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Big leaps between difficulty levels? |
Posted by: jhsidi - August 18th, 2021, 02:04 - Forum: Caster of Magic for Windows (CoM II)
- Replies (2)
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Anyone else feel like the gaps between difficulty levels may be a little too large -- or maybe larger than you'd expect considering the % bonuses each difficulty confers on AI? Personally I play around Master to Lunatic level so that's what I'll refer to here.
On Master, generally I'll start seeing stacks of uncommons around 1504. There are still mid difficulty ruins, nodes or even neutral villages in the critical 1505-1508 timeframe. If one AI takes off, that usually means it's around 1.5x as powerful as the others by the start of the midgame.
On Lunatic, I'll see stacks of uncommons (spiders, gargoyles and werewolves, usually) by 1502. In my current game, it's 1507 and all but the very hardest nodes and treasures are gone. Two AIs on Arcanus are around 2x-3x as powerful as everyone else (including me). In short, going from Master > Lunatic really feels like a huge step up in difficulty.
This is really a Goldilocks problem. I could play competitively and win Lunatic -- but it just doesn't feel quite right, and I have to forego stuff I really enjoy (like competing to reach treasure). Similarly, I can "go slow" on Master to try to let the AIs catch up, but the pace of the game is just so much slower that I get bored.
Anyone else feel like they can't find their Goldilocks difficulty level? (Whether it's somewhere around Fair, Expert, Phantasm, whatever!)
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Chaos Rift + Stream of Life interaction |
Posted by: Seravy - August 17th, 2021, 10:21 - Forum: Caster of Magic for Windows (CoM II)
- Replies (3)
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In the DOS version, Chaos Rift dealt damage, and Stream of Life healed it afterwards.
In the Windows version right now, healing comes first, and damage afterwards.
Which is the preferred order?
The former leaves units at maximal health each turn, but poses a threat to units that were already damaged when they ended the turn in the city.
The latter leaves units damaged between turns but guarantees the safety of already damaged units better.
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Best strategies on Lunatic? |
Posted by: zuzzu - August 14th, 2021, 14:24 - Forum: Caster of Magic for Windows (CoM II)
- Replies (11)
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I'm trying my game with Lunatic difficulties. Any good strategies/combinations you would recommend?
I am a fan of 6-7 Life books + 1 nature, warlord, guardian, astrologer. Seems to be really though to beat the computer with this one.
What are you favorite strategies?
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Submod "Caster of Magic for Windows: Warlord" |
Posted by: Suppanut - August 13th, 2021, 22:52 - Forum: Caster of Magic for Windows (CoM II)
- Replies (395)
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This mod is for those who love normal units with improve immersion for being warlords. Rebalance of spells and huge rebalance of units with help of Anskiy and Zitro1987.
This mod included
- Basic wizard templates change
- Races change and rebalance
- Units and spells rebalance
- 50s new units included
--> Crossbowmen
--> Disciples
--> Heavy Cavalry
--> Monks
--> Shieldbearers
--> Beastman Gugalannas
--> Dwarf Arquebusiers
--> Dwarf Musketeers
--> Dwarf Huskarls
--> Dwarf Steam Tank
--> Gnoll Marauders
--> Gnoll Witchdoctors
--> Halfling Scouts
--> Halfling Rocs
--> High Man Squires
--> Klackon Antlions
--> Klackon Mantises
--> Klackon Maiden Queens
--> Lizardman Reptile Riders
--> Nomad Cataphracts
--> Nomad Sipahis
--> Orc Hoplites
--> Orc Legionary
--> Troll Chieftains
--> Troll Rock Throwers
--> Ethereal Knight
--> Killer Wasps
--> Coatl
- Major Spells change
--> Focus magic becomes uncommon spell
--< Aura of Majesty becomes common spell
--> Coatl replaces Water Elemental as sorcery summon
--> Cloud Giant replaces Storm Giant
--> Killer Wasps replacing Sprites
--> Water Elemental becomes nature combat summon replacing catapult
--> Fire Elemental becomes uncommon spell with unit get buffed
--> Fireball becomes common spell with casting cost increase
--> Blazing March becomes uncommon spell
--> Mystic Surge become rare spell
--> Spirit of Chivalry replacing Call to Arms with Ethereal Knight becomes life combat summon replacing paladins
Version 1.5.9.0
https://www.moddb.com/mods/caster-of-mag...nloadsform
Special Thanks to:
Zitro1987 – Units and combat balances
Anskiy/DevAnj – Playtester, feedback
Slingers – Optimization method, Hanger, Brewery, Academy, Idol of the Heavenly Bull, Dragon Mound, Altar of Storm, Caravanserai, Land Drake, Arch Liches, Simurgh, Wrag, the Planewalker, the Sagittarius, the Crone, the Warmaster, the Grand Inquisitor, the Steelbreaker, the Dreamwalker, the Gambler
Mewcatus – Optimization method, detect fortress location script
Demian – Pool of Repentance, Frost Club Hall
WingOfMemory – Hadriex wizard set, Sea Serpent, Goblin race sprites
Hadriex – Playthrough Livestream
Mechanical Beanstalk – Playtghrough Livestream
Sapher – Playthrough video
Starwisp & Verwalkon – Method to extract sprites and pictures from Civizard
Onyx Scarub – Text and description improvement.
Installation
How to install (1.5.7.5):
1) Uninstall/unload old version of mod (see below)****
2) Rename of folder “Master of Magic Caster Windows” to “Master of Magic Caster Windows 1.5.8” Install patch of Caster of Magic for windows version 1.5.8 which could be found here:
https://www.realmsbeyond.net/forums/show...?tid=11090
3) Unpack "CoM2ModWarlord1.5.8.0.7z" into "...\Master of Magic Caster Windows 1.5.8\Mods" folder.
4) Run caster of magic for windows until reach main menu.
5) Choose "Load Mod" option on the lower right corner.
6) Type mod name "WARLORD" and enter. This will automatically load mod files into data folder while original file in data folder would be backup for sake of later reversion. (in case of you have your own customize artifact, backup your own "items.dat" before doing so or you would lose them.)
7) Once process is completed, game will automatically exit.
8) Run caster of magic for windows again, now game would become Caster of Magic for Windows: Warlord.
How to uninstall the mod.
1) Go to main menu.
2) Click "Unload Mod" option on lower right corner. Game will automatically unload the mod and replacing them with backup files (not included your own items in "items.dat", this one you must replacing it on your own)
3) Game would exit upon completing process.
4) Restart the game and game would be back to become original Caster of Magic for Windows without Warlord mod.
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Wizards Pacts and nodes |
Posted by: Beorn - August 10th, 2021, 18:12 - Forum: Caster of Magic for Windows (CoM II)
- Replies (4)
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I thought I read somewhere that you had changed it so that it was not a violation of a Wizard's Pact to have a garrison on a node within two tiles of the AI city. If that was the intention, it does not seem to be working -- I am being told of a violation, under such circumstances.
(Not that I necessarily thought the rule needed changing, just that I thought that that was the intention.)
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Non 11 book Sorcery strategies? |
Posted by: Anskiy - August 9th, 2021, 18:38 - Forum: Master of Magic
- Replies (4)
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Any recommendations for how to play mono Sorcery without taking 11 books for guaranteed Flight, Storm Giants etc? I tried the school a few times and while it's excellent for defense and thinning out Sorcery nodes, it seems awful at lair hunting, given the huge number of undead filled lairs. Illusion Immunity is surprisingly common and automatically makes Phantom Warriors useless. Not to mention any ranged garrison can easily kill them off. Phantom Beasts are a decent upgrade in that they can take a few hits at range before going down and do good damage even without the Illusion aspect, but they're still somewhat squishy and moreover cost much more than Phantom Warriors for not much of an improvement overall. And all the fun stuff like Invisibility and Haste come too late.
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