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Act 3, Scene 1 |
Posted by: ad hoc - September 21st, 2011, 06:23 - Forum: PBEM25 Greens
- Replies (33)
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Spoiler Thread for Ad Hoc
and a bit of culture
Once more unto the breach, dear friends, once more;
Or close the wall up with our English dead.
In peace there's nothing so becomes a man
As modest stillness and humility:
But when the blast of war blows in our ears,
Then imitate the action of the tiger;
Stiffen the sinews, summon up the blood,
Disguise fair nature with hard-favour'd rage;
Then lend the eye a terrible aspect;
Let pry through the portage of the head
Like the brass cannon; let the brow o'erwhelm it
As fearfully as doth a galled rock
O'erhang and jutty his confounded base,
Swill'd with the wild and wasteful ocean.
Now set the teeth and stretch the nostril wide,
Hold hard the breath and bend up every spirit
To his full height. On, on, you noblest English.
Whose blood is fet from fathers of war-proof!
Fathers that, like so many Alexanders,
Have in these parts from morn till even fought
And sheathed their swords for lack of argument:
Dishonour not your mothers; now attest
That those whom you call'd fathers did beget you.
Be copy now to men of grosser blood,
And teach them how to war. And you, good yeoman,
Whose limbs were made in England, show us here
The mettle of your pasture; let us swear
That you are worth your breeding; which I doubt not;
For there is none of you so mean and base,
That hath not noble lustre in your eyes.
I see you stand like greyhounds in the slips,
Straining upon the start. The game's afoot:
Follow your spirit, and upon this charge
Cry 'God for Harry, England, and Saint George!'
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[SPOILERS] - Too Much Information Thread |
Posted by: TheMeInTeam - September 21st, 2011, 06:16 - Forum: PBEM25 Veterans
- Replies (59)
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Hello Realms Beyond and welcome to my first PBEM! I have a vague idea of how this works and a comparable idea of how civilization works. I'm starting up a thread for my dedicated lurkers too! Call it some early C&D, if you will .
I was a bit surprised to hit vet status...well...instantly. This is my first solo game on Realms Beyond and all of my MP experience comes with a blazing timer! Plako and warriorknight were serious factors in Pitboss 4...but it looks like my single player xp (and a video here or there ) gives me a little bit of extra credit. In this game, I'll be seeking to earn it!
Nevertheless, it is against the best here that I seek to compete. I can easily and consistently win on immortal and sometimes take a deity game. I've studied the previous pitboss games here. I know the basics of MP, most variants of attack and defense possible, and have a general (and soon to be improved) grasp of micromanagement. I even know a player tendency or two . Barring any silly errors, I expect a good showing here, but we'll see. I'll try not to die t10 or something.
i'll be updating this thread with pictures and general strategies as they come. I probably won't drop a pic every single turn but I'll keep the lurkers informed of anything important that happens and update with pics every few turns to showcase major changes. The proper balance avoids info overload while being entertaining. Let's see if I manage.
EDIT: Leaders have been chosen, so now it's time to analyze:
TMIT: Shaka of Ottomans: I had 1st pick and chose a leader with a combo of traits that act as both a deterrent and carries some offensive teeth, with enough oomph to expand. I was not overly concerned with the civilization, but obviously would have preferred Rome for their super UU if it fell to me (fat chance). Notably, I'm the ONLY guy who didn't pick a civ starting with fishing. I'm not certain why this is; possibly the others don't have a pig tile that will be 5F 1H 1C once improved (compared to 6f 2c on the fish, which is unusually good but not truly spectacular w/o the banned FIN trait). I actually think worker 1st + AH is stronger here because of the higher raw yield + head start on worker turns (edit: test saves show I'm wrong in this regard and that fishing is better, but only slightly so!). Regardless I like my starting techs and rate them just behind those of China. My UU is on the late side but dangerous as a draft unit as it really has no hard field counter until later in the game, and benefits from the trait. The UB is solid, but nothing amazing. Still, if military escalation appears in the books (and with AGG Rome around it just might!), having a nice cap booster en route to collateral + initial AGG axes should at least put me in the medium tier of "don't rush this guy". Let's hope.
Oledavy/Mackoti: Kublai Khan of Rome: I think this quote says something:
Quote:mackoti is your most dangerous opponent here
Especially because it was made BEFORE this team took aggressive Rome. Eyes tight on the demo screen, early game can be bumpy with that power rating. After the early goings, this civ peters out a bit (CRE becomes increasingly non-contributory and once prats are obsolete the only benefit is the rather terrible forum bonus), although early is most important. I need to watch this civ very carefully; in one of the other PBEMS or Pitboss (I forget which) people were calling aggressive Rome the "borg" . I'm assuming the worst and that this civ gets iron. If this team goes "borg" on someone I'm going to have to a) backstab them b) instigate a dogpile on them or c) stick someone and gain land even faster (unlikely but if someone has their pants down, i'll do it because my later-game is stronger)
Serdoa: De Gaulle of Carthage: Wonky. On a map where there is "no salt water" the UB is going to be fairly non-factor...can he even build it? I think you need salt water just to make a cothon normally...but the presence of seafood might allow it in cities that have that available. Even so, it's a major gamble at best to choose a UB like this on a land-heavy map. That leaves the UU. It's actually better in MP by miles than in SP and fairly dangerous. I shudder to think of a tandem attack with these guys + rome (axes are terrible vs numidian, spears terrible vs prats). With elephants banned, the best counters to these guys are spears (which still do get some odds) and ironically, stock horse archers. I was tempted to pick Egypt just to spite this civ, but that's more for 1v1 . I don't see a lot of trait synergy here. If Serdoa chases wonders (and picking his IND leader last this is likely) he won't be able to lay down a truly threatening attack timing and will be stuck using numidians to choke and/or dogpile...but more importantly leaves himself exposed to the borg. If he pursues early military timing I'm not sure why he selected IND. I don't know, maybe he just REALLY wanted that fish and picked Carthage because at least it had an early UU? That's my best guess.
Plako: Isabella of Native America: "Leave me alone, Rome". Normally the home of the protective anti-rush cow, Izzy is an upgrade on NA and Plako was one of the better players in Pitboss #4. It's almost 100% that this faction won't be prat rushed. He's actually a little threatened by numidians compared to AGG civs. Starting techs are good. Not much to say about Izzy; the choice is solid with a good expo trait and a micro utility trait that many underrate. On the flip side, Plako is going to have a hard time actually attacking anybody; dogs are good but they don't break AGG axes very easily and are terrible vs archers. One thing to watch out for is a VERY early dog though; that could give someone an early exit. More eyes on demo screen. If he misses that window (and he probably should, crippling someone at the cost of own expansion isn't ideal) his early game offensive is neutered though...and the uniques don't do much past the early game, especially with the lack of protective synergy (feel free to laugh now). Well, anti-rush deterrent is valuable though...I had a similar logic with my leader choice.
WarriorKnight: Louis of England: Frenchman leading the English, good times. A 2nd industrious civ lends fortunate contention to wonders to Serdoa and weakens both of their choices a bit. The choice of England baffles me, unless we're just playing for the legendary fishing/mining start. Draft redcoats are an incredible force...but this is a 5 man quick speed game. Can he get them in time to turn the tide of an otherwise even war? Stock Exchange is similar in limitation...it's good but won't really shine w/o shrines, corps, or kremlin rush buy. I might be wrong, this might go late...but will it go late without people starting to run away? That is the question. Along with Serdoa WarriorKnight is probably the favored rush/early attack target by other civs; no traits to boost units and no hard counter to either prats or numidians.
Civ/Leader strength rating:
1. Mackoti/Oledavy: Tremendous earlygame powerhouse and can dictate how the game goes with the UU
2. TMIT: AGG to deter prats, one of the few useful UBs on the map, strong mid game.
3. Plako: Powerful rush deterrent and balanced traits but UB causes me to put him just behind my combo
4. WarriorKnight: Early game vulnerability, decent UB, decent later-game UU
5. Serdoa: Good opening UU but questionable trait combo and horrid UB for the map
Of course, diplo and in-game choices will have a LOT more of an impact than our civ/leader combos, so stay tuned!
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modifying a moo game to be better? |
Posted by: jianye3 - September 21st, 2011, 04:43 - Forum: Master of Orion
- Replies (1)
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hello all,
well, master of orion is an old game - one i've played for 15 years to this day. i've used raceed.exe and oreo.exe to make the game a little funner.
with raceed.exe, i can change the opponents so i have to compete against more challenging races like the klacks, meks, and psilons.
with oreo.exe, i can change every "none" planet to a barren one. this way, there is more game combat and slightly bigger economies.
i've also used alt-p to change the personalities of the bad guys. i sometimes wait till i've contacted all the races so i don't trade a challenging technologist for a boring pacifist.
i was curious if any of you modify your games to make them more enjoyable.
what mods do you make?
thanks
ken
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Greetings, Team Reject |
Posted by: TheMeInTeam - September 19th, 2011, 15:53 - Forum: Team Bring It!â¢
- Replies (13)
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Hello to Team Reject and to Realms Beyond. Historically more active on civfanatics, I've come over to Realms Beyond to break some rust off MP skills and refine my play further. Kuro said the new blood was welcome here, and here I am! I've reviewed the threads here so far. Fortunately, we're not too deep into the game yet so we have a real chance to gel as a team and make something happen still. I have some organizational suggestions:
1. The separate threads for each player are fine. What they should do, IMO, is highlight the micro choices for each civilization. Because this is medieval, we at least don't have to fight over which worker techs to grab at first , but we probably want to plan out max output + growth curve individually in these threads, and review each other's plans.
2. Combined discussion thread is good also. I'd like to set a concrete time, or if we can't do that, find another way to get consistent communication between all players and as much lurker inclusion (for strategic suggestion or even a micro pointer ) as possible. Let's use our resources to the best of our ability. Some of the other teams have good (and fairly renowned) players, but that doesn't mean we can't beat them.
3. I suggest a NEW thread, titled "TEST SAVE" or something along those lines. Test saves are, simply put, a world-builder constructed single player save that is unrelated to the current game but simulates the current micromanagement situation of the actual MP game. This allows the team to test out openings and its ability to reach goals. Especially powerful in the early goings, test saves remain fruitful for much of the opening turns and are common practice by winning teams in succession games. You want BC astronomy from an ancient start? This is a good way to figure out how to get it.
I would also like, for the benefit of our lurkers, to set up a general overlay thread that details pictures of our empires and relevant strategic points on the map, with caption as necessary.
I know it's presumptuous of me to come on here with a thread like this, but from my understanding this game is under danger of dying, and that's no fun. I also believe with some organization and utilization of micro tools we can put some serious hurting on the opposition. I suggest a war strategy thread too, because some of the guys are known for it and will attack us in unexpected ways unless we brainstorm.
What are your thoughts team?
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