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does runemaster retort interact with counter magic? or does counter magic work exactly as it states, without any benefits from things like runemaster or aether binding?
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Runemaster does not interact with spells that Counter other spells, only with those that Dispel them.
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I cast Mystic Surge on some engineers and one of the effects was Focus Magic. The engineers didn't receive a ranged magical attack, though. How am I to take over the planes without their devastating attack?
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While they did get the magical ranged attack, they forgot to bring any ammo, not expecting to be able to use any, so unfortunately they have nothing to shoot. The default ammo units start the battle with is zero unless they already had the ranged attack at the beginning.
April 5th, 2020, 12:03
(This post was last modified: April 5th, 2020, 12:04 by MiyabiSFG.)
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Does CoM have a unique diplomatic message (line) for each wizard? Does that change depending on the nature and purpose of the wizard?
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Each wizard personality (there are 6 of those) has their own set of greeting messages.
Unfortunately beyond that all other texts are used at random, it's not specific. This will be different in CoM 2 though, I've given most personality type their own set of texts to use for most conversation topics.
April 5th, 2020, 17:45
(This post was last modified: April 5th, 2020, 17:46 by Korenn.)
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I think I found a bug... Or if not a bug, then a feature not documented in the big caster of magic readme. I'm playing on the steam version.
I'm at war with the Red AI, and was intercepting a stack heading to attack a well defended barbarian brown city. I thought I'd be clever and instead of attacking the AI stack, I'd wait for him to attack the city and take losses, then take the city the following turn. This didn't work out as planned, but not the way you would expect.
The city was defended by 4 veteran shamans and 3 veteran cavalry behind a city wall. The AI attacked with 5 ghouls, 3 halberdiers and a swordsman.
After combat, the city was defended by 5 ghouls, 3 halberdiers and a barbarian shaman. Which is weird because it shouldn't be able to build one in the same turn it took over the city?
But even though that was weird, the bug I wanted to report was the red AI stack that's now right next to the city, with 4 veteran shamans and 3 veteran barbarian cavalry! the AI didn't lose any units attacking the city AND gained the entire garrison as free extra units?!?
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Quote:After combat, the city was defended by 5 ghouls, 3 halberdiers and a barbarian shaman. Which is weird because it shouldn't be able to build one in the same turn it took over the city?
It's due to the weird turn order rules.
While players take their turns one at a time, production happens for all players "at end of turn" which is the end of the turn of the last player.
So basically, being first in a turn order is a disadvantage for this - but an advantage for pretty much everything else.
This will be different in CoM 2 but in CoM 1 I can't fix it.
Quote:en though that was weird, the bug I wanted to report was the red AI stack that's now right next to the city, with 4 veteran shamans and 3 veteran barbarian cavalry! the AI didn't lose any units attacking the city AND gained the entire garrison as free extra units?!?
Yes, Ghouls have Create Undead and the AI does get the benefit of that ability or other ways that can make undead. 5 Ghouls are more than enough to convert all those enemies, and while the AI does use simplified combat rules which means they convert units to undead differently, in this specific case the result would have been mostly the same for a human player using normal combat.
Simplified combat doesn't focus the damage on a single unit so none of them died but they should be wounded unless they had a very overwhelming victory (which might have been the case for this battle, forgive me but I don't want to calculate the unit strengths as it does look like the AI had an advantage, they had more, and stronger units, on top of having spellcasting on their side.)
Finally, units that ended the turn in the city AND even had a Shaman on the tile recover quite a lot of health so there is a good chance even if there was damage, it was gone by the time the next turn started. Like production, healing also happens "at end of turn".
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(April 5th, 2020, 18:02)Seravy Wrote: It's due to the weird turn order rules.
Quote:en though that was weird, the bug I wanted to report was the red AI stack that's now right next to the city, with 4 veteran shamans and 3 veteran barbarian cavalry! the AI didn't lose any units attacking the city AND gained the entire garrison as free extra units?!?
Yes, Ghouls have Create Undead and the AI does get the benefit of that ability or other ways that can make undead. 5 Ghouls are more than enough to convert all those enemies, and while the AI does use simplified combat rules which means they convert units to undead differently, in this specific case the result would have been mostly the same for a human player using normal combat.
Understood on turn order.
Ohhhh, of course, I should have realised they were undead units. :facepalm:
Thanks :D
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(April 5th, 2020, 12:52)Seravy Wrote: Each wizard personality (there are 6 of those) has their own set of greeting messages.
Unfortunately beyond that all other texts are used at random, it's not specific. This will be different in CoM 2 though, I've given most personality type their own set of texts to use for most conversation topics.
Thank you. I'm looking forward to CoM2.
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