos and map discussion
Posted by: Mardoc - October 26th, 2012, 18:22 - Forum: Pitboss 8 - Replies (980)

you know the drill

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  [SPOILERS] scooter, pindicator, and Huayna Capac try some fast Zulu cuisine
Posted by: scooter - October 26th, 2012, 15:08 - Forum: Pitboss 8 - Replies (2722)

SPACE FILLAH:

[Image: tic_tac_toe.png]

If nothing else we will DESTROY everybody at tic-tac-toe.

Hopefully we can destroy at least a couple people at Civ.

KRILLMOD CHANGELOG:

RB Mod Changelog:

RB Mod 2.0 is up!

I'll let Krill defend the final changes, since they were his decisions, when he gets a chance. Here's the file, and the changelog.

RB Mod v2.0

Change log 2.0

Traits:

Financial: +1 commerce on all non-river tiles that have 2+ commerce. +100% production of banks. Remember: A Golden Age cannot trigger Financial's bonus yield (as in the base game).
Expansive: No longer gets double-speed granaries, but gets double-speed grocers. +35% Worker Production, +35% work boat production.
Creative: Loses cheap Libs, regains +2 culture per city, half price theatres, Colluseums.
Charismatic: +2 happiness, but no longer gets +1 happy from Monuments.
Protective: Plus double-speed granaries, but loses double speed castles and drill 1 on archery and gunpowder units.
Imperialistic: Double-speed Custom Houses (At least this gives Imp something on water maps. For flavor, Custom Houses are very mercantile, which is what 17th century Imperialism was). +60% Settler Production.
Organized: Gains double speed libraries.


Civs:

Rebalancing:
Inca: Terraces now give +1 culture, Quechua loses combat 1.
Byzantium: Cataphracts are 11 strength.
Khmer: Ballista Elephants are 8 str, +50% vs. Mounted units, +25% vs. Knights, and still target Mounteds outside of a city (this buff was to make them better than regular WE against their nemesis, Knights).
Sumeria: Vultures now get +30% vs. Melee.
India: The Fast Worker is now 2 moves, but starts with Mobility (-1 Terrain Movement Costs), and now starts with Mysticism/Wheel, instead of Mysticism/Mining (slower start).
Celts: Dun now gives G2, not G1.
Portugal: Feitoria now costs 120h, from 180h.
Rome: Preat S7. Forum increased to +35% GPP generation.
Persia: Immortal is now a S5 spear replacement.
Carthage: Cothon decreased to 80 hammers. Numidian cav increased to S6, C1, loses melee bonus and F1 (and innate retreat chance).
France: Salon +1 free spec, -1 artist.


Civics:

Police State: Now Medium Cost (down from High).
Vassalage now provides free support for military units as well (meaning Pacifism is cheaper), and is Medium Upkeep.
Slavery: 30h for the 1st pop, 20h for the 2nd pop and subsequent pops. So, 30/50/70/90. On Quick speed, that's 20/33/46/60.
Serfdom: +75% Worker Speed, +1h for Watermills and Windmills.
Free Market: No longer provides -25% Corporate Costs. Now provides +25% Trade Route Yield.
Environmentalism: No longer provides +25% Corporate Costs, or +2 commerce to windmills. Provides +1 gold per specialist, +1c to farms and pastures, +2c to forest preserves, and Low upkeep. Swapped with Free Speech. Now available at Liberalism.
Free Speech: Now High Upkeep, swapped with Environmentalism. Now available at Scientific Method.


Wonders:

Rushmore: Now -50% WW, (from -25%).
Red Cross: 200h.
West Point: 550h, +5XP. Now requires a lvl 5 unit (17XP/13XP for Charismatic).
Great Lighthouse: Now +1 trade route instead of +2 trade routes, enabled at Masonry, but needs lighthouse and Sailing (no functional change in the tech requirements but makes F6 look less cluttered).
SoZ: no WW effect. Now +3XP, 200 hammers, no building prerequisites.
Cristo: +200% SPI production, -50% Anarchy instead of -100%.
The Internet: now a wonder. 2k cost, +15% beakers in every city. No longer a project
SDI: No longer intercepts nukes (irrelevant as nukes no longer).


Base unit changes:

War Elephants: now 7 str, +50% vs. Mounted units, and +25% vs. Knights.
SAM Infantry: 75% interception chance (up form 40%)
Destroyer: now enabled at Artillery (not Combustion) (requires Oil OR Uranium)
Transport: now enabled at Artillery (not Combustion) (requires Oil OR Uranium)
Mobile Artillery: can now load guided Missiles and Tac Nukes (as Submarines and Missile Cruisers do). No longer require oil.
Gunships decreased to 3 moves.

ICBM: No longer unlimited range, but long enough so that they will out distance your army and navy easily, and they can be rebased. Loses the nuke tag. Does not need Manhattern project to be built.
  • iCost: 900h
  • iAirCombatLimit: 75
  • iAirCombat: 160
  • iCollateralDamageLimit: 75%
  • iCollateralDamageMaxUnits: 12
  • iAirRange: 36

Tactical Nukes: no longer nukes according to the code, now S80 1shot units that can bombard units, cause collateral damage to 5 units, cannot be intercepted. Cost 300 hammers. Loses the nuke tag. Does not need Manhattern project to be built. Full list of changes:
  • iCost: 300h
  • iAirCombatLimit: 75
  • iAirCombat: 80
  • iCollateralDamageLimit: 75%
  • iCollateralDamageMaxUnits: 5
  • iAirRange: 4

Guided Missiles: can bombard units, tiles and cultural defence, cause collateral damage to 2 units, cannot be intercepted. Cost 75 hammers. Full list of changes (underline means original stat, for comparison):
  • iCost: 75h
  • iBombRate: 16
  • iAirCombatLimit: 75
  • iAirCombat: 40
  • iCollateralDamage: 100
  • iCollateralDamageLimit: 50%
  • iCollateralDamageMaxUnits: 1
  • iAirRange: 4

Flanking:
Horse Archer (and replacements): do 50% flanking damage to Catapults and Trebuchet.
Knight (and replacements): do 50% flanking damage to Catapults and Trebuchet.
Cuirassier (and replacements): do 50% flanking damage to Catapults and Trebuchet and Cannon.
Cavalry (and replacements): do 50% flanking damage to Catapults and Trebuchet and Cannon.
Gunships: do 50% flanking damage to Cannon, Artillery and Trebuchet.

Buildings:

Jails: now -50% War Weariness.
Castles (and replacement UB): no longer decrease bombardment rate of catapults or trebuchets.

Technology:

Hunting: enables pastures, cost increased by 50% from 40 to 60. No longer enables camps.
Animal Husbandry: enables camps, and scouts. No longer enables pastures.
Archery: base tech cost decreased by two thirds, from 60 to 40


Espionage:

Switch Civic and Switch Religion now require Future Tech.
Spies now spawn with "Secretive", and cannot see tiles except the one they're standing on.
The No Espionage game option now works properly:
  • GSpy points are converted into Great Merchant points.
  • Espionage no longer gets converted into culture.
  • Cultural expansion now happens at normal values.
  • Spies cannot be built.
  • Graphs are always visible on contact.


Tile Changes:

Watermills: +1 base hammers, no longer receives +1h at Rep Parts.
Workshops: +1 base hammers, no longer receives +1h at Chemistry.
Mines: +1h at Rep Parts.
Whaling Boats: Enabled at Sailing, not Optics. Otherwise unchanged.


Game Mechanics:

The Draft: Rifles now cost 2 pop to draft. A city must now end a draft at size 7 instead of size 5 (So size 9 to draft a rifle, size 8 to draft a musket).
Corporations: Completely removed from the game.
Culture Victory: 33K, 50K, 75K, 150K on Quick/Normal/Epic/Marathon.


Miscellaneous:

Coastal Blockade now has a range of 1 square around the blockader, instead of 3 squares
Barracks: increased cost to 60 hammers, +1 culture.
AP Resolutions: Declare War (on a non-member), Force Peace (between two members), and Assign City are no longer eligible resolution actions.
Fail-gold: You never get fail-gold if you also completed the wonder somewhere else (so no National Wonder fail-gold, or doubling up on a wonder to guarantee yourself a paycheck. The game still informs you that you received "0 gold" from your hammers).
Hut techs: Can only gain techs from the first two rows of the tech screen
[spoiler]Fishing, Sailing, Wheel, Pottery, Agriculture, Animal Husbandry, Hunting, Archery, Mysticism, Mining, Bronze Working.

Addendum: These changes are only present in the Tech Trading version of the mod.

Tech Trading:
Known Tech Bonus changed to 50 (up from 30), enabled by Tech Trading (so there is no Known Tech Bonus until you research Paper)
Alphabet no longer enables tech trading, allows Open Borders
Writing enables Map trading, no longer enables OB
Paper enables Tech trading, no longer enables Map Trading. Requires Metal Casting, Literature and Code of Laws as mandatory prerequisites.
Corporation enables Tech Trading (and increases Known Tech Bonus by 50%)
Scientific Method enables Tech Trading (and increases Known Tech Bonus by 50%)
Cost of Education, Gunpowder, Printing Press and Nationalism increased by 50%
Cost of all subsequent techs increased by 100%
Techs prior to Paper in the tech tree can no longer be traded:
The untradeable techs are as follows: Fishing, The Wheel, Agriculture, Hunting, Mysticism, Mining, Sailing, Pottery, Animal Husbandry, Archery, Meditation, Polytheism, Masonry, Horseback Riding, Priesthood, Monotheism, Bronze Working, Writing, Metal Casting, Iron Working, Aesthetics, Mathematics, Alphabet, Monarchy, Compass, Literature, Calendar, Construction, Currency, Machinery, Drama, Engineering, Code of Laws, Feudalism, Optics, Music, Philosophy, Civil Service, Theology, Divine Right, Paper, Guilds, Banking

[/spoiler]

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  [SPOILERS] BRick goes for a diplo win with Genghis's Vikings
Posted by: BRickAstley - October 26th, 2012, 15:00 - Forum: Pitboss 8 - Replies (250)

Placeholder text.

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  [spoilers] Commodore: Worse than Toku, it's Giggles of Siam!
Posted by: Commodore - October 26th, 2012, 14:57 - Forum: Pitboss 8 - Replies (1138)

Yikes. dancing

Commodore - Gilgamesh of the Khmer
Azza - Napoleon of Rome
Pindicooter - Huayna Capac of Zulu
Merohoc - Augustus of Arabia
Ichabod and the Brick - Genghis Khan of the Vikings
Plako if RBmod - Louis XIV of the Aztec
Xenu - Churchill of Portugal
Catcheetah - Suryavarman of France
Lewger - Qin Shi Huang of the Netherlands
N-core - Mansa Musa of India
Serdoa - De Gaulle of Maya

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  PBEM46 tech thread
Posted by: Lego - October 26th, 2012, 10:37 - Forum: PBEM 46 - Replies (461)

Greetings,

Would anyone be interested in playing in a new play by email game without any mods. I am happy to play against anyone from the best of the best to a brand new player. We can decide settings between us but I dont have any favorites in mind.

EMAIL OF PLAYERS:

catwalkutopia - at - gmail
rbpitbosslego - at - gmail
rboldharry - squiggle - gmail.com

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  Good points of MoM
Posted by: Thargon - October 26th, 2012, 09:22 - Forum: Master of Magic - Replies (7)

There have been many threads about bugs and other things that needs to be corrected or that the game can do without. But what is it that makes the game GOOD?

I'll toss one thing that makes the game rock: the map display (and general graphical appearance). It is just enough to get the point through and not one pixel too much. The simplest (but fully effective) implementation.

What is your opinion about features that the game MUST have otherwise it'll lose part (or all) its appeal?

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  RBClassic Black Beauty now available
Posted by: KingOfPain - October 26th, 2012, 01:09 - Forum: Off Topic - Replies (16)

User CP - Edit Options - Board Style

I may still fool around with the header graphics a bit but basically it's done. Hope this one works for you, Krill.

I think I have caught all the white on white notices and fixed across the themes, but please report if you see them.

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  [SPOILER] Sareln and Spices
Posted by: Sareln - October 25th, 2012, 16:42 - Forum: PBEM45 Greens - Replies (126)

Mouseover blocking is all the rage don't'cha know?

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