Posts: 61
Threads: 3
Joined: Aug 2016
If I choose the option World Equalizer, and have an odd number of opponents (so even total number of Wizards, including myself), am I guaranteed to have the same size Arcanus and Myrror? Is there a way to force the planes to always be the same size through mods?
Is there any way to "refuse" a retort granted through treasure?
Posts: 10,463
Threads: 394
Joined: Aug 2015
World Equalizer does not force same size planes, so normal rules apply.
This means, as the setting always forces the game to have exactly the required number of Myrran wizards, the plane sizes will be 120% for the Arcanus plane and 100% for the Myrror plane, regardless of the number of players.
It's not possible to refuse a retort so unfortunately if you want to avoid that, you have to reload until you are given a book instead.
Posts: 736
Threads: 50
Joined: Jul 2020
Is it possible to set abilities not defined in MASTER.CAS on units using scripts? Things like Create Undead, Exorcise, Thrown etc.
Posts: 495
Threads: 12
Joined: Jun 2012
Does the good moon work on city enchantments or just unit ones? It seems to just be the latter, is that intended?
Also what exactly is a good temple and a bad temple?
Posts: 736
Threads: 50
Joined: Jul 2020
The MoM wiki claims that Lightning Breath is affected by Bless, implying that it's a Chaos flavored attack. Is it defended against by Bless in CoM too?
Posts: 10,463
Threads: 394
Joined: Aug 2015
Quote:Does the good moon work on city enchantments or just unit ones? It seems to just be the latter, is that intended?
Only unit enchantments. It's intended.
A "good temple" is a religious building owned by a player who has at least 1 Life book.
A "bad temple" is one owned by someone who has at least 1 Death book.
If you have both, both modifiers apply (you get +100% and -50% at the same time so +50% total as far as I remember)
Quote:The MoM wiki claims that Lightning Breath is affected by Bless, implying that it's a Chaos flavored attack. Is it defended against by Bless in CoM too?
Yes.
Posts: 245
Threads: 9
Joined: Feb 2016
Playing as Dwarves under a Blue wizard, I found myself continually frustrated in battle by the Magical Ranged Attacks from my Dark Elf neighbors, and the hordes of summoned Sprites of a nature wizard.
"Guardian Wind" will protect against Slings and Arrows, and "Resist Magic" will protect against Spells, but the magical attacks seem to be none of those things!
Is there anything I can do to prevent valuable units from being killed off on the first round of combat?
May 31st, 2022, 00:55
(This post was last modified: May 31st, 2022, 00:55 by Seravy.)
Posts: 10,463
Threads: 394
Joined: Aug 2015
Other than using units that are good against magical ranged attacks, not much until you research Invisibility.
Nature has Resist Elements though if you have at least 1 Nature book.
In particular, as Dwarves, building Golems should be a very efficient way to counter those units. They have Resist Elements as a passive ability.
May 31st, 2022, 13:09
(This post was last modified: May 31st, 2022, 13:12 by GMBarak.)
Posts: 283
Threads: 20
Joined: Jan 2022
(May 30th, 2022, 22:37)HansLemurson Wrote: Playing as Dwarves under a Blue wizard, I found myself continually frustrated in battle by the Magical Ranged Attacks from my Dark Elf neighbors, and the hordes of summoned Sprites of a nature wizard.
"Guardian Wind" will protect against Slings and Arrows, and "Resist Magic" will protect against Spells, but the magical attacks seem to be none of those things!
Is there anything I can do to prevent valuable units from being killed off on the first round of combat?
notice that Large shield gives +3 defense also for ranged magical attacks, you can use my calculator to check your chances:
https://gmbarak.github.io/COM-Damage-Calculator/
also when you create shield for hero with create item (shield, not mail or plate) he/she will also get Large shield,
if they have luck, it's +10% to defend, if you cast holy armor/prayer, each also gives +10% to defend.
you can equip hero with items that will make him/her with high defense value and thus invulnerable for these attacks.
only notice that Warlocks have doom bolt which is a guaranteed 12 damage, so I guess you're supposed to give your hero/units invisibility by that point...
Posts: 245
Threads: 9
Joined: Feb 2016
I equipped my hero with a +3 "Shield of Rocks". My main concern was my brand new Steam Cannons getting blasted away before they could open fire.
But the Steam Cannons are so slow on the overworld, maybe they just belong in city garrisons. Golems seem to be the way of the future.
Doom Bolts seems worrisome, but surely "Resist Magic" will help guard against that?
|