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it's not designed to be used on fantastic creatures... double attack + double hit points + supernatural permanent not dispellable... (it's designed not to be dispellable).

It's designed to apply to normal units only -- and even the playing field against very rare summons.
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Can holy weapon or flame blade bypass ruler of underworld effect?

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As expansion to zitro1987's question, does nullify magic weapon effect of ruler of underworld including holy weapon, flame blade, blazing march, heavenly light?
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Where could I set priority for disjunct global enchantment?
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How to manipulate chance for ai to cast global enchantment or disjunct them? I add more effect to some global enchantments but I don't know how to make ai know there are other use in some other situation than it was in vanilla CoM2?
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What are the odds of four dispel magics cast by spellserkers (so 10 base + 10 extra) to dispel Spell Lock cast by a wizard with Specialist retort? I've been surprised at how often spellserkers and magicians have been able to remove spell lock so I've scum loaded one fight a bunch to observe and they often knock Spell Lock off on 2nd and 3rd tries which doesn't make sense to me. Of about 15 reloads, spell lock lasted through 4 dispels only twice. I didn't count attempts where Kali's Dispelling Wave worked.



Chance to dispel = [dispel cost]/[dispel cost + target cost] = 20/(20+100) = 1/6 ~ .167



I'm not sure where Specialist's "50% harder to dispel" comes into play.



Does Specialist drop that to .0835?

No, that's twice as hard, 100%. 50% harder = .125%?

Or 20/(20+1.5*100) = 20/170 = .118?



Assuming last one,

Chance to not dispel = .882

Chance to not dispel four times = I can't remember this calculation. Is it:



1 - (.882 ^ 4) = .605? A 40% chance for four 20 mana dispels to succeed? If so, those barbarians have been having a very lucky streak!



Does it matter than Spell Lock only costs me 66 mana to cast due to Specialist and two Divine Orders in effect? That wouldn't be good!



20/(20+1.5*66) = .168 instead of .118? And then a 48% chance they'll succeed in making me throw a little hissy fit?



I thought Specialist would help a ton with these piddling little dispels but it seems it only helps a little. FWIW, Kali only has Channeler retort but I don't think any retort would make dispels from units more effective.
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How rampage monster budget calculate and change every turn? If I plan for monster with rampage cost 2500, what year/turn it would have chance to appear?
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(December 20th, 2021, 01:45)Suppanut Wrote: How rampage monster budget calculate and change every turn? If I plan for monster with rampage cost 2500, what year/turn it would have chance to appear?

This is in the MODDING.INI on the topic  crazyeye  --> 

[Neutrals]
; Each turn, 1+random(difficulty level) is added to a counter.
; When the counter reaches the number below, it is reset and a raider group is spawned at a random neutral city
RaiderFrequency=20
; The first turn when raiders or rampaging monsters can appear
FirstRaiderTurn=25
FirstMonsterTurn=28
; Each turn, A+B*Difficulty+Random(C+D*Difficulty) is added to a counter which is specific to each particular wizard.
MonsterCounterA=-1
MonsterCounterB=1
MonsterCounterC=3
MonsterCounterD=0
; When the counter reaches this amount, a new rampaging monster stack is spawned in that player's territory.
; N*K/(L+Number of owned cities by that wizard)
MonsterCounterN=240
MonsterCounterKHuman=1
MonsterCounterKAI=2
MonsterCounterL=2
; A percentage multiplier of the rampaging monster stack total budgets for each difficulty compared to the default
MonsterStrengthDifficulty1=100
MonsterStrengthDifficulty2=100
MonsterStrengthDifficulty3=100
MonsterStrengthDifficulty4=100
MonsterStrengthDifficulty5=100
MonsterStrengthDifficulty6=100
MonsterStrengthDifficulty7=100
MonsterStrengthDifficulty8=100
; A percentage multiplier of the highest allowed cost monster for each difficulty compared to the default
MonsterCapDifficulty1=100
MonsterCapDifficulty2=100
MonsterCapDifficulty3=100
MonsterCapDifficulty4=100
MonsterCapDifficulty5=100
MonsterCapDifficulty6=100
MonsterCapDifficulty7=100
MonsterCapDifficulty8=100
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(December 20th, 2021, 11:35)Slingers Wrote:
(December 20th, 2021, 01:45)Suppanut Wrote: How rampage monster budget calculate and change every turn? If I plan for monster with rampage cost 2500, what year/turn it would have chance to appear?

This is in the MODDING.INI on the topic  crazyeye  --> 

[Neutrals]
; Each turn, 1+random(difficulty level) is added to a counter.
; When the counter reaches the number below, it is reset and a raider group is spawned at a random neutral city
RaiderFrequency=20
; The first turn when raiders or rampaging monsters can appear
FirstRaiderTurn=25
FirstMonsterTurn=28
; Each turn, A+B*Difficulty+Random(C+D*Difficulty) is added to a counter which is specific to each particular wizard.
MonsterCounterA=-1
MonsterCounterB=1
MonsterCounterC=3
MonsterCounterD=0
; When the counter reaches this amount, a new rampaging monster stack is spawned in that player's territory.
; N*K/(L+Number of owned cities by that wizard)
MonsterCounterN=240
MonsterCounterKHuman=1
MonsterCounterKAI=2
MonsterCounterL=2
; A percentage multiplier of the rampaging monster stack total budgets for each difficulty compared to the default
MonsterStrengthDifficulty1=100
MonsterStrengthDifficulty2=100
MonsterStrengthDifficulty3=100
MonsterStrengthDifficulty4=100
MonsterStrengthDifficulty5=100
MonsterStrengthDifficulty6=100
MonsterStrengthDifficulty7=100
MonsterStrengthDifficulty8=100
; A percentage multiplier of the highest allowed cost monster for each difficulty compared to the default
MonsterCapDifficulty1=100
MonsterCapDifficulty2=100
MonsterCapDifficulty3=100
MonsterCapDifficulty4=100
MonsterCapDifficulty5=100
MonsterCapDifficulty6=100
MonsterCapDifficulty7=100
MonsterCapDifficulty8=100

Thank you for clarify in detail. but where is monster budget modding?
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I don't think it's there yet. The latest documented budget formulae I could find are (from 2020-12-03):

Total budget = (Difficulty+1)*(Difficulty*0.9+Turn-24)+20

Strongest monster = 60+(Turn*1.25-33)*Difficulty/2.5

If that's correct, a cost of 2500 on the maximum difficulty would require either turn 637 or 724, depending on whether the difficulty indexing starts at 1 or 0 (which I don't know).
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