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Caster of Magic Release thread : latest version 6.06!

Unfortunately not at the moment.
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Barack should not grant 1st exp level for free (feels too strong, fighting for experience is less attractive if you can just build, recruit lvl units unit feels "crippled", you need to make barracks in every small towns if you want mass infantry), instead barrack should allow swordsman

Exploring caves, towers, ruins, nodes etc to scout guardians should provide 3 exp for all scouting units - its balanced by losing move, so effort for making big scouting stack for 3exp point each will not feel too attractive (unit will gain this exp in 3 turn anyway, but you can use them better in other locations).

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any way infantry still suck, but its useful for early city captures from rival wizards or defense vs raiders.

well i dont spent much time on MoM as you, so maybe i dont see something obvious here. I play 2 vanilla games (easy, long, boring 'end turn' clickfest), then jump on CoM and man congrats this is straight improvment of the game, its MoM1.5. Much faster, much more interesting, more challenging.

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why did you change F5 astrologer into Intel Agent?! its not master of orion :/ Astrologer was more cool. But i feel changing Grand Vizier to something else could be a renaming
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Astrologer is a retort now, I didn't want the two to have the same name, that's confusing.

With more competent AI, units die a lot. It's one thing for heroes who can survive better, but leveling all your various mass produced normal armies isn't realistic from battles. Garrison especially. So the ability to build them at better levels is needed. The first level isn't a big deal anyway, it's only 30 exp. That's equal to waiting 30 turns (2.5 years in game time), so only troops that actually engage an enemy faster than that really benefit. So while building it is tempting, it's not always the good choice. In fact if you can beat a decent enemy army without that extra level, the exp you gain from the battle will make the barracks and war college unnecessary. Barracks aren't cheap - they cost as much as 5 swordsmen.
But really, the important part is, these units are the bottom tier in the game. They won't survive attempts to level up in combat in most cases.
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(May 27th, 2019, 02:03)Seravy Wrote: Astrologer is a retort now, I didn't want the two to have the same name, that's confusing.

With more competent AI, units die a lot. It's one thing for heroes who can survive better, but leveling all your various mass produced normal armies isn't realistic from battles. Garrison especially. So the ability to build them at better levels is needed. The first level isn't a big deal anyway, it's only 30 exp. That's equal to waiting 30 turns (2.5 years in game time), so only troops that actually engage an enemy faster than that really benefit. So while building it is tempting, it's not always the good choice. In fact if you can beat a decent enemy army without that extra level, the exp you gain from the battle will make the barracks and war college unnecessary. Barracks aren't cheap - they cost as much as 5 swordsmen.
But really, the important part is, these units are the bottom tier in the game. They won't survive attempts to level up in combat in most cases.

int. agent => Master of Whisperers ? or Spy
grand vizier => vassal ?
cult leader => prophet ?

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great it's balanced, still free levels from building spoil the idea of combat exp. If low tier die so fast, then faster exping (1 battle = 1 level)?

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is it possible to make scrollable map with keys?
esc key is not escaping from spells window (space is)
W' working as Wait order on map screen, would be nice . Can you make mouse wheel down be wait order? & up = Done order.
In city screen: MouseWheel Down = Change
surveyour could be TAB - on/off. or even F1 but with closing also on F1.

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shouldnt there be some tax on transmuting gold to power? its feel cheap.
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Hotkey ideas belong here : https://www.realmsbeyond.net/forums/show...p?tid=9472
Also see https://www.realmsbeyond.net/forums/show...p?tid=9465

I tried fixing the spell screen to use Esc already but it didn't work, I need someone to figure out how that hotkey works, my attempts to change it were fruitless.
Direction keys move units so they can't also move the map at the same time.
Mouse wheel isn't a thing that exists in DOS as far as I remember.
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Hello,
Hi, I am a lover and follower of your wonderful updated versions of Caster of Magic. I have been playing them all for years even as far back as the original game of Mast of Magic made by Microprose. At first, I was skeptical and not sure what to expect from your modded version but you have not disappointed, well, at least not too much. I just wanted to mention a bug that is recurring very much in the latest version of CoM that you have released CoM v5.58
This bug will freeze the game beyond any known methods to recover the running game. You can go back to the last continue point from startup but that could be several turns back, sad. This crash/freeze has happened every single time when this same event occurs so I'm sure it's a definite bug. Some people most likely have already mentioned it because there are several pages here, I just don't have time to read them all, but just in case I'll mention the bug again.

The Bug Anytime an enemy wizard captures a town/city of your own without any defenders in the city the Game freezes, there is nothing you can do but close out DosBox and restart the game. Sadly, unless you have saved your game recently the only hope is that the continue game at the start of the game is not too many turns back. Note: when roaming monsters attack an undefended city but the city is not reduced to ruins the game does not freeze up.

Anyways, I'm not sure where to leave this comment to hopefully reach those wonderful people who are working on this awesome masterpiece and improving it so much. This game is still my favorite 4x game of all time.


P.S. Suggestions - Roads/Engineers and Conjure Roads Spell
Literally, everything you have done has in my honest opinion improved the game, new buildings, new ores, new bonuses, or spell name titles and bonuses or balancing of spells, all of it is excellent! My only complaint is the road system seems to be completely pointless on both Myrror and Arcanus. Seriously, more than 70% of the time even after having built roads the units don't even attempt to use them, and even if they do there seems to be no greater movement bonus. Just curious if there are any plans to improve the movement bonus system when there are roads? 
I understand reducing the movement bonuses on Myrror because being able to transverse the globe 3 times in one turn is a bit ridiculous but there is literally no bonuses at all with the road system anymore on either plane. This completely removes the purpose of engineers in the game. Anyways, revamping the movement system would make a bit more purpose in the game. I think it would be good to make the road system the same as it was originally on Arcanus. So 0.5 1 movement point and maybe just double or triple that on Myrror. So 2 or 3 per 1 unit movement point, unless they are flying, of course. Finally, if you get conjure roads then all conjured roads at triple speed bonus, 3 per 1 movement point. Just some ideas to keep roads/engineers having a point in the game.

This may have been discussed several times already, I just found this forum and the most recent CoM version 5.58 release like 5 days ago and had to work so this was my first time I have ever posted here. Sorry if this has already been reviewed and explained. Thank you so much for the work you have put into this game!
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That sounds like something caused by one new feature in 5.58, conquered cities causing buildings to get destroyed. Why it causes a freeze for human cities when it does not for AI cities, I'll have to figure out. It worked fine on AI cities when I tested.

The road system exists to increase your income, it provides a major bonus to connected cities. Also affecting movement speed is a nice extra, but it's and a problem because fast overland movement is bad for game balance. It reduces the number of turns an AI player has to react to aggression, load their troops on ships, send them to your lands, unload, and and attack your cities, which takes them many turns. If units move too fast, it becomes easier to kill all enemy cities before they can retaliate.
I agree the road system can still use improvements but probably in the opposite direction. 0.5 cost on Myrror is likely still too powerful, and costs are not very consistent between battle and overland. (Battle is 0.5 on both planes)

Edit : I tried reproducing this bug and indeed the game crashed. The crash seems to happen where the game clears the building queue and checks for production interrupts. This part is exclusive for human players. Why it is crashing when called from the normal (non-empty city) combat does not will be more difficult to find out, I'll do it tomorrow.
Disabling the "Rebuild Prompt" option in settings seems to remove this issue. Why that feature doesn't work when the empty city procedure uses it, I need to find out.

...Okay, I know why. Conquering empty cities does not clear your report queue, but normal battles do. So the game will eventually ask you to fix production in the city...but it's no longer yours so the game crashes when it tries to do that. 
This is actually a known bug, extremely rarely I had the game ask me to set production in cities I've already lost, although it didn't crash. This should be easy to fix by making sure cities not owned by the human are skipped, even if they do remain in the report queue.

Edit 2 : I was able to fix this. I'm going to speed up the release of the next version to include this fix, you can expect it tomorrow. Until then turn the rebuild prompt option off.
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woow Seravy you are amazing
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Just playing v5.58 and have used summon champion to get Deth Stryke. Is he supposed to start with 154mp at level 0 hero? It seems like quite a lot.
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That's a bug too.
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