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

Death wizards raise undead depending on their casting skill and number of Death books after battle, and units with Life Steal or Create Undead raise them based on their own unit cost. However Stone Giant sounds way too early for either.

The wizard can raise (books*skill)/5 value units, while units raise equal to their cost. Not sure about the value of the giant but it was something in the range of 300-600... so I have no idea where it came from unless the wizard has a high value unit with life steal. Like a Necromancer champion, or a vampiric sword, or the Wraiths spell.

The stack beating a demon lord or a great wyrm without causalities sound reasonable - the way math works, larger armies have an advantage in strategic combat. If those monsters were alone (or only supported by very weak creatures like sprites), the stack mentioned could have beaten them, especially as the wizard supported them by spell power and neutrals have none of that.
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I found numbered-by-turn saves of that game (cool feature). And I must say that many of my statements were confabulation. Sharee's stack appeared on turn 92. Ruins contained shadow demons and five zombies, not the demon lord. Guardian spirits were lost in this battle, not in the nature node. And nature node was guarded by wyrm and six sprites. Memories can not be trusted.
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An interesting nitpick: Current game had me banishing Sharee from her capital, then Oberic shattering her only remaining outpost, so "Oberic defeats Sharee". Then I cast Spell of Mastery, and have seen Sharee and not Oberic as those defeated. Perhaps something good for Oberic then, as I was allied with him until I finally started casting SoM, so he kinda survived. smile
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Entangle is stopping flying units and also fully stopping all units on the first turn, as opposed to reducing movement by 1 per turn, so even a unit with 2 or 3 movement points is getting fully stopped on turn 1 and even if I combat summon a unit it cannot attack in the same turn it is summoned. So yeah, it's fully shutting down everything.
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"reduce by 1 a turn" is misleading - what it does is, it reduces it by one, period.
If a unit moves 2, it will only move 1 every turn from that point onward and so on.
It does not stop flying units - the patch only fixes that for Non-corporeal.
I'm surprised about shutting down summons - I don't even have that feature implemented in CoM yet...
The turn 1 patch does have one problem I see however : it reduces movement by 2 instead of 1 as the number was left unchanged when I made the patch and CoM uses 2. I'm reuploading the fixed version in a second.
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Noticed a very minor bug. After taking over a enemy city that had an Oracle, the sight range was not increased to 4. Only 1 tile around the city remained revealed after I took it over. This made me wonder it was actually detecting anything 4 ties away like its supposed to. I guess the reveal only happens when its built, but that's the 6 tile reveal. Tiles up to 4 away should still be revealed when you take over the city.
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After not playing MoM for quite a while, I now find that I lose this patch on Normal... this and the K-Mod for Civ4 will give me grief like this for quite some time.
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Hello.
 how does reverse.exe work? fileset.exe use is explained in readme.txt though reverse isn't  frown
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(August 14th, 2018, 09:39)Kleithn Wrote: Hello.
 how does reverse.exe work? fileset.exe use is explained in readme.txt though reverse isn't  frown

found how to make it work. damned search engines failed me. forum search worked though
REVERSE M00x.txt Reverse.txt
FILESET magic.exe Reverse.txt
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Been playing ver 1.4 for a while now and just downloaded your 151rc7.  Got a bug to report. 

When I take a node or an encounter zone I don't get the rewards I'm used to getting from previous versions.  Sometimes I would get extra spell books or abilities like runemaster or the like.  Not getting them now.  But am getting mana, gold, items every now and then, a hero, or a magic item.  is this a known issue?  is there a fix?
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