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Joined: Nov 24, 2010 04:10 PM
Last Post: Feb 20, 2015 04:17 AM
Last Visit: Feb 20, 2015 04:18 AM
Location: Va, USA
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Mighty Mouse has contributed to 103 posts out of 1071 total posts (9.62%) in 3,102 days (0.03 posts per day).

20 Most recent posts:
Start up Guides » Mongol Start up Feb 20, 2015 04:17 AM (Total replies: 14)

Quote: Should I burst MMs bubble and suggest comparing a 320 turn start with a 300 turn start is not really equal?

--- Original message by Dothraki on Dec 15, 2013 10:30 AM
Not really sure what bubble you are trying to bust? I gave a break down of what I did, and as you can see, I made sure to post Jan 1025, which is 300 turns. It was the first time I tried that strategy, and thought it would be a good guide for others. Also, only second time playing mongol I believe. It wasn't meant to impress, but to show what I did, with running results.


Changes/Suggestions » 30 min protection time in 45 h Dec 4, 2013 09:39 PM (Total replies: 3)

Look, it sucks, I get it, but as I have been told over and over, and have learned, you got to learn how to set up your mage and get your research within 5 mins, if you can't do that, then thats on you. Also, vets, when they do a mage run, they don't care if they get attacked during it, as long as they get their research, because no one can take their research away.


Changes/Suggestions » 30 min protection time in 45 h Dec 4, 2013 09:37 PM (Total replies: 3)

No, totally disagree with it, and I have been a victim of campers, or enemies of this a lot. Its part of the game. You wont see China ask the rest of the world..."Hey guys, for the next 10 years we are going to fix up our cities and roads, and we need to use the money from our army, so no war with us until we have our army back up and ready, Okay."


Changes/Suggestions » 1:1 Land Conversions Dec 4, 2013 09:32 PM (Total replies: 4)

Yes, land will be lost, but it also weakens Vikings and Zulus on a start. And for a civ to delete land just to attack another one, no, wont happen for that reason, maybe for an explorer to have a bigger jump, but that is it, and that was fixed with a cap on space research. The game, until about two years ago was like this, people never deleted land to attack lower land, and it helped byz with mountains.

Besides, if someone wants to lower their score to attack lower, then they would just drop some army...which is bigger in score anyway.

OR, just don't allow any civ, other than those two to convert any land to forest after pro, civ can always convert forest to plains, just keep them from converting plains to forest. I don't like this idea.

Edited by Mighty Mouse on Dec 4, 2013 at 09:33 PM

Changes/Suggestions » 1:1 Land Conversions Dec 3, 2013 09:21 PM (Total replies: 4)

I think the game should go back to only Vikings and Zulus being able to have this instead of all civs. Just a thought, as it takes away from these two civs that every civ is capable of it. This allows vikings to get a head before Turks can get strong, and with Zulus and their weak defense, it allows them a better head start against attackers.


No, it has always been that way, even when you cancel it, the system reads it as though you still sent an aid to them, so yeah, you have to wait the 4 hrs.


Announcements » New test game Nov 13, 2013 01:33 PM (Total replies: 7)

I was only talking about for protection with the 320 turns, 1500 turns is fine, just figured why not stop the protection period at 320 or 800 turns.

Also, consider one turn per min is 1440 turns a day which is 120 years to the empire...which is 1680 years in the length of the game. meaning, your empire starts on year 1000, and end on 2680, which is 666 years ahead of us in the future, lol.

Well, on any account, I like it, just waiting for it to start.


Announcements » New test game Nov 8, 2013 10:12 AM (Total replies: 7)

Couple of Questions, and then with my suggestions

1. How long is protection?
2. How long for each game?
3. And will the PM be open during Protection every round?
4. Will this count at all to league?

1. I think protection should only be 320 turns, although I am sure if people want to see how well their Blitz pro can be, they can surely get a freebee from others.

2. I think each round, since you are doing 1500 turns with turns every min, which is one day for full turns, should only last a week or two....two max of course. OR never have a 'beginning or end,' just once an empire hits year 2000...well, 1875 would be 7 days, then they can't take any more turns, and empire will delete itself after a day or two. (also, i believe the highest year for blitz only comes up to 1800....800 years...give or take 20 I guess, I am just guessing from the few times I played.)

3. I think you should either go the first game or two with no PM, or only open up the PM if people are in an alliance during protection. I completely understand trying to see how well one can feed another civ, either the new civs feeding or being fed.

4. I think there shouldn't be any type of recording.


Announcements » New test game Nov 7, 2013 04:48 PM (Total replies: 7)

I think you should keep the PM out of it for the protection period.


Announcements » New test game Nov 5, 2013 11:43 PM (Total replies: 7)

Is there a protection period? And also, is the PM i think there shouldn't be any PM, just to help test on a harder level to fully know how it will work out.

And don't think me, I just has a ton of time on my hands at the time, lol, thank the economy of the U.S.


Changes/Suggestions » Online combat, Acceptance rather than fix. Jul 26, 2013 12:46 AM (Total replies: 38)

even as a jap paying for 15 research doesn't get over 600 research in standard without playing right


Changes/Suggestions » Online combat, Acceptance rather than fix. Jul 23, 2013 11:42 PM (Total replies: 38)

The biggest thing is that new players are only going to get attacked by other new players, or players that aren't that great, because new players wont be at the land size to be attacked by any veterans


Changes/Suggestions » Online combat, Acceptance rather than fix. Jul 19, 2013 11:04 PM (Total replies: 38)

but that is how you learn, you have to learn to do you runs quickly. Also, not like veterans are attacking anyone new, especially if they are new they really shouldn't be in the range of veterans. Now, if you have two new guys and one likes to use all his turns attacking one person, and that happens to be the other new guy, well then that is between them. But in real life, if you have a country, even if your country is only 25 years old, nothing is stopping another country from invading you....same thing here.


Changes/Suggestions » Mage/Defense Calculator Jul 14, 2013 03:01 PM (Total replies: 6)

well again, i have the download version, I will see if i can extract the code and give it to you


Empire Builder » Woodcutter Question Jul 14, 2013 02:16 AM (Total replies: 6)

Well, no, for some reason, when you put in small two digit numbers, the system reads it wrong and says it will take multiple turns, but figure this; if woodcutters only resource needed is two wood, then it will take two construction workers to build that one woodcutter, so if you want 48, you need at least 96 construction workers, which is like 15 toolmakers plus the automatic 10 the game gives you. Now, there are times when I have qued up 4 houses, only because i happe to have 8 plains unbuild from building forts or whatever, and it will read that it will take 6 turns to build, but it all ends up being build in one turn anyway.


Changes/Suggestions » Mage/Defense Calculator Jul 14, 2013 02:08 AM (Total replies: 6)

I have the old original downloadable 1000ad calculator that I have saved on my old computer from 2006, I just need a power supply unit (I am not asking for a PSU, I just don't want to spend $20 on one to access something on an old hdd if it isn't wanted). It had a Defense, Mage, and Goods calculator. Also, I was wondering if not that, but if we could just rip off the code from...
Charles's Mage Calc
defense calc
or even if we could just include in the top bar Resource tab or on the left of the screen down below Support-Documentation a link to click on so that people can have an easier access to it.


Changes/Suggestions » Online combat, Acceptance rather than fix. Jul 14, 2013 01:54 AM (Total replies: 38)

Well, one problem is that if a person says they are new, but are able to hit 8 mil land by the end of the first week, i think that is just a person trying to have an easy round. Many vets in standard are looking at attacking people that are around 2.5+mil land, and in blitz they are looking at attack people with 8+mil land. So when you are in that range, you are presenting yourself as a person that knows how to play the game.

Just because you are in the training alliance, shouldn't keep you off limits, because you will never learn, and not fair having people explore up to 20mil land and not be allowed to hit them. Hell, to even allow them to explore 4mil land, and not be allowed to hit them. A person either likes or hates this game, simple as that. If they are able to get more than 500k land, with a food based civ, by year 1025, then they should be learning how to attack and defend.


This is a good tip, and is accurate, I have been doing it for a long while, I never send out one batch, when when playing with japs or franks, i send out all my explorers once a year, but in 12 equal groups. you get about as many "found no land" and "only found mountains" as you get triples, which means you get more land, but you dont want a batch of 20-30k not finding land, mean while 3 groups of 3-5k finding triple is still great.

Now, Glo, the reason your japs didn't do as well is because it was on a much higher scale, and....with mongols you stop exploring forest at a point, which means your not worried about the extra food that could be built between turns. With japs, it would be better for between the turns to have farms constantly building. For example, in august, I send out 12 groups (12 i think is the max amount of groups you can send) of explorers, and I would que up full Farms 20-30 times....obviously you have to have the wood for this, and as the turns go by and the land is Found, then the buildings will already build on their own, if i need mage towers, TCs, stables...whatever....I will que them up and move them to the top of the build que. Also, I will que up a dozen or so iron mines and woodcutters, just so that they get built as the land comes in.


Changes/Suggestions » Suicide attack need to be banned Feb 21, 2013 10:50 PM (Total replies: 6)

Well to implement my change would be easy, because you are only changing the variable of score to land. If someone knew what they were doing, they could change it to be like Catapults where you can't attack someone below half score, even suicide attacks; but that isn't needed.

Only questions are can I see the code, cause I might be able to find where to change it, and is there enough people who would want the change.


Changes/Suggestions » Suicide attack need to be banned Feb 20, 2013 07:41 PM (Total replies: 6)

Yeah, he doesn't know cold fusion that well, but we talked about it, and depending on what changes you want, if it only has to do with a set number or a variable (ie 100 land points is one land, making that a set number, and an empire's land value would be a variable). Which would only take looking at a few tens of thousands of lines of code.


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