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Caster of Magic II Brainstorming Megathread

May I request way to put custom ability tag on summon units outside unitcalc? Such as summon unit creation script (equivalent to one using on normal unit and settler) or way to put that custom display ability onin units.ini.
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Someone came up with some suggestions for optimizing scripts exposed to modding, I hope Seravy finds them useful: https://www.realmsbeyond.net/forums/show...#pid819433
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(December 21st, 2022, 05:32)Anskiy Wrote: Someone came up with some suggestions for optimizing scripts exposed to modding, I hope Seravy finds them useful: https://www.realmsbeyond.net/forums/show...#pid819433

It pretty much already works like that - unit data is stored as base values and current values both.
Recalculation is done (including script) only on trigger conditions which can be one of two categories - either all units on a specific map tile are recalculated (for effects that affect a tile or a single unit - due to abilities like Holy Bonus the entire tile needs to be calculated either way) - or every unit in the game (for global effects). (There is also a third category, recalculate every unit in combat but that's pretty much the same as doing it for the tile where the combat takes place)

However trigger conditions are numerous so it has to be done often anyway. For example, anyone moves a unit, the source and destination tile needs to be recalculated. Anyone casts or cancels a global enchantment, every unit has to, etc
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(December 21st, 2022, 03:41)Suppanut Wrote: May I request way to put custom ability tag on summon units outside unitcalc? Such as summon unit creation script (equivalent to one using on normal unit and settler) or way to put that custom display ability onin units.ini.

I'm surprised this is missing, I'll add it for the next update for units.ini.
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(December 21st, 2022, 08:11)Seravy Wrote:
(December 21st, 2022, 03:41)Suppanut Wrote: May I request way to put custom ability tag on summon units outside unitcalc? Such as summon unit creation script (equivalent to one using on normal unit and settler) or way to put that custom display ability onin units.ini.

I'm surprised this is missing, I'll add it for the next update for units.ini.

Thank you.
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This has probably been answered 50 pages ago, but how come chaos wizards never seem to take Flame Blade for a starting pick? They are constantly asking me to trade it for something else.
Also they never seem to get it when researching later either.
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(December 21st, 2022, 14:27)MrBiscuits Wrote: This has probably been answered 50 pages ago, but how come chaos wizards never seem to take Flame Blade for a starting pick? They are constantly asking me to trade it for something else.
Also they never seem to get it when researching later either.

Flame Blade doesn't offer much defense against an early rush from the human player, is less cost efficient at generating additional army power than Hell Hounds and relies on having a powerful, ideally missile unit to buff which the AI does not as it's busy building settlers first, military later.
Furthermore the buffed unit is extremely likely to stay in garrisons if it's an archer, so it can be hard countered by Missile Immunity easily.
It's the spell that offers the lowest value for how the AI plays the early game.
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I have improved Master of Magic conversion to Caster of Magic transition in intro from works originally contain in Slingers' more stuffs mod. I think it might be fit thematically with Caster of Magic for Windows itself so I post it here as suggestion for Seravy to including this.
                                   


Attached Files
.zip   Intro.zip (Size: 536.02 KB / Downloads: 2)
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May I request option to add new projectile variant? Such as varient of rock type with smaller cannonball (suit for long range) and really big rock (as created by our friend, Slingers) for non long range stone giant and colossus. Or so bigger bolt for ballista, or new magic shot projectile, etc
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Is that request for "more missile types not blocked by arrow/sling defenses"? It might also be useful to add--or rework an existing magic ranged type to be--a magic ranged attack not affected by Resist Elements/Elemental Armor.
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