Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
Random questions

What would be the worst wizard in CoM? I am thinking about playing a bit more challenging game.
Reply

The worst thing I can think of is spending a lot of picks on retorts that can't help you.
Runemaster, Spellweaver rely on having spellbooks so if you don't have (relevant) books, they are wasted picks.
Myrran is a disadvantage to pick if you go with an Arcanus race, especially if you pick one that functions poorly in the Myrran environment.
Charismatic helps maintaining peace, which if you have no spellbooks at all to win in the late game, is completely useless. (cheaper items and mercenaries are useful though)
Channeller can be a wasted pick too, if you have no(or minimal) combat spells.
Cult Leader is useless for Klackons (you don't get a Cathedral or Shrine or Oracle, only a Parthenon.)
Sage Master is horrible if you have no higher tier spells as well.
Guardian is horrible if you have no late game and even worse if your race is bad at defending itself.

It's pretty hard to pick 4-6 books in a way that's completely useless in Caster of Magic, unfortunately. The worst possible options are 1 of each book (so you can't find or trade for uncommon spells at all and you don't get rares at all).

So
1 Chaos, 1 Death, 1 Sorcery, 1 Nature, 1 Life book
Runemaster
Spellweaver
Guardian
Myrran
Race : Gnolls (can't build any decent garrison unit. Strong early game potential is stopped by superior Myrran enemies)
or Orcs (doesn't really have good units, relies on economy to support magic based strategies)

or

1 Chaos, 1 Death, 1 Sorcery, 1 Nature
Runemaster
Spellweaver
Chaneller
Guardian
Race : Halfling (You have no use for the research and without Life magic they are weaker in battle as well.)

Due to Runemaster these are unfortunately good at using heroes but there isn't really any wizard who can't do that.
Reply

Thx, i'll try that next weekend ^_^
Reply

That's interesting theorycrafting. I would have expected the best benefit for charismatic being in a rush, though, not late game: It helps you from having to fight everyone at the same time, i.e. you can keep off the friends of your first (and second) target swarming on you. Or even better, form allies first and make the AIs also fight each other.
Reply

Apologies if this has been asked before but the search results brought up tons of 10+ page threads.

I cast Focus Magic on an undead chaos spawn. It has the effect on it but didn't get a ranged attack like cockatrices do. Why is that?
Reply

Gaze attacks count as (short) ranged attacks so it cannot gain another one. A unit can only have one ranged attack type at a time. It should, however, increase the gaze attack strength I believe. (From 4 to 7 on Doom Gaze in this case)
Reply

Ah, that explains it! You are right, Doom Gaze increased to 7. The death and stoning gazes stay at -4 but that makes sense since those are resistance modifiers, not damage. Thank you.
Reply

What is the pupropse of an option "more random items"? I feel like it is not working as it should
If i turn it off and kill a strong lair i always get a good items from a predefined pool with approximately the same sell value of for example around 1.5k mana.
If i turn that option on with a 50% chance get an item from the same pool and a sell value of 1.5k but if i fail to find a predefind item and get a random item i'll be something in a range of 350-800 mana sell value. That is not fair. Why random items are generated with such low values? That makes me want to turn that option off if i want best results and that doesnt seem right.
Reply

When finding a predefined item, the game selects one at random, and if it has a cost outside the range of 75-100% the found item value, it'll try again. If it fails a large number of times (no item with the necessary cost exists in the database) then it gives a random item instead.

The random item generator rolls an ability (with the appropriate restriction - early/late/low/high budget items use a different table and it also depends on whether it's the first/second/later slot on the item, I believe we discussed that already, and the ability can't cost more than the remaining item value), then if the total cost is below necessary and the item has less than 4 powers, it'll add another one until all slots are filled or not enough value is left to add anything.
The tables ensure the probability of each item power appearing is right and that the item is useful (if it was a high budget one).
However there are no guarantees the entire available value will be spent because there are only 4 slots.
Generating an item with the appropriate abilities is more important than spending all the points.

A possible workaround I see that might help is setting the item price to the found value instead of what the item is actually worth based on the sum of the abilities, but it might be difficult to implement. (However this makes random items have an advantage over predefined items where they can be anywhere between 75-100% of that value.)
The ideal solution would be items with more than 4 powers but that can't be done. The game can't display more than 5 out of which one is the extra armor on armor type items.
Reply

"However there are no guarantees the entire available value will be spent because there are only 4 slots."
I didn't understand that.
Now i see that predefined item is 3 times better in value on average(when it comes to generating high value items) and i am not playing again ever with those random items enabled. It is just a bad algorithm. Random item should be as valubale as predefind. It is possible to do that even with allowed abilities. If a random item doesn't fit in 75%-100% it should be discarded and item generator should try again.
Current algorithm is probably ok for generating cheap items. When an item has high value the difference between predefined and random is huge.
Reply



Forum Jump: