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Caster of Magic II Brainstorming Megathread

I have my wizard pact revoke as ai build new outpost on empty land near my army during time stop and ai treat this as pact violation as my fault. I think move troop near ai during time stop should not violate wizard pact, at least during ai casting time stop, not during human player's time stop to prevent accident.
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(February 19th, 2023, 04:17)Suppanut Wrote: I have my wizard pact revoke as ai build new outpost on empty land near my army during time stop and ai treat this as pact violation as my fault. I think move troop near ai during time stop should not violate wizard pact, at least during ai casting time stop, not during human player's time stop to prevent accident.

I agree, I believe this is already on my todo list.
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(February 24th, 2023, 14:31)Seravy Wrote:
(February 19th, 2023, 04:17)Suppanut Wrote: I have my wizard pact revoke as ai build new outpost on empty land near my army during time stop and ai treat this as pact violation as my fault. I think move troop near ai during time stop should not violate wizard pact, at least during ai casting time stop, not during human player's time stop to prevent accident.

I agree, I believe this is already on my todo list.

Thank you.
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I have a small suggestion.
I stream games sometimes and would love to stream MoM or CoM, but there is one potential issue - Sharee's casting image is topless, and while I could strategically censor it, it would be nice to have an option for graphic edits. Taht way Twitch police aren't on my back about nudity.
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The wizard sprites can be edited, they are in the "Data/Wizard" folder, located in the Master of Magic Caster Windows folder itself.
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May I ask for ability to mod starting buildings of city both by start game or build new outpost by settler. If possible, may I request ability to have free buildings based on retort or global enchantment too.

Another request is unit/building cost deduction economic script. It seem to be one of a few aspect of economy that still not moddable.
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Is it possible to allow rule that make monsters guarding tower lairs to be mixing of different realms together (great wyrms together with great drake, or angel together with djinn, etc)?
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May I request large shield to be able to give or take away by script?
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Suggestion: implement a battle prediction mechanic while fighting other wizard armies. This could be very helpful in letting people learn the game, especially on lower difficulties.
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May I request ability for script to able to detect distant spell cost multiplier (geometer value) for both cities and units? And if possible, ability to modify distant multiplier value calculation.

I want to try to create city resource generation penalty based on distance from fortress but I could not check city location from cityID, not even which plane they are on. I think the most elegant solution would be check it through geometer/geomancer value but not able to do so at this point as well.
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