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[Warlord mod] What game-changing rule you want to take in Warlord mod? And why? |
Posted by: Suppanut - November 30th, 2023, 08:59 - Forum: Caster of Magic for Windows (CoM II)
- Replies (1)
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There are many new world-changing rules with potential to change how CoM would be played add in recent version of Warlord mod. And here they are.
- Unstoppable Stampede:
All neutral fantastic creatures gain "regeneration 0". You have to either kill them all or your effort would gone meaningless (or even worse for death creature stampede, they get bigger) This not only apply to monster stampedes but also to lairs too. And don't try rely on confusion spell, now confusion will only kill if battle is not won (same rule as buried effect).
- Nodeborne Souls:
Goodbye to those who see node as solution of your early power shortage, now nodes will defend itself much more vigourously! Neutral Node defenders and Stampede stack that attempt to take node back would get free common/uncommon buff of the same realm as the node at random. It is true interrupter of gameplay loop.
- Cosmic Chessboard:
Life neutral got brighter and death neutral got darker under Cosmic Chessboard. Any battle involve them invite divine and infernal intervention. They got free random common/uncommon combat enchantment and all the units in stack get buff by common/uncommon unit enchantment at random. They will become nightmare of mid game as agent of heaven and underworld move and run amok in your world.
- Khan the Conqueror:
Muggles fight back! Now neutral players will get bonus as if they have Warlord retort and Tactician retort at their disposal as now they are properly trained and properly commanded. Taking neutral city or ward off raiders would now be much more difficult sideshow for every wizards.
- Gods Play Dices:
As wizards love to gamble themselves with saving rolls, so gods above as they hedge their bet and cheat it too. Those fickle gods bet with fate of mortals across two planes with resistance penalty from -0 to -5 at random at the beginning of combat. Even worse than that, they cheat the dice in favor of their puppets too, so human player suffers most with chance for penalties are twice as much. Luckily, those penalties only last until the end of combat.
- Uphill Battle:
For fans of Total War series that difficulty means tactical combat nolonger fair, this rule would just give what they want. All units not owned by human player will get +10% to-hit, +10% to-defend, +1 resistance just for be there to opposing human player, plain and simple. May Total War be with you....
Which ones are fit your taste for chellange as game rule? And why?
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[PB75 Mjmd] Call to Power |
Posted by: Mjmd - November 28th, 2023, 18:14 - Forum: Pitboss 75
- Replies (326)
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So my civ history won the poll (I was going to wait longer but its leading and I kind of figure it would win anyways).
Need some music while you read so here is a rare non shanty in honor. Note you'll have to follow link to youtube as only allowed 1 video per post.
https://www.youtube.com/watch?v=rO3mR7cq...D5&index=8
So while some don't consider this a true civ game due to licensing it out, I do. This was one of my first turn based strategy games (maybe even 1st). It had some cool things other civ games didn't like terraforming and water/space colonies. Not sure they were worth doing mind, but they were cool. It also had a cool unit mechanic which I think might just be the solution to the current problems of 1 unit per tile vs civ4 infinite. You could have 9 and the makeup of these "armies" mattered.
This is also the game that taught young Mjmd some serious patience. You see I didn't know about patches and didn't think much about internet trouble shooting (I was 11ish) so when the game froze up the whole computer every once in a while I would have to crawl under the desk on the old green 70s fluffyish carpet to turn off the power, turn back on the computer, and wait for it to boot up, and hopefully reload a fairly recent save (which I got fairly religious about doing, but 1 more turn symptom bit me more than once). And mind this was a 90s computer so all these steps were SLOW. And mind you I played this game a lot and it froze up not every time I played, but very near.
Anyways, I voted snake to specifically pick Neb (Ind/Phi). I want to do the fun thing. 10 is actually a couple more than I wanted to try Neb with, but will take the shot if I get it. If he gets taken do I do something good that I've done before (cough prove America is broken in a same or different way / just choose stuff I think is good) or do I experiment in a different direction......
For the record I probably will vote block on normal games going forward. I do like that method for diversity, but GIVE ME NEB.
Edit: link to PBEM and pitboss history https://www.realmsbeyond.net/forums/show...p?tid=4463
Edit edit pick randomizing
Edit Edit Edit:
Lessons
PB51: Focus on early expansion. Specialize cities.
PB52: Neighbor balance is important / safe back lines are important.
PB54: Keep scout near when expanding. HG is good, especially for come backs. Fighting strong opponent is hard even when you catch them by surprise.
PB56: Even with surprise conquering a strong player is hard. GA org religion can get you back into games. Don't give up so easy.
PB59: Small injuries can lead to great pain.
PB60: Diversify GP pool across cities for best GA odds.
1) prophet - settled
2) low 1% odds engineer - bulbed Metal Casting (and even being 2nd to it got Colossus)
3) Prophet - 1st GA to switch into org rel and rep
4) Engineer - bulbed machinery
5 & 6) Engineer and merchant for 2nd GA - switched to serfdom and then merc
7) Prophet - shrine
8) Engineer - saved for mining inc
9) Prophet - 3rd GA EVENTUALLY
10) Merchant - 3rd GA EVENTUALLY
Economics merchant- Founded cereal mills once #15 turned up prophet; IE gave up on 4th GA
11) Prophet (40% roll I didn't want) - SETTLED in JPJ once #15 turned up prophet; IE gave up on 4th GA
12) Prophet (30% roll I didn't want) - bulbed most of divine right after I had already bypassed just for Versailles
13) Prophet (30% roll I didn't want) - SETTLED in JPJ wall street city because what else can I do with.
Communism spy - 3rd GA
14) Prophet (23% roll I didn't want) - SETTLED in JPJ wall street city because what else can I do with.
Physics scientist - 50% chance race with Ginger - partial bulb of electricity once #15 turned up prophet; IE gave up on 4th GA
15) Prophet (30% roll I didn't want) - SETTLED in JPJ wall street city because what else can I do with.
16) Merchant - trade mission for 1100 gold (IE 1 turn of 100% tech).
17) 26% Artist - game ended before could use, but likely would have been to speed up culture attempt.
PW: sail
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Latest patch 1.5.8 download |
Posted by: Seravy - November 27th, 2023, 16:19 - Forum: Caster of Magic for Windows (CoM II)
- Replies (57)
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Received this message :
Quote:This build will have to go up on the forums as a public download, as will all future builds too. The previous builds were supposed to be final patches and i've had that reinforced to me today, and it was highlighted that it should of been the case for the last patch too (but I managed to get it through as an official patch). I know that's far from ideal, but they are the cards we're dealt atm.
Considering it's been over 2 years since release, this is more than reasonable. 1.5.2 was indeed intended to be the last patch unless significant bugs were found.
So this patch, and any further patches in case it is necessary, will be posted here.
version 1.5.3 : https://drive.google.com/file/d/1QeWiD34...drive_link
version 1.5.4 : https://drive.google.com/file/d/1r1Zdrhc...sp=sharing
version 1.5.5 : https://drive.google.com/file/d/18hFQCDi...sp=sharing
version 1.5.6 : https://drive.google.com/file/d/19hWS_Vn...drive_link
version 1.5.7 : https://drive.google.com/file/d/1w_EWtCP...sp=sharing
version 1.5.8 : https://drive.google.com/file/d/15Or1XC5...sp=sharing
Many thanks to everyone for your support of the game!
Code: 1.5.3
-Fixed bug : When an AI settler was in a tower adjacent to a boat on shore, the game sometimes crashed.
-Fixed bug : When exiting to the main menu and starting a new game, sometimes the unit selection info was not cleared, leading to crashes.
-Fixed bug : Primaryrealm() script command returned wrong value, displayed Specialist realm in combat info was incorrect.
-Added Mastervarset script command to write into global variables.
-Spellability and Maxcharges/ChargesLeft fields are now accessible through SetStat/GetStat.
-Added GetDipVar and SetDipVar script functions to access diplomacy data.
-Added EnterGame Script which runs once when the game is started or loaded from a save file.
-Fixed bug : GetDamage returned damage from unit 1 instead of the specified unit.
1.5.4
-Fixed bug : Artificier and Conjurer did not stack
-Modding : Maximal unit icons limit was increased to 1500
-Fixed bug : AEther Sparks didn't remove ammo from units that were granted a magical ranged attack by a spell.
-Modding : Fixed custom spell animations causing a crash at the end of the animation.
1.5.5
-Modding : fixed EXP requirements and pandora box table not being loaded fully when max unit level was higher than max hero level.
-Fixed bug : rarely, rampaging monsters keep spawning from the last tower on the map even after it was cleared.
-Rampaging monsters now stop being generated when there are 3 or fewer sources left on the map instead of 4 or fewer at turn 120 or later only.
-Fixed bug : right clicking Cities shows help for the Info button instead.
-Fixed bug : Mercenaries didn't use the races.ini plane data when being generated.
-Fixed bug : While banished, the total turns required to return are displayed instead of the turns remaining.
-When an AI player finds a prisoner, it will now appear where it was found instead of at the AI's fortress city. This should make it consistent with how it works for the human player. This should also fix the bug where an AI being banished would cause the hero to spawn on a random other tile as no fortress city is available.
-Item Teleport for heroes who finished their turn can be enabled or disabled by difficulty level in Modding.INI
-By default, heroes can always change their items below Master difficulty, and only require to have active movement points left at Master and above difficulty.
-Updated some outdated descriptions in modding.ini
-Wraith Form now costs 11/55 MP instead of 13/65
1.5.6
-Corruption research cost reduced (320->260)
-Shatter research cost reduced (440->320)
-Removed Disrupt (it can be re-enabled through Spells.INI)
-Added new spell : Breakthrough
Chaos Common - Combat Global Enchantment, 9 MP
-Permanent (base type) normal units gain Wall Crusher and +1 attack
-Non-Corporeal units gain +1 attack and defense
-Temporary units gain +1 attack and defense
(all units except combat summoned units are permanent units)
-Added Breakthrough spell parameters to Modding.INI
-Fixed bug : AI adjusted combat spellcasting priorities based on Entangle being in effect when Call Lightning was in effect instead
-The AI will no longer cast Construct Catapult against Terror.
-Aura of Majesty now negates any diplomatic penalty from spells that target terrain outside cities. (Corruption, Raise Volcano)
-Floating Islands now count as non-military units for Wizard's Pacts
-Modding : When a pair of realms is disabled in Modding.INI, it will now prevent finding spellbooks that would result in that pairing.
This can override allowed realms from nodes and lairs and give the player a book that is normally not available, such as a Chaos book from a Temple.
-Fixed bug : Item Editor no longer saves items after version 1.5.0 update
-Fixed bug : The AI often fails to attack empty undefended Floating Islands
1.5.7
-Fixed bug : The Druid's ranged attack had the wrong sound effect associated
-Fixed the crash bug in version 1.5.6's initial upload. (this should already be fixed in any version 1.5.6 downloaded after 2024-08-15)
-Fixed bug : Animate Ammo did not restore MP to units casting it
-Long spell names are now displayed in two lines of text during overland spell targeting
-Fixed bug : the spell targeting UI was displayed for a few moments even when an untargeted spell was being cast
-Global enchantments are now shown in their realm's color on the Wizards screen. This can be disabled and restored to the previous version's color in Modding.INI.
-When AI players decide on elimination based war declaration against each other, they'll no longer include the human player and AI players already chosen for elimination when calculating the average power of wizards for deciding who is weak enough to declare war on.
-Elimination war declaration now checks the overall historian charts instead of both the overall and military chart.
-Improved the debug logging for the elimination mechanic.
-Reduced the building destruction rate when conquering cities for most difficulty levels (see Difficulty.ODS)
-Increased the probability of hiring heroes when 2 or 3 heroes have already been hired.
-When a high rarity spell treasure is replaced due to the game state being too early for finding it, an Uncommon spell will now be added in addition to the existing replacement rewards (1 book or retort for very rare and one 1600 cost item for rare spells)
-Fixed bug : It was possible to order an Engineer to build even if it had no movement left.
-Threatening a wizard will now set Trade and Treaty interest to -130 or 100 below the current value, whichever is lower, instead of always subtracting 100.
-Fixed bug : When Final War starts, wizards already eliminated from the game also declared war
-Modding : SetStat and GetStat can now access the Wall Crusher ability
1.5.8
-Drought now also negates racial growth bonuses on cities that exceed their max size and are shrinking.
-Famous now adds +1 level to a wizard's available heroes for hire at the beginning of the game in addition to the existing random additional levels.
-Fixed bug : The AI was unable to unload armies from boats onto tiles with enemy units even if they were valid attack targets.
-Fixed bug : Monster Outbreak event could choose a Sailing unit if it wasn't a transport.
-Fixed bug : When the selected combat unit is enchanted by Wraith Form, it wasn't able to cross walls until it moved at least one tile
-Fixed bug : When a unit used a spell and then gained additional movement points afterwards, it could move to attack or cast again. Now only units with the Quick Casting ability can do that.
-Fixed bug : Fantastic creatures with MP were able to cast disabled spells (Disrupt or modded spells)
-Fixed bug : Enemy Invisible and Stealth units were shown on the Cartographer screen.
-Fixed bug : Some rivers were sometimes not displayed on maps smaller than 20 tiles wide.
-Fixed bug : It was possible to receive a building destruction report on an outpost.
-Fixed bug : Raise Dead still failed to set the correct amount of HP on the raised unit if its HP was buffed.
-Fixed bug : Displayed remaining MP was not updated in the unit summary window during combat.
-Fixed bug : AI fails to correctly calculate the priority to cast Mislead.
-Fixed bug : Direct damage spells dealing Doom damage ignored the number of attacks to be done by the spell (for example Fireball should attack once for each enemy figure and gains the Doom flag when used on a sleeping enemy).
-Fixed AI bug : Neutral Efreet casts Breakthough while defending a node even though there are no normal units or enemy walls in the battle.
-The AI will now no longer cast Mislead if the enemy army already has two units cursed by it and casts it at halved priority if they already have one.
-Fixed modding bug : CoSpell.CAS was not called during summoning spells.
-Modding : Setting the overland position of a unit will now refresh the unit count and tile ownership cache. Read Master.CAS for more details.
-Modding : Added GOTO script command.
-Modding : SetStat and GetStat can now access the Plane Shifting ability
-Modding : Raze speed (population and buildings) can be changed in Modding.INI
Extract and overwrite files to apply the patch.
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[SPOILERS] swance bitten, twice shy |
Posted by: ljubljana - November 27th, 2023, 12:41 - Forum: Pitboss 75
- Replies (1585)
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there is a chance, just the smallest chance, that given sufficient encouragement i MIGHT be willing to return to and finish off this
(August 14th, 2022, 11:12)ljubljana Wrote: before you get started, i highly advise you to not google any of the names below, as this will produce immediate, narrative-ruining spoilers
banzuke:
HAKUHO - The White Peng
TERUNOFUJI - The Black Swan
ASANOYAMA - The Exiled Prince
SHODAI - The Enigma
self-cursing though any invocation of PBEM22 might be. i was a little over halfway through the main narrative and it's kind of a shame to leave it hanging like this (but my motivation during attempt 1 of course crashed and burned for obvious reasons ). but a) i'm kinda dreading it ngl, b) we've been there before and it will have nothing to do with our civ/leader, and c) my #1 resource for match videos was taken down due to copyright strikes from the NHK a few months ago, so a large number of the video links are broken now, ughhh
edit: "tbh non sumo" should read "tbd non sumo" lmao. if this wins i'll likely wait for picks and seek inspiration from those
edit: Important Links
tarkeel on trade routes
demos explained
refsteel on granaries
williams on medic units
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Poll for Mjmd thread theme |
Posted by: Mjmd - November 27th, 2023, 11:38 - Forum: Pitboss 75
- Replies (5)
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What should I do for my theme?
There are still quite a few pitbosses I've played in without a history I could fill those in as I go.
I know people do magic the gathering threads and I'm closer to forgetting what I did there.
Should I JUST stick to sea shanties. Make no mistake, there will still be sea shanties in the other two, but I might ramble more.
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