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Caster of Magic Release thread : latest version 6.06!

If you are running on a case-sensitive system, make sure your files are all uppercase.
Also make sure you have permissions to overwrite executable files. (windows 7 in particular tends to not let people access their own files at random if not running as administrator.)

The best way to figure out what's wrong is if you look at the date of your files. Then you can know which file comes from which origin. If the date doesn't match the unzipped file, that means overwriting failed for some reason.
Especially check the two executables, magic.exe and wizards.exe. The results you describe tend to happen if one is new but the other isn't.
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Hi Guys and Girls,
very nice Mod that you have created Seravy!!!

But i got a few problems. When i start a new game with Caster 5.63b installed, i can`t produce paladins and cant summon shadow deamons.
if i start with shadow deamon as pick from the charackter creation screen, it is not inside of my spellbook.
and when i take highmen and want to produce paladins, after cathedral etc. they are not included in my built list.

any clue why this is happening?
regards
Thomas
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If you pick shadow deamon you can research it turn 1.
Paladins probably need armoured guild(not sure but most likely)
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Armorer's Guild requires 1406. Paladins require Armorer's Guild.
You can't start with uncommons already researched, picking them only guarantees you'll have the spell for research (depending on book count, either on turn 1 or later during the game)
Also see : https://www.realmsbeyond.net/forums/show...p?tid=8106 for more changes.
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Quote:5.7
-Random generated items before turn 100 will not contain Invisibility or Invulnerability. Predefined items containing the above abilities will not appear before turn 100 from any source. Items with a value over 1500 found before turn 100 are guaranteed at least 2 “good” item powers on them. Items with 1500 value after turn 100 are guaranteed one, over 2000 value, two good item powers.
-Replaced spell charges in two predefined items.
-Fixed AI problem : The AI's additional mana saving tactic while banished  or in unimportant battles didn't apply in battles where the AI had the advantage in army strength.
-”Esc” is now used to close the F2 (Cartographer) screen.
-”Esc” is now used to close the F3 (Spellbook) screen.
-”Esc” is now used to close the F4 (Historian) screen.
-”Esc” is now used to close the F5 (Intelligence Agent) screen.
-”Esc” is now used to close the F6 (Monthly Report) screen.
-”Esc” is now used to close the menu interface without choosing an option to cancel.(Tax Collector, Raise Dead, Animate Dead, Spell Binding, Resurrection)
-”Esc” is now used to close the F9 (Myrror) screen.
-Rampaging Monsters will only spawn if there are at least 4 remaning lairs/nodes/etc to spawn them from.
-Unit maintenance display has been improved (By Drake178)
-Fixed bug: the Holy Light (Heavenly Light) icon is misaligned in the combat info (By Drake178)
-Fixed 5.63 bug : Merchant item budgets were incorrect, or negative. (This is the likely culprit for items with mismatching type and icon appearing.)
-”Esc” is now used to close the Create Artifact screen through the “Ok” button.
-The button to leave the create artifact screen will no longer ask “do you wish to abort the enchantment”. Note : if you want to leave without creating an item, you MUST unselect all the selected item powers.
-Restored the “Back” button on the Create Artifact screen for item icon selection. (As this button was reused to provide the shortcut exit button, that button is no longer available. However, you can exit by the OK button so it's not particularly necessary.)
-Fixed bug : The WAIT button cannot select units on the next plane.
-Failure to find a book/retort treasure now yields a value 1800 item for one, 3600 for two picks. If no more items are possible to add, instead, the same amount of gold is added.
-Failure to find a spell due to all possibile spells known now adds 300*Rarity gold instead of 200*Rarity gold.
-Rare spell treasure will now be replaced by an uncommon spell, and a 1600 value artifact, or that much gold if no more item slots are available if time is before 1410 on Advanced and below, 1409 on Expert, 1408 on Master and 1407 on Lunatic difficulty.
-Very Rare spell treasure will now be replaced by a random book/retort if time is before 1416 on Advanced and below, 1415 on Expert, 1414 on Master and 1413 on Lunatic difficulty instead of being 1416 August on all difficulties.
-Fixed bug : Required fame was applied to Prisoners.
-The Ninja hero won't appear before turn 100 from any source.
-Summon Hero now costs 240.
-Suppress Magic is removed from the game.
-New spell : Power Link. Whenever another player casts an overland spell, if that spell has a base cost less than 100, gain 4 times that cost in additional power next turn, if it costs less than 500, gain 500-that spell's cost in additional power. Spell Blast or Drain power cast by other wizards is countered by this spell. Spells costing 500 or more are unaffected. (the maximal amount that can be gained per turn is limited to slightly over 10k power to make sure no overflows happen.)
-The diplomacy penalty for the new spell is -10 and -1/turn (Suppress Magic was -25 and -2)
-Adjusted the AI's reactions to the new spell (similarly to Suppress Magic, the AI will avoid low cost spells and prefer high cost spells, also adjusted Disjunction and Spell Binding priorities)
-Removed “minimal 50 gold/mana in lairs” rule. Now that 2 budget is only worth 1 gold, this rule could rarely result in lairs containing no treasure. (Also space for treasure generation code is running out so it's a waste to use it for this.)
-Centaurs now cost 90, gain +1 melee, +2 armor.
-Item Regeneration restores 1 HP/turn. (Spell regeneration still restores 2/turn.)
-Fixed bug : Charm of Life and other forms of bonus HP aren't displayed with a gold icon
-Fixed bug : Lionheart item extra hp doesn't apply outside combat.
-Fixed 5.63 bug : Heroes don't appear for hire at the intended chance and any player having exactly 2 heroes can cause the game to crash.
-Increased the chance of hero offers to show up for wizards with 4 or 5 heroes. The chance is now 1/48 instead of 1/60 or 1/90, making the chance equal to wizards who have 3 heroes.
-Most champions now require 80 fame instead of 100.
-Non-Corporeal units don't raise as undead from undead creating damage.
-Resist Magic now costs 8/40.
-Floating Island now costs 90.
-Guardian Wind now costs 6/30.
-Wraith Form now costs 13/65. (It no longer adds poison immunity nor does it allow ships to carry units on land so the cost should be lowered to reflect those changes.)
-Scouting range on units updated.
All heroes : 1 (instead of 2), except
Druid, Beastmaster : 2
Ranger : 3
Elven Archer, Chosen : 4
Trireme : 1 (was 2)
Galley, Warship, Carrack: 2
All normal units : 1 (unchanged), except
Shaman, Priests, Saints : 2 (mostly unchanged although some had a range of 3 set for unknown reason)
Manticores : 3
All Dark Elf units : 2 (some were higher)
Doom Drakes, Air Ships : 2 (was 3, 4)
Wolf Riders : 3 (unchanged)
Pegasai : 3
Rangers : 3
Summoned creatures are unchanged.
-Fixed bug : AI casts Wall of Fire and Wall of Darkness even if it's already cast in combat.
-Fixed AI bug : AI casts Phantom Warrior against Wall of Fire
-AI will not cast Wall of Fire in combat if zero enemy units are vulnerable to it.
-AI will not cast Wall of Shadows in combat if zero enemy units are affected.
-AI will not add Dispelling Wave priority in combat for Wall of Shadows, if they are the defender.
-AI will no longer consider Invisibility for Dispelling Wave and Dispel Magic if the enemy has Mass Invisibility in effect.
-Fixed major AI bug : When two settlers try to board a ship on alternate turns, they mutually make each other disembark their ships.
-The AI now selects the Main Settling Continent depending on the the best tile found as if a settler would start from their fortress and could move anywhere unoccupied. The AI new sets the “Continent Entry Point” on the Main Settling Continent to this found tile instead of a random shore tile of the continent.  
-When disembarking, the distance between the intended settler tile for settlers and the shore is considered as well as the distance between the ship and the shore. The distance on land has a higher weight.
-The AI will no longer disembark from ships when adjacent to any valid destination continent. Instead it'll pretend it still has to move and pick the optimal route towards the intended target - this ensures potential ship-to-land attacks and better settler disembarking locations are not overlooked. This combined with the above should allow the AI to disembark on the correct half of continents where an obstacle blocks the path to the settler destination most of the time - it's extremely unlikely that the path through the obstacle is “faster” than the path through sea. This also ensures the AI will stick to their selected main action continent, even if another one is in between, unless the distance difference is at least 9. (This might improve intercontinental war performance)
-Fixed bug : The AI couldn't disembark instantly towards the northwest direction.
-When no “Main Settling Continent” can be found on the plane because no tiles are remaining for building cities, instead of picking no continent, the AI will pick the first tower it owns as the continent and entry point. This should let the AI settlers reach the other plane even if they aren't already on a continent that has tower. This also allows the AI to get rid of settlers that have nowhere to go but use their transports, now they'll get stuck on the tower's tile (assuming neither plane has space left for building a city).
-Fixed bug : At rampaging monster generation, the additional condition to reduce the chance of the "other" plane doesn't work.
-Further reduced the chance of spawning rampaging mosters to be generated on a continent with no human player presence (50%->33%)
-Raiders will only spawn on continents that contain a city or a human controlled outpost. AI outposts no longer enable raiders. (The AI can reclaim the city from neutrals, but the outpost gets razed before the AI could build garrisons in it. Unlike the human the AI usually won't be able to intentionally defend their fresh outposts and relies on producing new garrison or assigning idle nearby units if any happen to be available.)
-Already spawned neutrals will avoid targeting AI outposts if anything else (AI city, human city, human outpost) is available.
-Fixed bug : Lycanthropy animation is displayed while Enemy Spells is turned off.
-Fixed bug : Raise Volcano animation is displayed while Enemy Spells is turned off. (Note : if cast near the player's cities, it'll still be shown)
-Fixed bug : Change Terrain animation is displayed while Enemy Spells is turned off. (Note : if cast near the player's cities, it'll still be shown)
-Fixed bug : Floating Island is displayed while Enemy Spells is turned off.
-The AI will now use the “Move randomly” strategy in city combat if a unit has no valid target, illusion immunity is not present, and all enemy units are invisible while defending.  (Note : unfortunately this can mean the AI lets units stand on the city tiles and damage it but that's probably the lesser bad. If they don't find the invisible attackers, the AI almost always loses the city. Compared to that, an opening that allows the player to damage but not conquer it, is still better.)
-When the attacker tries to move into the city using a melee unit, and there is no path to enter, the unit will instead move onto the row in front of the city. This should help detect any invisible enemies blocking the gate and also helps gaining entry faster if the unit at the gate is killed.
-Mass Invisibility now sets the “invisible” unit ability flag instead of the combat local enchantment flag. Combat cast Invisibility also sets the unit ability flag. This should help the AI properly detect the invisibility effect for decisions that look for the flag specifically. The overland version of the spell already enabled the flag as intended.
-Fixed the palette issues on the cities screen (thanks, Drake178!)
-Fixed the palette issues on the merchant screen (thanks, Drake178!)

This is a fairly large update that fixes several serious bugs (some newer, some ancient), replaces the Suppress Magic spell with the more fun Power Link spell, and contains dozens of minor improvements on details. It's should also get rid of the "why is the wizard on the other place so far behind" issue once and for all. Both the settler transport issues, and neutrals eating their cities should be solved now.
If you find any problems, let me know!
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Quote:5.71
-The INFO screen now shows all effects that apply to the combat. (by Drake178)
-Fixed bug : X,Y coordinates for main settling continent entry point are inconsistently used (X and Y are swapped), causing crashes when destination coordinate is outside map on an intercontinental settler.

I wanted to test the info screen update more but the crash bug is too serious to leave unfixed so I had to upload the update earlier than planned.
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someone gonna make remake of MoM (i heard). Did you sent them your CV?
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I heard. No, I haven't sent them anything. I'm not much of a team person and never had a job in my life so that would be a weird thing to do.
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you *really* should propose to them as a project consultant. you get some easy money, they get someone who can explain them what mom gameplay is about and what's important in it, we get a better sequel, everybody wins.
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Seravy in case if you dont know - You are recognizable brand. If they write somewhere that you put some input into it, a lot more people would be incline to buy their "repetitive game, with nobrainer single viable options, with 3d graphic that is optimize for loading 5 min on each panel"
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