November 28th, 2020, 15:33
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Well, the compiler I'm using is like 10 years old so I'd be very surprised if it didn't work on Windows 7 or XP.
CoM should work in dosbox regardless of Slitherine's launcher.
I think you're either copying the wrong files (it installs three versions of the game, MoM 131, MoM 152 and CoM) or maybe you have the wrong game directory in your path. (Although even then it should run the local file first)
Another possibility might be a case sensitivity issue, I remember linux users had problems with that in the past.
November 29th, 2020, 14:48
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(November 28th, 2020, 15:33)Seravy Wrote: Another possibility might be a case sensitivity issue, I remember linux users had problems with that in the past.
Yep, that was the ticket . All caps MAGIC.
6.05 runs exactly like all the other versions I have now. Thanks a ton!
November 30th, 2020, 05:10
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Just so you don't feel so bad tleilaxu, even though I'm on windows, I felt the same way, slitherine's setup was VERY frustrating and upsetting for me for about one day until I realized it didn't matter at all and everything was fine
December 1st, 2020, 12:25
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(November 28th, 2020, 15:33)Seravy Wrote: Well, the compiler I'm using is like 10 years old so I'd be very surprised if it didn't work on Windows 7 or XP.
Can I download the CoM 2 alplha and see if it is going to work in Windows 7? I would not mind taking some time to check it out and see how it works in Win 7.
My first game in 6.05 with my standard 4 Wizards gave me Myrror all to myself, I think I am in 'Advanced' IIRC, but getting MYrror all to myself is shaping up to be an auto-win with Myrran-Cult Leader-Specialist playing Beastmen so far. My power production and spell power are way off the charts compared to all 4 Wizards on Arcaanus. I'll play it out though.
One of the things I am doing in these new versions is giving myself 'Detect Magic" with MOMEDIT2 so I can see how the AI is playing, Pretty interesting. I notice that the AI appears to rush to get Wizard and Amplification towers ASAP, I adopted the same strategy in the current 6.05 game I am playing. Quite a solid approach for me so far. Having Myrror to myself did kind of make my current game a little to easy ATM..
Will see how it goes in my next game when I up the difficulty.
December 1st, 2020, 12:51
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Instead of editing yourself Detect Magic, you can click on the magic window and type Alt pwr to see what they're casting.
December 1st, 2020, 13:11
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(December 1st, 2020, 12:25)Tleilaxu Ghola Wrote: My first game in 6.05 with my standard 4 Wizards gave me Myrror all to myself, I think I am in 'Advanced' IIRC, but getting MYrror all to myself is shaping up to be an auto-win with Myrran-Cult Leader-Specialist playing Beastmen so far. My power production and spell power are way off the charts compared to all 4 Wizards on Arcaanus. I'll play it out though.
One of the things I am doing in these new versions is giving myself 'Detect Magic" with MOMEDIT2 so I can see how the AI is playing, Pretty interesting. I notice that the AI appears to rush to get Wizard and Amplification towers ASAP, I adopted the same strategy in the current 6.05 game I am playing. Quite a solid approach for me so far. Having Myrror to myself did kind of make my current game a little to easy ATM..
Will see how it goes in my next game when I up the difficulty.
What difficulty level and land size are you playing?
Somehow I remember reading that Myrran AI Wizard was guarenteed over a certain difficulty level.
December 1st, 2020, 13:20
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Quote:Can I download the CoM 2 alplha and see if it is going to work in Windows 7? I would not mind taking some time to check it out and see how it works in Win 7.
Link sent.
Quote:My first game in 6.05 with my standard 4 Wizards gave me Myrror all to myself,
That shouldn't happen above Normal difficulty.
December 1st, 2020, 14:48
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(December 1st, 2020, 13:20)Seravy Wrote: Quote:My first game in 6.05 with my standard 4 Wizards gave me Myrror all to myself,
That shouldn't happen above Normal difficulty.
I double checked and it is on 'Normal' difficulty. It was my first game playing 6.05, so I followed the general advice of taking it easy playing one's first game before ramping up the difficulty. I went with Huge, Dry land mass, Blue/Green terraformer strategy. It's too easy having Myrror all to myself. Getting Uranus' Blessing from a lair relatively early and rushing Wizard Towers, amplification towers and focusing on religious buildings has become kind of broken on Normal difficulty. I will try the strategy again on a higher difficulty next time. I kind of like playing a 'Dune' themed game, being able to choose a desert-like setting is sweet for a Dune geek like myself
December 14th, 2020, 23:33
(This post was last modified: December 14th, 2020, 23:34 by Incanur.)
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I had a curious issue of an enemy wizard's stack sharing a tower square with some rampaging monsters. I went to attack the monsters, & it said "You have a treaty with Jafar. Are you sure you want to attack?" I tested it & choosing yes did lead to combat with Jafar's forces. Later on the monster moved onto the other plane. Not a big deal, but a bug or at least very confusing.
I also saw a random extra square of tundra at one of the poles in a different game. Pure tundra, with no coasts, just sticking out in the ocean. I think I raised a volcano on it. Not a big deal, but another minor bug.
December 17th, 2020, 11:45
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Quote:6.06
-fixed bug : Number of turns between two events is counted from starting wizards.exe instead of the previous event.
-Fixed sound glitch when casting Lycantrophy (by Drake178)
-Fixed bug: the world generator doesn't use every intended tundra graphic (by Drake178)
-Holy Arms now affects units depending on their base unit type instead of current, like Holy Weapon. (Meaning it works on chaos channeled or undead normal units like Holy Weapon does.)
-Fixed a bug that causes the game to crash if one player knows every possible combat spell in battle. (Note that this is not possible without using a save game editor, and there might be more similar problems in the executable so doing so is still not recommended!)
-Fixed bug : AI casts True Sight on units that have Illusion Immunity in combat
-AI production BUY priority : Smithy is now priority 2
-AI production BUY priority : Smithy is now priority 1 in cities below 7000 people
-The AI will only prioritize Magic Market and Marketplace as an immediate purchase if they are planing to do Housing in that city afterwards. Otherwise normal building priority rules apply.
-In the above case, Magic Market is only built before Housing on Expert and higher difficulty.
-In the AI Housing decision formula, a multiplier of 0.8 has been added for (maxpop+race growth) because in most cases, available production bonus sources make housing stop being the most efficient choice earlier than it would normally be.
-The AI will now consider building a Marketplace first mandatory below 250 gold instead of below 100 gold.
-AI Raise Dead and Animate Dead targeting : changed preferred AOE for defending side so it can no longer overlap with the city wall/tower tiles.
-Fixed bug : Raise Dead doesn't refresh the level of the raised unit when removing heroism
-Changed rampaging monster stack budget formula :
(Difficulty+1)*(Difficulty+Turn-16) => (Difficulty+1)*(Difficulty+Turn-24)+16
-Changed strongest rampaging monster formula :
60+(2+Turn)*Difficulty/2 => 60+(Turn*1.25-33)*Difficulty/2
This means difficulty has less influence at the beginning, but its influence grows faster as turns elapse.
-Chaos Spawn gains Illusion Immunity
-AI research categories : Angel and Stone Giant were moved into the “good rare summoning spell” category from the “weak rare/good uncommon” category.
-Fixed bug : Neutrals cannot attack AI cities that have 3 or more population.
-Neutrals will now prefer to attack cities that are at least population 3 and will prioritize attacking outposts the lowest.
-Fixed bug : Chain transportation rules are being checked for the transports themselves, preventing valid moves occasionally.
-Fixed bug : During AI Raze decision, units on the opposite plane but same continent ID are not excluded.
-Fixed the same for AI Production/Buy analysis
-Fixed bug : During AI single continent reevaluation, allied cities on the other plane but same continent ID are not excluded.
-Fixed the same as above for non-allied cities.
-Fixed the same for AI Main Action Continent selection
-Fixed 6.01 bug : new map generator can rarely run out of available continent indexes, causing crashes (by Drake178)
-Holy Bonus now affects ranged attacks
-Replaced overland path finding algorhithm (by Drake178)
This should make AI turns in the late game when a lot of units are moving considerably faster.
-Fixed bug : AI miscalculates food and loses a unit to starvation when it owns a city with fewer farmers than minimally required due to high unrest.
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