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Mod for Caster of Magic for Windows: More Stuff

Hi, I'm just starting to explore 'More Stuff'. is it intentional that the witch hut (for the goblins) has no cost ? thank you !
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(November 21st, 2023, 15:09)pat910 Wrote: Hi, I'm just starting to explore 'More Stuff'. is it intentional that the witch hut (for the goblins) has no cost ? thank you !

Aha. All you need is some wood scraps and a secluded spot in a swamp or tundra.
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(November 21st, 2023, 17:50)Slingers Wrote:
(November 21st, 2023, 15:09)pat910 Wrote: Hi, I'm just starting to explore 'More Stuff'. is it intentional that the witch hut (for the goblins) has no cost ? thank you !

Aha. All you need is some wood scraps and a secluded spot in a swamp or tundra.

fair enough smile
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(November 20th, 2023, 16:22)Slingers Wrote:
(November 20th, 2023, 14:56)Zypher Wrote: After just one try with the mummies on Master difficulty with the new update I would say that it's still overpowered. I think 2 ghouls per Mummy is more than enough acually.
The raised price and no healing (not sure what else was made with them) makes them slightly worse and make it take a bit longer to get a big stack, but with just 3-4 you can clear out alot as it is. And the no healing really doesen't give much as they still have life-steal.

It's a to good unit that early. It would be like getting vikings valkyrie that early to be honest. That's my take on it atleast.

Oddly enough, I wasn't that impressed. Maybe I'm too used to the Halflings. ;p But also in comparison to Gnolls. Did you try this without cheat codes?

Edit: I've tried a few different units to storm a neutral Mummy City and can see your point. Not everything worked. Here are two short films that illustrate successes:
 
1.) Swordsmen and 2 Shamans with common buffs
2.) 3 Stone Giants (rare) with Resist Elements

The added requirement of a Temple could delay the Mummies a little. Maybe Lich and Lich King should be the rushable units and Mummies should only be possible after Tree of Knowledge/Elevation?

Edit2: If Lich King and Mummy swap their summoned unit, that might solve the issue.


Ya I do think that a Lich King and Mummy swap could solve the issue. Elevation is still not that late so the Mummies wouldn't be unusable by getting them after that. But they wouldn't be overpowered like I think they are now. 

Don't know what you ment with cheatcodes, is it some of the new score modifiers you though about? If that's the case then no, I didn't use any of those. Only had plane of earth on as a modifier in my test. But I did use the mummies along with darkness which makes them even better ofc. Without darkness you get a bit worse ofc, but I have a hard time seeing someone playing a draugr strat without darkness that many times.  

I looked at your videos and just made me even more think it's a to good unit to early on. The investment you had to do to get that halflingarmy up is so much bigger than what it would cost to get mummies out (and that was mummies with no bonus at all to them), and stonegiants are a rare spell which also would be viable first later on and then if you rushed the mummies you could have taken that nature wizard out already.

Edit: Another thing I found is that when a raiding squad of mummies attack and win a city, it get razed and turned into a ruin and not just taken over and becoming a neutral city. Is it supposed to be like that?

Edit2: I don't think units with death immunity should be harmed by the kiss of death spell.
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When it comes to Sanctuary I think the +2 overland casting skill with alchemist guild is bugged. Either it's a visual thing and that it acually is given, or it's simply not given. Bc in one game now I have it casted on 8-9 cities or so (with alchemist guild in it) I should have boosted my overland skill by 16-18. But I only have an overland casting skill on 7 more than my base skill and that comes from an amplifying tower.
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@Zypher
Quote:Ya I do think that a Lich King and Mummy swap could solve the issue. Elevation is still not that late so the Mummies wouldn't be unusable by getting them after that. But they wouldn't be overpowered like I think they are now. 
A Pyramid could be the special building that needs Elevation and replaces the Oracle. For now I've mainly swapped Zombie and Ghoul summons of the units to see what it's like. 
Quote:Don't know what you ment with cheatcodes, is it some of the new score modifiers you though about? If that's the case then no, I didn't use any of those...
These and the hotkeys come in handy when testing changes made in the MOD to see if something crashes or not. When you see how things develop without cheat codes, it's interesting to know.
Quote:Edit: Another thing I found is that when a raiding squad of mummies attack and win a city, it get razed and turned into a ruin and not just taken over and becoming a neutral city. Is it supposed to be like that?
This will have been the lair monster version of them. So far I've only done this with some of the Draugr units, but I think there are certainly more candidates. But how do you best translate normal units into fantastic ones? +10 To Hit & ...
Quote:Edit2: I don't think units with death immunity should be harmed by the kiss of death spell.
Death doesn't have many options if this immunity is present and I thought this was a slow and weak spell, so up until now that's what I thought.
Quote:When it comes to Sanctuary I think the +2 overland casting skill with alchemist guild is bugged. Either it's a visual thing and that it acually is given, or it's simply not given. Bc in one game now I have it casted on 8-9 cities or so (with alchemist guild in it) I should have boosted my overland skill by 16-18. But I only have an overland casting skill on 7 more than my base skill and that comes from an amplifying tower.
Thanks for letting me know. It's the "wrong Ecoskill file bug".
Edit: Gold Rush did not generate much gold either. In its next version, it doubles gold from ores.
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(November 24th, 2023, 16:36)Slingers Wrote: @Zypher

Quote:Edit: Another thing I found is that when a raiding squad of mummies attack and win a city, it get razed and turned into a ruin and not just taken over and becoming a neutral city. Is it supposed to be like that?
This will have been the lair monster version of them. So far I've only done this with some of the Draugr units, but I think there are certainly more candidates. But how do you best translate normal units into fantastic ones? +10 To Hit & ...

No this definitly wasn't the lair monster version of them. It was a raiding squad of 6 mummies from a city. I saw them spawn from there and 2 turns later hit my city.
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(November 25th, 2023, 04:40)Zypher Wrote: No this definitly wasn't the lair monster version of them. It was a raiding squad of 6 mummies from a city. I saw them spawn from there and 2 turns later hit my city.
Could it have been the case that the city was the size of an outpost before or after the combat?
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(November 25th, 2023, 12:25)Slingers Wrote:
(November 25th, 2023, 04:40)Zypher Wrote: No this definitly wasn't the lair monster version of them. It was a raiding squad of 6 mummies from a city. I saw them spawn from there and 2 turns later hit my city.
Could it have been the case that the city was the size of an outpost before or after the combat?

it was size 5 when I got attacked so I doubt it. And anyway, it shouldn't create a lair then right? That you can conquer after and get money from. It should just dissappear wouldn't it?
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(November 25th, 2023, 15:15)Zypher Wrote: it was size 5 when I got attacked so I doubt it. And anyway, it shouldn't create a lair then right? That you can conquer after and get money from. It should just dissappear wouldn't it?
I see. I think Raiders even do not reduce population at all, only rampaging monsters do that and sometimes leave a lair behind. I just realized that the fantastic Mummies also got the Oracle as a required building. When I did those, I copypasted nicely and forgot to change that. smile
Maybe that did something? Still, it shouldn't be possible because of their Death race?
[20]
; DEATH
Name=Death
Playable=0
NeutralAllowed=0
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