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  FFH 2 PBEM XX Lurker Thread
Posted by: Ilios - March 9th, 2012, 05:17 - Forum: Fall From Heaven II PBEM XX - Replies (81)

We have twenty FFH games already?

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  Green as they come: Hiding Kneel plays the Ljosalfar [SPOILERS]
Posted by: HidingKneel - March 8th, 2012, 19:06 - Forum: Fall From Heaven II PBEM XX - Replies (233)

So, I'll start by settling that free shade as a bard. That should synergize well with my creative trait for quick border pops! Then it's straight to astronomy for the celestial compass, which I'll use to score an early pact of the Nilhorn. Once I've got the stooges on board, it should be easy sailing to a conquest victory.

Questions? No? Good.

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  [SPOILERS] Weezel unleashes the power of sunburn!
Posted by: Weezel - March 8th, 2012, 18:36 - Forum: Fall From Heaven II PBEM XX - Replies (115)

Well, guess I should put some random stuff in here to start up the thread!

As everyone knows, the two things the Malakim have going for them are an abundance of sand, and the power of killing their enemies with a nasty bit of sunburn! Truely fearsome stuff...

Since this is my first showing in a PBEM game here or otherwise, be prepared for some smoke moments, and a general inability to figure out exactly whats going on during the early turns. Fun times to follow....

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  Fires of Bhall. Some orcs just want to watch the world burn. [SPOILERS]
Posted by: Ellimist - March 8th, 2012, 15:22 - Forum: Fall From Heaven II PBEM XX - Replies (234)

"No one bests an Orc."

I don't need you to guess how many times I've heard that boast in some dingy tavern or screamed at the top of the lungs by some fellow sellsword with too much fire in him. But I'd be lying if I said the Orc Strongholds don't take those words as law. There are few places where I would tell you that "tradition" and the "old ways" makes for a better fighter, but with Orcs it seems like staying true to your ancestors is the path to victory.

Let me start a few steps back. The Orc Strongholds have existed as long as the Orc race has, according to them. They're armored camps in the least, and fortresses at the most. Every man, woman, and child inside the walls is trained from birth to defend it. All their weapons and armor are smithed right there in the stronghold, all the food is hunted down by Orc warriors and brought back to be eaten by everyone who lives there.

They follow no laws, save their own, an unwritten set of rules called "The Code of Malacath," named after one of their gods, who is sometimes called Mauloch. Most of it's pretty simple, don't steal, don't kill, don't attack people for no reason (although there seems to be a big list of exceptions). But Orcs in the stronghold don't have jails for their criminals. They have Blood Price. You either pay enough in goods for your crimes, or you bleed enough that the victim is satisfied. And Orcs, I don't need to tell you, have a lot of blood.

The Code also sets up who runs the stronghold. The toughest male is usually the Chief and makes decisions and decides when the Code of Malacath has been satisfied. All the women are either the Chief's wives or his daughters, with the exception of the wise woman, who handles all the spiritual matters and healing needs. Matters of grave dispute are handled with short but violent fights, and those who don't get along with the Chief are usually forced out of the stronghold to live among the rest of us. An Orc grows up being told to fight for everything, that if something is not worth fighting for it is beneath the Code.

Orc Strongholds don't like strangers, used to living on their own like they do. I knows what I do because some Orcs leave the strongholds to become sellswords or soldiers, and a few pints of mead gets them talking about home. I hear that sometimes an Orc will make a non-Orc a "Blood-Kin" and that person is then allowed to live in the stronghold as one of the clan, but I've never heard of that actually happening.

For all their strange rules and traditions, the Code of Malacath does breed a culture of determined warriors. They're focused in ways that the average sellsword isn't. They don't hesitate to draw weapons and settle matters openly, and I think that's the real difference between the stronghold Orcs and the city Orcs. Imperial Law allows you to settle fights through the Emperor's men, but the Code of Malacath demands you settle your problems yourself, a fine way of thinking if you're leading the mercenary's life.

http://www.uesp.net/wiki/Skyrim:The_Code_of_Malacath

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  [AAR/report] Tasunke's Crusade against his Former Self: A High to Low game
Posted by: Tasunke - March 8th, 2012, 14:57 - Forum: Civilization General Discussion - Replies (3)

So I'll start off this report by saying I am using a self modded version of the Fall From Heaven mod, using the High to Low custom variant.


So I start out as the Sheaim, playing a high to low game on Emperor. I figured it would be a challenge to get top score early as the Sheaim but it got kind of rediculous ... with my first settler dying due to a griffon :/ I probably lost my only chance to get an early game shift.

The fact that all my neighbors started on the other side of the continent (see not found), I didn't get any bonuses to teching on this large map frown

Therefore ... it wasn't until about turn [SIZE="4"]250[/SIZE]!!! that I was anywhere near switching.

Thus I had a long time to build a pretty scary Sheaim (even scarier due to my buffed Planar gates) smile

Granted, I also made Pyre Zombies harder to get to (Warfare+Elementalism+Necromancy) and gave them 'Twisted Men' as an Axeman UU instead. (starts with Stigmata)

So no idiotic Pyre Zombie stacks of doom (which a human player would tend to avoid in SP in favor of magic summons)

I might later add Collateral to Pyre Zombies, and reduce their 'death damage' or at least put a cap on it.

--> Compared to previous personal mods, this personal mod is quite 'light' and the main changes are just some Sidar tweaks, and a few overhauls to Sheaim planar gates and Bannor Crusades.

As the Sheaim I summoned Hyborem and started a two front war.

I only started the two front war because I had slingshoted to Eidolons after building the Runes of Kilmorph wonder for the Iron, so I knew I could handle it in SP.

Another reason I started the two front war is that the easiest way to get top score is to take/raze cities from the Runaway Amurite AI (who are spamming Firebows and Fire2 mages by the way).

I didn't 'want' the other side of the war, but the Vampires felt like invading, and as they were stuck in a peninsula otherwise surrounded by jungle, so hey, who could blame him.

I had a pretty bad start, but the game was fun so I wasn't going quit and re-roll under more favorable settings. So I played it mostly like I was going SP Sheaim, and slingshotted Eidolons for some end-game crunch. And I figured I'd need it to topple the Amurite armies, either that or plenty of mages ... and I didn't want to sit around all day waiting for adepts to level.[SPOILER]move along, nothing to see here.[SPOILER]I started this game at approximately 18:00 GMT on Tuesday afternoon, iirc.
[/SPOILER][/SPOILER]


So finally, after razing a few Amurite cities and spawning the first Horseman, I switched ... to the BANNOR! alright

I was surrounded by tiny pre-bannor cities under clowns influence, no doubt gobbled up by Loki. Therefore my first order of business was to declare war with my giant stack of demagogues and ... axemen ... to retake these cities which were deservedly MINE!!!!

After that, My entire army died trying to kill a stack of Mimics ... frown

I popped my Kilmorph priests into temples (yes bannor founded Runes and I stole his wonder from him along my way to the Veil).

As soon as I could I switched out of citystates + Conquest into Aristocracy + Agrarianism.

I also farmed over most of my villages into aristo-farms (starting before the switch).

I later switched to Currency when I felt I didn't need the upkeep/happy boost anymore, but it was hairy for a little bit.

So here I was, with almost no army, and entire STACKS!!! of Balseraph Mimics coming at me. I ended up sacrificing my level 6 axemen to buy a few turns, as I teched to Empyrean and worked my way towards Chalid.

It was pretty close, and I lost a few cities, but the AI was stupid and got distracted by a Barbarian town on my borders, so I didn't lost my Capital.

Finally I get Chalid ... and now my FORMER SELF Dows me xD ...

MY former self was quite busy (lets just call him Tasunke), and had Vassalized the Calabim, and summoned 2 more of the Appocalypse Horsemen.

(I cash rushed Ragnarok and Heroic Epic in my Shrine'd Veil holy city) ... and due to the number of Tasunke Casters, I can only surmise he switched from Warrior Spam to Adept Spam.

However it was not Tasunke's army I was facing, but that of his Vassals ... an army of Vampires and Cultists to be exact (although oddly they weren't using Tsunami ... even though I have evidence that the Amurites WERE using there fireball spells)

So I had to use Chalid and some Drafted Radiant Guards to hold onto my pants and not flat out die.

Had max gold running, and started to upgrade some Guards to Rathas.

Eventually Balseraph decided to crank up the Pain ... So I was forced to sign a penaly peace with Os-Gabella (Tasunke).
(I had to give her 200 gold, 30 gold per turn, and some penalty techs)

After that it was mainly cleanup with the Balseraphs, though one wrong move and I'd get crushed and pummeled into the dust.

Therefore after some careful warfare which I would liken to walking on Eggshells, I finally captured 2 Balsraph cities, and managed to kill Kithra Kyriel to boot.

Now however, the 4th and final horseman is summoned, and then the AC shoots up to around 80 before Ars Moriendi dies.

Its around this time that Tasunke re-declares on the Amurites ... this time using his ENOURMOUS army of mages (buffed by emperor difficulty bonuses no doubt), and of course my ironically VALOR'd Eidolons.
I tweaked possible Mobius Witch spells to include Valor in the list, basically I just made all the spells useful, and Valor was the only one that was non-flavorful. And Ironically, a Valor witch was the second one to pop out. So then I valored my Twisted Men and my Ritualists ... and I upgraded three highly promoted Ritualists (with valor) into Eidolons ... and the Valor promo stayed on smile


So now I have to decide ... do I continue my War on Perpentach? Or do I help to Chalid-Stomp a runaway Tasunke/Os Gabella AI.

Oh wait, Perp won't consider peace ... not even a peace where I gift him stuff ... oh well lol

So now, the race to kill Perp before Tasunke destroys the world wink

AC at 80 .... lets see what HAPPENS!!!!! smile
also current turn (normal speed) is Turn 404

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  Anyone want to try a MP game with the craziest possible variant?
Posted by: SevenSpirits - March 8th, 2012, 05:09 - Forum: Civilization V PBEM 1 - Replies (91)

Civ V. crazyeye

I'm not kidding. I'm genuinely curious to see how it plays out against other humans. A lot has been improved about the game since release, and while it's still a pile of crap, that's mostly because of the AI being extremely abusable. (And I have to admit I don't consider Civ IV single player to be much better.) And most of the remaining badness is the retarded choice of an apple icon to represent crop yield. wink No, seriously, most of the remaining badness is that you can't effectively queue unit moves, which is not really an issue in a PBEM game.

Lots of people have written about Civ V strategy on civfanatics. Most of those writings will be completely useless in multiplayer. There's an entire game to explore, that hasn't been explored! (Even Firaxis hasn't played much MP. tongue) So, I know some of you own the game. Anyone want to give it a shot? Provide some entertainment for your fellow RBers?

Well it's now possible to play it PBEM, even though that's not an officially supported game mode. Basically Firaxis have implemented hotseat, and you can pass the hotseat save around and it's the same as PBEM. And as of very recently there's this program some people made (Windows only) that automates this somewhat so playing your turn and passing it on is hopefully not very onerous.

I think 4 or 6 players would be ideal. Also I'd advocate for an understanding that it's OK to quit and the game might very well be aborted early, because I don't think any of us would know exactly what we're getting into. (I am thinking roughly like this: if one person wants to quit we find a replacement, if more people want to quit we just call it.)

Any brave souls want to give it a go?

Signups:
1.
2.
3.
4.
(5.)
(6.)

Maybes:
SevenSpirits

(It would be smart of me not to start any more games right now, but I do want to see this happen...)

If there's not much interest now I will probably try again in a few months.

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  [SPOILERS] Tholal chooses a civ
Posted by: Tholal - March 8th, 2012, 02:02 - Forum: Fall From Heaven II PBEM XX - Replies (55)

Eeny, meeny, miney, moe, catch a Demon by its toe, if it hollers, dont let it go, for it will feast on your dark, warm soul!


Just a little something to get things started! I just realized that it's nearly 1 am my time and I haven't thought about my civ picks yet! Gah! I need another shot of Scotch to help with this. Be right back...

Players and civs in this game:

Weezel: Varn Gosam of the Malakim
Yell0w: Cardith Lorda of the Kuriotates.
Tholal: Arturus Thorne of the Khazad
Kyan: Rhoanna of the Hippus
Ellimist: Jonas Endain of the Clan of Embers
HidingKneel: Arendel Phaedra of the Ljosalfar

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  RBP5 IT and Tech Issues Thread
Posted by: sunrise089 - March 7th, 2012, 22:24 - Forum: Pitboss 5 - Replies (490)

This is the IT and Tech Issues Thread for Realms Beyond Pitboss 5, the first pitboss game using the community-created RB mod. The planning thread can be found here.

The game is now live. If this is your first time connecting please read this entire post carefully. Text in Red will be of interest to veterans.

Access the game via DirectIP connection to sunrise089.dyndns.org:2057. No password is needed (nor will one permit a successful connection) when connecting to the game. Make 100% sure there are no spaces in the field or you'll get an error. Spaces love to crop up unexpectedly, so please double-check this before posting that you can't connect.

The first time you log in to the game you will be asked to set and confirm a password. This is non-trivial to change, so please make sure you know what it is, can remember it, etc.

In-game you can play as normal. This game has a simple double-move rule, but otherwise you can queue unit actions and builds like normal, even after you end turn. I get asked almost every game, so I'll note you press TAB to chat in-game, though that should be very rarely used in this game. When you're done playing please log out via Exit to Main Menu, not Exit to Desktop (it creates connectivity/lag issues).

This game features a nominal 24-hour timer. The first turn has a longer timer in case we have any technical issues, but please try to end turn when you can. In the future the timer will be tweaked to roll at or near the same time each day.

This game uses Civstats to track the turns and other info. This game is here. If you want to register via Civstats and claim your civ the password for each civ is "sirian."

From now on, please let me know if you have any technical concerns in this thread. I can be reached infrequently via forum PM, and easily via email at sunrise089 at gmail dot com and IM at sunrise089 on either AIM or GChat.

Game Rules:

[rules go here]

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  What do I need to modify help.lbx? (notepad does not work)
Posted by: zitro1987 - March 7th, 2012, 19:29 - Forum: Master of Magic - No Replies

Found it!

You can erase this thread.

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  Sid Meier @ GDC 2012
Posted by: Sareln - March 7th, 2012, 19:11 - Forum: Off Topic - Replies (1)

Fun Article

Link

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