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  [PB62] Tarkeel and civac feel the need for speed
Posted by: Tarkeel - September 20th, 2021, 13:11 - Forum: Pitboss 62 - Replies (144)

[Image: bed7face324c943c30d3771a0b4081ed4ef430c5...2fa390.jpg]
The theme for this game will be grand prix racing.

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  [PB62 Spoilers] Fabled and JR4 swing for the fences!
Posted by: Fabled - September 20th, 2021, 12:05 - Forum: Pitboss 62 - Replies (159)

Looks like it's time to get this thread rolling!

I'm a mediocre player who's only played single player games (I'm pushing for a win on emperor now) - until now! I'm clearly the favorite here, so let's show everyone why smoke



Password: Mongols

Table of Contents:

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  pb62 SPOILERS- Superdeath teaches 7days to die to Jowy
Posted by: superdeath - September 20th, 2021, 11:57 - Forum: Pitboss 62 - Replies (98)

Theme will be the "places of interest" in 7days to die.

https://7daystodie.fandom.com/wiki/Categ...f_interest has the vast majority/all of them i plan on using.

Looking at:

Poppin' Pills
Shotgun Messiah
Pass N' Gas
The Bear Den


Ect. Style names. The list is a bit outdated, as alot of the buildings have had names added to them.

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  [Spoiler PB62] Vanrober in a new chapter learning from Miguelito
Posted by: vanrober - September 20th, 2021, 11:33 - Forum: Pitboss 62 - Replies (410)

Hello everybody to this thread!!

I promise i will try to report every turn and share my mind as much as my time allows me. 

Every request or sugestion will be really appreciated and ill try to answer asap. I hope i dont disappoint Miguelito, so much time playing without dedlurker, although i feel ive improved a lot since PB56.

In that game Mig was dedlurking the deadly AGR/IMP Rome that ruined my game frown But... You know, if you cant beat your enemy make him your friend  nod

So here we are!

I have been regreting a lot not being able of making chemistry facts in PB61 as often as i wanted. So if its fine for you, Mig, ill use the Chemistry Table of Elements as Theme in this game (ill use the same parragraphs that i used for the first elements). Again, i would really appreciate some suggestions and questions if you feel like!

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  Need Help, please.
Posted by: BiG - September 17th, 2021, 10:09 - Forum: Master of Magic - Replies (4)

I need some informations. Can someone help me with these...

- How to change unit's sound effect?
- Which app. do you use to edit unit's color, size, ...? I used Photoshop it's not work exept I needed to edit one by one pixel in indexed color mode. duh 

* About "Black Channels" spell. Can it make as permanently spell effect liks Chaos Channels or bug fixed. I play 1.40n, when I enchanted unit with Black Channels, the unit can see invisibility enemy but when Black Channels weared off my unit(become an undead only) can't see invisibility enemy. Is this meant Undead unit can't gain immunities of death creature?!  shakehead

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  Is 1.2 out yet?
Posted by: zuzzu - September 16th, 2021, 11:39 - Forum: Caster of Magic for Windows (CoM II) - No Replies

No. At least not on GOG. frown

Can't wait for it to play a new game. Should be a few more days to go, I guess.

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  AIProduction and AIGarrison variables
Posted by: Intaka - September 16th, 2021, 07:04 - Forum: Caster of Magic for Windows (CoM II) - Replies (5)

What is the exact purpose of AIProduction and AIGarrison in units.ini?

I thought they seemed self evident, but clearly some of what I think they do isn't correct.

I THOUGHT that AIProduction was "priority to make this unit, where number is the number of chances out of all total production possibilties numbers added together (ex: spearmen 10, bowmen 15 yields a 2:3 production ratio). I also thought AIGarrison was essentially the same thing, but for the purposes of garrison production for city defense.

AIProduction bafflingly determines if a Hero is summoned by the spell Summon Hero (<80) or Summon Champion (80+). If AIProduction for all heroes is above 79, the game hard locks up when summon hero is cast. Not a bug so much as an edge case not covered by the code, I suppose. If there is one hero with AIProduction<80, the game doesn't crash, but rather allows you to Summon Hero that one hero only then declares "no hero answers your call" (which is more proper behavior, I suspect).

In a way, this is an exciting development in that it seems possible to have 15 Heroes and 20 Champions, or whatever split you desire, based on what values you use for AIProduction. I've been working on Hero balance and variety quite a bit lately, because I want every hero acquired to be an exciting but not overpowered prospect. This was an unexpected problem, but I think it will work out even better once I'm sure what the changes will do to the AI, and apparently, the player.

At any rate, I just want to be clear about what these variables control, if possible.

Thank you, as always, for taking the time to answer these sorts of questions.

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  Damage calculator
Posted by: WhiteMage - September 10th, 2021, 18:27 - Forum: Caster of Magic for Windows (CoM II) - Replies (24)

I wrote a Java program with my son to calculate expected damage for the latest patches/versions of MOM, COM, and COM II.
Install Java on your computer.
Open the jar file with Java.

Calculator 3 gives probability estimates for the remaining HP of the target after 1 attack on it. This is the most useful. Calculator 2 is just a single possibility what may happen. The more likely outcomes are more often going to be displayed there. Calculator 1 is the expected damage made by 1 figure on 1 figure.

Limitations: 
1. Not accurate for the old MOM 1.31 version and before. Those games were bugged on this.
2. For Fireball and Fairy Dust it can only account for 1 figure being damaged. For these spells, type in 1 defending figure only. From there you estimate yourself how the other figures would be damaged.
3. It only calculates 1 type of attack at a time. So a combo thrown-melee attack needs to be entered twice, etc.
4. Does not account for Supernatural unit attacking.
5. For COM II it is not accurate if the defender's Armor > 15 and its Defend Chance >30%. Against such units it slightly underestimates the expected damage.

Source code included in case you want to further improve it or what to verify if my logic is correct.

I give no warrantees. 
For me it worked out great. Appears to match the outcomes in the game. Statistical analysis such as Z test, etc. is planned in the future.

I hope you enjoy. If you find a bug or problem, let me know.



Attached Files
.zip   CoM_DamageCalculator.zip (Size: 34.3 KB / Downloads: 7)
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  Retorts and books you can find in a given game
Posted by: zuzzu - September 10th, 2021, 04:58 - Forum: Caster of Magic for Windows (CoM II) - Replies (55)

I've playtested a couple of games to see realistically how many books/retorts one can find in the course of a game.
It seems that by default I managed to find only 1-2 books, and 1 retort, per game (within the first 10-11 years).

I think it would be interesting to find a way to provide new lairs / nodes / other challenges to get more books and retorts later in the game.

Otherwise, at higher difficulties and especially with a large number of opponents, you cannot rush the AI to clear lairs/nodes fast enough, and it's a pity IMHO.

Thoughts?

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  The Battle for Wesnoth is looking for contributors
Posted by: 1oom_aaron - September 7th, 2021, 12:15 - Forum: The Gaming Table - Replies (1)

[Image: RlUPXIJ.png]

Hello everyone,

Today I am sharing an appeal by The Battle for Wesnoth development team, who is currently looking for new developers and contributors. We have decided to bring forth this appeal to communities who enjoy classic strategy and open source gaming. Realms Beyond came to mind.

As some of you might know, The Battle for Wesnoth is a turn-based strategy game project first started in 2003. The game is entirely open source (GNU GPLv2) with artwork licensed under CC-BY-SA. You can download it for free either via Steam or through our website.

Presently we are looking for:

  • C++ programmers for core programming tasks
  • Lua programmers
  • Scripters willing to learn WML internal script language
  • Python programmers for helping with external tools
  • Pixel artists
  • Playtesters
  • A video editor that can help create a trailer for the incoming stable release
  • Other miscellaneous artists and programmers

For anyone interested in applying, you can read more details on the official announcement posted on the Wesnoth forums. You can also join us at our official Discord.

Our best regards to the fine folks at Realms Beyond and have a nice day!

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