As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

Create an account  

 
Caster of Magic Mod - Uncluttered

Introducing - Caster of Magic Uncluttered
Have you ever noticed that Caster of Magic heavily encourages mass-recruiting mediocre cheap units and allows AI to have extreme army sizes blanketing the entire strategic map and leading to numerous inconsequential battles?

This mod attempts to minimize 'war of attrition' gameplay via economy and military rebalancing, particularly aimed at AI, resulting in a significant reduction of recruitable units in the late game.

Some of the balance tweaks partially follow 'Warlord Lite', but this mod does not create any new content.

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


Attached Files Thumbnail(s)
   

Reply

Aren't cheap recruitable units supposed to be a strength of some races? Some builds are meant to use troop building rather than summoning. You might need to do some banning of certain races, retorts or books for some AI creation. Maybe tweak the starting spell choices too.

I think the main problem is poor goal-setting and application. AIs might declare war--on someone they can't even reach easily--build a bunch of units that just dance around, and never actually attack. Meanwhile, their newer settlements are building cathedrals while their garrison consists of a pair of swordsmen or something; trivial for the human to take over. I'd like to see more emphasis on the AIs defending their cities. When they declare war, they should pick a goal (city?), build up an army to take that goal, then send it. If the target gets reinforced, then either switch targets, or bring up more troops and wear the defenses down. Dancing around uselessly detracts from the game.
Reply

I had another thought on the poor usage of AI units. I think the AI decides on whether to attack based on "will I win this combat". How would the game change if that was changed to "can my army do enough damage to be worthwhile, even if it loses"? Maybe they don't have powerful enough units for their stack to take a town or invading stack, but they could whittle it down enough for a followup stack to take it. That would be a successful strategy for Klackons or Orcs (mediocre cheap units). It might also be successful with strong combat magic. Bad strategy for Trolls or other expensive regenerating units. At higher difficulty levels, where the AI gets a significant advantage for unit production, bleeding the human's empire to death is valid.

The AI needs to be more aggressive about active defense too. If the human has an invasion stack heading for an AI city, there might be some AI units dancing around, but they won't attack because they know they won't win the encounter. The separate units should group up, and when their strength ratio is high enough to have a good chance of killing or damaging at least a few units, they should attack.

Zitro apparently hates the minor battles, but I'm not sure what the alternative is: hundreds of turns without any battles, and then you get a spell or hero+items that makes all battles easy wins, meaning no point in continuing? Is the game just a race to collect the goodies from lairs before the AIs do?
Reply

I'm aware the balance gets thrown off a bit, but I believe all races should remain competitive and similar to the unmodded caster of magic. The biggest change is how top-tier units are rarer but significantly stronger, closer to the level of rare-tier summons, and only become plentiful on the late stages of a game. Mid-tier units are still pretty easy to mass-produce later in game.
*I might update barbarians slightly - its lack of change might be a detriment to this new design
*Gnolls and Dwarves might be benefiting the most, though they were likely the weakest races of Arcanus and Myrran, respectively

It is worth noting that lower gold upkeep of non-military buildings is the main tool used to balance the higher unit upkeep costs and stronger units. Both military vs economy races benefit at a similar degree (except maybe Barbarian, which i should address)

Part of the problem with AI wizards is that they are designed specifically for this unwanted behavior and the gameplay around unit recruiting and maintenance encourages it further. Ultimately, AI is more bullish attacking weak small unit stacks using small weak unit stacks because they ended with endless unit stacks wandering all over because this is arguably the best usage of armies in a war of attrition. That doesn't make it very fun. What is fun is getting a surprise attack by a 9-unit stack of stronger modded griffins or wyverns and have greater opportunities for such battles either when attacking or defending.

I was surprised to find an AI with a more quality>quantity approach is adequate at protecting cities, attacking enemies and lairs, while keeping the carpeting of the map to a minimum. However Seravy designed the AI is very compatible with an approach of smaller but stronger armies. I have a lot of experience playing modded games where the unit spamming was reduced by design and it plays quite smoothly with quicker turns and less micromanagement of unit logistics and battles. AI might seem at first glance weaker using this design, but AI is more careful with money, no longer throwing thousands of gold rush-buying wizards guilds and other buildings.

As for the 'can my army do enough damage to be worthwhile'. I think in a way this is already true. I win most of my city defense battles, especially if playing with guardian retort.

The minor battles don't go away. I still see them a lot, especially when poorly defended nodes get attacked by mediocre armies. However, the emphasis on this type of gameplay is noticeably reduced.



I apologize, I had to re-upload the file - it never got authorized
https://www.moddb.com/mods/caster-of-mag...-mod-1-0-0

Reply

Uncluttered Mod is now updated to reflect the latest Caster of Magic Windows update. The mod otherwise doesn't have any changes from earlier.

https://www.moddb.com/mods/caster-of-mag...uttered102

Reply

Uncluttered Mod updated to Caster of Magic latest version. The mod also had several balance changes and a few spells redesigned.
https://www.moddb.com/mods/caster-of-mag...nloadsform

Reply

Updated and fixes bad error of previous version(s) not displaying modded building descriptions in the building queue screen.

A few other tweaks with March 14 version 1.1.2

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

Reply

I've been playing it recently, pretty nice, more "original" feel.
Reply



Forum Jump: