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Caster of Magic Release thread : latest version 6.06!

(May 24th, 2016, 12:52)Seravy Wrote: found the "bug".
The apprentice screen calculates the research bonus individually for each REALM not each specific spell displayed. And uses the very first spell of that realm to do so. Whether it's summoning or not. Then uses that modifier for all spells of that realm.
This isn't a bug in a strict sense, more a design flaw. When they made this, they assumed research only depends on the realm of the spell which is not true at all.
The first spell of each realm is : Earth to Mud,Resist Magic, Bless, Warp Wood, Skeletons and Magic Spirit.
So conjurer bonus will always be shown for Death and Arcane spells and never for anything else.

Well, that explains it. Thanks again!
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The last game I played, Conjurer with lots of summoning on extreme :
https://www.youtube.com/watch?v=PakimAGm1Hg

Caster of 2.21 is up for download!
Quote:2.21
-All Magicians (and Warlocks) have 2 higher ranged attack to match the stat improvements other normal units received.
-All Priests have 1 higher ranged attack.
-Slingers have 1 higher ranged attack
-Troll Magicians cost 180
-The objective of AI wizards now has an effect on overland spell selection :
Militarist wizards cast summoning spells and unit enchantments more often
Theurgist wizards cast city enchantments and global enchantments more often
Perfectionist wizards cast city enchantments and unit enchantments more often
Expansionist wizards cast summoning spells and curses more often
-Fixed : AI does not cast Evil Omens when it could
-Ore production bonus to units now works on all unit types. Had no effect on shamans, priests, ships, magicians and warlocks prior to this change.
-Annihilate has an additional -2 save modifier against non-fantasic units (for a total of -7)
-Now an Alchemist's Guild is required to use Nighshade (no other building enables it)
-Cathedrals produce an additional 3 power and 1 unrest reduction for each active Nighshade (Alchemist's Guild is required for this effect)
-Fixed : AI sometimes does not recognize Wind Walking when moving armies.
-Fixed : Conjurer displaying incorrect number of research turns in F3 screen.
-AI can now target Mountains with raise volcano (but not volcanoes!)
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Hi!
Just here to report some strange behavior. Recently my game has been crashing the moment I enter combat with any unit at turn February 1409. Auto combat resolves but crashes after the triumphant popup, UNLESS a dead unit has been raised. Loading a previous save at turn October 1407 is alright, though. The number of overland enchantments are the same. Everything else aside from combat is fine.

I haven't tried playing all the way from October 1407 to February 1409 yet, as it is a little annoying to replay all that. In any case, I'll just try a new game and see if it happens again.
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(May 27th, 2016, 07:17)deus-misereatur Wrote: Hi!
Just here to report some strange behavior. Recently my game has been crashing the moment I enter combat with any unit at turn February 1409. Auto combat resolves but crashes after the triumphant popup, UNLESS a dead unit has been raised. Loading a previous save at turn October 1407 is alright, though. The number of overland enchantments are the same. Everything else aside from combat is fine.

I haven't tried playing all the way from October 1407 to February 1409 yet, as it is a little annoying to replay all that. In any case, I'll just try a new game and see if it happens again.

Unless you turned it off or are playing an older version, the new autosave feature should have saved the February 1409 turn and all turns leading to it. The files are numbered save1xxx.gam where xxx is the turn number. 1409 would be turn 9*12+1=109 I think so save1109.gam.
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Okay, apparently the version I'm playing is not the latest. *blushes*. In any case, thanks for your help and all your hard work. I'll go grab the latest one now. :-)
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The fonts is now dark grey on green now? Is it a bug in the forum?
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(May 27th, 2016, 08:30)vicwaberub Wrote: The fonts is now dark grey on green now? Is it a bug in the forum?

mine is white on green, maybe it's your settings or browser
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(May 27th, 2016, 08:36)Seravy Wrote:
(May 27th, 2016, 08:30)vicwaberub Wrote: The fonts is now dark grey on green now? Is it a bug in the forum?

mine is white on green, maybe it's your settings or browser

Hm. No its the same Chrome as before.
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I play a little bit with 2.21. I think it needs more shortcuts: C for Cities doesn't work, in a lot of menus ESC don't close the window (like Apprentice with F3). Or are they other shortkeys? Is there a shortcut for next unit on the global map?
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Some more random thoughts from playing and converting to newer versions:

*the player has an added advantage with ranged units in that a player moves then shoot. AI does not do this. Is there a way to program AI ranged units to move all but 1 mv point before shooting?
*ranged units (especially flying ones) in general seem to do more than what their cost implies. Maybe there needs to be more higher movement units or a few more that hit flyers from the ground.
*heroes are very affordable in initial gold cost and upkeep, almost too affordable.
*mercenaries of 'units' appear to come rarely and when they do later, the lack of 'magic weapon' make them seem oddly outdated
*Magicians are tricky – the earlier ‘5 ranged’ was underwhelming for such an expensive building, though at base 7 ranged some races may need to be re-visited. I’d say ‘6’ might be the most balanced choice for reasonably cheap units with caster 20.
Halflings after many version changes are starting to creep back into being one of the best arcanus races as they now have magicians with ‘lucky’.
*Ranged Magic attacks containing ‘poison’ is not very intuitive nor logical. It also makes ghoul ranged attacks rather powerful and it’s too easy to give nagas their ’12 poison’ ranged attacks with focus magic (combo of 2 commons in same realm).

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