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Reading between the lines |
Posted by: Nitetales - June 22nd, 2012, 04:53 - Forum: Diablo
- Replies (3)
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So I like to write, especially things that say something, but can mean something entirely different. That is to say, analogic pieces. Take this as tongue in cheek as possible, because that's how I wrote it. It was more for the exercise of writing than any relaying of my actual feelings of the game/company. I appreciate any feedback. Yes, it's about D3.
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Remember that girl who was your childhood friend? The one you started to date when you were a teen? The one who moved away after high-school, yet neither of you wanted to say goodbye? She was a normal girl, not concerned about being too pretty, but pretty nonetheless. She had heart and soul, and never tried to control you.
Remember that time her parents came home early, and you hid under her bed until they had gone to sleep? You didn't even leave then--you stayed there the whole night, and went back under her bed to sleep. Remember that time you were bored and hungry, when you found a five underneath your couch cushion? You took her for some couch-money fast food, and it was great. She'd always give you little gifts. They were never anything great, but they were special, because it was the thought that counted. She'd always cheer you up when you were feeling down, she'd make you feel awesome when you felt like crap. She'd always find something entertaining to do with you when you were bored. And best of all, she was always around when you needed her.
Well, she came back, ten years later. You were the first person she saw, or maybe it was you who first saw her. You were waiting for this moment for oh so long, even though you convinced yourself you weren't. Why wouldn't you be, you never stopped loving her. She wants to get back together with you, and of course, without hesitation, you say you feel the same.
She's grown up, as have you. Now she's under a layer of make-up and hotter than ever, while your still the same as the day she left. You two have the times of your lives together, and everything seems perfect, for a while. As time goes on, something feels off about her. You can't quite put your finger on it, so you go with it anyways; you want this, she wants this. A lot of the time, she tells you what to do, how to act, and frowns at you when you act strange. It shouldn't be strange, you think, we we're like this before.
She likes to go out a lot, without you. You're fine with it, adults have lives. You like to call her every once in a while, or just text, but it never gets answered. Some days you plan to do something with her, and then she 'has something come up' at the last minute and has to leave. She hasn't even told you what that something is.
You start to suspect, even though you don't want to. You ask her about it, but she denies it all. She just doesn't seem right, and that makes you worry. You look depressed, but she never even bothers to ask. And one time, during sex, she complained that you were going too fast, and told you to slow down by at least half; all cause she was to tired.
You think to ask her parents why she's like she is, and they tell you simply, people change. She's seen some stuff, she's different now, she's been with different people, and let others show her how to live. Her parents influence has all but left her; she cast it off and moved on.
You try to keep it together, you still love her, you think. Sometimes, when you go out on the town with her, she goads you into buying something for her. How can you resist giving her that smile she gets when you do? So you do. But you start to have financial trouble. You've spent a lot of money on her, but it was all in good, right? You've always been good with your money, though, and you have to pay the bills first and foremost. It's got to stop, you're going to go broke, and so you cut down.
You can't believe it, she complains about it. She tells you you haven't gotten her a gift in at least a week. At least a week, you think, that should be good enough for anyone. But not her. You try to explain to her you've gone a little over your means, but she won't listen. The next day, you find your spare house keys, the ones you lent her, sitting on the kitchen counter. She's gone. But somehow, that's not the saddest part. She's drained you dry and left you desolate. She's danced on your emotions. She used your memories, and left muddy footprints on them. Then tore apart your wallet. Because that was all she cared about from the time she returned, till now.
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Ziky - Main Post |
Posted by: zitro1987 - June 21st, 2012, 19:05 - Forum: Mods and Modding
- Replies (26)
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This thread will eventually morph into the typical promotion and download page
ZiKy - Flexibility and Speed
As you may have noticed from a couple of threads, Kyrub and I have leaked the early development on a mod we are working on. This will not be a more polished version of the rough 'insecticide+zitro'; mod that was posted in April. Our vision implements new, fresh ideas to our 'flexibility and speed'; theme. Please note that 'flexibility' does not necessarily mean ridiculous balance where everything is equally good. That is a recipe for boredom. It simply means that players have many more winning strategies at their disposal.
This is not a mod-friendly game, but we will try to get the following ideas working in our mod. Our success can be dependent on your support and enthusiasm.
Speed
_This element predictably borrows very heavily from Zitro's Balance and Speed. If you are unfamiliar with the mod, ZiKy will increase city growth by an average of 20/turn, nearly double outpost growth, increase the chances of mercenaries, and increase movement speed by 1 point in average.
Races
_Each race can be easily distinguished - there will be more distinct bonuses such as high men-+1 research point per 3,000 population
_Some races have alternate terrain bonuses and penalties.
_Each race has a winning strategy. There are no weak races, unless you do not know how to use a race's full potential.
_Building limitations are less harsh.
Wizards
_When creating a wizard/witch, you have up to 10 points to choose from. A maximum of 8 points can be utilized for books, leaving at least 2 points for wizard picks.
_You may no longer start with a rare spell by choosing maximum number of books. In fact, number of starting spells is substantially lowered.
_Several wizard pick bonuses overhauled. New system enhances flexibility and fun factor.
Realms/Magic/Research
_Research Costs standardized within each bracket (common, uncommon, etc). Research costs jump dramatically between each bracket.
_Your research spellbook will no longer be filled with arcane spells
_Spells now will get progressively more cost-effective. Rare spells are all quite powerful
_Very rare spells are incredibly tide-turning and also have the potential for exploits. This may be unbalanced, but in a fun way.
_Several new or modified spells.
_Magic realms are balanced in effectiveness, yet distinct thematically. Every realm (or combination) can have a winning strategy.
_It is now less beneficial for players to pick multi-colored, node mastery wizards.
_You need a certain number of books to obtain advanced spells with rewards and diplomacy
City
_New buildings postponement factor: every city has 5 status Hamlet, Village, Town, City, Capital. They are based on city population (1-4-8-12-15). Buildings will have a number in parenthesis indicating the level necessary for availability.
_More separated usage for buildings (military buildings are separated from buildings giving units experience levels, buildings improving speed of growth from buildings giving food). However, some buildings still have 2 or more goals, giving them supportive role if the first one is unfulfilled.
_Religious buildings = an important source of mana, with only Cathedral giving raw power
_No useless buildings solely used for building requirements. Every building should have its rationale.
_Some buildings replaced while Maritime Guild completely removed.
_Less prerequisites of type: I need University because of War college (but I don't need research).
_Loose tree, various goals, alternative playing styles
_Early buildings more useful for small towns.
_Cost of rush-buying is increased.
_Production carries over to next project.
_Modified terrain and resource bonuses.
Unrest
_Racial Tension (Unrest in Conquered Cities) simplified and standardized. The unrest is now 2 in most circumstances. It is 1 when it involves a friendly race; (halflings, dwarves) and it is 3 when it involves an unfriendly race (e.g. Klackons)
_There is a new building that quells racial tension
_Racial Tension also increases cost of recruiting units.
_Garrison units can only remove up to 2 unrest points instead of 4.
_Tax system more flexible.
Units and Experience
_No useless units. Every unit should have its rationale. Some units boosted, others weakened.
_Spearmen, swordsmen, bowmen, halberdiers, and cavalry are pricier and better in combat.
_Recruit -> Regular -> Hardened -> Veteran -> Elite.
_Bonuses are more gradual per promotion as opposed to veteran -> elite getting it all in 1.31.
_Elite is somewhat comparable to ultra-elite in effectiveness, enhancing normal unit strength later in the game (but later summons are stronger)
_Warlord or Crusade help you reach Champion.
_Experience bonuses from heroes is quite different.
_Units get higher rewards from tougher enemies. It will not be unusual earning over 20 exp after a difficult lair.
Summons
_One of 1.31s worst fails. Units have more specific uses, different capabilities and are arguably more useful overall. Conjurer wizards benefit the most.
_Common - An early alternative to normal units if you lack food or have a starting race with weak early military.
_Uncommon - Generally lower in cost. Weaker 1.31 summons have better statistics. More cost-effective than common.
_Rare - Significantly stronger than in 1.31. Highly cost-effective despite high costs.
_Very Rare - Incredibly powerful, nearly unstoppable creatures but most need much higher cost and upkeep than 1.31
Lairs
_Emphasis on uncommon and rare creatures. Less frequency of easy lairs with few common units. Lairs with a single war bear almost unheard of.
_Towers will be difficult.
_Lair difficulty and magnitude of rewards will be more closely connected. You will not earn a very rare spell after defeating a couple of basilisks.
Combat
_Walls are much more effective, making disrupt, wall crushers, and flyers more useful.
_Combat mechanics such as poison, stoning, first strike, flying, among many others are altered while a couple new ones are introduced. This was a success and will be shared at a later date in more detail
_There is more emphasis on armor on units as 2nd unit promotion hardened grants +1 to defend.
_+1 to defend bug does no longer reduce opponent's to hit rating and is therefore less overpowered.
_Summoning Sickness (summoned combat units cannot act on first turn)
_Different retreat mechanism.
_Less emphasis on non-chaos direct damage spells, especially from AI.
Fame and Mercenaries
_Fame determines availability of mercenaries of higher cost, better magical weapons (up to adamantium), and experience (up to champion). Also, the more fame, the more often you get offers.
_Buildings (oracle) can build up fame. Battles and Just Cause are not the only way to build up fame.
_Fame now affects summon hero spell
AI and Difficulty
_Insecticide 1.40m is the basis.
_Flexibility theme of mod translates to AI being punished less for poor unit, building, summon, and spell choices.
_Difficulty expected to be harder than 1.31. The abandoned 'balance and speed and insecticide' is a fair point of reference
_New difficulty level extreme falls in between hard and impossible
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Team Picks Analysis |
Posted by: Sullla - June 21st, 2012, 17:13 - Forum: CFC Multi-Team Pitboss
- Replies (14)
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Now that all of the nine teams have gone through the snake pick, we can post some thoughts on how things shook out. My thoughts are in this first post, all of you are welcome to add your own thoughts below.
Actual snake pick order:
Quote:1. Team WePlayCiv - Ragnar (Fin/Agg)
2. Team Civforum.de - Inca
3. Team Apolyton - Elizabeth (Fin/Phi)
4. Team Spanish Apolyton - Boudica (Agg/Chr)
5. Team Civfanatics - India
6. Team CivPlayers - Darius (Fin/Org)
7. Team Realms Beyond - Pacal (Fin/Exp)
8. Team UniversCivilization - Holy Roman Empire
9. Team Civfr - Willem (Fin/Cre)
10. Team Civfr - Mayans
11. Team UniversCivilization - Mehmed (Exp/Org)
12. Team Realms Beyond - Egypt
13. Team CivPlayers - Aztecs
14. Team Civfanatics - Mansa Musa (Fin/Spi)
15. Team Spanish Apolyton - Zulus
16. Team Apolyton - Ottomans
17. Team Civforum.de - Isabella (Exp/Spi)
18. Team WePlayCiv - Native Americans
Team Pairings
We Play Civ: Ragnar (Fin/Agg) of Native Americans (Dog Soldier, Totem Pole, Agriculture/Fishing)
Threat Level: Low
These guys made it pretty clear that they don't know what they are doing. With the very first pick in the draft, they selected Ragnar, a weak choice considering that absolutely everything was available. While Financial is always great, Aggressive has proven to be a very poor choice in these long Pitboss games. Have we ever seen even one game where early rushing ended up winning over economic superiority (?) Maybe in one of the PBEM games, since we have done 50 of them. The great body of evidence suggests that Aggressive is simply not a good trait for this style of play, MAYBE if paired with Rome, but that's about it.
The Native Americans are also a weak pick, although there's more of an excuse for the last pick in the draft. Dog Soldiers do very well against axes and swords... and get destroyed by the (cheaper to build) chariots. They are a mixed bag at best, not a power UU at all. Totem Poles, to be honest, suck pretty hard for this kind of game. You don't want to build monuments in the first place unless you have to do so, and extra XP on archery units is fairly weak. Only useful if you are defending, and if that's the case, you're already losing. Very similar to the terrible Protective trait. Starting techs are not that bad, which is a plus.
WPC is the very definition of a community that plays the game for fun and not powergaming. Go over to their forums and read about their current Pitboss game, if anyone is curious. Nice people, not very good at Civ4. I will be very surprised if they are anywhere near the top of the scoreboard by the midgame.
Civforum.de: Isabella (Exp/Spi) of Inca (Quechua, Terrace, Agriculture/Mysticism)
Threat Level: Medium
This was the first team that broke with the meta by picking their civ first. Inca is one of the top civs in the game, and a solid choice. I would have gone with a leader pick instead, since I don't think it was worth it to trade Inca for the #8 leader pick, but this was a very defensible choice. Terrace is extremely strong (mini-Creative) and the starting techs and UU are decent.
The dream leader for this team would be Pacal, but of course that was long gone by the time their pick came up. The next best Expansive leader is Suryavarman, but that would then remove the advantage of taking Inca as a civ. (This is a reason why I favor India over Inca; you can still take Creative as a trait without feeling like you're wasting the civ's benefit. More versatile.) Further compounding the problem, Mehmed (Exp/Org) was also off the board by the time they picked. They went with Isabella (Exp/Spi), who is a fine leader in her own right, but weak for the game settings here. In a totally unrestricted field of choices, that's a subpar leader. Again, I do not believe Inca was worth sacrificing the opportunity to pick a Pacal or a Willem.
I don't know much about the German civ forum, and I don't speak the language so I can't read it. They are a bit of a mystery to me. They have a large team with a lot of players. I would not be surprised to see them do well, although not having Financial in a game where nearly everyone else does is a major disadvantage.
Apolyton: Elizabeth (Fin/Phi) of Ottomans (Jannisary, Hamman, Agriculture/Wheel)
Threat Level: Medium/Low
The Apolyton team went with what is often perceived to be the top teching leader, Elizabeth. Of course, after playing tons of games here, the general consensus is that Fin and Phi don't pair together particularly well, and I share that belief. This is still not a bad combination; it would be really good for something like the 5th or 6th leader pick. The problem is that they picked it with the second leader choice, when there were much better options available. I would have taken Pacal, Willem, Huayna, or even Mansa Musa over Elizabeth. So not bad by any means, but could have been better.
The Ottomans are a very good pickup for the 8th civ choice. Good starting techs, decent UU, strong UB even if it's somewhat unconvential to build. Any source of extra happiness can potentially come in handy.
Apolyton as a civ community is not very strong. In my experience with Apolyton, they are much more interested in having long arguments and posting dancing banana emoticons than learning how to play Civ4 effectively. I mark this as another role-playing team who is mostly looking to have fun (and there's nothing wrong with that - but you're probably not winning!) All of the Apolyton-centric teams in the Apolyton Demogame were pretty terrible when it came to actual gameplay. I'm sure they have improve since then... but Realms Beyond has improved infinitely since then as well. This is one of the teams that I want to start near, them and WPC.
Spanish Apolyton: Boudica (Agg/Cha) of Zulus (Impi, Ikhanda, Agriculture/Hunting)
Threat Level: High (early), Very Low (late)
The team with the single most bizarre pick of the whole draft. With the third leader pick, and many extremely strong choices available, they went and took... Boudica? Aggressive/Charismatic?! Uh... ok? This is roughly equivalent to the guy who takes a kicker in the first round of your fantasy football draft. Agg/Cha are godawful traits for a long game where the winner is usually decided by economic power. There is almost nothing here to provide an advantage outside of an early game rush. Agg and Cha don't even go together very well, since Agg only works on melee units while Cha works best on mounted units. This is one of those pairings that sounds awesome to people who don't know what they are doing, and have never really played MP before.
The Zulus are OK, I guess, as the 7th civ selection. They are correctly paired with Aggressive trait for the cheaper Ikhandas, but I've never really seen that combo work out particularly well. Aggressive on Impis doesn't make too much of a difference; they are impossible to dislodge if choking pre-copper, and easy to kill if you have copper for axes. The 10% extra doesn't matter. Overall, Zulus are amazing for Ancient Age 100t MP games, but not so good for this style of play. Even if you could choke someone successfully, that only hurts 1 opponent out of 8. Meanwhile, someone else is building tons of Fin cottages and zooming past you. This whole leader/civ combination doesn't make a lot of sense for this game.
I don't know a whole lot about Spanish Apolyton, although I recognize one or two names from Imperio. I considered that team solid and not spectacular at the time, although by current standards of play they would be rather weak. (Stonehenge before a settler, Oracle falling on T95, never getting an Academy in an insane floodplains cottage capital, etc.) This team is dangerous only for the early game rush potential. After that, they should fall behind very rapidly due to their awful traits.
CivFanatics: Mansa Musa (Fin/Spi) of India (Fast Worker, Mausoleum, Mining/Mysticism)
Threat Level: High
This team did well for themselves in the picking phase. They were right to pick India first, as there were enough good leaders remaining that they were guaranteed to get one (which they did). India is the best civ in Civ4. Not really much more to say about that. The Fast Worker is the best unit in the game.
Mansa Musa is a criminally good leader to get with the 8th leader pick. Both Fin and Spi are always good traits, and even if there's no obvious synergy, never having to lose an Anarchy turn for your cottages is pretty nice. A couple of you guys posted that Huyana would have been a better choice, and that's probably true: Fast Workers + only Industrious leader in game means a free shot at any early game wonder that you want. Fortunately we did not see that picked, meaning we have a good chance to target certain key wonders.
I don't think the CivFanatics players are exceptionally good at Civ4. What they are good at is rules lawyering and bullying people online to get their way. This team is dangerous for that reason alone. Sommerswerd has also clearly picked a fight with our team before this game even begins, and this team likely is out to get us, including using unsavory backdoor methods. Their choice of a Spiritual civ makes some kind of espionage bullshit strategy extremely likely. This is a team to watch out for.
CivPlayers: Darius (Fin/Org) of Aztecs (Jaguar, Sacrificial Altar, Hunting/Mysticism)
Threat Level: Medium
This is the ladder team, and they have somewhat of an odd combination here. Darius is a decent choice for a leader, made better by the high maintenance settings of the map. I still feel like Organized is a weaker choice that the other possibilities though; Exp and Cre were both available to pair with Financial. Toroidal map or not, those traits are simply better. They were likely hoping to pair Darius with the Holy Roman Empire, but that wasn't available...
...so we have the Aztecs instead. An odd choice. I wonder if the influence of the ladder is affecting this pick. Aztecs are much stronger in the standard 120t Ancient Age setup for Civ4 ladder MP. Their UU is not bad under these settings, and their UU is pretty darn good, as you can whip every 3t on Quick. Since you are normally whipping units non-stop in those games, it works really well. But in a Normal speed game where you have to build tons of infrastructure, and you are whipping buidings much more often than units, the Aztec UB falls off significantly. It doesn't really matter if you only have 6t of unhappiness after triple-whipping that forge, because it takes 10t to grow back the population anyway. Add in the godawful starting techs of this civ (Hunting/Mysticism) and you can see why Aztecs are rarely played here at Realms Beyond.
It's hard to predict how the ladder team will do. Sometimes these guys do really really well in a longer game, taking use of their attention to detail and skill with micro. At other times, they grow bored due to the slow pace and put in a half-assed effort. I don't know what to expect from CivPlayers. They only have 4 players listed, and the team is pretty much just OT4E playing from what I can see. He's very skilled at the standard ladder games, but I'm not sure how much Ironman he's played. And does this team have the patience to work through a lot of tedious diplomacy? That was PAL's great weakness in the Apolyton game (they barely wrote anything to anyone else and were generally dicks in the public forum all the time). We shall see.
UniversCivilization: Mehmed (Exp/Org) of Holy Roman Empire (Landsknecht, Rathus, Hunting/Mysticism)
Threat Level: Low
These guys made some choices that look solid on paper, but kind of fall apart the more that you think about it. Their first choice was the HRE civ, which has always been a classic trap for newcomers. The UB looks so amazing - a courthouse with -75% maintenance! At least until you realize how many of the economic costs in Civ4 don't come in the form of city maintenance (unit support, civics upkeep, inflation, etc.) none of which the Rathaus does much to combat. Combine with a fairly useless UU and absolutely atrocious starting techs (Hunting/Mysticism?!) and it becomes clear why HRE doesn't see much play.
For their leader choice, this team likely wanted to pick Darius, which was already taken. They went for Mehmed instead, picking up Organized trait for their Rathauses and pairing it with Expansive. In the abstract this is a decent choice, but it's very weak when you remember that they could have simply taken Willem or Huyana or Mansa Musa instead. No Financial trait in a game where nearly everyone else is. No Creative, or even Philosophical. They have Expansive (good), and... some really good courthouses. Nice, I guess? But there were stronger choices available.
I know literally nothing about this team whatosever. Their player base is a true wildcard.
CivFr: Willem (Fin/Cre) of Mayans (Holkan, Ball Court, Mining/Mysticism)
Threat Level: Very High
And here we have the team that did unbelievably well for having the last pick in the snake draft, CivFr. They ended up with the #2 leader in the game with the #9 choice, which is both a tremendous grab on their part and an abject failure from the rest of the competing teams. Even better for them, they are the only Creative team in the game, allowing them to easily win border disputes with anyone in the early game. They had to be dancing for joy over the luck involved in that.
Then their team made another stellar choice, pairing Willem with the Mayan civ. Decent if non-spectacular UU, slightly below average starting techs, and an amazing UB that synergizes perfectly with their leader. Double-speed colosseums that give +3 happiness? Effective cost of 40 shields for +3 happiness?!? YES PLEASE!!! With Inca and India off the board, I do not think they could have done much better on the civ choice. Not considering their leader choice. Maya would not have been that great for us (ironically with us having Pacal!) but it works beautifully for them with Willem. Great, great choice.
CivFr also has two extremely talented players on their team. Moineau and Penny are some of the best ladder players in Civ4 history, easily winning the Ironman games in many CCCs. This is a skilled team that knows what they are doing, as shown immediately from their leader/civ choices. They are the biggest threat to win the game in terms of actual Civ4 skill. Be extremely wary of this group.
Random Stats
Traits
6 Financial
3 Expansive
2 Spiritual
2 Organized
2 Aggressive
1 Creative
1 Charismatic
1 Philosophical
0 Industrious, Imperialistic, Protective
Starting Techs
5 Agriculture
5 Mysticism
3 Hunting
2 Mining
2 The Wheel
1 Fishing
Strong Civs/Leaders Not Picked
Huayna Capac (Fin/Ind)
Suryavarman (Cre/Exp)
Byzantium (Cataphracts)
Rome (Praetorians)
France (Musketeers, techs)
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Forum access |
Posted by: Krill - June 21st, 2012, 09:12 - Forum: TEAM (Team Excellent Anger Management)
- Replies (24)
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T-hawk Wrote:Since it's getting cluttered in the main discussion thread, please use this thread to work out the forum access schemes. Forum access can be handled separately for each team. These would be the choices, which each team can make at their discretion:
A) Fully private, only approved members let in. This would be set up just like the CFC demogame. You must specify one or more team captains to be in charge of approving requests. "Global lurkers" would apply to each team that wants this scheme. (It's up to the captain whether to accept all requests or be more discerning.)
B) Open to all logged in users. Not visible without a login.
C) Open to all, even without any login.
Members of each team will be banned from all other team forums. In case B, this prevents cheating unless someone registers a sock puppet account. In case C, this prevents only accidental cheating (via New Posts or similar) because someone could just log out.
Each team please post here when you've decided what you want to do.
Take your pick.
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Online Users |
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