Hi. I've been lurking a while and first off, I just want to say you're doing a great job Seravy. I really look forward to Caster of Magic 2!
Playing today I encountered something that I think has always been an issue in MoM and maybe its something easy to fix. When I look at the minimap I don't see any purple cities. All the city dots are bright and stand out against terrain except for purple cities which use a muted pinkish colour that's hard to tell apart from from deserts. It's also nothing like the purple colour used in the main display. Maybe the green minimap dots could be clearer, but at least I see the green dots when I look for them. If I look for purple dots I see nothing.
That might be a dosbox settings problem, maybe the filter?
It looks like this in mine :
On your screenshot those pixels are almost white, mine are properly recognizable although a bit hard to see in deserts on Arcanus. Not as bad as Green cities in forests though.
I still find them hard to pick out on Arcanus.. maybe its my monitor settings as well. I think half the issue is that the dots aren't purple as I'd expect. This colour choice just seems a strange design decision. Anyway, its definitely a nitpick on my part, not something I'm zealous about.
While on the subject of map colours, does anyone else find that Myrror is depressing? It's supposed to be the realm of impressive magic, but it looks shit-brown and as dark as a sewer. Can anyone suggest a better pallete?
(July 4th, 2020, 13:41)JustOneMoreTurn Wrote: While on the subject of map colours, does anyone else find that Myrror is depressing? It's supposed to be the realm of impressive magic, but it looks shit-brown and as dark as a sewer. Can anyone suggest a better pallete?
Yes. Unfortunately I was also surprised that the sky on Myrror looks like SHT, when I switch to the city main screen, where rebels are shown. Didn't remember it looking like that or I wasn't playing too much Myrror 20+ years ago. Also the game slows down to a crawl on Battlemaps with lots of running rivers, which is ridiculous.
Earthquake does not seem to destroy 40% of all buildings. Even from top displayed buildings it usually destroys about 2-3 out of 13, which is <25% of displayed buildings. Replaced buildings never get destroyed. What is the true formula/chance?
Earth Elemental is combat only summon. Create Undead does not work on it. But if neutral has it then it works. Correct?
Sometimes overland movement cost is wrong. For normal walkers, moving into grassland takes 2 movement points, moving into forest or hill next to city, but no visible road takes 1 movement point.
Create undead works on combat summons. Even more, in original MoM you can cast word of recall on combat summons and get them as permanent units on global map.
Casting change terrain doesn't update movement costs, this may lead to grasslands that cost more than 1 movement and forests costing 1. Known bug, can't be fixed.
Myrror looks - I agree, Myrror doesn't look magical, it looks dull, bleak and muddy, and I dislike this. Personally I would prefer if Myrran terrain has same textures as Arcanus - green grasslands, green hills, green grass in cities, you can keep purple sky.
Quote:Earthquake does not seem to destroy 40% of all buildings. Even from top displayed buildings it usually destroys about 2-3 out of 13, which is <25% of displayed buildings. Replaced buildings never get destroyed. What is the true formula/chance?
40% but all building destruction chances skip replaced buildings. Might also skip buildings that are required for another building but aren't replaced by them, I don't remember.
Quote:Earth Elemental is combat only summon. Create Undead does not work on it. But if neutral has it then it works. Correct?
Creatures summoned in combat are removed from play after the battle, so they cannot become undead.
Permanent creatures, such as neutrals, or Earth Elemental from a Fairy Ring, can survive battles and turn into undead as well.
Quote:Sometimes overland movement cost is wrong. For normal walkers, moving into grassland takes 2 movement points, moving into forest or hill next to city, but no visible road takes 1 movement point.
Unfixable, it is caused by terrain changing spells not updating the movement costs.
1 tile roads can exist but aren't visible because they don't connect anything. They happen most often when a city is razed, as city tiles have roads under them.
“Unfixable, it is caused by terrain changing spells not updating the movement costs.”
Maybe you can fix it by making change terrain always creating a road too. And increase the cost of Change Terrain Spell to compensate for this.
What is the significance of shiny Enchanted roads in Myrror? Pure graphics?
Do the trees, hills, etc. give any defense or attack bonus in battle?