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Caster of Magic Release thread : latest version 6.06!

(August 21st, 2016, 10:40)Settemio Wrote: Thanks again Seravy, this mod is amazing and keeps getting better!

Is the AEther Binding spell image weird for anyone else?

http://i.imgur.com/ULwSPZb.jpg

What could be causing this?

I don't see anything wrong with that? It's a new spell so it needed a new image. If you have a better idea for what image to put there (and can possible draw it), let me know! Obviously, Wind mastery image isn't going to work for this spell since it has nothing to do with ships and wind.
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Update!
This one tries to balance out positive diplomacy, in particular the problem that players can indiscriminately get an alliance with anyone, even if they play opposing realms, as long as a wizard's pact or aura of majesty improves relations over time, without any need for taking other relation improving actions.
Alliances should still be as easy to get as before with a wizard playing similar books, but would require actual effort if they play the opposite instead of merely waiting 10 turns longer.

See http://www.realmsbeyond.net/forums/showt...#pid605100 and http://www.realmsbeyond.net/forums/showt...p?tid=8324

Quote:2.67
-Natural gravitation to starting relations is now stronger the further the relation strays from the starting relation instead of the weaker the further it is from zero. In general the effect is stronger overall, and can now counterbalance the gains from a Wizard's Pact if the starting relations are extremely bad.
-Natural gravitation is no longer overwritten if a relation changing event happens the turn it would occur.
-Alliance and Wizard's Pact relation improving effect adjusted
-Aura of Majesty now increases relation based on the current amount, the lower, the more effective.
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Fixed a severe bug introduced in 2.62, please redownload!

Quote:2.67a
-Fixed a bug introduced in 2.62, war declaration done by the AI causes random memory corruption.
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New version is up!
Quote:2.68
-Bonus skill gained from Aether Binding and Sorcery Conjunction is now shown.
-Fixed bug : Stasis cast by other wizards is shown when it shouldn't, but not when it should.
-AI is required to keep 8 units in cities again and is limited back to sending one at a time.
-Fixed : Dwarf and Klackon engineers have double the normal movement.
-Fixed bug : AI engineers get stuck when trying to build into a city already containing 9 units.
-Raise Dead now costs 40 MP.
-In the optional portrait files, the Healer hero's unit sprites have been redrawn to match the character name and portrait.
-Adjusted AI to AI positive diplomacy chance and effect power since the original only worked at a 1/140 chance per turn. Effect is now stronger to make up for AI not having any other positive diplomacy options like tributes,trading (they can trade but gain no REL points for it) which the human player has. This boost is necessary because a wizard's pact or aura of majesty is no longer able to max out REL on its own since 2.67.
-For optional wizards, the default retort on Silver is now Alchemy instead of Artificier, and she has 6 Sorcery books with 5 Life instead of the opposite.
-When the AI selects which units to attack by melee troops, combat summoned units receive a significantly lower priority.
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and another update :

Quote:2.68a
-Dead AI unit no longer attempt to finish their movement – causes merging and teleporting units to come back to life with zero figures!
-When AI unit already killed the target in melee and has movement remaining it will not move into the tile occupied by the target, but will stay available for moving again to do something
-Fixed : When an AI melee unit is trying to attack again after it already killed a unit, it sometimes fails to move or moves less than able (especially merging units)
-Fixed : AI units spend 1 movement point when extra when attacking with a merging or teleporting unit, resulting in the units failing to attack twice
-Teleporting and merging units will always consider every enemy to be in range when calculating priorities for a melee target, so closer units will not get selected over further units just because of distance – unless they have only 1 movement left.
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And more :
Quote:2.68b
-When targeting a combat summon, tiles adjacent to a hero have higher priority than tiles adjacent to other units, but less than tiles adjacent to invisible units.
-When targeting a combat summon, if it's a melee ground unit, enemy flying units will be ignored, since they cannot be attacked anyway.
- The AI will now recognize if a unit is unable to do anything in combat faster.
- The AI will priorize expansion before turn 35 instead of turn 50 to close the gap that makes them vulnerable to early attacks.
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SIlly question, is there ever any way to expand the 255 gold limit per town? I didnt know about it, and Im hitting it. frown Im actually making more gold if I have farmers then workers.
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(August 27th, 2016, 10:56)grazzy Wrote: SIlly question, is there ever any way to expand the 255 gold limit per town? I didnt know about it, and Im hitting it. frown Im actually making more gold if I have farmers then workers.

Unfortunately, there isn't, at least no easy way. Fortunately this is unlikely to be an issue unless playing dwarves with inquisitor so it's a rather rare case. I wonder what the two bytes marked as unknown are in city data, if those are unused, it's doable but quite a lot of work.
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yeah, if only there was an idiot out there who played those mentioned dwarves with inquisitor and life spells hoping to buff cities and roll around in the gold... wink

Didnt know the 255 limit existed. frown Ahh well.
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(August 27th, 2016, 12:23)grazzy Wrote: yeah, if only there was an idiot out there who played those mentioned dwarves with inquisitor and life spells hoping to buff cities and roll around in the gold... wink

Didnt know the 255 limit existed. frown Ahh well.

Well, I added it to my list of things to do but it won't be any time soon, if it is even possible.
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