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Submod "Caster of Magic for Windows: Warlord"

I've modded AIprod to produce more garrison units earlier.  I'm only a couple of years into a game, but there's a definite improvement in the AI towns developing several swordsmen, bowmen or cavalry before developing higher level buildings.  No more pop 10+ cities with cathedrals and war colleges ... guarded by one spearman.

This is just a first try, with garrison values as wild guesses, so it needs tweaking.  I might add some decisions based on city size, turn, war status (You're at war, so build a defender rather than a cathedral.) or some other variables that are accessible.  If you want to see stronger AI garrisons, give it a try.

Hmmm, I can't figure out how to attach the file.  I add attachment, but it doesn't show up.
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(May 29th, 2022, 17:56)JustOneMoreTurn Wrote: I've modded AIprod to produce more garrison units earlier.  I'm only a couple of years into a game, but there's a definite improvement in the AI towns developing several swordsmen, bowmen or cavalry before developing higher level buildings.  No more pop 10+ cities with cathedrals and war colleges ... guarded by one spearman.

This is just a first try, with garrison values as wild guesses, so it needs tweaking.  I might add some decisions based on city size, turn, war status (You're at war, so build a defender rather than a cathedral.) or some other variables that are accessible.  If you want to see stronger AI garrisons, give it a try.

Hmmm, I can't figure out how to attach the file.  I add attachment, but it doesn't show up.

Great. I would like to look into code too.

In attached file only support some file's extension. If you have problem, try zip them.
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Yah, the extension issue occurred to me as I was falling asleep.  I switched the .cas to .txt .  Just switch it back to use, or copy and paste the text into your AIprod.cas (after backup of course).


Attached Files
.txt   AIProd.txt (Size: 18.86 KB / Downloads: 1)
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I checked over the file and found a few bits to chop out (from that failed %AND GARR>x attempt) and I hadn't modded the sections for barbarians and klackons/beastmen.  I'm sure I'll mod it more, but at least this version is a bit cleaner.  Again, it's .txt rather than .cas to get it past the attachment filter.


Attached Files
.txt   AIProd.txt (Size: 18.78 KB / Downloads: 7)
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The instructions on ModDB are missing the word Caster in step 1: "Master of Magic Windows Warlord" > "Master of Magic Caster Windows Warlord"

EDIT: also in the documentation Warlord_Manual

EDIT AGAIN: also in the first post of this thread, haha
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Thank you for pointing out. I will correct it immediately.
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I tried another game with the fixed AIprod.cas. It's definitely better for the mandatory buildings for small towns, but the values for garrison need to be increased a lot more for the more advanced buildings. Before a city builds a Cathedral or Sage's Guild, they should have more than just a bunch of spearmen and swordsmen, which is what I see. It's too bad that COM doesn't allow upgrading units.

Another thing I've noticed: I'm not seeing any roaming monsters in AI territories. I'm getting them in mine, but haven't seen any elsewhere. Is this something I've done unintentionally while modding, or do these monsters not appear in Warlords? I'm aware of the settings in Modding.xxx, but don't see how that would have turned them off.
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Are rampaging monsters showing up normally--attacking AI cities too--for other people? I'd rather not create another 'clean' version just to check, when I can ask instead. It's annoying being the only one attacked.
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(June 24th, 2022, 14:09)JustOneMoreTurn Wrote: Are rampaging monsters showing up normally--attacking AI cities too--for other people?  I'd rather not create another 'clean' version just to check, when I can ask instead.  It's annoying being the only one attacked.

Chance for rampage monster to spawn to attack human player is double of what ai players have. They attack ai cities too but at less frequency unless Call the Wild/Nature Embrace in effect.
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Warlord mod version 1.4.7 is released with 4 new spells for each realms (now each realm has 12 uncommon and 14 rare spells).

https://www.moddb.com/mods/caster-of-mag...arlord-143

                                       

Change log version 1.4.7
Units and Heroes
- New unit: Valkyries, life realm rare creatures, flying cavalry with +2 resistance for all, teleport, and 2 charges of Exaltation
- New unit: Sacred Ancient, nature realm uncommon combat summon creature, immobile tree with +2 resistance for all, and 4 charges of Fairy Dust
- New unit: Kraken, sorcery rare creatures, heavy armor creatures which could attack air in melee and highly resistance to range attack
- Dwarf hero change to Dwarven Master Engineer, loses constitution and armsmaster and -3 attack but gains logistic and guiding beacon, +6 rock ranged attack, 8 ammo, +1 defense, wall crusher, and 3 charges of flame blade.
- Dervish hero lose logistics but gain prayermater instead.
- Gladiators's thrown strength change from 4 to 5
- Longbowmen cost increase from 45 to 50
- Paladins cost decrease from 290 to 270
- Increase production priority of swordsmen, and bowmen
- Rampage cost of Night Stalker and Great Lizard are reduced
- Rampage cost of Great Lizard

Spells
- Now all realm has 12 uncommon tier and 14 rare tier spells
- New spell: Zeal, life uncommon combat unit enchantment, grant unit first strike and nagate first strike
- New spell: Spirit of Community, life uncommon global enchantment, grant all city +6 productions and all outpost's growth rate is double
- New spell: Heart of Solidarity, life rare global enchantment, eliminate racial unrest from caster wizard's cities
- New spell: Valkyries, life rare overland summon
- New spell: Venom, nature uncommon unit enchantment, grant unit poison attack +1 and poison immunity
- New spell: Sacred Ancient, nature uncommon combat summon
- New spell: Colossal Strength, nature rare unit enchantment, melee and non-magic range attack increase by 40%
- New spell: Hurricane, nature rare combat enchantment, all flying units lose flying and all range/thrown/breath to-hit -25%
- New spell: Mariner Mastery, sorcery uncommon global enchantment, all newly trained ship get +3 movement
- New spell: Magocracy, sorcery uncommon global enchantment, magic market and wizard's guild generate gold equal to power they generated.
- New spell: Kraken, sorcery rare overland summon
- New spell: Aether Sink, sorcery city curse, enchanted city power output reduced by 50%, base SP (before buff) of Monument, Linking Tower, and Amplify Tower reduced by 50%
- New spell: Insulation, chaos uncommon unit enchantment, grant unit fire immunity, cold immunity, and lightning resistance
- New spell: Blaze of Glory, chaos uncommon combat unit enchantment, grant unit first strike and doom damage but lose all base defense (not included defense from buff)
- New spell: Chaos' Blessing, chaos rare city enchantment, newly unit trained from enchanted city gains effect of chaos channel and could synergy with Doom Mastery and generate all 3 types of chaos channel on the same unit.
- New spell: Shadow Strike, death uncommon unit enchantment, grant unit thrown attack at strength 1/3 of melee strength
- New spell: Revenant, death uncommon combat unit enchantment, grant unit melee death touch 0 and regeneration 1 but unit permanently becomes undead
- New spell: Vampiricism, death very rare overland unit enchantment, unit becomes undead and gain bloodsucker and create undead.
- Zeal, Venom, Colossal Strength, Insulation, Blaze of Glory, and Shadow Strike could be appeared as part of effect of Mystic Surge.
- Nature Embrace lose ability to grant -1 unrest and +3 power through animist's guild
- Chaos Embrace nolonger have direct synergy with Doom Mastery due to introduction of Chaos' Blessing but double power generate to compensate
- Max population cap increase from Abundance reduced from +9 to +7
- Cloud Giant's research cost increase from 4000 to 4800
- Doom Mastery move to very rare, research cost increase from 4400 to 6666, research priority increase from 1030 to 1666
- Disintegrate returns as chaos rare spell with research cost decrease from 12000 to 6000 and research priority decrease from 1770 to 1270
- Warp Reality move to rare with research priority decrease from 1825 to 1225
- Reaper Slash returns as death rare spellwith research cost increase from 1280 to 2560 and research priority increase from 510 to 1020
- Summon Demon renames to Demon and move to rare with research cost decrease from 6000 to 4800 and research priority decrease from 1890 to 1390
- Inner Power casting cost increase from 390 to 600 and upkeep increase from 12 to 20
- Purity's research group change from high-tier unit enchantment to mid-tier unit enchantment

Item
- Death and Stoning could nolonger able to enchant on wand and staff
- +4 health cost reduce from 600 to 500
- +5 health cost reduce from 1200 to 850
- New item power: +6 health, cost 1300
- Mystic Power item power nolonger give unit aura and now could stacking with lionheart
- Vampiric item power how life steal -5 and make attack from hero create undead

Others
- Compatibility update to Caster of Magic for windows version 1.4.03
- Wizard would gain 12 uncommon spell have start with 9 books
- Update AIProd.cas
- Update AIRes.cas
- Death Touch and Stone Touch nolonger apply to magic range attack
- City names list updated and 60 names for each races
- New abilities: Zeal, Venom, Colossal Strength, Insulation, Blaze of Glory, Shadow Strike, Revenant, Mariner
- Grammar and syntax correction of descriptions
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