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The Problem with Counter based Design |
Posted by: Anskiy - July 25th, 2021, 21:29 - Forum: Caster of Magic for Windows (CoM II)
- Replies (59)
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Yesterday I came across a rather thought provoking comment on the Steam forums:
Quote:The old game was a toy - I was so much better than the computer that I merely had to decide which way I wanted to win, and how much silliness to indulge along the way.
The new game (on higher difficulties) is a puzzle - there are a few correct solutions to find and execute accurately, and everything else loses.
I discussed with this a bit among my friends, and I decided that the problem is with the design of counters themselves.. or specifically, how some spells effectively negate many mechanics and only have a few reliable counters.
Take for instance the infamous Focus Magic Cockatrices combo. It really only has a few counters before Rare tier: spamming Resist Magic on your armies, summoning Fire Elementals, or boosting your resistance with a good Prayermaster hero or 2 or more Unicorns. On top of that, some of these counters are not reliable; Cockatrices can shut down low resistance armies like Lizardmen or High Men even with Resist Magic, Fire Elementals are rather wimpy in combat outside of Stoning Immunity, and Unicorns are costly as hell and can't be reliably placed everywhere the AI might attack. Furthermore, Focus Magicked Cockatrices effectively shut off most of the game mechanics, since too many common and uncommon summons simply don't have the resist to survive against 4 - 4 instant death attempts, nor stoning immunity.
This is a trend with quite a few things in CoM actually. Possession for instance is absurdly deadly against regular troops, and often when it comes up the only good solution is to stop making troops and use summons instead for many spellbook combos, which might not even work since summons are not guaranteed to show up in the book or may be too weak compared to say buffed halberdiers. Not to mention that summon generation is "gated" behind overworld skill, so it might even be futile against the wizard since they can field multiple halberdier stacks against you while you can only hope to fight them with a stack of common or perhaps even uncommon summons.
The problem is that some spells are way too strong to be reliably fought against without their counters, and the counters are not reliable enough outside of a few specific ones. For the game to reasonably provide more room for creatively organizing strategies, it is necessary to downplay the counter reliant design and allow the player to reasonably fight off spells even without their designed counters.
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Amusing Reasons for Declaring War |
Posted by: JustOneMoreTurn - July 25th, 2021, 16:09 - Forum: Caster of Magic for Windows (CoM II)
- Replies (1)
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I just wanted to say that I really appreciate the amusing statements made by the AI. "Your giant spiders frighten my villagers, so I must destroy you." (or whatever the actual phrasing was). One AI declared war on me because I had bought a couple of mercenary priests (such a threat to world peace). Such minor things really do make the game more fun.
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Fewer wizards on Myrror = easier game? |
Posted by: jhsidi - July 22nd, 2021, 00:10 - Forum: Caster of Magic for Windows (CoM II)
- Replies (64)
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The default setting is to have about 25% of wizards start on the opposite plane. So in a 13 wizard game, without the Myrran retort, there are 3 wizards on Myrror.
Does anyone else find that this setup is leading to disappointingly easy games?
In each game I've played lately, when I reach Myrror, the 3 wizards there are still very much in colonization mode. They're spread out, trying to support a ton of outposts and small cities across the entire plane.
I always attack whoever is on the other side of the tower I've broken. And while they're sometimes powerful, I find it exceedingly easy to pick apart their empire because of how spread out they are. Assuming you don't land in the middle of their home continent, it's just really easy to go around and take all their poorly defended, early stage settlements.
The assumption is that putting few wizards on the non-player Plane will make those wizards stronger opponents just doesn't seem to be working out. I have had some games (several versions ago) where I reached Myrror and the opponents were just overwhelmingly strong, but that does not seem to happen frequently.
For reference, I'm playing on Master difficulty and break through usually around late 1505 to early 1508.
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Homeworking |
Posted by: Krill - July 21st, 2021, 12:02 - Forum: Off Topic
- Replies (14)
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Point came up in the Civ6 PBEM21 tech thread, and I was wondering: who on RB is working from home, who is not, and what are peoples thoughts and estrategias for the future to get what you want?
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Misc Sports |
Posted by: Mjmd - July 20th, 2021, 22:48 - Forum: Off Topic
- Replies (1)
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Thread for random sports stuff that we don't have dedicated threads for.
SUCH AS MILWAUKEE BUCKS WIN!!!!!
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Possible problem with 1.01.01 |
Posted by: Beorn - July 20th, 2021, 11:16 - Forum: Caster of Magic for Windows (CoM II)
- Replies (3)
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Started a game just now, and got a Transmute (uncommon) spell after taking a node. Then, when I finished researching my first spell (Summoning Circle), I was offered the choice to research Vertigo (uncommon).
Maybe I am missing something, but I don't think I should be offered any uncommon spells at this point?
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Crashes with 1.01.01 update |
Posted by: Beorn - July 20th, 2021, 07:12 - Forum: Caster of Magic for Windows (CoM II)
- Replies (7)
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Sadly, I started getting a whole lot of unexpected exception crashes, as soon as I applied the Steam update. I can always re-load and select "continue" and the crash does not re-occur at the same point, but does again a couple turns later. If you want a savefile, just let me know where to send it.
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Role of Chaos Channels in Chaos Realm |
Posted by: Anskiy - July 19th, 2021, 00:10 - Forum: Caster of Magic for Windows (CoM II)
- Replies (16)
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This is mostly a curiosity of mine.. but what role does Chaos Channels play in the Chaos realm? I always found it weird that Chaos gets to play at buffing regular units, and not just that, even support them quite well with spells like Chaos Surge, Warp Reality, and the convenient Doom Mastery. With Blazing Eyes, Chaos can even rival Life at the buffing game. But the theme of Chaos is being good at dealing damage, whether it's through spells or through its creatures. I fail to see where turning your soldiers into monstrosities fits that theme.
For the record, I don't have many issues with the spell itself. I think Chaos Channels is fine and makes the game more interesting overall by adding nifty abilities to regular units. I just wish the fire breath would scale with level so that it wouldn't feel like a dud roll.
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