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AI early Fighter's Guild update effects |
Posted by: Seravy - September 9th, 2016, 03:51 - Forum: Caster of Magic
- Replies (3)
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Watched the AI develop in a few games to see the actual effects of the change.
Barbarians
Lots of berserkers, with some bowmen and swordmen in the mix in some city garrisons, but not too much. Shaman and Cavalry barely appears at all, though militarist doesn't care much for shrines so it might be that reason. I observed a pretty big city go with only 2 defenders for about 10-15 turns to build the fighter's guild which isn't very good, though when it was complete it quickly got filled with berserkers.
AI military bar is rising at a rate expected from Extreme but on Hard, since berserkers push it up.
Gnolls
Also observed new cities to have no units except the starting swordmen until the fighter's guild was complete (about 30-40 turns).
Maybe the 4 units thing should take priority over the fighter's guild?
AI seems stuck on an island, they're too busy making halberdiers to randomly construct a ship wright's guild in one of the 3 cities. Production of Jackal Riders replaced Halberdiers evenutally. Wolf Riders were a rare sight. First ship building was made in 1415 only, despite being Expansionist. Maybe the higher priority to make units if a Fighter's Guild is present needs to be removed? Now that every city has one, that just reduces the chance of building anything else without any actual advantage to it.
... will continue later.
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Settlers |
Posted by: Seravy - September 7th, 2016, 20:42 - Forum: Caster of Magic
- Replies (29)
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So...it's probably something everyone noticed already and I think I even mentioned before, but the AI sends out their settlers unprotected and it's ridiculously easy to take those empty cities from them, coming even with sawmill built if you time the attack right.
I might be able to implement some system to force the AI to escort the settlers with whichever unit is weakest on the tile they are moving from - if not done as part of settler movement, but as a separate thing after every unit is assigned to do their job, by searching for every settler and making sure at least one idle unit on the same tile goes with it - in theory that would work but the units might be unable to follow the settler if it's water walking, and that's pretty frequently the case, also if they get assigned to actually do anything else anywhere along the path, like go to the stackbuilding point, return to defend the capital, etc then the settler still remains unprotected. So this would not work very well.
So I just though of a different solution, that doesn't try to teach something way too complex to the AI, instead makes the game AI friendly. Something that might even improve the game on the whole, as it would be the same for human players.
What if settlers came with a unit (preferably swordsmen) already built-in? By that I mean, when you (or the AI) hits the build button, the settler unit does not disappear, instead it is replaced by a swordsmen of the same race, so the new city will have at least one unit defending it!
Since the starting cities also come with units in them, I don't think this would be too weird. In 1000 people you would expect at least some people to know how to use a sword. We might also consider giving settlers an actual attack rating to reflect that some of the people moving have some bare minimal military training. Not much, something like 3-4 swords at most (it would still be a single figure so that's really weak, however, it is enough for the AI to realize the unit is there and can be attacked...which is often not the case for 0 melee units since they have 0 military value)
Also if we do this, settlers should probably require a smithy, and they should probably cost at least 10 more than now, probably 20 more for lizardmen because theirs is much cheaper and the swordsmen they get is stronger.
1 Swordsmen can't stop an actual invasion, however it would be able to prevent the magic spirit takes 5 empty cities abuse that is now unfortunately the best strategy there is in every case you can afford going to war. Also the AI would not lose their first cities to stacks of 1 raiding neutral spearmen (yes I have seen the AI lose 4 cities to that once).
Whether the swordsmen inherits any traits from the settler or not is up to our decision, and by that I mean enchantments and adamant/mithril.
What does everyone think?
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Strategic Combat in CoM |
Posted by: Nelphine - September 6th, 2016, 16:24 - Forum: Caster of Magic
- Replies (354)
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OK, this thread is where I will investigate strategic combat a bit more, with examples and numbers. I'm making a new one because I play CoM, and don't want to confuse people who play insecticide or 1.51 or 1.31 with CoM numbers.
Basic formula:
(Unit melee attack - 2) x unit figures x 20 = unit melee attack rating. (if 2 rating, figures x10? if 1 rating, figures x 5? need seravy to confirm)
(Unit ranged attack -2) x unit figures x 20 = unit ranged attack rating. (if 2 rating, figures x10? if 1 rating, figures x 5? need seravy to confirm)
Unit health x unit figures x 5 x (unit defense +2) = unit defensive rating
10 rounds of ranged (or 0 if no ranged, or in between if damage kills all the ranged rating.)
Each round both sides use melee or ranged (never both). Damage is a random roll from 1-10 multiplied by appropriate attack rating/100. Damage reduces attack rating by the same percentage as percentage of life lost.
Some things grant modifiers (will add these in later).
+to hit: +33% attack rating per plus. Note that a unit starts with standard +3 to hit, so without other to hit bonuses only gets 99% of its attack rating.
+to defend: +33% defense rating per plus
Flame breath/Lightning Breath/Thrown: as melee attack
Doom or Illusion : *2 and skip the next two lines
Armor Piercing : *1.25
Eldritch Weapon : *1.25
Poison : +60*Figures
Life Steal : +100*Figures (+to hit does not apply to this)
Destruction : +150*Figures
Stoning Touch : +200*Figures
Death Touch : +200*Figures
First Strike : *1.25
Death Gaze, Stoning Gaze : +300
Multigaze : +1200
Note: spell ward applies the appropriate penalties to hit and to defend, but does NOT affect spellcasting (below) unlike a node which does cancel spellcasting of any realm not it's own.
Spell modifiers for having a wizard:
Nature : 78 Attack, 12 PercentATK, 20 Defense
Sorcery : 30 Attack, 30 PercdntATK, 30 Defense
Chaos : 150 Attack
Life : 30 PercentATK, 40 Defense
Death : 90 Attack, 20 Defense
Each "Attack" adds 1 attack power for each (mana spent*books owned*attack for realm)/5.
Each PercentageATK adds 1% of the existing attack power for each (mana spent*books owned*attack for realm)/20/5.
Each "Defense" adds 1 defensive power for each (mana spent*books owned*attack for realm)/5/5.
Additionally, when strategic combat happens, all units offense are added together and their defense are added together, to get a single super unit.;
The goal of my work. To see if the formula can be tweaked to more closely match tactical combat as right now death and sorcery are heavily penalized, as they rely in special abilities a lot.
First example:
Demon Lord with eternal night vs 3 elite Doom Drakes with magic weapons.
Demon Lord has 25 melee (no bonus from eternal night in strategic combat) 15 ranged 10 defense 35 health +3 to hit, life steal, lots of specials.
Total ratings:
Melee 1108. Ranged 716. Defense 1680.
Doom Drakes have 2 figures, 12 melee, 7 breath weapon, 7 defense 11 health, +1 to hit, some specials.
Total ratings:
Per unit: Melee 798, ranged 0, defense 792
Total for 3 units: Melee 2396. Ranged 0. Defense 2376.
However, note that when the AI is making decisions (overland or tactical), the units don't use defense and offense separately. Instead they are boiled down to a single number. Each unit takes offense * defense /8192, to get a final strategic rating. Then after the unit strategic rating is calculated, all the units in he stack are added together to determine the stack rating. Note that this is quite different than if all the offense were added, all defense added, then the totals multiplied by each other and then divided by 8192.
As above, the demon Lord gets a rating of (1108+716)*(1680)/8192.
The doom drakes get (798*792/8192) * 3 units.
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What part of the game is the most fun for you? |
Posted by: Tiltowait - September 5th, 2016, 14:31 - Forum: Master of Magic
- Replies (4)
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To me, Master of Magic has a pretty clearly defined beginning game, midgame, and endgame. Which part of the game do you like playing the best, and why?
I define the part of the game up to your first Miner's Guild as the beginning. Once you have that Miner's Guild in your capital, you're making 30-40 hammers per turn and can really start cranking out units. I call this the midgame. When you can make top-end units like paladins and magicians, I call that the start of the endgame.
I like the beginning the best. It's such an uphill challenge, you have to explore the map, see what's happening in this world, and there is always a worry of losing the game outright. There is the anticipation of your first hero: will it be the lift of the heart that Zaldron, or Serena brings? Or will you crap out and get Brax. I really like building a hero stack and then doing low level ruins, and maybe a neutral city. A group of bowmen and cavalry against ghouls or swordsmen is always fun. The piddly rewards from low level ruins can make a big difference, too. 100 magic crystals can be a big boost at the right time.
The midgame is good too, you're getting some good units that will change the game. That and doing lots of building. Those universities and cathedrals take a while. You can clear out some ruins with your hero stack and get going. Conquer some neutrals if they exist in your game, and the computer players declare war on you after you contact them. Still, spending too many hammers on military units at this point will hurt your long-term growth. But building a huge army is the only way to get a badly-needed peace treaty in place.
The endgame is really in two parts: when paladins and such start appearing, and when paladins are as common as infantry. This is when you can really start kicking ass, taking on Great Wyrms and other huge creatures. You've got the casting skill to finally cast those world-busting spells like Flame Strike. But sometimes this part of the game can lack tension, as you've got your Stack-O-Doom which functions like a queen on a chessboard, winning wherever it goes. I like that the CPs actually defend their capitals now, it's much more of a challenge to beat them.
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First Strike on heroes |
Posted by: Seravy - September 5th, 2016, 08:10 - Forum: Caster of Magic
- Replies (21)
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I've been thinking a lot about this, and finally came to the conclusion that the overpoweredness of melee heroes is not really coming from the fact that they can kill top tier fantastic units in one hit, nor that they have so much armor that they can survive it, even multiple times unless said creatures are supported by a wizard and buffed somehow, in which case the hero should still be able to survive one hit, maybe two but not more...and that's exactly what happens, so the defense and attack power and mechanisms are fine.
Yet, in practice melee heroes kill any amount of any creature, even if those creatures are buffed, and take no damage at all why? Because of First Strike.
In my current game, my Paladin hero has 55 attack power, and +7 to hit, meaning it deals 55 points of damage. Nothing except Hydras have that much health in the game, and even if some extreme armor reduces the damage by 10, it STILL kills any creature. And I'm ignoring the fact the hero can pierce or ignore armor.
So you hit the monster, it dies, then you move the hero away so if there are any other monsters, they won't get to attack...and repeat next turn until they are all dead. And this is a problem. I mean, no matter how powerful a hero is, they should at least take damage and require some healing to kill a large amount of those creatures.
So what can be done?
Nerfing various sources of melee attack works but...that would make the heroes pretty useless for early and midgame so that's a big no. Nerfing To Hit or changing the mechanics is also possible but would break the balance in so many other parts of the game that it's not even funny. So these two are out.
Removing First Strike from the heroes that have it works, but...the ability is fun and is what makes those heroes special.
Giving all high end units Negate First Strike is another option...but it would look weird on them and I do like how a weakened sky drake with only a few points of health left can be killed safely with a mid level first strike hero. This enhances gameplay because you have to pay attention to which unit to use when you strike and you have to position it well to be able to do it.
And that leaves...the following idea :
Change First Strike to only take effect if the target figure (yes, figure, not the entire unit) has less than X health remaining. In other words, striking first against a small or wounded creature should be enough to kill it. Doing so against something very big and strong...should not. Yes, the creature dies, and you did hit first, but it should take some time to actually cut that huge dragon to pieces and it should be able to retaliate even if you're striking first. The difference between this and adding negate first strike to the dragon? You can still first strike kill the dragon if it was wounded below that much health.
So the question is, how much should X be?
I think 24 is a good number, it is high enough to allow killing all normal units with first strike, even if they have max level (but not
if they have lionheart), while most rare and better creatures will need to be damaged first to kill them this way.
This would also eliminate the problem that two such heroes don't kill each other but the one attacking wins without taking any damage...which is way too much of a gain since the AI will not try to be the first one to hit, nor is it capable of doing so usually.
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Predefined items |
Posted by: Seravy - September 5th, 2016, 07:08 - Forum: Caster of Magic
- Replies (12)
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Is there a spell you'd like to see appear in a weapon?
Is there a combination of abilities or stats you'd love to see but none of the predefined items have it?
Are there too many items of a particular type or ability?
Feel free to make suggestions regarding the predefined items here.
Keep in mind that the goal is not to fill the database with overpowered max stat items, but items that make the game interesting without screaming "hey I'm the ultimate weapon, you are going to win now". There are a few of those ultimate items for each type, and I think we don't need more.
Abilities that should be used it moderation, since they are really powerful and make the game too easy if too many items have them :
Regeneration
Haste
Wraith Form
Abilities that should not appear unless in exceptional cases :
Magic Immunity
Any resistance or spell save or bonus that exceeds the normal limits for that item type.
Items should in general not cost more than ~5k mana since the cap on treasure is 6k but that high value is very rare meaning such items appear extremely rarely.
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Wizardry 8 (Stories and Hijinks) |
Posted by: Boro - September 4th, 2016, 18:18 - Forum: The Gaming Table
- No Replies
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Well, I happen to bring another game that's apparently obscure to the RB forum here.
And I dunno why. This is Wizardry. y'know, granddaddy of RPGs both eastern and western, and 8 it's the latest, modern iteration of something that started with lots of text and numbers and wireframe dungeon walls.
...and 3d cubic dungeons as far back as 1987 *shudders at the thought*. Nope, I'm not touching return of werdna with a ten foot rusty halberd. :D
So what's this? Well. FFV's job system is good right? Lots of combinations with abilities and classes opening up interesting variant options for replayability, right? True. That you could train a character up in Knight and pass the equip swords ability to a black mage, or complement a white mage with brawl, so no two characters had to be the same. Combined with the decent number of items it worked. With the ability to switch classes on a whim, without any loss, there weren't any trap choices. (Although T-Hawk's White Mage vs Exodus(Exdeath) was far from "optimal"). In time you could even build up your four-strong party into lvl 99 masters of all the jobs with lots of grinding... yeah we all know that. modern versions with achievements even give you pats on the back for doing that.
What does it have to do with wizardry? Well, Wizardry 8 does just that, but a bit differently.
*Class changing is there, but only on level up, and the game tracks both your overall levels and the levels of your classes, so a level 9 character can be 4 in Psionic and five in fighter. With things such as spell availability and monk damage resistance being a function of your level in your class instead of your total level (which determines what enemies can appear on the encounter table), it's often worth keeping characters either pure or really planning out class changes beforehand.
*This is kept more complicated by ability score requirements (you must meet all the ability score requirements of your new class before or at leveling up), and the four spell schools (Psionic, Alchemist, mage and priest) classes grouping related class levels for determining the spells you can learn (e.g. Lords require level 7 for learning level 2 spells, and level 5 for first level ones. However a priest that swaps to Lord can learn first level spells on level 6 (priest 1 lord 5) and 2nd level spells on level 7 (Priest 1, Lord 6). Bishop levels, of course, are joker cards, giving a +1 for all schools of magic.
*Add on top of it a Skill system where you can increase skills at levelup, or during play by using that skill (fight with swords for sword skill, cast earth spells for earth realm). The rate at which skills can be grinded out depends on their associated ability score (strength or dexterity (whichever's higher) for weapon skills, Intelligence and Piety for magic realms, senses for searching, etc etc.), higher ability scores give bonus to the rate of skill increases. Non class skills are kept but can't be increased after changing away from the class that had it.
*Each class has multiple weapon/other skill options: Rogues can learn swords and daggers, bows and throwing, it's up to you if you specialize in a few, or spend ungodly time to grind them out. Learn stealth or not? Shields or Dual Wield? Melee or ranged? You want a gun-toting battle-nun? Get a valkyrie and work on modern weapons and divinity. Maybe you like spear and bow samurai more than the katana-users? Pump polearms instead of swords, even neglect his magic if you want to.
*items work more or less the same as ffv (which work like wizardry 1), some can be used with the "use item" to unload a powerful spell effect (unlike ffv, this is limited by spell charges, and unlike wiz1, you can't break an item this way) Some items, such as powders, scrolls and bombs (not to mention the obvious, potions) are one use only, so you need to stock up on them. However, selling and rebuying from a vendor does recharge an item. Exploit or not? well, there IS a difference between sale and buying prices.
*There aren't any random encounters: You can meet wandering monsters, but you can often see them before engaging, and they can see and follow you. You can move to reposition yourself in combat, and that can make you lose some of the monsters, or even find yourself in a bigger hairball than expected. Even in this part of the game, there is the Mythology skill that increases the information you can see about a monster (like, it's current hit points, level, XP worth, resistances, status immunities, and status effects that can be inflicted by their attacks)
*Bosses aren't quite the puzzle in this game. Or, not all there is. There are regular puzzles (retro dungeons), some enemies are also puzzles, others are plain run away from types at a level (Screaming heads and any psionic casters until you got 90+ mental/divine resistances), or party composition. Figuring out how to damage Nessie is a puzzle though, not all characters can do that reliably.
With that aside, after grinding/playing with a mixed party of hybrids (Lord, ninja, samurai, ranger, valkyrie and bishop, with a ranger and a gadgeteer as RPCs) that got too easy/tedious to continue, I was looking for a different kind of challenge. I looked at the solo characters, then figured it wasn't my style. So I picked up the four white mages idea, and rolled six priests.
I picked dwarf as their race, since it has exceptional vitality and piety to go with the concept. I put 17-17 in piety and vitality for all of them (Like Endurance in Oblivion, it is in some way the obvious choice, as vitality affects hp gained per level, while piety affects SP gained per level / realm up. If you want to max them, max them early). Then put the remaining 16 in Strength, for a nice cozy 71 total (out of 100). Since strenght affects weapon skill progress and improves to-hit and to-penetrate chances, this is the perfect choice for a low-offense character like a priest.
I picked different spells for each character. I can pick two spells at start, and for most of the party I picked heal wounds (CURE 1-3). A couple of people got Make Wounds (damage spell), some picked Paralysis, and a few oddballs even got charm, which wasn't a too good a choice since I wasn't planning on grinding my divinity skill using it on NPCs. For weapon skills, I picked mace for one guy, and staff for the rest. There are only a few good maces (Disruptor Mace and Diamond Eyes) in the game, while there are more good or good-enough staves for the rest of the party. (Someone said Staff of Doom, but the runner ups aren't quite bad either, with nice spell charges to complement the rather offensively challenged monk lineup). I ignored things like Communication (better prices) and Mythology (ID monsters) and Artifacts (ability to identify items without burning spell points or scrolls). I pumped close combat for everyone and got started.
Our lineup is
Conz: Dwarf Priest. Signature spells: Paralyze and make wounds
Lelei: Dwarf Priest. Signature spells: Make/Heal wounds (Heal and Harm from now on)
PVT Ryan: Dwarf Priest. Signature spells: Charm, Paralyze. Mace user
BC: Dwarf Priest. Signature spells: I don't remember.
Endy: Dwarf Priest. Signature spells: Bless, Charm.
Boro (that's me): Dwarf Priest. Signature spells: Heal, Bless.
Difficulty level is Expert. I'm pulling no punches, and neither will the game It's harder to damage enemies in this difficulty setting, but that increases my skill gains while fighting, helping me in avoiding overleveling with low skills. I also take more damage, so I get to use my heals more often, increasing my magic some more!
Start game, enter Lower Monastery.
The first group of crabs, usually a pushover, stopped me for real. it took a while to take them down and even after the first(!) fight I had to heal up. Since everyone's got 12 hp each, anyone can be killed at this point in a single turn. I took out the second group of crabs in the shallow water, then didn't head up for the 2nd level (Softshell) crabs on the ramp, instead I packed up the bullet stones I found and entered the monastery. It's usually full of bats and slimes, level 1, lucky to have more than 8 hit points, otherwise known as "Easy XP for getting past this first level madness that plagued D&D games since '77."
Well, someone forgot to tell them that it's supposed to be "Slimes OR bats, not the two AT ONCE!" Yep, third fight in this game and already in a hairball. Luckily I am in a corridor, cast bless, keep whacking with everything I got, since I miss a lot. But they can only have one or two hitting me at once, so I have the numbers advantage. They on the other hand have a hard time NOT missing, even with bless tilting the odds in my favor.
SOMEHOW I win that fight, and not much later hit level 2. 7 more HP makes a WORLD of difference here. The extra spell pick helps too. More heal wounds, more make wounds, some more paralyze, all makes the party stronger. Make Wounds deals tiny damage but it doesn't miss, and early on when my skills are low, this is crucial. It also trains my magic realms, which I have to neglect with the intense pressure to beef up my physical skills ASAP. Paralyze makes enemies take more damage and skip their turn. More HP means more buffer room. And finally the extra level improves my dwarven damage resistance.
As I go through the rest of the early lower monastery, mostly composed of long corridors and corner rooms where I know there are hidden items placed (those can be found in search mode or by having a ranger, or by having the detect items spell cast), I find that dwarven priests aren't the most keen eyed, and with 35 senses won't even find what's in front of them. After quite a lot of searching, I give up on these items, and run into a hairball that wants to take the throne of the "biggest hairball to date" from the slimes n bats.
Slimes and bugs. Many of them. I corner, I use Web (2nd level spell, earth realm, causes enemies to skip their turn and take double damage. Strong enemies can shake the web off), I use bless, and somehow, after thirty or so turns and half an hour (or more), get out of that mess.
Then I meet a trio of slimes (2x level 5, 1x level 3, causes nausea and poison) that forces a couple retries until they stop murdering Ryan.
At this point I'm at level 4 and with decent enough hit points to hold off on leveling (Arnika Road becomes MUCH more dangerous at level 5 and above), so I hit up King Crab (level 2 enemy, spam make wounds since my attacks miss/fail to penetrate), then lose Ryan again, this time to the Tanika Fish just after King Crab's room. It's a full-to-zero single turn death too. No problem though, the Resurrection Powder is JUST after the fishes, so I guess it was "worth it?"
I don't reload this time, instead press on.
Just up the ramp after King Crab lies Gregor, the big hitter of this dungeon. He can paralyze (short range), and spit poison(range)! He also laughs in the face of my staff whacks and mace strike. First try I had a full front-row, and he could swap between my three juicy priests and eat them for breakfast with it's strong melee. Obviously, it was a lot harder to maintain guardian angel on three characters instead of one, so I moved them to the side of the formation (pulling them out of range from Gregor's claws). All I had to worry about after that was to maintain Ryan, and heal up the occasional poison spit which was a LOT less pressuring than the claws. Since my attacks weren't phasing him, it was make wounds time. A couple of tries got it done.
Defeating Gregor opened up the merchant Burz for trading. I sold a bunch of items that my priests couldn't use, then bought whatever weapons and armor he could offer. It wasn't much, so after running away from / somehow evading the first screaming head patrol I saw (I swear those things have NO PLACE in a level 4 area. Even the low level ones can absolutely WREAK havoc on a low level party, with no way to defend against them, not until level 9-12, even with the pumped up piety I had.) I said my goodbye to the lower monastery and headed up.
Some Rabid Rats (Two of them) ate Ryan a few times, but eventually I could reduce their number to ONE (Make Wounds to the rescue!), and it fell to my whacks after it was webbed.
Other encounters on this level were the fixed higardi bandits in the chapel and the main temple hall: Doable with some line of sight work, and of course the Seekers that are everywhere. Those guys required more corner tactics (Hide in a corner and wait for them to appear right in front of you, and block the others' shot) than I wanted to do, but patience got them done. After picking up the usual stuff (Microwave chip, Upper Toseido, Forest Cloak), I waved goodbye to the tutorial dungeon, convinced that I survived the worst Trial by Fire this game could give me. The Priests passed. They weren't fast, but they were tough. Just a little more, and they'd be in Arnika, arm themselves with better weapons, gain some levels, and from then on it'll be smooth sailing right? Oh boy how wrong I was...
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EXP per unit killed |
Posted by: Seravy - September 4th, 2016, 17:03 - Forum: Caster of Magic
- Replies (43)
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Currently, each unit is worth its cost/32 EXP +1 rounded down. So Spearmen, Swordsmen are 1, Cavalry are 2, Magicians are 4 etc.
However, since the cost field of fantastic creatures is not used for any purpose (lairs are using the costs from a different file, AI decisions on which unit is better now use a dedicated table, and spell costs are again a different file), we can adjust these in any way we please for each fantastic creature.
I can't help but feel clearing lairs is way too rewarding in exp compared to...normal battles, even though it is easier to clear since there are no opposing wizards.
That said, I still think a powerful fantastic unit should be worth more EXP than just a simple hammerhand, but the amount...might not need revision. The current cost is set to roughly the actual cost of units, with minor adjustments on very easy or very hard to kill units.
How much do you think a unit of X creature should be worth? (feel free to even post tables with actual numbers)
Or maybe the problem is the neutrals being too easy? Maybe EXP from neutral sources should be halved while EXP from wizards remains the same? (even in this case, a revision of EXP values for each monster might be a good idea)
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Hero strategies - Viable? |
Posted by: RodriguesCIA - September 3rd, 2016, 22:18 - Forum: Caster of Magic
- Replies (12)
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Do hero strategies work on this mod? How would you guys do hero strategies? I've been tinkering, and so far, the conclusion I arrived at is that my usual pump up normal units strategy seems far superior. Despite heroes being quite buffed, good artifacts seem just too expensive. For a mediocre artifact, I waste enough mana and turns to buff up an entire stack.
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PB35 replacement required |
Posted by: WarriorKnight - September 3rd, 2016, 19:31 - Forum: Civilization General Discussion
- Replies (5)
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mackoti has disappeared from RB so PB35 needs a new turn player. You will be playing Mansa of Byzantium in a Ren era start. As we are still on the starting turn you will have complete freedom on what you want to do.
Please respond if you are interested.
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