Mulchmeat Resilient CosmonautKill me.MulchmeatResilient Cosmonaut33 000g2g pts 8 years ago Oct 14, 2016, 11:55:00 PM I saw someone else was doing this so I decided to share the things I found.God I hope I don't get in trouble for this...I'll update as I find more stuff.What a familiar looking fellow...VICTORY CONDITIONSScore Victory<InterpreterBasedVictoryConditionDefinition Name="VictoryScore"><!-- PERFORMANCE TRACKERS --><PerformanceTracker Name="PerformancePopulation" Type="SingleValue"><Variable>Population</Variable></PerformanceTracker><PerformanceTracker Name="PerformanceSystemCount" Type="SingleValue"><Variable>SystemCount</Variable></PerformanceTracker><PerformanceTracker Name="PerformancOwnedHeroes" Type="SingleValue"><Variable>HeroCount</Variable></PerformanceTracker><!-- ALERTS --><!-- 50 turns remaining --><Alert Repeat="false">($(Turn) eq Floor(Property(VictoryManager, @ClassVictoryManager, LastTurn) - Property(VictoryManager, @ClassVictoryManager, LastTurn) * 0.2)) and (Property(Empire, EmpireGlobalScore) ge $(HighestVictoryScoreScore))</Alert><!-- 10 turns remaining --><Alert Repeat="false">($(Turn) eq Floor(Property(VictoryManager, @ClassVictoryManager, LastTurn) - Property(VictoryManager, @ClassVictoryManager, LastTurn) * 0.1)) and (Property(Empire, EmpireGlobalScore) ge $(HighestVictoryScoreScore))</Alert><ScoreFormula>Property(Empire, EmpireGlobalScore)</ScoreFormula><ProgressFormula>$(Turn) / Property(VictoryManager, @ClassVictoryManager, LastTurn)</ProgressFormula><VictoryExpression>($(Turn) ge Property(VictoryManager, @ClassVictoryManager, LastTurn)) and (Property(Empire, EmpireGlobalScore) ge $(HighestVictoryScoreScore))</VictoryExpression></InterpreterBasedVictoryConditionDefinition>Elimination/Military Victory<InterpreterBasedVictoryConditionDefinition Name="VictoryMilitary"><!-- PERFORMANCE TRACKERS --><PerformanceTracker Name="PerformanceCommandPoints" Type="SingleValue"><Variable>CommandPoints</Variable></PerformanceTracker><PerformanceTracker Name="PerformanceManpower" Type="SingleValue"><Variable>EmpireManpowerTotal</Variable></PerformanceTracker><PerformanceTracker Name="PerformanceBattleWon" Type="SingleValue"><Variable>EmpireBattleWonStock</Variable></PerformanceTracker><!-- ALERTS --><!-- First empire down --><!--<Alert Repeat="false">($(NumberOfMajorEmpiresEliminated) / ($(NumberOfMajorEmpiresEliminated) + $(NumberOfMajorEmpiresLeft)) ge 0.33) and (Property(Empire, MilitaryVictoryScore) ge $(HighestVictoryMilitaryScore))</Alert>--><!-- Only two empires left --><Alert Repeat="false">($(NumberOfMajorEmpires) gt 2) and ($(NumberOfMajorEmpiresLeft) eq 2) and (Property(Empire, MilitaryVictoryScore) ge $(HighestVictoryMilitaryScore))</Alert><!-- EXPRESSION --><ScoreFormula>Property(Empire, MilitaryVictoryScore)</ScoreFormula><ProgressFormula>($(NumberOfMajorEmpiresEliminated) + 1) / $(NumberOfMajorEmpires)</ProgressFormula><VictoryExpression>($(NumberOfMajorEmpiresLeft) eq 1) and (Count(Empire, @'./ClassEmpire,EmpireEliminated') eq 0)</VictoryExpression>Science Victory<!-- Science --><InterpreterBasedVictoryConditionDefinition Name="VictoryScience" Active="false"><!-- PERFORMANCE TRACKERS --><PerformanceTracker Name="PerformanceCuriositiesDiscovered" Type="SingleValue"><Variable>CuriositiesDiscovered</Variable></PerformanceTracker><PerformanceTracker Name="PerformanceNetEmpireResearch" Type="SingleValue"><Variable>NetEmpireResearch</Variable></PerformanceTracker><PerformanceTracker Name="PerformanceTotalTechnology" Type="SingleValue"><Variable>TotalTechnology</Variable></PerformanceTracker><!-- EXPRESSION --><ScoreFormula>0</ScoreFormula><ProgressFormula>0</ProgressFormula><VictoryExpression>false</VictoryExpression></InterpreterBasedVictoryConditionDefinition>Economic Victory<!-- Economic --><InterpreterBasedVictoryConditionDefinition Name="VictoryEconomic" Active="false"><!-- PERFORMANCE TRACKERS --><PerformanceTracker Name="PerformanceNetEmpireMoney" Type="SingleValue"><Variable>NetEmpireMoney</Variable></PerformanceTracker><!-- EXPRESSION --><ScoreFormula>0</ScoreFormula><ProgressFormula>0</ProgressFormula><VictoryExpression>false</VictoryExpression></InterpreterBasedVictoryConditionDefinition>Diplomatic Victory<!-- Diplomacy --><InterpreterBasedVictoryConditionDefinition Name="VictoryDiplomatic" Active="false"><!-- PERFORMANCE TRACKERS --><PerformanceTracker Name="PerformanceNetEmpireEmpirePoint" Type="SingleValue"><Variable>NetEmpireEmpirePoint</Variable></PerformanceTracker><!-- EXPRESSION --><ScoreFormula>0</ScoreFormula><ProgressFormula>0</ProgressFormula><VictoryExpression>false</VictoryExpression></InterpreterBasedVictoryConditionDefinition>Wonder Victory<!-- Wonder --><InterpreterBasedVictoryConditionDefinition Name="VictoryWonder" Active="false"><!-- PERFORMANCE TRACKERS --><PerformanceTracker Name="PerformanceEmpireProduction" Type="SingleValue"><Variable>EmpireProduction</Variable></PerformanceTracker><!-- EXPRESSION --><ScoreFormula>0</ScoreFormula><ProgressFormula>0</ProgressFormula><VictoryExpression>false</VictoryExpression></InterpreterBasedVictoryConditionDefinition><!-- Defeat by Bailif -->Seriously if this isn't allowed somebody let me know before I suffer death by Frogsquadron... Updated 8 years ago.
UndeadPuppy Mirror EnthusiastCLASSIFIEDUndeadPuppyMirror Enthusiast21 100g2g pts 8 years ago Oct 15, 2016, 12:28:48 AM It's not like we didn't know all these things before. Opbot was voted for in a contest a while back.
Mulchmeat Resilient CosmonautKill me.MulchmeatResilient Cosmonaut33 000g2g pts 8 years ago Oct 15, 2016, 12:36:41 AM Oh yeah. Well still its stuff to look at.
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