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Submod "Caster of Magic for Windows: Warlord"

The mod documentation (for next version coming soon which removes Caster of magic starting power penalty when choosing less than 4 books of a type)

This manual opens up when youclick ‘manual’ button on game launcher and has a lot of pages worth of derails, explanations and strategies

Note: unit stat images in Moddb are really outdated - concept before balance.


Attached Files
.doc   Warlord_Manual.doc (Size: 306.5 KB / Downloads: 10)

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(April 20th, 2022, 11:47)Blake00 Wrote: Good to see this project is still going Suppanut as I hadn't seen you posted an update on the discord in a while. I might go share the news around all the MoM communities as I suspect there's a LOT of people who still don't know about your work. smile

Have you considered creating a ModDB page? More people will see it, and they'll host pictures and the downloads for ya. Seen a many a great mod disappear over the decades due to only using sites like mediafire to host their stuff.

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I will upload to ModDB as you want to.
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Here is new version 1.4.3 and now it released on ModDB!

https://www.moddb.com/mods/caster-of-mag...nloadsform

Change in this version:
- removes Caster of magic starting power penalty when choosing less than 4 books of a type)
- Readjust power generation from wizard's fortress based on number of book wizards have, the books wizard have the power growth exponentially for each books above 7
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Looks good, great work mate! smile
Civilization Mods/Scenarios:
Civ1 Soundtrack Overhaul mod, ToT Graphics for Civ2MGE mod, Star Wars Civ2 Scenario, Heroes of Might & Magic Civ2 Scenario, Wonxs C&C Civ2 Scenario Remaster, Red Alert 2 Siege of New York Civ2 Scenario, Civ2 Master of Magic Jr Scenario Remaster For ToT, Attilas Conquest - Play as Barbarians in every Civ game Scenario Series.

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Blake's Sanctum:
- TC Mods: Quest for Glory IV 3D Hexen, & Star Trek Doom 2
- Game Shrines: Age of Wonders, Babylon 5 Fan Games, Civilization, Command & Conquer, Elder Scrolls, Dune Games, Final Fantasy, Freelancer, Heroes of Might & Magic, Imperium Galactica, Master of Magic, Quest for Glory, Starflight, & Star Trek Games
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Warlord mod version 1.4.4 is released.

https://www.moddb.com/mods/caster-of-mag...arlord-143

Change log version 1.4.4
Difficulty setting change
- Rampaging monster total strength and highest cost cap scale by difficulty now lower
- AI gain +4 food bonus per city for each level of difficulty above normal.

Spell change
- Resurrection spell now move to arcane realm and become rare spell.
- Add new uncommon spell Purity for life realm (unit enchantment that would purged all other non-Life, non-permanent enchantment/effect from unit at start of every combat turn) replacing Resurrection.
- Bug fix: Spell cost effect of Evil Omen not working properly
- Bug fix: Dissolution not guerentee hit

Unit change
- Barbarian hero gains +1 movement
- Draconian hero's fame requirement changes from 20 to 30
- Ranger hero's starting MP changes from 15 to 10, Melee attack changes from 7 to 6
- Amazon hero gains constitution, fame requirement changes from 40 to 30
- Golden One hero's starting melee attack changes from 10 to 9, fame requirement changes from 20 to 30
- Magician hero's starting resistance changes from 8 to 9, fame requirement changes from 40 to 30
- Witch hero's starting resistance changes from 5 to 6, MP gain per level changes from 5 to 6
- Illusionist hero's starting resistance changes from 6 to 8, starting HP changes from 10 to 12
- Swordsman hero's starting resistance changes from 6 to 7, melee attack changes from 10 to 11, defense changes from 7 to 8
- Sage hero's starting resistance changes from 6 to 7
- Bard hero's starting resistance changes from 6 to 7
- Healer hero's starting resistance changes from 8 to 9
- Huntress hero's starting resistance changes from 5 to 6
- Warrior Mage hero's starting resistance changes from 5 to 6
- Wind Mage hero's starting resistance changes from 5 to 7
- Rogue hero's starting resistance changes from 5 to 6
- Unknown hero's starting resistance changes from 8 to 9
- Priestess hero's starting resistance changes from 8 to 9
- Knight hero's starting resistance changes from 6 to 7
- Necromancer hero's starting resistance changes from 8 to 9
- Normal units nolonger require buildings that prerequisite to its required buildings
- Lair cost and rampage cost of ghouls is decreased.
- Lair cost of vampire is decreased
- Lair cost and rampage cost of ghost ship is increased
- Lair cost of lesser lords are increased
- Lair cost and rampage cost of great lords are greatly increased

   
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Warlord mod version 1.4.5 is released.

https://www.moddb.com/mods/caster-of-mag...arlord-143

Change log version 1.4.5
- Wizard who casted Darkest Hour nolonger get effect of other wizard's Darkest Hour on research and power
- Golden One hero changes to Bronze Sentinel with constitution and agility instead of 2 random ability
- Swordsman hero gains nagate first strike
- dark elf, high elf, halfling, and nomad gain new unit "pioneers" with ability to build and move faster than engineer but lose wall crushing ability and disrupt spell charge
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I've noticed that the AI really doesn't like building garrison units until the cities are fairly well-developed. I've tried modding AIProd, but still find big cities with only one spearman. Setting BBUILD=0 seems to make them not make buildings, but I'm guessing that they're building housing or trade rather than units. Is that something you altered in some other file in Warlords?

Hmmm, I just thought of something else to try: setting BBUILDING=0 _and_ setting Chosen to some building. Maybe I have it set so that it's not choosing a building and thus defaults to housing.

BTW, I do like the mod. I like the focus on units rather than magic.
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(May 23rd, 2022, 13:49)JustOneMoreTurn Wrote: I've noticed that the AI really doesn't like building garrison units until the cities are fairly well-developed.  I've tried modding AIProd, but still find big cities with only one spearman.  Setting BBUILD=0 seems to make them not make buildings, but I'm guessing that they're building housing or trade rather than units.  Is that something you altered in some other file in Warlords?

Hmmm, I just thought of something else to try: setting BBUILDING=0 _and_ setting Chosen to some building.  Maybe I have it set so that it's not choosing a building and thus defaults to housing.

BTW, I do like the mod.  I like the focus on units rather than magic.

I think it is consequence of have building more expensive and one more level of building in building tree. AI need more time to build those buildings before have their prefer units coming out.
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Warlord mod version 1.4.6 is released.

https://www.moddb.com/mods/caster-of-mag...arlord-143

Change log version 1.4.6
- Compatibility update to Caster of Magic for windows version 1.4.02
- New item ability +4/+5 health
- Purity unit enchantment now have unit aura
- Simplified max population bonus of Abundance to +9 on top and will have least 18 max population capacity
- War Monk, Bronze Sentinel Monk, Amazon, Paladin, Black Knight, Chaos Warrior, Chosen heroes gain nagate first strike
- Doom Bat, Death Knight, Great Wyrm gain nagate first strike
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I think I found out why I couldn't force the AI to build more units. The command 'BBuilding=0' does not force the AI to build units. I'll repost that in the bugs thread.
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