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  Minipatch set/remove manacap to 15000
Posted by: FrancoK - August 17th, 2012, 17:20 - Forum: Mods and Modding - Replies (3)

Hello there,

I've created two minipatch to set/remove the manacap to 15000.

It works during the beginning of the turn, but not when using Alchemy button in Magic screen.

It can be applied to almost any version (vanilla, Insecticide, any mod, including mine).

It's a workaround for the problems that arise when there is too much mana.

Hope you find it useful. thumbsup



Attached Files
.zip   manacap.zip (Size: 28.79 KB / Downloads: 2)
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  Start downloading the Guild Wars 2 client
Posted by: Xyngynkynyn - August 16th, 2012, 17:35 - Forum: Guild Wars - Replies (4)

To those who've pre-ordered/pre-purchased Guild Wars 2, you should start downloading the client now and keep it updated before the early start. See this thread on how to do that (near the bottom).

If you've been participating in the beta events and you still have the files, then you can spare yourselves another 16 gigabyte download by just copying the dat file over. First run the downloaded Gw2Setup.exe and wait until it starts downloading 216k+ files. Close the client at that point and copy over the beta dat file to where you installed the GW2 client. Afterwards, run the GW2 client again just to make sure everything's okay. Just keep it up to date between now and the early start and you should be good to go.

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  Let's play MOO1
Posted by: Nad - August 14th, 2012, 14:19 - Forum: Master of Orion - Replies (9)

Hey guys,

great to see some activity in this forum, again. A while ago I did an English "let's play MOO1" on this non-evil, but somehow evil tube site. I had a very tough game starting as mrrshans on impossible / medium galaxy with kyrup's patch - you might wanna check it out... lol

A little slow at the beginning and I'm not a native speaker, but hey, it's MOO1!

http://www.youtube.com/watch?v=IJLfGNfzASM

Greetings from Germany,
Nad.

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  Rate Unit Buffs
Posted by: Anthony - August 14th, 2012, 11:55 - Forum: Master of Magic - Replies (5)

Since we had a thread about summoning spells, the equivalent for friendly unit enchantments (hostile unit enchantments are a different category). Standard rating system: 1/5 is grossly underperforming, 3/5 is reasonable, 5/5 is grossly overperforming.

  • Resist Elements: 3/5. This spell is very situational, but it's also cheap, and when you need to break a nature node filled with sprites it's handy.
  • Giant Strength: 3/5. Nothing amazing, but doesn't feel like a wasted spell.
  • Stone Skin: 2/5. I'd like this spell better if it were 8 instead of 10.
  • Water Walking: 4/5. It's a lot more convenient than ships.
  • Path Finding: 4/5. You only need one units, but double move overland is very nice.
  • Elemental Armor: 1/5. Seriously, 35 mana for that?
  • Iron Skin: 3/5.
  • Regeneration: 3/5. Yes, regeneration is awesome, but it's expensive.
  • Resist Magic: 1/5. Resisted spells are just not a big worry, and you have to cast it on all possible target units.
  • Guardian Wind: 4/5. Basically the only way to beat a halfling city with slingers in the early game.
  • Spell Lock: 1/5. Does this spell even work?
  • Flight: 5/5. Spell should be something like upkeep 5. Main reason not to cast it is because the enchantment is even better.
  • Invisibility: 3/5. Like regeneration, it's a great spell, but expensive.
  • Wind Walking: 2/5. Wind Walking is an awesome effect, but for the cost you're better off with Jaer or a djinn.
  • Magic Immunity: 4/5. Cost should be on a par with regeneration and invisibility.
  • Haste: 3/5. Yes, it's impressive, but there are a lot of things you can do with 50 mana in combat.
  • Eldritch Weapon: 2/5. At the time you get this spell, it's about as good as +1 sword with the typical foes you're facing. It's eventually a bit better, but it's never all that impressive.
  • Chaos Channels: 4/5. Only problem is you need to figure out how to get them to Elite before casting it on them and you don't want to cast it on heroes, otherwise it would be 5/5. Arguably it should still be 5/5, flight and +3 shields are both worth well over 50/0, and flame breath isn't worthless and can easily be avoided by casting on units with ranged attacks.
  • Flame Blade: 2/5. For 25 mana I expect more.
  • Immolation: 4/5. Only good because it's bugged and works on ranged attacks.
  • Bless: 3/5. It's a situational +3 shields
  • Endurance: 3/5.
  • Holy Weapon: 3/5.
  • Holy Armor: 2/5. Doesn't work on fantastic creatures, and slightly expensive for the effect.
  • Heroism: 5/5. The reason none of the other common life creature enchantments actually get used much; cast on a Green unit it's equivalent to +2 all attacks (flameblade, 25), +1 defense (stone skin, 10), +1 life (no equivalent, but probably worth ~10), +1 to hit (magic weapon, 10). Even on a Veteran unit it's providing around 30 mana worth of bonuses.
  • True Sight: 3/5.
  • Planar Travel: 3/5.
  • Lionheart: 5/5.
  • Invulnerability: 4/5. Ironskin subtracts an average of 1.5 hits, for 35. Invulnerability subtracts 2 hits and applies weapon immunity, for 40.
  • Righteousness: 3/5.
  • Cloak of Fear: 2/5. Too much stuff is immune or uses attacks that don't care.
  • Black Channels: 1/4 or 4/5. If you can cast it on trolls it's awesome. On anything else, it's mediocre to terrible.
  • Berserk: 3/5.
  • Wraith Form: 3/5. Immunity to Crack's Call.

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  [SPOILERS] What's A Little Brutal Oppression Between Friends? -- PBEM5q
Posted by: Tatan - August 13th, 2012, 03:58 - Forum: PBEM Duel Games - Replies (54)

Oh, yeah, Catherine, let's do some whipping! whip

...of settlers! Just who do you think I am?* wink

[SIZE="1"]*Trying... so hard... not to make an "Asstec" pun...[/SIZE]

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  [SPOILER] ww15 Lurker thread - No living players allowed!
Posted by: Bigger - August 12th, 2012, 15:48 - Forum: Werewolf Archives - Replies (667)

And now for something completely different:

http://www.youtube.com/watch?v=ZvNTFWyP3...ure=relmfu

I found this video on youtube, which was rather cool, as I never saw it in game (you have to lose to a transcend video for it to happen, which of course I never did wink).

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  WW15 - Chiron is a harsh mistress
Posted by: Bigger - August 12th, 2012, 15:31 - Forum: Werewolf Archives - Replies (1800)

The trip to Chiron, the only inhabitable planet in Alpha Centauri, had not gone as planned. It was meant to be a fresh new start for humanity. After 6000 years of strife and warfare, all members of the secret “NAP of evil” secret society had finally been routed out and killed. Unfortunately, the earth was ravaged by nuclear weapons and global warming and was no longer hospitable to human life; a new home was needed. A spaceship was launched to Alpha Centauri, containing people from a large cross-section of the civilized world, led by the brave captain Garland, hero in the final campaign against the evil Nappies. Those left behind on Earth knew their end was near, but were encouraged that humanity would endure on a distant planet.
The trouble began once the ship approached Chiron’s atmosphere. There was much debate as to how the new colony should be governed, and quickly 7 different factions were divergent ideologies developed. There was gunfire in the hull, and an explosion. When the smoke cleared, Captain Garland had been brutally murdered, and the self-destruct sequence activated. In the chaos there was little time to find the culprit – 7 escape pods were boarded with members of each faction and deployed to planet.

Bigger, beloved Captain Garland was murdered on day 0.

The first 100 years on Planet were harsh and scary. The factions were scattered to different corners of the planet, and lost contact with each other for many decades. In the year 2130, two foreign spacecrafts were seen engaged in Planet’s atmosphere, eventually crash landing on the earth. The mysterious invaders proved to be powerful foes, far advanced in technology, but luckily they seemed more interested in destroying one another than in fighting humanity. In 2160, Dierdre built the Empath Guild, and within years all faction leaders were able to establish contact with each other. Early efforts to reunite failed, however, and the splintering got worse as 5 new factions sprouted up – the Drone faction, which refused to accept the genejack enhancements Yang was implementing in his workforce, the Planet Cult, even more extreme in their Planet worship than Dierdre could accept, the Pirates, who took the Spartan’s principles and applied them to the sea, the Consciousness, a group University scientists so devoted to technology they were willing to give up half their humanity, and the Data Angels, a group of heretical hackers expelled by Miriam.

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  Newbie EitB Game?
Posted by: Druxee - August 12th, 2012, 13:56 - Forum: Erebus in the Balance PBEM XXIV - Replies (666)

Tracker URL: http://arborealworks.com/civtracker/trac...ame=eitb24

Ok, just waiting on yell0w and superjm to say what civs they want, Renlen to pick between Kurios and Calabim, no one else to drop out and people to yay or nay the settings on the first post and everything will be set.

Instinct, I'll put you as withdrawn/Team Taskune unless you say otherwise smile

Oh, is anyone able to takeover Basium/Hyborem/their discarded civs if it comes to that?


EDIT - I'll put the settings here:
Finalish Settings

Settings
------------------
Gamespeed: Quick
Difficulty: Prince
[Both of these subject to Mapmaker's discretion]
-----------------
Start: Ancient
Wildlands, Living World: On
Vassals, Tech Trading: Off
Diplomacy: Full, with roleplaying
Restricted Leaders: On
Basium/Hyborem: Human takeover if possible.

Map preferences
Type: Pangaea
World Wrap: On, not Toroidal
Barbs: On
Orthus: Off
Archeron: On
Lairs: On
Huts: Off
All Unique Features: Most, to map-makers discretion.
Civs well spaced

Special Rules
Strength of Will cannot be rushed (Tower of Divination/ Infernal Grimoire)
Keelyn is banned
Clan of Embers is banned
The worldspell 'Statis' is banned
Remember the roleplaying!

Players & Leaders
Druxee (Perpentach)
superjm (Volanna)
Yell0w (Mist has it)
Renlen (Kuriotates)
Tasunke/Instinct (Cassiel)

Turn Order: superjm - Druxee - Yell0w - Renlen - Tasunke

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  Where to find EitB Great People Tech Preferences (Bulb Order) ???
Posted by: All-Seeing Eye - August 12th, 2012, 13:15 - Forum: Erebus in the Balance Mod - Replies (5)

Where can I find a list of Great People Tech Preference Lists (Bulb Order) for Erebus in the Balance (EitB) mod?

Great Sage
Great Prophet
Great Merchant
Great Engineer
Great Artist

I have been searching for this all morning, unsuccessfully. It would really help new players getting acquainted with this mod.

I saw a minor reference to some slight changes to the order listed in the change log. But knowing the changes does not help if you don't know what the base was. Is the base what they were from FFH2? And the only difference is the change log? The tech tree is a little different, so I was not sure if that even made sense.

I know that the bulb order has something to do with flavor values in the technologies xml and also something to do with the great person's flavor preferences. Something about having to multiply them and then add if there are multiple flavors for that great person and then using that to compare to other techs. If nobody has such a list as above, then is there some kind of script that can be run on the two files to calculate it for any mod?

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  Race interaction
Posted by: FrancoK - August 12th, 2012, 05:54 - Forum: Master of Magic - Replies (25)

Usually I do not let AI banish me, however this happened while testing Aureus Mod + Insecticide Patch.

I started with a Death Wizard of trolls and conquered a Dark Elf city.

When I was banished both Troll and Dark Elf cities did not suffer from "another master race is in power" problem. When I returned the unrest applied again.

In effect, the master race is the race where you have your tower.
While banished there is no tower and so no master race.

I'm wondering if it is by design or not. huh

What do you think?

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