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Caster of Magic Release thread : latest version 6.06!

(November 11th, 2015, 02:07)Tiltowait Wrote: Oh, and in the next version, can you take a look at the problem that makes those unexplored bits of the map appear? You know, you've explored the tiles but there is still a bit of darkness clinging there. So annoying, and makes me waste so much magic spirit movement cleaning them up.

Oh those, yes they are annoying. If it's caused by what I think it is, fixing that would be very difficult and time consuming, not worth it for something like that.

Meanwhile, 0.90a is up at the usual place.

Only one change this time :
Quote:-Extended building list to 16 items by removing the unused space between them. Now you can always see every available building no matter what you build.
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How about putting some information from the Armies screen into the main interface, on the sidebar? The gold, mana, and food upkeep being paid. It's bothersome to have to check a separate screen, and lately I've been fond of tracking the amount of food I'm using for my armies. It's a useful metric to know if you should build units or not. Just something as simple as adding a number above or to the side of the numbers on the sidebar.

Also, are you doing anything with the keyboard shortcuts?
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(November 14th, 2015, 00:53)Tiltowait Wrote: How about putting some information from the Armies screen into the main interface, on the sidebar? The gold, mana, and food upkeep being paid. It's bothersome to have to check a separate screen, and lately I've been fond of tracking the amount of food I'm using for my armies. It's a useful metric to know if you should build units or not. Just something as simple as adding a number above or to the side of the numbers on the sidebar.

Also, are you doing anything with the keyboard shortcuts?

No, not planning to change keyboard shortcuts. Except for one thing, it would be nice if we could turn off auto combat anytime not only after two turns are done. (edit : checked and this is sadly not possible)
Displaying the upkeep sounds good but is probably a lot of work to do. Not sure if those values are even stored anywhere.
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They're stored somewhere because they appear on the Armies screen. There have got to be some useful commands that we can assign to keyboard keys, let me think of what would be helpful. X cycles through cities, T opens the Cities screen, right clicking on cities from the Cities screen opens the management screen, L is patrol (I think), Spacebar clicks wait, the other screens on the top menu are accessed by typing their first letter. What other keyboard shortcuts are there in Insecticide? L used to be load but kyrub reassigned that key. frown
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(November 14th, 2015, 07:44)Tiltowait Wrote: They're stored somewhere because they appear on the Armies screen. There have got to be some useful commands that we can assign to keyboard keys, let me think of what would be helpful. X cycles through cities, right clicking on cities from the Cities screen opens the management screen, P is patrol (I think), what other keyboard shortcuts are there in Insecticide? Spacebar clicks wait.

Looked into the upkeep, it's not stored until you enter the armies screen which calculates it through three procedure calls, one for each resource. So displaying them elsewhere would require adding 3 new calls on top of the code to display the text which isn't trivial either, if even possible, adding "turns" for combat took about 5 hours. Not going to do that, far too much work, and adding far calls is generally not a good idea if not absolutely necessary.
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Caster 0.91 is up for download!

0.91
-Paladin and Black Knight heroes no longer have a book requirement. Only Priestess and Necromancer requires you to have at least 1 Life or Death book.
-Adjusted spell realm to personality and objective choice chance tables a little
-Personality modifiers for diplomacy changed again. (Higher = better chance to accept stuff, less chance to declare war)
Maniacal : 0
Ruthless : 5
Aggressive : 10
Chaotic : 20
Lawful : 40
Peaceful : 80
-Adjusted AI to AI diplomacy somewhat, pacts and alliances are now a bit less likely to form and difficulty level increases the chances much less.
-Militarist break treaty or war declaration check is done at a 1/3 chance per turn instead of 100%.
-”The magician” hero optional name and picture changed : Chinatsu → Orin
-AI combat spell priority tables have been changed, particularly row “B” which is mostly used by buffs and curses, and column “overwhelming disavantage”.
-Magic Vortex now belongs to priority group “D” turnaround spells instead of group “A” nukes.
-Flame Strike now gains +4 priority per unit instead of +2.
-AI combat decisions : Army ranged rating now is sum(ranged attack*figures*ammo/16) instead of sum(ranged attack). This should help the AI to properly judge when leaving the city walls is necessary.
-AI combat decisions : Flying units will not skip their turn against overwhelmingly stronger enemies if the enemy army has a flying unit.
-Fixed bug : Evil Presence cannot be cast on cities owned by wizards who have Death books, even though the effect partially works on them.
-Fixed bug : When targeting an overland spell (unit, city etc) if a plane shifting stack was selected prior to casting, and Planar Seal was in effect, the Plane button was not available, so the spell couldn't be cast on the other plane. Now it'll automatically deselect units before casting the spell to avoid this problem.
-Fixed bug : Possession also applies Creature Binding (0.90)
-This time fixed AI targeting Death Immune units with Possession properly.
-Centaurs have 2 more ranged and 1 more melee but 2 less defense, cost 60, and require a Fighter's Guild. Primary purpose of this change is to make Call Centaurs a bit more viable as a summon, and secondary objective is to make them a different tier than bowmen.
-AI combat spellcasting priority : Fireball will not gain the base priority if the target doesn't have a minimum of 4 figures. Priority boost is category “A”+4*(figures-3) otherwise.
-War Bears now have +1 to hit. Nature realm summons should not just be good, they should be outstanding, as that's supposed to be the primary strong point of the realm.
-Basilisks now move 3.
-Cockatices now have -4 Stoning touch instead of -3 and move 3 instead of 2
-Chaos Spawn has 22 hp instead of 15
-Stone Giants have 25 Hp instead of 20 and 12 defense instead of 10. They should be worthy of being a Rare Nature summon.
-Sprites now cost 80 to summon instead of 100.
-Dispel Evil is no longer getting Holy Word's priority bonus (reversal of insecticide change), but it is still type “D” not “A”. Instead it gets a +20 priority like Banish.
-AI combat spellcasting priority : Fixed bug : Flame Strike was not possible to cast in some combats due to it being treated as “this enchanment is already in effect” by the AI.

Main changes :
-Common, Uncommon and Rare nature summons have been improved somewhat. Nature is supposed to be the realm which excels at summoning, but their summons were simply worth their cost and nothing more, now they should be slightly above average.
-Adjustments to AI-AI diplomacy, personality chances and modifiers. Games where every AI allies with each other on higher difficulties should now be rare and only happen if most wizards are peaceful.
-Many adjustments and fixes to AI combat casting priorities and other decisions, especially noteworthy are Dispel Evil, Flame Strike, Fireball. The AI is now considering remaining ammo and number of figures when comparing ranged potential of armies.
-Planar Seal can no longer block you from targeting cities with spells on the other plane while a planeshifting stack was selected.
-Evil Presence can now target cities of Death wizards as intended (but you only get one part of the effect not both, be aware of that)
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I think you missed the idea of evil presence, out can't target evil wizards because they already have an evil presence in their cities.
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(November 14th, 2015, 21:37)Tiltowait Wrote: I think you missed the idea of evil presence, out can't target evil wizards because they already have an evil presence in their cities.

It's more simple than that, there was no room to add that restriction for the effect that was missing from the game.
Also, it's not very fun to have a spell that cannot be used (on high difficulty AI wizards have a lot of different books, usually at least 3-4 realms, so everyone having Death isn't that rare).
I'm planning to keep this restriction for Raid (although the spell will still work if you bypass the "cannot target" effect with tweaker).

My reasoning : The unrest reduction isn't eliminated exactly because the people are used to evil presence if the owner has death books...but the power loss still happens, as the "presence" now belongs to the enemy and interferes with obtaining the power.
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On capture, make the game go straight to the city screen of the new city instead of the next unit in the queue.

How does the queue work, anyway? How does it know which unit is next? Is there any way to control this other than "wait"?
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(November 17th, 2015, 21:17)Tiltowait Wrote: On capture, make the game go straight to the city screen of the new city instead of the next unit in the queue.

How does the queue work, anyway? How does it know which unit is next? Is there any way to control this other than "wait"?

No idea, player overland movement is the only thing I haven't worked on yet, it is very complicated, I'll leave that for post 1.0 versions.
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