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Caster of Magic II Brainstorming Megathread

(June 24th, 2023, 02:06)Seravy Wrote:
(June 23rd, 2023, 03:27)GMBarak Wrote: I think that when your hero dies at a ruin/node and his artifacts are lost there, whoever clears that node/ruin should get these artifacts once they clear it.

Lairs and nodes only have 3 item slots so even if this gets added, only the first 3 items could be stored there and that already includes anything the node was already storing.
It makes sense as a feature but it's too late for that, I don't want to do save format changes now.

In my view this is very interesting feature. Who knows, maybe reserve it, not discard it right away, if there ever is a change in the save files. That way you could include the change along with others that might also affect the save file all at once.
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Suggestion for spicing up conjunctions/moons:

Locations that spawn (associated realm) creatures spawn extra stacks of raiders during the conjunction. For extra spiciness, have melded nodes do so as well.
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Here is some of my request for future version in case I still in modding scene..
- more retort slot for custom retorts (to adopt some ideas from MuHa to CoM)
- ability to apply spell save as unit attribute in units.ini and script
- turn 0 script (overland end turn script that trigger right before start first turn)
- turn start script (which I think it could also able to play role of turn 0 script too)
- ability to create spell dependent retort (like MuHa tech magic) and spell dependent (for custom spell similar totree of knowledge, not just only one)
- ability for script to detect geometer value ( distance from fortress) in the same manner as combat casting cost penalty.
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when you cast spell, there could be a hint in right hand panel that holding shift will automatically cast it again.
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Feature request:

Show the strength of the Fortress Lightning for the capital cities — perhaps on the Geomancer overlay.

All the information necessary to calculate it is already available to the player from the various advisors, but I always have to calculate it manually in when deciding in the early game if I can attack this or that wizard.
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May I feature request ability to mod terrain composition in combat for each type of overland tile. I want to change combat terrain of sorcery node from grassland to swamp.
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Hi, does anyone know how to declare a static variable in script? And how do I get the current Combat Turn?

I want to track when a enchantment spell I cast in combat in Combat Turn X, then turn it off in Combat Turn X + 5. At this moment, I am wrecking my brain as I am unable to do neither the afore mentioned issues above (Satic Variables and Combat Turn).

I did do a super hacky way by writing and reading to a custom .ini file at the end of every combat turn, but I don't think this is ideal.
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I'm not sure if that works but have you tried creating the variable in Master.CAS?
All the constants you see there are permanent variables but I don't remember if writing into them is possible or not.
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(August 14th, 2023, 07:48)Seravy Wrote: I'm not sure if that works but have you tried creating the variable in Master.CAS?
All the constants you see there are permanent variables but I don't remember if writing into them is possible or not.

Tried that, unfortunately, the variable itself is reset when the script terminates. So when the Script restarts on the next end of combat turn, the value defaults down to the initial value set in Master.CAS. Thanks for asking. I can just put that on hold for the moment.
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(May 13th, 2023, 16:32)Seravy Wrote:
Quote:- How to restore original MOM´s Astral Gate functionality ...?

Astral Gate : In UnitCalc.CAS, make the unit gain "Plane Shifting" if it's overland location is in an enchanted city.

I wasn't able to do spells like Astral Gate, presumably because the ability isn't listed in MASTER.CAS. There I only found SPlaneShift for the spell.

It is possible to use PlaneShifting=Yes in UNITS.INI.

Nevermind  popcorn
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