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Rate summoning spells! |
Posted by: zitro1987 - June 25th, 2012, 17:23 - Forum: Master of Magic
- Replies (44)
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Ratings should cover unit effectiveness according to research cost, summoning cost/upkeep, spell combos, among other uses. This involves 1.31 version
1/5 = Broken Unit - too underpowered.
2/5 = Inferior. Disappointing.
3/5 = Good, Meets Expectations.
4/5 = Superior, Exceeds Expectations.
5/5 = Broken Unit - too overpowered.
My take on them"
Combat:
Fire Elemental: 3/5
Phantom Warriors: 5/5 (most cost-efficient direct damage spell?)
Phantom Beast: 3.5/5
Air Elemental: 2.5/5
Earth Elemental: 3/5
Common:
Hell Hounds: 4/5 (best common creature IMO, the damage potential, mobility, ability to hit flyers, and total hp of 16 for 40/1 cost?)
Nagas: 2/5 (Its good poison damage cannot be used much given slow speed, fragility, and restrictive casting cost)
Guardian Spirit: 3/5 (non-combat uses, they are not terrible in combat anyways)
War Bears: 2/5 (Generally mediocre and lacking for a summon-oriented realm, but they make decent scouts)
Sprites: 2/5
Skeletons: 2.5/5 (The upkeep hurts a lot)
Ghouls: 2.5/5
Uncommon:
Fire Giant: 2.5/5
Gargoyles: 2/5 (weak melee, not as sturdy as it pretends to be)
Doom Bat: 1/5 (the upkeep is simply depressing)
Chimeras: 1/5 (how can one afford these pathetic units?)
Unicorns: 3/5 (In an ideal MoM this unit should be considered average)
Giant Spiders: 1/5 (nobody likes them, right?)
Cockactrice: 1.5/5 (great damage potential, but seriously? that cost?)
Basilisk: 2.5/5 (high cost, but its melee and 30hp is rather admirable)
Werewolves: 3.5/5 (now this is a good unit: try them with magic weapons)
Night Stalker: 2.5/5
Shadow Demons: 3.5/5 (Worth their cost if you create a stack of 6+ and use 'darkness' spell)
Rare:
Efreet: 1/5 (just horrible in every way)
Chaos Spawn: 1/5 (overpriced, sluggish, vulnerable and with limited uses)
Angel: 1.5/5
Stone Giant: 2/5
Gorgons: 3/5 (now that's more like it, a rare summon worth its high cost)
Storm Giant: 2.5/5 (versatile= does not impress on any front)
Wraiths: 3.5/5 (Death again stands out as the realm with good mid-game summons)
Very Rare:
Hydra: 3/5 (horrible speed and low damage but with the right enchantments, they become useful)
Great Drake: 3/5 (the upkeep cost is a bit over the top)
Archangel: 3/5 (40 mp and double holy bonus put angel to shame yet it could use a lower casting cost or higher hp)
Behemoth: 3/5 (boring but very sturdy)
Collosi: 3.5/5 (Versatile in a good way. Can fight by themselves)
Great Wyrm: 4/5
Sky Drake: 4/5
Djinn: 3/5 (surprisingly poor in combat but not much more expensive than wind walking, might as well have a 'rare-like' unit on top of wind walking)
Death Knights: 5/5 (why so cheap? most cost-effective unit in the game IMO, maybe too much)
Demon Lord: 2/5 (too weak against direct damage, might as well go for death knights)
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WW14 - The Edge of Reason |
Posted by: uberfish - June 25th, 2012, 16:10 - Forum: Werewolf Archives
- Replies (1304)
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Current Deadline
GAME OVER
Live Players - 6
Jkaen
Molach
Novice
Pindicator
Twinkletoes89
Waterbat
Dead Players - 10
VM, t3h 1337 h4x0r, lynched day 1
Meiz, Watcher, killed night 1
Injera, Impatient Werewolf, lynched day 2
Lewwyn, Man Without A Nose, killed night 2
Slowcheetah, Lewwyn's Nose, lynched day 3
Bigger, Vegetarian Werewolf, lynched day 4
Mattimeo, Jailkeeper, killed night 4
Rowain, Compulsive Post Restrictor, lynched day 5
Zakalwe, Romeo, killed night 5
Sareln, Astrologer, committed suicide night 5
Links
end of day 1
end of day 2
the Chicken Diaries
end of day 3
end of day 4
end of day 5
end of night 5
endgame and epilogue - final reveal, roles, night actions etc on preceding pages
Rules
1. Fixed length 48 hour days. Nights are 24 hours.
2. During the day each player may cast one vote for someone to be lynched.
3. Votes must be posted in red or they will not count. There is no elected mayor in this game.
4. The player with most lynch votes at the end of the day is lynched and eliminated from the game. In the event that two or more players are tied for the most votes, and no roles or other game conditions break the tie, a random player from the group with most votes will be lynched.
5. Night actions have been pre-assigned a priority order that seems sensible to the GM and will be processed in that order.
6. Dead players may make one posthumous post that doesn't contribute to discussion.
7. Forum profile camping is not allowed.
8. Anyone failing to vote for 2 consecutive game days will be mod killed and removed from the game with a loss.
9. To prevent confusion that may arise in the case of cross posting, posts may not be edited.
10. Breaking the rules will result in penalties ranging from warnings to being mod killed depending on the severity of the infraction.
11. Players may not communicate with other players about the game outside the thread via PM, email, chat, quicktopics etc. unless told otherwise.
12. Players must check their PMs each game day before posting.
13. The village wins when all threats to the village are eliminated and at least one villager remains.
14. If all players are simultaneously eliminated, or the game reaches a stalemate situation, the game is a draw.
15. Directly quoting role PMs or other communication from the GM isn't allowed.
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Mercenaries |
Posted by: FrancoK - June 25th, 2012, 08:31 - Forum: Master of Magic
- Replies (13)
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Asfex Wrote:FrancoK Wrote:I would like to mod the game to let hire units with special weapons, not only plain ones.
Of course normal weapons should be the most common, but the others should be available.
A starting table could be:
01% Adamantium
04% Mithril
15% Magic
80% Normal There are several mod where you can hire mercenaries with special weapon. What miss the other mods? Why do you need this per cents?(like 4-for mithril) In my opinion the Mithril and expecially the Adamantium are rare and the chance they will be equipped should not change with the fame.
So we can roll a d100 (using RNG of course) if the result is between 1 and 80 the weapon is normal, between 81 and 95 it's magical, between 96 and 99 it is Mithril and finally 100 it's Adamantium.
Unfortunately I'm not able to change the unit generation, so I'm asking how to do. =)
BTW I noticed the Settlers are never offered as a mercenary, there is a way to include them?
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Rule Set Discussion |
Posted by: Ruff_Hi - June 25th, 2012, 07:36 - Forum: CFC Multi-Team Pitboss
- Replies (158)
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Here is my proposed post to the CFC rule set discussion thread. Items in Dark Orange are directed at you (RB). Other items represent the content that I am proposing to post at CFC.
I'm posting here representing RB. I've volunteered to push forward the rule set discussion on all rules except the double move rule.
I've reread the rule set that was being discussed here prior to the game organizers' 'all prior rule sets are invalid' post. I've also reread the rule set that CFC posted. The following is intended to be a public discussion with the aim of combining these two rule sets (or highlighting the particular items that are in disagreement).
I actually prefer the CFC layout of the rules ... clearer, better organized, etc ... so I am starting with that as the frame for the following. I will post a rule set proposal and offer some observations and commentary to go with it.
Quote:Rule Set Layout
Preamble
Rule Infringing
In Game Actions (excluding double move)
In Game Actions (double move)
Out of Game Actions
Administration
Quote:Preamble
We the undersigned, celebrating the game that is Civ IV have gathered together to play ISDG 2012 in the hope of _____. We collectively agree to ______ etc.
We also acknowledge that the preamble is not a rule and is merely a representations of our intent and hopes.
@RB - anyone want to suggest what we put in here. I don't want to come to CFC with a rule set that is fully fleshed out. It helps us to come with some thing that others can contribute to (polish) as that gives them some input into the process and buy-in.
Quote:01. Rule Infringing
a. Infringing on the rules is not allowed.
b. When an allegation of rule infringement has been leveled at one or more teams by one or more teams, the game will be paused.
c. Each side of the alleged rule infringement will appoint a spokesperson. 'Prosecutor' for the alleging team or teams, 'Defender' for the alleged rule infringer.
c. Evidence of alleged rule infringement will be collected and forwarded to the Game Admin together with any accompanying explanatory text by the Prosecutor.
d. The Game Admin will forward this information to the Defender and ask for feedback.
e. Upon receiving feedback (or after a reasonable amount of time at the Game Admin's discretion), the Game Admin will rule on the alleged infringement, determine the penalty (if any), the resolution (if any) and those determinations will be acted upon.
f. All rulings under this rule by the Game Admin are final.
The aim of this section is to provide a clear process for what should happen when an allegation of a rule infringement occurs. I don't think we can have a possible rule infringement settled by the players (or a sub set of the players) that results in an automatic game reload. The aim here is to avoid a future heated discussion about 'that rule break was bad enough that you should have involved the game admin'.
I play bridge at clubs and the bridge director is called for each and every action that breaks the rules, might break the rules, is a little shady, etc. It is a very good habit to get into and takes a lot of the heat out of a competitive game.
Quote:02. In Game Actions (excluding double moves)
a. Suicide Training - Knowingly sacrificing a unit to an ally in order to yield experience points to the victorious unit is not allowed.
b. City Gifting - Conquest, culture flip, UN resolution, and AP resolution are the only permitted methods of city transfer.
c. Unit Gifting, Unlock Building - Gifting a unit with experience that would remove the unit experience restriction for the Heroic Epic is not allowed. Gifting a unit with experience that would remove the unit experience restriction for West Point is not allowed.
d. Unit Gifting, Other - Gifting units to a team currently at war with another team is not allowed unless the giftee is also at war with the other team.
e. Bugs and Exploits - The use of any bug or exploit is not allowed. The decision about exactly what constitutes a bug or exploit rests solely with the admin. Consult with the admin if any action you are considering may be a bug or exploit.
f. In-Game Pausing - Any Team may pause the game. Any team encountering a paused game should consult the CFC based turn-tracker thread. If a team has not requested a pause in that thread, the game may be unpaused.
g. Abusing Pauses - No team should abuse the game pause rule.
I think that a), b) and e) are common to both and I have not adjusted them. I think that c) is a clearer description of intent that the suggested version (that I think was also common to the two rule sets). d) is an attempt to give the team attacking another team that is receiving unit support from a 3rd team a chance to attack those units during their portion of the turn set.
Quote:03. In Game Actions (double moves)
placeholder for that rule (if any)
Quote:04. Out of Game Actions
a. Team Espionage - All external forms of intelligence gathering against opposing teams are not allowed.
Non-exhaustive list of example: Entering Team Forums, joining multiple teams using different accounts, actively petitioning other players for information, looking around on the CFC (or a 3rd party website) image database for screenshots and save uploads.
b. Game / Pitboss / Save Manipulation or Disruption - Editing the save file (with or without a utility) is not allowed. Intentionally disrupting access to the Pitboss host server is not allowed. Intentionally opening Diplomacy screens and then pausing, intending to lock teams out of playing their turn is not allowed.
c. Pre In-Game Contact - Teams making diplomatic contact before they have met in-game is not allowed. Non-exhaustive list of example: meeting privately to discuss in-game actions, game-related deals, in-game agreements, etc.). Note that teams meeting to discuss rules, ramifications of the impact of votes or rules are allowed.
d. Game Pause Requests - Any team may request a pause by posting in the CFC turn-tracker thread. The purpose of the pause must be included in the pause request.
e. Abusing Pause Requests - No team should abuse the Game Pause Requests rule.
I think there was a lot of similar ground between the two rule sets here. I added some 'game pauses' items to provide some more direction regarding game pauses.
Quote:05 - Administration
a. Game Administrator - r_rolo1 has sole authority as game administrator. Replacement of the game administrator must be agreed to by all teams.
b. Victory - The winner of the game is the first team recognized as winner by in-game victory dialog.
c. Defeated Teams - Player on teams that are eliminated are permitted to join another team. These "refugee" players are free to share any information from their old team with their new team. They may NOT engage in team espionage by reporting information on their new team to any other team.
e. Voting - All votes during the game require unanimous agreement by all teams. If teams cannot reach unanimous agreement the decision will be decided by the game administrator.
f. Game Reloads - All game reloads will trigger an automatic game pause (game admin will post such in game pause thread) for a minimum of 24 hours or until each team that logged in to the game after the reload point has stated in the game pause thread that they are ready to continue.
Again, I think that the majority of these are similar between the two rule sets. I've added f) to address the situation where:- Team ABC plays their turn and hits End-o-Turn
- Something happens
- Game Reload is called for
- Reload occurs but is prior to Team ABC's in-game actions
- Team ABC never realize that the game was reloaded and miss their turn
Sure - Team ABC could still miss their turn but at least every team knows that they should check back on the game at least daily to see if a reload has occurred.
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Snake Pick Discussion Poll |
Posted by: darrelljs - June 25th, 2012, 06:43 - Forum: Darrell's Tropical Trolls
- Replies (42)
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Let's get order settled first, I guess. The way I see it is if we badly want either India or Pacal, we want the first pick. If we are happy with either of those, we can take the second pick and go for what's not selected on the off chance #1 picks from the same category. If we get to #3 and both India and Pacal are off the table I'm vexed.
Darrell
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Who wants to run the team? |
Posted by: Krill - June 25th, 2012, 06:31 - Forum: TEAM (Team Excellent Anger Management)
- Replies (18)
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So, now the game is starting to get underway, it's time to decide how the team ought to be run.
Maybe you want a team president, who has the final decision in what happens, elected every couple of months. Maybe you want a consulate where 3 people are elected to make the final decision after discussion on the forum. Maybe you want regular elections after so many months, or maybe you want them after so many turns.
Note: this isn't anything to do with the turn player, just on choosing a way to make a final decision that a turn player can then implement. A turn player is a separate responsibility that can either be held in conjunction with any other responsibility or not, depending on what that player wishes to do.
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New admin |
Posted by: Catwalk - June 25th, 2012, 04:00 - Forum: Master of Magic
- Replies (45)
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zitro has offered to take over as admin of this board, and I'm happy to let him. He has a lot of enthusiasm for this old gem and I feel assured that he will maintain a welcoming and laid-back atmosphere here. I'm afraid my interest has dwindled since I started it, and I have neglected my duties. With zitro and kyrub having exciting new projects on the board, I'm confident this community will continue to flourish. zitro, I'm off to Texas for a month so please ask KingOfPain or T-Hawk to upgrade your title.
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