I have no idea who I want to play this time round. Any suggestions?
password notme
Future city names ... Internment Camp 371 asteroid
Karemma
Kurill Prime
T-Rogoran Prime
Vandros IV Prime
Yadera Prime
Betazed
Benzar
Breen Prime Callinon VII
Dosi Prime
The description says the spell is supposed to be random movement, but it doesn't seem to be random at all in my game. It precisely targeted all of my units which were moving around and killed 8 units in 3 turns with not a single wasted movement. It also dealt far more than 7 doom damage, as a hero with 13 health died instantly, same with all of my other troops it went through which had more than 7 health. For a 50 MP cost, this seems excessive for a Rare spell that can't be countered in any way except winning the battle or having high movement flying units that can escape the town squares. It killed an entire 9-stack garrison by itself except 1 unit which managed to escape the walls, after the enemy troops had already been decimated. Far from being a last-ditch effort as the design philosophy says, if the AI cast this spell at the beginning of the battle, I would have lost for sure. While it's possible to survive it by having a stack of Rares with high HP, it's still too effective as the damage output is too high, plus building destruction. With this kind of damage 2 magic vortexes can destroy a 9-stack garrison of Rares for only 100 MP, and anything less is a guaranteed lost town. If Dispelling Wave could get rid of it, it'd be less threatening to Sorcery wizards, but even that doesn't work on it.
Unfortunately this is difficult to replicate as the AI doesn't always use the spell. Has anyone else observed this, or used it themselves to wipe out garrisons?
Seeing that this will also be a bug testing game similar to PB47, I repost my thread from there for. The purpose of this thread is to inform me and/or the others about any bugs you find. For this to work I need you to do the following:
Please post your password in your thread (first post)
If you find something make a post here and describe what you noticed.
In case the info regarding the bug is considered spoiler, then make a post in your thread describe your findings and leave a short message here. I will come to your thread then.
Should you post a bug in your thread, please don't bury it in your usual reporting. Make an extra post for it. Should make life easier for everyone.
Most important: When you found a bug, please pause the game. That way I hopefully can reproduce the bug and find any logs I may need
Bonus, but optional. Should you have knowledge about civs log system then feel free to post the log too.
Seeing that this will also be a bug testing game similar to PB47, I repost my thread from there for. The purpose of this thread is to inform me and/or the others about any bugs you find. For this to work I need you to do the following:
Please post your password in your thread (first post)
If you find something make a post here and describe what you noticed.
In case the info regarding the bug is considered spoiler, then make a post in your thread describe your findings and leave a short message here. I will come to your thread then.
Should you post a bug in your thread, please don't bury it in your usual reporting. Make an extra post for it. Should make life easier for everyone.
Most important: When you found a bug, please pause the game. That way I hopefully can reproduce the bug and find any logs I may need
Bonus, but optional. Should you have knowledge about civs log system then feel free to post the log too.
My main target in this game is to have fun and play fairly casually. Once the corona situation eases I'm sure that RL stuff picks up in speed and I don't want to be too mentally committed so that I can't play fast and careless turns when busy. Or be too frustrated when this/my game eventually crashes. We'll see, I guess the longer the semi-lockdown in Finland continues, the better I will end up performing..
Hitru and OH are expected to make appearances here every now and then I've been lurking their team chat occasionally in PB42 and PB46, but nice to be around a bit more again!
For others out there, any preferences/ideas/wishes regarding reporting? Detailed turn-by-turn stuff is probably off the table, but I'll try to spam occasionally something of potential interest.
Settings for reference
1) Mod Changes (vs. 4.1.1.6 from PB46 + latest BUG)
- privateers ---> optics+engineering
- crossbows ---> back to vanilla
- trebuchets ---> back to engineering
- map trading ON at Paper
- Leave treaty length at 5 turns
2) In-game options
- Map size: Standard (technically a mapmaker setting)
- Difficulty: Monarch
- Speed: Normal
- Era: Ancient
- No tech trading
- Barbarians on
- Events on
- No tribal villages
3) House rules
- Standard no double moves / don't be a jerk / no clock games
- Spies allowed
- War/peace allowed
Provided map info
- All players start on the same landmass
- The map includes smaller landmasses of various sizes as well.
- There are starting spots for 8 players; I can probably edit the map to get this down to 7 or up to 9 if necessary; this would probably take a few more days than otherwise, but might still beat the settings discussion if we get a quick roll call now.
- Number of cities presumably depends on how densely people build, but to judge by GJ's Mapcad + my guesstimates, there will probably be about ~~60 total cities on the map, including all land masses, if the game goes long enough to settle them all. This number will probably go up or down by 5-6ish if I modify the map to add or subtract a player.
- No mapscript was used; when you find something about the map you hate (and if you play on it, there almost certainly will be something) you can safely blame me!
- I tried to make the map look natural and interesting (to me) - not freakish or gimmicky. It's designed with East-West cyllindrical wrap.
- When I made this map, I was trying to balance it pretty assymetrically: Different players on this map will have different map-based advantages and disadvantages from one another, so each player who loses will have a valid grievance against me. In theory, if the decisions of different neighbors aren't taken into account, the different advantages and disadvantages of different starts should hopefully more or less even out and leave everyone a chance to win from turn 0 though. Hopefully!
- The map is currently balanced on the assumption that Ivory is just a luxury resource, since the latest RtR makes Wellies available with Iron, with or without Ivory. This is reasonably easy to chang if I'm somehow mistaken about this rule.
No players, But i welcome ALL THE LURKERS to decide my pick choices. If i get no lurker involvement ill obvious choose something myself... but i recently read the setup to i think it was... pb30? Anyway, i really liked that idea.
Saved for easy access.
THE ALTERNATIVE MICRO
basically, instead of a workboat, build a worker, and the second settler goes to some other location, presumably in Ruff's direction. I think that makes things worse by 2 turns, but it allows a worker to go and pasture the pig of the second city, which would otherwise have a slow start...
So, here we go.
Same up to turn 31, start a worker.
Send worker to the pig on turn 33, plant new city.
Worker complete turn 36, send 1E, start settler
Turn 37 - Slavery switch - suboptimal, but whatever, we can resolve this later.
Turn 39 - the worker on the pig goes 1SW to mine a shared hill between rome and city #2. Chop is in.
Turn 40, start mine, move worker 1N from the hill above the fish.
Again, turn 42~ is when priesthood is done, we start the pottery.
Same time, warrior completes in city 2, start on another worker.
Send settler built on turn 43 in capital to the copper/oasis site.
Turn 44, start road below city #2
Turn 46, plant city.
Turn 49, we should have 3 mines around capital now, switch from corn to the 3rd mine for a turn 52 oracle.
Start a cottage with 1 worker. Our other wqorker has been build roads, and we shouldve gotten another worker by now to connect copper
Start on a granary in city #2
Frankly, not sure this micro plan is that optimal either, the cities are low pop, however the worker turns are much better,
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