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| Game report: FMS with Halflings |
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Posted by: Catwalk - March 5th, 2017, 12:08 - Forum: Caster of Magic
- No Replies
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Setup: Impossible, Huge, Max Power, Fair Minerals (rest as usual)
Wizard:
4x Nature
2x Sorcery
Specialist
Archmage
Mana Focusing
Astrologer
Conjurer
Race: Halflings
![[Image: yLR5VJl.png]](http://i.imgur.com/yLR5VJl.png) ![[Image: 65Gz2Xa.png]](http://i.imgur.com/65Gz2Xa.png) ![[Image: LApi0pG.png]](http://i.imgur.com/LApi0pG.png) ![[Image: 7JmpxJO.png]](http://i.imgur.com/7JmpxJO.png)
The time of these screenshots is November 1404 and I have just banished Lo Pan (Blue). I'm poised to take his remaining two cities as well, thinking of saving them for extra spells (I know that went wrong in my last game). Merlin and Ariel are also fairly easy, I should be able to do a fortress rush on them with a combination of great lizards and giant spiders.
Up until now, the game has mostly been one big party of sprites beating lairs. This gave me massive mana and gold, allowing me to send settlers everywhere and summon even more sprites. I've taken 3 fairly easy lairs, and will be able to take many more once I'm able to focus on it. For now, my focus is on taking out the Arcanus wizards before they grow powerful. Right now they're manageable.
My cities are underdeveloped and small, but very numerous and growing rapidly. I've captured two neutral cities, and I really want to take the barbarian city over by the red player. I couldn't take it with sprites (he has 6 shamans there), and my giant spiders are busy fighting wizards. They'll be easy to wipe with spiders. Giant spiders have performed admirably, and with an upkeep of 1 mana using Conjurer they're an absolute marvel against other wizards. I took out a fortress of 9 sprites using 7 giant spider and 1 war bear, losing only 1 spider and 1 war bear in the process.
I'm going to abandon this game now in order to test some more. I'm not going to declare it won, but I am going to declare it winnable. With a position this strong this early, strong play should secure Arcanus in 3 years or so and let me clean out all the nodes rapidly. It would require an insane Myrran wizard to stop me. And since I'm curious, this is a sneak peek on Myrror using ALT+RVL:
![[Image: WCUhEFz.png]](http://i.imgur.com/WCUhEFz.png) ![[Image: CV8qKaw.png]](http://i.imgur.com/CV8qKaw.png) ![[Image: SJp5xVu.png]](http://i.imgur.com/SJp5xVu.png) ![[Image: 8QucspX.png]](http://i.imgur.com/8QucspX.png)
Decent, but no more than that. He has dwarves and beastmen in his cities it seems.
With this game, I hope I have demonstrated that sprites can reliably propel you to a massive starting advantage. I'm going to try it again, this time without Sorcery (I never used it), and allowing myself to use heroes.
I've uploaded 6 save files in case anyone is curious or want a go at this start themselves.
http://www.filedropper.com/save6
http://www.filedropper.com/save5
http://www.filedropper.com/save4_1
http://www.filedropper.com/save3
http://www.filedropper.com/save2_1
http://www.filedropper.com/save1_9
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| Unimpressive Spells (any?) Thread |
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Posted by: zitro1987 - March 5th, 2017, 10:10 - Forum: Caster of Magic
- Replies (5)
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We're often celebrating the power of spells and sharing exciting spell combos. Whenever debating the power of spells, we tend to concentrate on whether they are 'too powerful' and we're all guilty of this despite this recent post from Seravy:
Quote:-Every spell should be more than just useful, and feel "impressive". They shouldn't be overpowered on the whole, but they should be great at their intended function.
Maybe we should look at things in a different perspective.
* Are there spells that are statistically unimpressive?
* Are there spells that are thematically or simply feel unimpressive and/or redundant? (I think there's quite a bit here, with similar 'weaker' spells simply because a realm doesn't specialize in that type)
By unimpressive, I don't mean 'skeletons can barely handle swordsmen, so unimpressive, might as well leave them as garrison' (that is an impressive role!).
Life:
*Bless (B) - not technically unimpressive, but could expand and include poison - no early non-death spells protect against this? Helps make spell less 'counter to specific realm'
*Exorcise (C ) - Unimpressive resist-or-die. Maybe it could also include chaos-channeled units. Maybe it could involve an added -4 instead of -3 penalty. At its current state, targeting an undead feels like an added -1 petrify or a cheaper banish.
*Unicorn (C+) - I see the point, but slightly increasing cost and allowing it to have 1 more melee can also help it have an 'impressive' function in combat (teleporting and hitting ranged units)
*Divine Order (C ) - the self-inflicted wound of higher costs for some own spells make it feel unimpressive for me. 10 maintenance too. Too tactical
Sorcery:
*Nagas (C ) - feels unimpressive to me, I think it's the 2 movement that does it
Nature:
*Earth Lore (C+) - not necessarily superior to sending spearman, swordsman and a exploring magic spirit around during first 15-20 turns. Casting a few war bears will do more. Suggest bringing cost down to 25-30
*Water Walking (B-) - I'd probably bring down the cost even more to 20-25. It's often more economical getting a trireme for basic needs.
*Ice Bolt (C+) - This spell is thematically boring and feels unimpressive with fairy dust occasionally superior. I like what you did with aether sparks having a secondary effect. Maybe ice bolt can freeze a unit for 1 turn, or halve movement points.
*Crack's Call (C+) - a bit desperate spell and cost-ineffective, would prefer it if it dealt 25 damage or cost 21 to combat indestructible hero strategy
*Stone Giant and Gorgons - What's up with 9 resistance? They're ok otherwise, but Stone Giant could use less research cost and/or higher melee.
*Great Wyrm (B+) - I think the low armor is a bit harsh, might need 5 more hp to compensate
Chaos:
Disrupt (C-) - no explanation needed. I wish it destroy walls around spot as well.
Gargoyles (C+) - research cost too high for a unit in the level of giant spiders, etc
Chimera (C+) - not as good as statistics and upkeep of 6 indicate, always targeted with curses
Doom Bat (C+) - simply doesn't fight very well, get's killed quite easily by so many units.
Death:
*Weakness (theme unimpressive) - resistance-based attack power reduction already exists elsewhere in other realms and at low cost as well. Why not 'always works'? I mean, it's not like a superior higher-resistance unit will be purely crippled by 3 less attack. A more exciting but more difficult option is to have it alternate as -3 attack and -3 armor, like warp creature, but unresistable.
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| Turn order |
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Posted by: SvenBent - March 4th, 2017, 06:42 - Forum: Master of Orion
- Replies (3)
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Imm trying to write down the turn order but I am having a bit of an issue with narrowing down one part of it corrects.
bu turn order i mean what happens once you click next turn until you are aback to have control on the galaxy map
This is what i have narrowed down so far
1 Ship Combat
2 Tech infiltration
3 Science Discovery
4 Planet bombing (enemy first)
5 Planet invasion / enemy Spy destroying you factories factories
6 Planet colonization
7 Planet status ( maximum factori/population/shield)
- its the "enemy destroys your bases with a spy" im unsure of. i know thats its before planet colonization but after space combat.
- also im unsure if planet invasion is the same tick as the planet colonization or if its a tick before
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| Overpowered spells - are they balanced by realm? |
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Posted by: Nelphine - March 3rd, 2017, 17:03 - Forum: Caster of Magic
- Replies (4)
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There has been much discussion lately about heroism. In the past other spells also come up as incredibly strong.
Heroism
Wave of despair
Sprites
Focus magic
Aether binding
Every sorcery very rare spell *cough*
Magic immunity
Summon Hero (Jaer)
Are there others that seem extremely strong compared to other spells?
Are there enough in each realm that the realm as a whole is still balanced, so its actually not an issue if that spell is outstandingly good?
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| Abolish the distinction between Arcanus and Myrran races |
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Posted by: Tlaloc - February 27th, 2017, 13:31 - Forum: Caster of Magic
- Replies (61)
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Currently players can start with Arcanus races on Myrror, but can't start with Myrran races on Arcanus. Would it be feasible to abolish the distinction between Arcanus and Myrran races and have all races available to start with regardless of whether the Myrran retort is chosen?
Players would then get to play the previously Myrran races more frequently than they do now, raising player interest, and it would increase the diversity of races encountered in the average game. It would also reduce the value of the generally overpowered Myrran retort somewhat, since its sole benefit would then be to start the player on a plain with richer minerals and fewer neighbors, which would still be well worth 2 picks.
What do people think of this idea?
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| TERRAIN.LBX |
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Posted by: Seravy - February 26th, 2017, 17:46 - Forum: Caster of Magic
- Replies (1)
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Does anyone knows if this is the file with the overland map tile graphics?
If yes, what can I use to edit it?
There is that one buggy tundra tile with the purple edge that should be fixed...
Unless I'm looking in the wrong file, the tweaker doesn't recognize the contents as image files.
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