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Modding Discussion Thread

This thread is dedicated to discussion, question, and answer about what and how to mod Caster of Magic for Windows.
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I will ask first question, could combat summon with sail movement able to be summon on land? so far I remember that combat summon without waterwalk, noncorperal, or flying could not summons at sea. As Slingers suggest me that I should use sail movement for combat summon sprit tree in order to allow ability to do range attack. Could sail movement unit able to be summon on land?
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(May 19th, 2022, 12:47)Suppanut Wrote: Could sail movement unit able to be summon on land?

Absolutely, Suppanut. You can see it in the attached video:


Attached Files
.zip   20220519_ship_aground.zip (Size: 6.83 MB / Downloads: 2)
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Thank you. it show me clearly it could.

When would you release your mod, Slingers?
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How does one modify a spell so the AI never uses it? I believe the spells.ini file is the one to mod, but I'm unsure what to change/add.

For example, here's the Corruption spell from spells.ini:

Name=Corruption
Rarity=1
TradeValue=6
Category=0
Realm=3
CastingCost=40
ResearchCost=320
AIResearchPriority=170
AIResearchGroup=14
HideUnits=1
SpellTypeGroup=5
CastingLocation=1
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I believe you can do that by adding the line "Disabled=True" to the spell entry.
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(May 19th, 2022, 20:38)Suppanut Wrote: When would you release your mod, Slingers?

If I can get it working with the next update of Seravy, it might be after that. I'm currently busy turning your inquisitors' sprites into witches... ;p
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(May 20th, 2022, 12:05)Anskiy Wrote: I believe you can do that by adding the line "Disabled=True" to the spell entry.

That also removes the spell for the human player.

Disabling for the AI only is done by changing
"CustomPriority=8"

to 0, but it requires the 1.4.2 update.

This should be possible for most spells in the major overland spell groups (curse, unit buff, city buff, global enchantment, summon, etc) after the update.
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(May 20th, 2022, 17:29)Slingers Wrote:
(May 19th, 2022, 20:38)Suppanut Wrote: When would you release your mod, Slingers?

If I can get it working with the next update of Seravy, it might be after that. I'm currently busy turning your inquisitors' sprites into witches... ;p

I will look forward for the day you release your mod. smile
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GOG updated to 1.4.2 today. When checking the new spells.ini file, I found two spells with 'CustomPriority=8': Stasis and Corruption.

Is this intentional, or perhaps just leftover from testing changes?

[85]
Name=Corruption
Rarity=1
TradeValue=6
Category=0
Realm=3
CastingCost=40
ResearchCost=320
AIResearchPriority=170
AIResearchGroup=14
HideUnits=1
SpellTypeGroup=5
CastingLocation=1
CustomPriority=8

[68]
Name=Stasis
Rarity=3
TradeValue=24
Category=0
Realm=2
CastingCost=25
ResearchCost=2800
AIResearchPriority=1350
AIResearchGroup=14
SavePenalty=-5
SpellTypeGroup=5
CastingLocation=2
ACRangeBuff=4
CustomPriority=8
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