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  Epic 21 - apolon
Posted by: apolon - October 1st, 2008, 05:35 - Forum: Civ4 Event Reports - Replies (9)

Welcome!

This is my first game report ever... Here it goes!

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  Slow SG idea?
Posted by: regoarrarr - September 29th, 2008, 11:50 - Forum: Civilization General Discussion - Replies (21)

So my (limited) participation on the RB team over at the Apolyton DemoGame has piqued my interest in having some sort of SG with a similar style. One of the things I enjoy most about Civ4 is running the various scenarios and MMing and such; unfortunately in my single player games, I cannot seem to discipline myself to slow down to the level required to do things like that. Of course, with the DemoGame format, there exist a few other things that are less than ideal, like some teams not playing their turn, or not hitting end turn when they're done, etc. cough, cough, I think you know who you are smile

So I was wondering if there existed any interest in having a SG along these lines:

We play cooperatively with one active turnplayer. Pace is slow similar to the DemoGame. Difficulty would be ramped up - maybe the only chance we can have to beat Deity?

Just wondering if there is anyone else that would be interested in something like this

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  Epic Twenty-One: Closing Day
Posted by: Sullla - September 29th, 2008, 09:45 - Forum: Civilization General Discussion - Replies (10)

Epic Twenty-One is now open for reporting. Please post your reports in the Tournament Discussion subforum. [Image: smile.gif]

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  Nebulas
Posted by: kjn - September 27th, 2008, 04:27 - Forum: Master of Orion - Replies (3)

With RBO 13, a question that has been nagging me for a time reared its head again: how do you determine if a planet is in a nebula?

If you're attacking it, you can check it from the combat screen (if either the opponent or you has shields somewhere, and you have a battle scanner), and you can keep track if a planetary shield gets built on a planet of your own, but is there any other reliable way? One usable for any planet you have scouted, before you are in combat?

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  Imperium Twelve: Results
Posted by: Sullla - September 26th, 2008, 12:47 - Forum: Tournament Reports and Discussion - Replies (30)

It appears as though I'm the only one who reported a non-winning game. Well, sucks to be me:

http://www.garath.net/Sullla/imp12results.html

Overall, it sounded as though most people enjoyed the premise of this game. Would you like to see similar, "no researching techs from ___ field" challenges in future Imperia? I have a hankering to try a "no Weapons tech" game down the road at some point if there's sufficient community interest. smile

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  Imperium Thirteen: Top Gun - Now Open!
Posted by: Sullla - September 25th, 2008, 10:03 - Forum: Master of Orion - Replies (15)

I mailed these files to Griselda last week, but we had a crazy weekend with our server and it seems like they got lost along the way. In any case, sorry for the delays, and we'll try to have everything up on the main RBMoo server soon. But you can download the game and get started immediately right here.

Imperium Thirteen: Top Gun

Sponsor: Sullla
Opening Date: Monday, September 22
Duration: Four Weeks
Map Generation: Random (unedited)

Race: Alkari
Difficulty: Impossible
Galaxy Size: Large
Opponents: Five
Color: Yellow
Events: Your choice! Turn them on or off at your discretion.

[Image: RBO13-teaser1.jpg]


[Image: RBO13-teaser2.jpg]

Scenario: Time for all the little birdies to take wing and fly. Let’s see how many players can record their first-ever Impossible victory!

Variant: None – just win, baby! If you feel the need for inspiration, try clicking on this link to soar high. smile

Scoring: None. Results will be listed in alphabetical order.

Closing Day: Monday, October 20. Reports due by the end of October 21, your local time.

Download Imperium Thirteen!

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  What Does RealmsBeyond Think about BtS?
Posted by: Iainuki - September 25th, 2008, 02:02 - Forum: Civilization General Discussion - Replies (4)

I've been away from RealmsBeyond and Civ4 for awhile, playing other games (*cough* Linley's Dungeon Crawl *cough*) and working on other things. Last time I was around, RealmsBeyond was just starting to experiment with Warlords, and now I discover all the scenarios are on BtS. I'm guessing this means that BtS had a positive reception here? How does it play? Were the changes well-thought out or did they have problematic side-effects like the later expansions in Civ3?

Are there things I ought to know/look up/read when coming back to Civ4? In vanilla there was the Civil Service Slingshot, but here I'm not so sure.

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  jmas's Imperium 12: Robo-toxicity
Posted by: jmas - September 23rd, 2008, 14:17 - Forum: Tournament Reports and Discussion - Replies (19)

I just finished my game; I didn't get started for a week or two after the opening date. I won in the Council in 2524 with no demerits. As late as about 2514, even knowing I could probably finish in 11 turns, I wondered if I would finish in time, because I've been having been some pain in my hands after long or sometimes even medium length computer sessions , and with MOO sometimes it's hard to stop, as some of you may know smile, so I wondered if I would do better to quit playing for a few days. However, I did finish. I'm "typing" with the assistance of IBM ViaVoice but I'm going to just cover the basics right now. I hope to add more later . This was a challenging variant, maybe even more so for me because I've been emphasizing planetology even more recently than I did in the past, after seeing how well it could pay off, for example with advanced soil enrichment. So in this game, I enjoyed figuring out how to overcome the obstacles.

Winning vote :

(Domination victory, not that it matters officially)

[Image: attachment.php?attachmentid=674&stc=1]

stats:

[Image: attachment.php?attachmentid=675&stc=1]

galaxy map:

[Image: attachment.php?attachmentid=676&stc=1]

I destroyed and recolonized Kholdan, Ursa, Altair, and Sol (besides some other planets). Glassed Mentar, but the Psilons managed to recolonize it shortly before the end of the game.


tech screen:

[Image: attachment.php?attachmentid=677&stc=1]

fleet:

[Image: attachment.php?attachmentid=679&stc=1]

I only ever had about eight "All Arounds" and they were destroyed with embarrassing ease by Psilon missiles, so I didn't build any more. The "npg 2.0" refers to the second version of an npg fighter. it moves at warp 5, not warp 2.

I could add more, but it's time for a break.

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  Imperium 12: sargon’s game
Posted by: sargon0 - September 23rd, 2008, 13:21 - Forum: Tournament Reports and Discussion - Replies (5)

Imperium 12: sargon’s game
Well no planetology tech means I want more range, Duralloy, waste reduction and some luck with the map. The invasion restriction means gropo tech has limited use except in trade. Send Colony ship to SE red and scouts to N red and SW yellow. N is red Paranar (Jungle 80) but I settle SE red Jinga (Ocean 75) and send 11 then 6. Scouts find a good group of safe opening planets with N green Zhardan (Jungle 85) and S red Kakata (Jungle 90) but all on eastern edge. Expansion west is made difficult by hostiles (some rich), Orion (green W of Meklon) and AI whose scouts reveal Klackon are second yellow to SW and Bulrathi are yellow NW of Nebula. The only habitable off eastern edge is SW red Berel (Desert 20) – a bit small for a Desert. Will need to skirt around edges or through someone.

Open Construction & Propulsion in 2308 finding IIT9 & Range 4, not best choices. Place a tech deposit from homeworld to research evenly then leave Jinga to research alone until 2318. Adding 1, 2 then 3 ticks from homeworld gets tech into percentages then return to factories. IIT9 pops in 2322 revealing only IIT8. Bad news since LR Colony will now require a 3rd level construction tech (IIT9 needs Warp Disspator just for retro LR). A year later Range 4 pops and I choose Nuclear Engines over IS. Decide to push factories for a bit longer then place deposit on IIT8 before starting Colony ships in 2331 with just short of 300 factories.

In 2340 settle Kakata, sending half of full under-developed Jinga, and Paranar, sending 25 then 7 then 3 keeping Meklon working all built factories. Zhardan is settled in 2345 sending 22 from Paranar, Berel in 2350 with 8 from Jinga gets GNN 6 planet message. IIT8 popped in 2345 and choose RIW60% (yippee!) over ARS. After Colony ships Meklon goes for Max (with Jinga refilling pop) but stops to push tech in 2348/49 before maxing around 2353 and starts future Colony Ship pre-build. In 2359:
[Image: attachment.php?attachmentid=669&stc=1]
So 4 factory Berel (the dodgy Desert) suffers a disaster - early for an event but at least avoided my larger Planets. Oddly for this variant I now have a hostile planet which was too small for Accident to leave waste and could be improved by a Super Nova or Space Amoeba!

In 2360 Nuclear Engines pop and Range 7 is next. Now Kholdan is only 5 parsecs from Berel but the Klackons have not made contact. Looks like they are short of range and green south of Kholdan looks 5 parsecs away so, with yellow on edge not a homeworld, there could be some expansion room after all. Range 7 with LR Colony will give access to 1 N and 2 S planets so all planets pump tech to kick off Range 7. Tech is supported by Meklon then later Jinga and other planets with RIW60% arriving in 2371 and Range 7 in 2377. This meets 5PE Klackon (Erratic/Expansionist) and start 80 BC trade. Discover Deep Space Scanner then in 2380 settle SW blue Rich Aurora (Minimal 50) and S green Tyr (Arid 70). S of Tyr green Whynil is settled in 2382. Kakata sends about 100 pop over 4 turns to southern planets refilling from Jinga and force buying. Tech continues with RC3 then Deflector Shield II and Hyper-V rockets before settling yellow Gion (Arid 60) in 2389. Next year Quake hits Paranar killing 16 pop and destroying 272 factories, ouch!

Contact but still no visit from Klackon. With economy improving, discover PDS, NPG, Improved Space Scanner then IIT6 during 90’s then Planetary Shield-V in 2402 and ScatterPack-V two years later. Shields go up everywhere and even Berel gets a Missile Base. Early armour is missing as is a decent beam but after SP-V I choose Anti-Matter Bomb over Graviton Beam. I will need a decent bomber and, with Fusion Bomb missing, I decide to concentrate on AntiMatter. Fitting this on a small will require smaller BC3 (available but currently on BC5), Impulse Engines plus IS (or Ion if no Impulse) and level 29 weapons (eg. Tachyon or AutoBlaster plus an extra cheaper tech). With no interference tech continues with RIW40%, BC5 (selecting BC3) and Anti-Matter Bomb selecting Auto-Blaster over Phasor or Tachyon Beam. My spy gets a look at my backward neighbours:
[Image: attachment.php?attachmentid=670&stc=1]

After quick BC3, get Deflector Shield V, Fusion Rifle and Warp Dissipator finding Impulse Engines as wished. Impulse arrive in 2436 followed by Auto-Blaster and IIT4 then quick IS. After IIT4 it is nice to see RIW20% but have now missed 4 armour upgrades! Have exchanged PDS for Fusion Bomb and RIW60% for ARS and now in 2439 my pre-builds for Auto-Blaster ARS WD Huge’s at Meklon, Kakata and Anti-Matter bomber smalls at Whynil are approaching completion. Then 2440 GNN announces Comet to strike Meklon in 8 years. I press for the attack leaving one huge produced 2442 to destroy Comet which should be adequate according to guide but post-game testing shows this was a big risk. My luck holds and Comet is destroyed early in 2446. Meanwhile, in 2442 with my other AB Huge and 100+ AM bombers about to launch, the bugs show impeccable timing by DOW’ing! A year later DS3 Kholdan is dust then resettled – at size 130 it is my best planet! This introduces 9PE Psilon (Hon/Ind). As Kholdan settles, Incedius is cleared and settled next generating GNN 12 planet message and introducing 1PE Alkari(Xen/.Exp) & 2PE Bulrathi(Agg/Eco). As BC6 arrives, spy reveals Psilon tech:
[Image: attachment.php?attachmentid=671&stc=1]
Hmm, wonder where they got that great gun from?

Destroy/re-settle Maretta introducing 1PE Humans (Hon/Ind) with map in 2448:
[Image: attachment.php?attachmentid=672&stc=1]

Spies steal Zortium from bugs and exchange Fusion Rifle for Psilon Stinger missiles as I bomb out hostile Arietis & Herculis, bugs settling SW yellow. As I consolidate my gains and steel some minor techs, the 1PE Humans DOW in 2453 and the mighty Psilons 2 years later. In between wealthy Merchant contributes to my cause. In 2456 the Klackons genocide to a LR Colony with a few bombs while the main fleet removes the Humans. New Planetary Shield-X will help defence and ECM6 helps the steals. I take control over Mentar as the Psilons launch against my now impregnable defences. As Mentar & Kailis are destroyed, the main Psilon fleet perishes at Incedius:
[Image: attachment.php?attachmentid=673&stc=1]

Then it was just a bombing out of the remaining planets with Alkari then Psilon, stopping off for Bulrathi, and extermination at Psilon Morrig in 2469 (with Virus event hitting propulsion tech on last turn).

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  Imperium Twelve: Sullla's Impossible Shadow
Posted by: Sullla - September 22nd, 2008, 20:55 - Forum: Tournament Reports and Discussion - Replies (4)

For the curious, the alternate title of the game was going to be "Captain Pollution", if anyone remembers that obscure character on the early 90s American TV show. wink

http://www.garath.net/Sullla/MOO/imperium12-1.html

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