Feel free to add to this, hopefully peer pressure will force Cull into only having 2-3 viable champs left to play and maybe, just maybe his team can win more than 10% of the time.
Hi, not sure what I'm supposed to type into the books box, but after typing in a name, choosing a race and clicking start game I get this:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at reMOM.Network.NetworkListener.StopListening()
at reMOM.Network.Server.StartGame()
at reMOM.UI.NetworkLobby.startGame_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
I've seen several people ask about lair results in Fall from Heaven, and have commented about them in spoiler threads. I thought it would be good to have a non-spoily place where the information was available; thus this thread.
First, hut results. First column is for non-recon units; second is for recon units (more specifically, units with the bNoBadGoodies flag set):
For lairs (this may not be much clearer than pasting the python code, but I hope it is):
For dungeons, barrows, ruins, and goblin forts, roll 0-99 and add the level of the exploring unit.
1-13: BigBad
14-43: Bad
44-73: Neutral
74-93: Good
94+: BigGood
The epic lairs (Pyre of the Seraphic, Bradeline's Well, Broken Sepulcher, and Maenalus) use the same roll, but have different results:
1-53: BigBad
54+: BigGood
BigBad on land tile:
.Main unit: Azer, Assassin, Ogre, Giant Spider, Hill Giant, Spectre, Scorpion
..(after grace period, add Air Elemental, Earth Elemental, Fire Elemental, Gargoyle, Vampire, Myconid, Eidolon, Lich, Ogre Warchief, Satyr, Werewolf)
.Main unit promotions: Mutated, Cannibilize, Mobility, Strong, Blitz, Command I, Heroic Strength, Heroic Defense, Magic Immune, Stoneskin, Valor, Vile Touch
..(after grace period, add Fire II, Air II, Hero, Marksman, Shadowwalk)
.Henchmen: Azer, Griffon, Axeman, Wolf, Chaos Marauder, Wolf Rider, Mistform, Lion, Tiger, Baby Spider, Fawn, Scorpion
...(after grace period, add Ogre)
.If the lair is on snow, add to henchmen: Frostling Archer, Frostling Wolf Rider, Polar Bear
.If the lair was a barrow:
..add to promotions: Death II
..add to henchmen: Skeleton, Pyre Zombie
...(after grace period, add to main unit list: Wraith)
.If the lair was a ruin:
..add to promotions: Poisoned Blade
..add to henchmen: Lizardman, Gorilla
...(after grace period, add to main unit list: Manticore)
.If AC > 40:
..add to main unit list: Pit Beast, Death Knight, Balor
..add to promotions: Fear
..add to henchmen: Imp, Hellhound
Lair is never destroyed
BigBad on water tile:
.Main unit: Azer, Sea Serpent, Stygian Guard, Pirate
..(after grace period, add Air Elemental, Water Elemental, Kraken)
.Main unit promotions: Mutated, Cannibilize, Mobility, Strong, Blitz, Command I, Heroic Strength, Heroic Defense, Magic Immune, Stoneskin, Valor, Vile Touch
.Henchmen: Azer, Griffon, Drown
Lair is never destroyed
Bad:
.Collapse: exploring unit is damaged up to 90%, lair is destroyed
.If exploring unit is level 1:
..Death: exploring unit is killed, lair is never destroyed
.If the exploring unit is living:
..Crazed promotion, 80% chance that lair is destroyed
..Crazed, Enraged, and Demon promotions
..Diseased promotion, 80% chance that lair is destroyed
..Enraged promotion, 80% chance that lair is destroyed
..Plagued promtion, 80% chance that lair is destroyed
..Poisoned promtion, damage up to 90%, 80% chance that lair is destroyed
..Withered promtion, 80% chance that lair is destroyed
.If the exploring unit is Melee type:
..Rusted promotion, loses Bronze, Iron, and Mithril promotions, 80% chance that lair is destroyed
.If the the lair was a shipwreck:
..Drown spawns, 50% chance that lair is destroyed
..Sea Serpent spawns, 50% chance that lair is destroyed
.If the lair was on a land tile:
..Spider spawns, 50% chance that lair is destroyed
..Spectre spawns, 50% chance that lair is destroyed
.If the lair was a Goblin Fort:
..Scorpion spawns, 50% chance that lair is destroyed (this is 3x more likely than other results)
Neutral:
.Nothing: lair is destroyed
.If the lair was on a land tile:
..Skeleton spawns, 50% chance that lair is destroyed
..Lizardman spawns, 50% chance that lair is destroyed
..Giant Spider spawns, 50% chance that lair is destroyed
..Glowing Portal: teleports exploring unit, lair is never destroyed
..Explore the depths: 50% chance of BigBad, 50% chance of BigGood, lair is always destroyed
..Dwarves vs. Lizardmen: get two dwarf axemen, three hostile lizardmen, or vice versa. Lair is always destroyed.
...If the player has discovered Bronze Working, the axemen will start with the Bronze Weapons promotion
...If the player has discovered Hunting, the lizardmen will start with the Poisoned Blade promotion
..Caged: the exploring unit is Caged, lair is never destroyed
.If the lair was on a snow tile:
..Frostling spawns, 50% chance that lair is destroyed
.If the lair was a barrow:
..Skeleton spawns, 50% chance that lair is destroyed (this is 2x more likely than other results)
.If the lair was a ruin:
..Lizardman spawns, 50% chance that lair is destroyed (this is 2x more likely than other results)
.If the lair was a goblin fort:
..Scorpion spawns, 50% chance that lair is destroyed (this is 3x more likely than other results)
.If the lair was on a water tile:
..Drown spawns, 50% chance that lair is destroyed
.If the exploring unit is living:
..The unit is Mutated
Good:
.High Gold, 90% chance that lair is destroyed
.Treasure Chest, 80% chance that lair is destroyed
.Experience, 100% chance that lair is destroyed
.If the exploring unit is living, and doesn't already have the Spirit Guide promotion:
..Spirit Guide promotion, 80% chance that lair is destroyed
.If the lair was on a land tile:
..Healing Salve, 100% chance that lair is destroyed
..Supplies
..If the player has discovered Mysticism:
...Disciple, equal chance for any of the six non-Esus religions, 100% chance that lair is destroyed
.If the exploring unit is Melee type, and doesn't already have the Enchanted Blade promotion:
..Enchanted Blade promotion, 100% chance that lair is destroyed
.If the exploring unit is Adept type, and doesn't already have the Spellstaff promotion:
..Spellstaff promotion, 100% chance that lair is destroyed
.If the exploring unit is Recon type, and doesn't already have the Poisoned Blade promotion:
..Poisoned Blade promotion, 100% chance that lair is destroyed
.If the exploring unit is Archery type, and doesn't already have the Flaming Arrows promotion:
..Flaming Arrows promotion, 100% chance that lair is destroyed
.If the exploring unit is Disciple type, and doesn't already have the Shield of Faith promotion:
..Shield of Faith promotion, 100% chance that lair is destroyed
.If the exploring unit can use bronze weapons, and doesn't already have the Bronze Weapons promotion:
..Bronze Weapons promotion, 100% chance that lair is destroyed
.If the exploring unit can use iron weapons, and doesn't already have the Iron Weapons promotion:
..Iron Weapons promotion, 100% chance that lair is destroyed
.If the exploring unit can use mithril weapons, and doesn't already have the Mithril Weapons promotion:
..Mithril Weapons promotion, 100% chance that lair is destroyed
Big Good:
.Treasure Vault (same as treasure chest?)
.Golden Age
(after grace period: Angel, Monk, Assassin, Champion, Mage)
.Technology
.If the lair was on a land tile:
..Jade Torc
..Rod of Winds
..Timor Mask
..Adventurer
..Great Bard
..Great Commander
..Great Engineer
..Great Merchant
..Great Prophet
..Great Sage
..If the tile has no bonus feature:
...Mana Node
...If the player has discovered Mining: Copper
...If the player has discovered Smelting: Iron
.If the lair was on a water tile:
..Friendly Sea Serpent
..If the tile has no bonus feature:
...Clams
...Crabs
...Fish
Lair is always destroyed
I'm a steam user and I think my credit card information was saved in the program. I already changed my account password, but I'd like to ask if there's something else I can do regarding security.
Can anyone give me some tips ion configuriong DOSBox v0.74 with MoM Insecticide 1.4f?
I usually use VDMSound but the sound effects slow combat to a crawl. With DOSBOX, I get sound in battles (much better) but the screen is in the middle of my monitor and I can't get it to fill the screen. There's also mouse trails and flickering and bits of the images spill over the edges.
Someone did a superb cvs for Daggerfall which smoothed the graphics and fonts and got rid of the bugs running under XP. Is there anything like that for MoM?
You can be any character you want, real or fictional (the flavour is intended to be pretty lighthearted) so long as it's not a werewolf. If I don't know the character I'll ask for a link to the source. So you can roleplay whomever you like. But it will probably be more entertaining the more well known your character is.
You'll get a secret power vaguely related to the character's flavour. Wolves will have powers too. Powers might or might not be duplicated and I'm quite willing to give typically village powers to wolves and vice versa to cut down on the metagaming.
You can expect that picking characters to fish for a certain power (like a famous murderer for "Vigilante") or picking a really powerful sounding name hoping for an amazing ability won't work.
Recruitment won't be in the game. I'm expecting the game not to be as large as WW9 so multiple factions aren't needed.
We can vote on majority lynch rules.
currently signed up
Novice - Guybrush Threepwood (Monkey Island)
Catwalk - Ceiling cat (internet meme)
Sareln - Boo (Baldur's Gate)
Zakalwe - Bender Bending Rodriguez (Futurama)
Winston - Blackie (world's richest cat)
Ichabod - Alex (The Clockwork Orange)
Amelia - Yukari Yakumo (Touhou)
Lewwyn - Darkwing Duck (Darkwing Duck)
Erebus - The Rock (Pro wrestling)
Jkaen - Quick Ben (Malazan)
Cyneheard - Varys (A Song of Ice and Fire)
Molach - Rorschach (Watchmen)
Pling - Francis (Left 4 Dead)
Rowain - Ogion the Silent (Earthsea)
Plako - Dogbert (Dilbert)
Serdoa (Tasunke of the Hippus)- serdoaciv at googlemail dot com
Selrahc (Flauros of the Calabim)- selrahctheeternal at gmail dot com
Mardoc (Sandalphon of the Sidar)- RBMardoc at gmail dot com
Bobchillingworth (Amelanchier of the Ljosfar)- Bobchillingworth at gmail do com
Final game options:
Game Speed: Quick.
Difficulty: Deity.
Barbarians: Raging.
Orthus: Off.
Lairs: On.
Huts: On.
Start Era: Ancient.
Wildlands: On.
Living World: On.
Vassals: Off.
Tech trading: Off.
Diplomacy: Full diplomacy .
All Unique Features: On.
Advanced Start- Off.
No City Razing- On.
The map requested is one which has been randomly rolled and very minimally edited, with the only changes made in the interest of playability and to the starting units. Players will start with two settlers each (with the starting settler promotions), two archers, and two scouts. The map itself should be Large sized (or Huge if using a small script), with plenty of room to explore & for barbs to found cities in, and with lots of space between players. The players should start on a pangaea, but some side islands / a small continent or two would be appreciate as well.
Initial concept post:
Is there any interest in reviving the "No Settlers" option for another FFH PBEM game? It was tried for FFH IV, but due to having a too-heavily edited map and some other factors I don't think that game did the concept justice. I envision a new game using some of the following settings:
* Players start with a couple settlers each, so that they aren't playing OCC for dozens of turns
-OR-
Players start with no settlers (or units of any kind), but the game uses Advanced Start. I'm not sure if certain elements you can place in Advance Start would need to be banned or what point amount is most fair, since I've never tried it before for FFH. But I'd be willing to give it a shot.
* The map uses a high difficulty setting and Raging Barbs. In the interest of fairness and not placing the mapmaker in a tough position, we should probably avoid the "Barbarian World" option- so no pre-settled barb cities.
* Very large map world, to avoid players inadvertently ruining barb spawns.
* Kuriotates possibly banned; I lean towards "yes".
There's a lot more options to be discussed of course, but I think those are most of the ones central to the basic concept.
I'd like to run this theoretical game using EitB.
Four or five players is probably ideal for a decent turn-pace. I'm not looking to shatter land-speed records with this game, but player availability for at least weekend blitzes would be greatly appreciated, since turns with only a few cities per player should not take long to play. If players are able to get large blocks of turns done via gamespy or direct IP sessions, that would be great as well. Just because it's a PBEM doesn't mean that all of the turns need to be played that way