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New year, New Master of Magic! v1.5 fan patch

A group of triremes attacked my bat. I clicked 'auto' and then went away for a while because it took forever for six triremes to do their random movement. Had to mute the sound as well.

I had "summoning events" turned off in the options and yet was notified of every hell hound and ghoul cast by opponents while Detect Magic was on.

Help text for "backup saves" option needs to be updated. Help text for Astrologer screen reflects the old version of this screen.

I tried, tried, tried this game to keep my military up that the CPs won't declare war on me. But it's useless, nothing can stop them. I can't build up enough units because I don't have the food. Even with aggressive expansion to build food supply The CPs get bonuses and can build until the bar on the Astrologer screen is way above mine, and then it's war until the end of the game.

Minotaurs have +3 to hit with magic weapons?! I don't remember them being this good. They put serious hurt on Theria with 23 shields. I didn't think much could get through that.

Strongest Myrran CP put its summoning circle on one of those 2-spot islands with a node. Filled it up with scary creatures like Colussus, Great Wyrm, Basilisk, but they had nowhere to go. Somehow this 2 spot island was pop 13 as well.

Can you gain more than one casting skill per turn? I was archmage, investing 267sp every turn, and only gained one point.

There hardly seem to be any neutral towns these days. Maybe because I'm playing on small? I used to be able to rely on neutral towns to fill gaps in my race's weaknesses but now it seems like only enemy towns can be taken to add to my repertoire.

I started a new game as Trolls on Myrror and there were two wizards on my plane! Ss'sra and Kali.
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(August 25th, 2016, 01:33)Tiltowait Wrote: A group of triremes attacked my bat. I clicked 'auto' and then went away for a while because it took forever for six triremes to do their random movement. Had to mute the sound as well.
This is why I play with "movement animation" off. Saves time overall, not just in these battles.

Quote:I had "summoning events" turned off in the options and yet was notified of every hell hound and ghoul cast by opponents while Detect Magic was on.
Game checks the "enemy spells" setting for that. I assume the summoning events is for your own spells.

Quote:Help text for "backup saves" option needs to be updated. Help text for Astrologer screen reflects the old version of this scree
I probably already said this but I don't do help texts for 1.5, anyone can do that.

Quote:I tried, tried, tried this game to keep my military up that the CPs won't declare war on me. But it's useless, nothing can stop them. I can't build up enough units because I don't have the food. Even with aggressive expansion to build food supply The CPs get bonuses and can build until the bar on the Astrologer screen is way above mine, and then it's war until the end of the game.
A system that works balanced in CoM is expected not to in the original game. Unfortunate but not surprising.

Quote:Minotaurs have +3 to hit with magic weapons?!
Yes, Minotaurs are a +2 to hit unit. See http://masterofmagic.wikia.com/wiki/Minotaurs

Quote:Strongest Myrran CP put its summoning circle on one of those 2-spot islands with a node. Filled it up with scary creatures like Colussus, Great Wyrm, Basilisk, but they had nowhere to go. Somehow this 2 spot island was pop 13 as well.
AI puts the summoning circle to the continent where (AI cities-other cities) is the smallest number. There wasn't any continent where the AI shared land with another player, so the island was rated the place which needs additional forces most.
Maybe a different formula would work better here? Like highest enemy cities, ignoring how many are owned? Although then if there are no shared continent, it would just select randomly instead of focusing on the weakest continent.
Shore tiles produce some food, and Sorcery/Nature nodes produce a lot (2 and 2.5 if I remember correctly) if one of those was on the island.

Quote:Can you gain more than one casting skill per turn? I was archmage, investing 267sp every turn, and only gained one point.
Yes you can. It uses the formula Skill=Sqrt(Total SP accumulated).

Quote:There hardly seem to be any neutral towns these days. Maybe because I'm playing on small? I used to be able to rely on neutral towns to fill gaps in my race's weaknesses but now it seems like only enemy towns can be taken to add to my repertoire.
I don't remember if the change to town numbers was made optional or not, I think it is so it shouldn't be affecting the game.
Land size certainly does however, I also observed having minimal amount of neutral towns on smaller maps. The conditions on where they can appear seem to be pretty strict and if no correct place is found in 1000 total attempt (among all towns generated) then the game gives up on it.
Maybe the conditions are a bit too strict...hey this says no closer than 4 to a node or lair...that...kinda is hard to fulfill when you have 250 tiles of land and 50 lairs on it... this explains it. If I were to remove this restriction it would always put the maximal amount of neutral cities (since it wouldn't fail 1000 times anymore) which is...a lot. Doing that would mean no free space for settling at all on Small or Tiny...probably not much even on Normal. I rather not do that, at least this way the amount is random and not fixed.

Quote:I started a new game as Trolls on Myrror and there were two wizards on my plane! Ss'sra and Kali.
That's rare but perfectly normal. Allowed number of Myrran wizards is 1-2.
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Quote:This is why I play with "movement animation" off. Saves time overall, not just in these battles.

If I play with "movement animation" off, then the computer moves its pieces lightning fast and it is hard to follow what happened on its turn. They move, fire arrows at some unit I couldn't see, whack whack I lose two units in melee and don't know what happened.

Can we adjust diplomacy for 1.5? It seems a shame to have such an amazing working diplomatic system uncovered, and then none of the options ever get used. The computer only declares eternal war because it thinks that it outnumbers you. You'd think that maybe if you kill enough of their units they'd figure they're not winning and sue for peace, but that just makes the war worse.
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(August 25th, 2016, 06:49)Tiltowait Wrote: Can we adjust diplomacy for 1.5? It seems a shame to have such an amazing working diplomatic system uncovered, and then none of the options ever get used. The computer only declares eternal war because it thinks that it outnumbers you.
Only Militarist and Expansionist is capable of doing that. Others declare war for other reasons, so this problem only affects 40% of the wizards in the game.
If you can suggest a more appropriate number for the formula, I can change it for the 1.51 version.
I'm not going to change the formula itself, but the number it is being compared to, or the chance per turn I can change easily.
http://masterofmagic.wikia.com/wiki/Need..._war_check

Quote: You'd think that maybe if you kill enough of their units they'd figure they're not winning and sue for peace, but that just makes the war worse.
It does make the war worse if you were the attacker. Not if they attack you. The effect of army sizes works over time, and has thresholds, below 50% peace goes down each turn, between 50-125 it goes up slowly, and above 125 it goes up rapidly, if I remember correctly.
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I got the "new minerals" event for the first time ever! A Gems popped up in a desert next to my capital.

One wizard warned me about my Wind Mastery and another refused to speak to me because of it. However my flying hero didn't increase speed and their Triremes still moved 2. Hmm, Fang was released from a ruin and his speed was doubled. It seems it doesn't work when flight is granted by an item.

In this Trolls game, I rushed for War Trolls since they're all the Trolls have got. Upon building a few of them, the computer players were intimidated and didn't declare war. Both of them on Myrror were Dark Elves and I guess this stunted their growth, because they hardly had any military. My three war trolls + city garrisons outnumbered them and they didn't declare war. It was a pleasant game, but then again perhaps too easy.

The power of a sorcery node caused my Psionic Blast to be dispelled! Save file included. Take the stack with Valana the Bard into the sorcery node. Have her cast PB with no enhancement. Could it be related to the fact I got Sorcery Mastery out of a ruin?

I destroyed Ss'sra's last town, an outpost, and defeated him. The game didn't crash.


Attached Files
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Quote:One wizard warned me about my Wind Mastery and another refused to speak to me because of it. However my flying hero didn't increase speed and their Triremes still moved 2. Hmm, Fang was released from a ruin and his speed was doubled. It seems it doesn't work when flight is granted by an item.
Wind Mastery only speeds up Transports. Also Kyrub edited it quite a bit, and removed the slowdown effect on enemies.

Quote:The power of a sorcery node caused my Psionic Blast to be dispelled! Save file included. Take the stack with Valana the Bard into the sorcery node.
This sounds like the usual "djinn casts counter magic which counters spells but the node countering it is reported instead" problem. I thought I fixed that, maybe it wasn't compatible with 1.5? idk.
Please redo the battle a few times and check if there is a counter magic in effect when the bug happens.
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Hello.

Just posting about a change done in 1.50 which doesn't seem to fit.
It's about the starting relation : originally, all death books decreased relations ; it's been changed in 1.50 with two "sides" (nature + life vs chaos + death). I understand the idea, but it runs directly against the detailed design, which specifically said that death magic soured diplomatic relations, even between fellow practionners. I feel this change is unwarranted and should be removed - not only it fits better with death magic, not only it's a deliberate design, but it also helps differenciating death magic from life magic.
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(September 8th, 2016, 08:55)Akkalevil Wrote: Hello.

Just posting about a change done in 1.50 which doesn't seem to fit.
It's about the starting relation : originally, all death books decreased relations ; it's been changed in 1.50 with two "sides" (nature + life vs chaos + death). I understand the idea, but it runs directly against the detailed design, which specifically said that death magic soured diplomatic relations, even between fellow practionners. I feel this change is unwarranted and should be removed - not only it fits better with death magic, not only it's a deliberate design, but it also helps differenciating death magic from life magic.

I'll probably remove it from the 1.51 version.
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Yeah, Seravy changed it so death isn't really ugly nasty Death, it's just another side and its practitioners like each other, like the other books. I didn't agree with it either, but here we are.
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(September 8th, 2016, 09:24)Seravy Wrote:
(September 8th, 2016, 08:55)Akkalevil Wrote: It's about the starting relation : originally, all death books decreased relations ; it's been changed in 1.50 with two "sides" (nature + life vs chaos + death).
I'll probably remove it from the 1.51 version.

I think it's probably the case that the diplomacy bias toward Life and against Death is a bit too strong, and that could be considered a bug worth fixing; I just think it warrants a tweak, and not a complete replacement. How about changing the diplomacy multiplier for Death books from -5/-3 to -4/-2 per book, and the extra multiplier for Life books from +2 to +1 per book? That keeps the basic design the same, but mitigates the problems.

The designers were certainly aware of this bias when making the game, and I suspect that they wouldn't have deliberately made some schools worse off than the others without compensating for it in some other way.

BTW, do you have a list of the changes already planned for 1.51?
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