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| Using the CAS API for Accessibility Purposes |
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Posted by: Caplin - August 22nd, 2025, 07:27 - Forum: Caster of Magic for Windows (CoM II)
- Replies (1)
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Hi All,
I'm writing as a totally blind player who is very new to MOM and CoM. I use a screen reader, and the usual CoM interface is very much not accessible for me.
However, I did stumble across mention of an API last night, in my copy of the Steam version, and I was surprised to realize that it appears quite comprehensive, and callable from external programs.
I just wondered if anyone had any thoughts on this. I'm not sure how much user input I can supply; if it's possible to create a new game programmatically for instance. My thinking was I could create an alternate UI of sorts, perhaps something command-line based or an interface over the existing keyboard support. There's nothing inherently inaccessible about turn-based games after all.
I'd love any thoughts on this question.
Thanks much in advance.
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| [Diplo, All Players] Seven Pines - The 49th Council |
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Posted by: xist10 - August 21st, 2025, 18:14 - Forum: Erebus in the Balance PBEM LIX
- Replies (129)
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After all player wrote they are at least neutral towards an attempt to play with (restricted) Diplo, here the Thread for our Diplo.
I am exercising my non-existent right as thread creator to declare the following rules:
1. Only players may write here
2. Every player may post one post per Turn
3. Each post should be no longer than 280 characters. - Including possible role-play, excluding BB Code formatting
4. Each post may include one picture.
4.1 Captions get included in character limit
5. (Written) Diplo outside the Council is forbidden
I hope my proposed rules are okay for you all.
I'm open to change them, especial the number in the 3rd rule. 280 character are not that much. - I would only count alphanumerical characters, also 0-9 and A-Z.
To compare: The 6 rules are "only" 206 character using this counting methode.
If I included Whitespace and other characters ((),. etc) the 6 lines would be 318 characters (both pasted and counted in LibreOffice Writer).
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| [spoilers] The Return of Summer |
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Posted by: xist10 - August 21st, 2025, 17:52 - Forum: Erebus in the Balance PBEM LIX
- Replies (113)
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Quick thread posting.
I hope I get an better idea for an thread title when I choosed my civ.
Anyway, thread for my third EitB game.
Using the first post to collect a few needed and wanted Balancechanges for the next EitB Version.
0. Implement the Custom Wonders from Refsteel in the game. Either using a simply Mananode graphic or ask the AoE team to copy some of their graphics ?
1. Change Sun2 Spell description - Immobile Unable to act
1.1 or create a "Held" Promotion with a 50% chance to vanish each turn ?
2. Allow Pillage for Reconunits
3. Take a look at unit speed
3.1 At least 2 movement for most unit types ? - Melee/Archer
3.2 Remove both Mobility promotions ?
3.2.1 Add a new copy for melee units without Tech requirement ?
3.2.2 Rework Mobilitypromotion to increase maximum movement ? - Idea would be coping AoE to change Promotion after a turn
3.2.2.1 Other idea would be a rework to grant access to "free" spell ?
This way, I could add only partial movement using python, I think.
3.3 Nerf Ship speed ?
3.3.1 Block Units with Waterwalking from being transported ?
3.3.2 Block Unloading/Loading of units when they have 0 movement ?
3.3.3 Add some kind of anti ship missile spell ?
3.3.4 Block spells by units on transports ? - Or better from units without Water walking on water tiles ?
3.4 Increase Ancient Forest Movement cost to +2 ?
4. Archers with Access to Bronze weapons ? - Would allow at least access to a 6 defense unit against 6 attack chariots. Ironweapon chariots are still a "problem"
4.1 Reduce archer attack strenght to 2/5 -> 3/6 with BW ?
5. Fyrdwell starts with Dexterous ?
7. Promotions
7.1 Defensiv needs a boost. +25% in the best case ? Combat 3 always gives 20%.
7.2 Guardsman possible early to get ? AoE has Garnison2 or Combat4 - and allows access to non melee units.
7.3 Remove Combat requirement from Sentry ?
7.4 Add a combat requirement for Mobility2 ? - 3.2
7.5 Rework XP from Start in general ? There are 4 sources (of 2XP) avaible for all and 2 of them more or less exclusive for one player.
7.5.1 Add a passive XP generation to all units ?
7.5.2 Give back the Commander from General pool ?
8. Update the spell description for Longshore crew and Buccaneer crew. - Malus got changed in one version
9. Hide ability for assasins ?!
10. Expand the description of Guardsmen/Marksmen
11. Worldspells
11.1 Remove disadvantages from Ljosalfar worldspell ? - Forests remain as they are ?
11.2 The hidden promotion allows all units to reveal themself ? - Buff for Sidar
11.3 Buff Svertalfar WS ? Hidden Nationality isn't that useful outside of a deep strike to ignore culture teleport
12. Nerf Lanun Water eco strenght ?
12.1 Remove palace food bonus
12.2 Create a UB at Seafaring with that effect for the city only
12.2.1 Implement this as lighthouse UB.
13. Add Damage type for affinities to the Mana concept page
14. Have a look at Reli victory ?
14.1 Sadly I don't think I can remove the partial counting of the population in the case of more than one religion in a city.
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| Bugs and Suggestions |
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Posted by: NathanMoM - August 16th, 2025, 05:44 - Forum: Caster of Magic for Windows (CoM II)
- Replies (12)
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Some of these I may have brought up over the years already so excuse me if so.
Suggestions
Combat
- Add an option to stop the wandering around logic. This is one of the few changes in CoM I strongly disagree with. The original way where units suicide was bad. CoM way is frustratingly boring, which is worse. Disable or allow to disable. Or tell me how to disable it via CAS if possible. I'm talking about the running around in circles, moving every turn even when there's no point to move. Often makes auto take minutes when it should take seconds.
- Auto-close the popup saying spell was dispelled, at least in auto turn. Annoying to hit auto, then go to the kitchen (because don't want to see 20 units wandering around the map for 5 minutes), then come back to see one dispel has paused the entire combat
- Another way the game forces boring gameplay is when the AI is in the "don't fight but don't flee" mode, if you flee your units still die. In my example I got a sorcery node down to 1 air elemental but I had nothing that could hit it. It just stood there not attacking. So I press flee and I lose 9 war trolls. If the monster is not willing to attack then why am I losing my entire army to it? Doesn't make sense. Should be green flee button if the enemy is not willing to engage. Otherwise this forces me to sit there on auto for no reason.
- Add an option to make player auto attack like computer AI (move back and attack). Frustrating to be punished for using auto, forcing me to do every little action when the logic is already there for AI.
- Mystic surge shouldn't add permanent changes like undead, magic weapons.
- Auto stand still should still use ranged attacks
General
- Add option for tower patrol to not trigger wizard pact violation
- Make focus magic worse or more rare (one Nagas with focus magic = I instantly quit the game and make again)
- Raise volcano should have a chance to remove ore (not 100%). This will make it more balanced.
- Specialist, maybe can have an indicator in game which realm you chose
- When building is destroyed, stop trade goods/housing if auto-enqueue is enabled
- AI shouldn't cast stasis on roaming monsters
- AI (maybe) shouldn't cast stasis my units patrolled on node
- Roads sometimes don't do enough; often units just ignore them completely when it's almost exactly the same amount of tiles. Seems slight over-correction from vanilla.
- Should only get exp for the boat when killing boat which carries a bunch of units. Killing one trireme then getting 34 exp or whatever seems wrong
- Item tooltip for potions should have brief description of what the ability does. I can't remember the details of every single one so I always have to read the docs or find hero with it already
- Don't have declaration of war say "I knew you would strike first" when you didn't do anything
- Earth lore should temporarily reveal lair contents and city troops
- Make cast cycle key work for disenchant area (valid targets)
- Would be nice to see who is casting warp node, corruption, etc, somehow. The AI knows when I do it.
- Roaming monsters should go for the nearest city from where they spawn at least most of the time. Having some bears cross your entire country to find one tiny village with less troops protecting it breaks the 4th wall.
Pre-Game
- List which buildings each race can't build instead of "some buildings" "most buildings" etc
- When only one spell pick available, make deselect/reselect the default when clicking, like in the original game
- Would love a truly random option (random spellbooks, picks)
Bugs
Combat
- Sometimes starts by saying the invading monster has cast something it can't cast ("Hell Hounds have cast Stream of Life")
- auto shoots arrows at immune, like skeletons
- Confusion kills my hero even with regen and can't even resurrect. Happened to multiple heroes. Seems extremely overpowered, so I think it's a bug
- AI casts breakthrough when it has no melee units (in the case I saw it only had catapults)
- If you cast catapult in back corner with no walls but wall of fire, ai will walk through wall of fire to get there; probably should go around
General
- Popup has extra line break in text before "near city name"
- No animation when I cast earthquake
- No animation when I cast cloud of shadow (sometimes).
- Typo: Caster.exe: Your words are not worth the paper they are written on. Today our guards sportted your armies next to
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