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  Interface improvements
Posted by: kyrub - October 24th, 2010, 14:55 - Forum: Insecticide Patch - Replies (48)

Suggest, discuss:

  • The information you get and how you get it.
  • The way you could handle the game better.
  • How can the interface be simplified to enjoy the game more, without taking away any content?
  • How can the game be customized (to increase the replayability f.i.)?
  • Which interface elements would immerge the player more into the game lore?

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  Master of Magic unofficial patch (latest version)
Posted by: kyrub - October 24th, 2010, 14:49 - Forum: Insecticide Patch - Replies (310)

9/03/2015
Latest stable version 1.4n here:
.zip   insecticide140n.zip (Size: 783.61 KB / Downloads: 351)

DOWNLOAD v1.4n Insecticide patch

Version 1.4o patch is unstable, for testing only.

What the Insecticide patch is all about?
---------------------------
to make the MoM game as bug-free and as AI-challenging and as user-friendly as possible
without modifying the content. The patch now features more than 200 bug-fixes, AI improvements and interface changes. Enjoy!


1) Unzip into your MoM folder, overwrite existing files.
2) Before playing game, check Game/Settings screen, if the settings are correct!


Release notes:

Version 1.40o - ALPHA (small problems and display bugs)
------------------------
- [interface] cities now have a QUEUE with 2 extra objects. Use Q button or left-click on "Producing" area. Downside: you cannot put in the queue a building for which you haven't build prerequisite yet.
- [setup] a new landmass in between (previous) medium and large landmass is selectable. The landmasses are called "Tiny-Small-Medium*-Large-Huge", where medium is the new one.
- [AI] AI now tries to shoot arrows only when closer to the target.


Version 1.40n (latest)
------------------------

- [bug] Lucky and Prayer bonus was incorrectly making all incoming attacks less efficient (-1 to hit), on top of its correct effect
- [bug] arcane spells clutter the research options for player and AIs, due to incorrect choice mechanics.
- [bug] Runemaster 200% to_dispel bonus now works / does not work, only whent it should / should not work .
- [bug] instable data preventing early mercenary offers to the human player
- [bug] Myrror cities had normal roads passing through them

- [insecticide bug] "Revolting raiders" option is now connected with the right button on the Setting screen
- [insecticide bug] serious data instability issue on Cities screen

- [interface] you may cycle through all your cities with "X" key, when viewing the inner City screen
- [interface] Cities screen can be accessed with "T" key
- [interface] Cities screen can be paged through with up and down arrows
- [interface 1.31] right-clicking on cities opens the Change screen in the appropriate location, giving you an easy management tool



Version 1.40m
------------------------
- [bug] AI will now always attack aggressively
- [bug] AI units now always attack twice, if possible
- [bug] Extreme and Hard difficulties now have correct opponent's number of picks (13 for Hard, 15 for Extreme)

- AI: better summoning
- AI will not hesitate with settling nodes with Spirit
- AI heroes are preserved in AI-AI combat, and they will be resurrected
- AI creating items have been postponed to the later stages of the game


Version 1.40l
------------------------
- [bug] Armageddon does not destroy all pacifying effects, it just increases rebels by 2
- [bug] ditched all (?) the stupid dispel bugs I've put in the game (please report any further problems with dispels!)
- [bug] AI is now able to create all magical items from the whole power range
- [bug] new items, written by player with use of itemmake.exe, will now have correct book prerequisites

- [game option] new world size, "Huge", is 33% bigger than Large. It creates one big continent to fight on.
- [game option] new difficulty level "Extreme", same as Impossible, but with 25% lower AI bonuses
- [game option] new choices for magic strength, ranging from 0.5 - 2.5 x normal level. It influences the strength of lair monsters, the rewards and the mana you get from nodes

- AI now tries to protect his fortress with better defense
- AI mercenary hiring decision has notably improved
- AI will occasionally buy a magical item from the merchant

-it is now impossible to get better hero by reloading before a summon
-it is now impossible to get better reward from lair by reloading before the battle

- [interface] all hidden To hit and To defend bonuses are now displayed in the detailed unit infobox


Version 1.40k
------------------------
- combat dispel now should not make a spell permanent outside of combat [major Insecticide bug corrected]
- looping music fix reversed since the problem lies elsewhere (music for buildings is back)
- option "Strategic combat" was renamed to "Automatic combat"
- new game options should be by default off, after a fresh install [credit to Ickus]


Version 1.40j
------------------------
- major instability issue in combat corrected
- RNG is stable for overland (reloading should give you the same overland events) - a reverse of an old change


Version 1.40i
-----------------------
reversed ship speeds to the original

(Bugs in general)
Animate dead should now work (but casting when > 6 units are dead still crashes the game!)
monsters extra difficulty option - significantly harder
raiders extra difficulty option - easier
the human player cannot run into an enemy unit when using enchanted roads pathfinding
AI is not trying to dispel Haste from a hero with an item
AI stacks, after an attack, can move in the next turn (bug fixed)
Great wasting does not destroy any pacifying effects from city buildings anymore
AI priests are now capable to cast healing in the battle
the "250 production" bug allowing you to miraculously complete any production, gone
Conjurer trait now rounds 25% mana bonus on monster maintenance up (2 maintenance -> 1 saved, 5 -> 1 saved, 6 -> 2 saved)
Invulnerability and Possession on a unit now can be dispelled in the combat
Combat Dispel from all pre-combat spells now actually works!
Dispel evil is impossible against non-dead, non-chaos units
a hero will not disenchant the positive spells from his own peers (second attempt)
removed text "Endurance, as swiftness spell"
looping music for 'Building was completed' was removed from the game to avoid CPU consummation
you will see Demons and Werewolves in lairs, also Air elemental and Phantom Beasts had their values switched (corrected)

(World creation)
the fortress placement has been optimized and runs without any delays, in the same quality
all races now can be AI wizard's starting races on impossible
SOM research now costs 60% (36.000 RP, was only 3.000 RP, a bug) of its value for wizards with 11 books
Torin and Alorra won't have arcane power, useless to them
the small lairs monster cash has had its maximum increased; the big lairs have got bigger minimum to avoid becoming often small
fixed a bug where the game would sometime fail to give a lesser companion in the lair

(AI)
AI ships - earlier expansion based on world_size
AI pathfinding is not updated (unit blindly bumps into your army) - should be fixed
AI should care more about the closer units in combat (reversed)
AI mana leak dispelling obsession
AI aggressive mvt in cmbt (temporally reversed, before better solution can be found)
AI contra immunity factor is less important in combat casting
AI is not getting scared by Immolation



Version 1.40h

AI ships
- AI transporting inability fixed (no stopping of full boats) + boats have full decks (AI ships leaving with capacity at least 6 units on board)
- all transporting capacity had to be put to 8 units
- triremes mvt 2, floating islands mvt 4, galleys mvt 6
- Wind mastery +100 %, bonus
- no Wind mastery penalty for others (due to AI inability to deal with 1-mvt triremes
- forbidden AI ships creation in cities with lakes-with-river terrain

bugfixes
- max 3 vortex fix of previous bug
- wraithform correct MPs over water

other
- removed insane extra gold AI game diff bonuses - city building upkeep
- removed insane extra gold AI game diff bonuses - army upkeep

AI
- AI magic spirits bigger summon probability in later game
- reversed alternate setllers targetting (undecisiveness of AI settlers)
- reviewed the AI ships bulding decision
- more stress on AI objective in AI city building
- impass tower problem solved for AI settlers

Older changes

Game start fixes
- the fortresses of all players are now much better placed. Note: the fix makes the game almost "freeze" during the world creation, be patient (you have to wait 10-60 s, rarely even more)
- enemy wizards may start with any race and neutral cities on the same continent have a more diverse racial composition (EDIT by Catwalk, not sure which version these were introduced in)
- default Tauron now has the correct number of books [Lydon]
- lairs, keeps, dungeons now have 50% chance of having Nature and Chaotic creatures inside (was only Nature, a bug).

Combat bug fixes
- to save from items now works for Life Drain, Holy Word, Death Spell
- Life Drain cannot be used against Death immune units anymore
- the confusion surrounding the Confusion (premature combat ending, AI dispelling unit and controlling it...) should be hopefully fixed
- AI shadow deamons (and other illusion immune shooters) now can shoot "invisible"
- Word of Recall on regenerating unit now works (regenerated unit in your capital)
- Max 3 Vortexes can be summoned at once. You are now protected against data corruption by an error message.
- Animate Dead has received first partial correction. (Stability is unknown, use at your own risk.)
- AI settlers (or other units) are now unable to flee during your first turn
- data instability issue with Counter Magic was solved
- Raise dead hopefully fixed [Asfex's work]
- attackers won't suddenly lose movement [another one]
- Spell lock works in combat
- Call lightning "working" on magically immune units fixed
- all human player's and the AI's heroes now can use their spells (Morgana, Ravashack, Torin...)
- demon skin now should give only +3 defense in combat
- weapon immunity bonus (+10) will never override missile immunity (+50), see Demon creature as an example
- items give invisibility
- fear attacks fixed (and anything involved)
- AI will not cast possession on your heroes
- axes now actually give their to hit bonus
- AI is now always capable to cast spells in its own fortress (was frozen when having too much mana)
- City walls now give protection to all units stationed in
- heroes now should never Disenchant spells belonging to their master
- units with merging are now immune to Cracks call (AI believes they should be immune, therefore I made them so)

Overland bug fixes
- Windwalking should always work... like it should
- City defenders now receive help from City walls / Walls of fire, only when the city has built them up (strategic combat bug; this will make AI players much better at taking over neutral cities)
- famine bug & problems based on city food should be fixed [based on work of TRAC]
- Suppress magic now does not suppress Spell of Return
- Diplomacy should no more be broken (+ anything involved, Charismatic trait, Subversion, Aura of Majesty). Note: I tried to make the diplomatic activity as troublesome as possible to maintain the continuity with the original. Still, your diplomatic actions now matter!
- items received from lairs should now be weighed correctly (weak from weak, strong from strong) [Lydon]
- Chaos channels will now never "destroy" thrown attacks with fire breath
- more engineers at the same place trick (only one building, all counting) should not work (other engineer tricks probably will)
- you can't throw "normal units only" type of spells on chaos channeled units; you cannot even "black channel" them
- chaos channeled units now actually gain experience from combat
- Charismatic trait now allows you to get merchant offers when low on money
- Rampaging monsters now never appear later than should
- during the end of Next turn phase, your units will never start moving on other plane (when at a tower, this fixes several bugs, like engineers on water etc.)
- neutral cities now actually can sometimes build a building (was unfonctional)

AI combat fixes
- AI tries more to kill off units in combat
- AI tries to move cautiously, sometimes (restored the original version, removed a bug)
- AI does not cast Righteousness and other defensive spells when it is useless
- and lot more...

AI Overland fixes
- AI unit appraisal bug
- AI unit yoyo movement flaw removed
- slightly improved AI searching for better settlement
- added small chance for settlers to seek other continent after turn 60
- AI units stopped action by attack bug fixed [does not work]
- AI aggressivity against human player cities should now be corrected
- AI gets potentially very powerful items from lairs
- magic items are no more "lost" when AI defeats another AI's hero
- bug preventing AI's sneaky attacks (when two sides have no pact) lives no more
- rebuilt AI research choice is now in
- AI wizards will now summon Nagas... from time to time
- Most notably, AI should use bigger stacks.
- AI should be actually able to target your fortress (bug removed).
- AI declaring war on demand without any regards to its treaties - bug
- hopeless computer wizards will no longer spend half the game researching Hydras, only to never summon them afterwards...
- AIs create items for their heroes
- the Chosen can be summoned by AIs
- AI will not cast heroism & co. on summoned units
- AI strategy combat has been freed from several hidden bugs, as a result, AIs should be able to collect Fame and sometimes able to overcome their AI opponent
Interface fixes
- Archmage now shows 50% bonus on Magic screen.
- Alt+RVL now gives Detect Magic along with Nature Awarness (for testing purposes only)
- Up and Down arrows on Cities screen now working
- "Monsters Gone Wild" extra difficulty setting is fixed, no more bugs
- the settings help info is now adjusted
- incessant city growth messages are now limited by POP < 10,000
- you may now "Escape" from Item Creation screen without creating anything
- "SPACE" now works on most screens as a simple "proceed, go back, go to the next position, I have seen the message". It also works as "Wait" command for units overland. On Change production screen it pushes OK. In combat it has the function of "Done".
- you may now use Left and Right cursors to browse through Spellbook on the Spells and Research screens, Up and Down on Armies and Cities screens
- L should Patrol unit
- in the Game settings screen there are 2 new options in Extra difficulty departement: "Revolting raiders" and "Mosters gone wild". Be careful - the stability is unknown & it can be quite powerful, sometimes
- when scouting a lair, you can now estimate the number of opposition (either 1-3, normal text, or 4-9, text with "many")


:cake: Special thanks to
IDA, Asfex, b0rsuk, Catwalk, Flash, Ickus, I like Serena, Jtm, LordLydon, momfan, Psyringe, robinh3123, SDragon, sargon0, Whitemage et multi alii.
Without direct help or feedback from these entities, the patch would never see the light of our monitors.

.



Attached Files
.zip   140oPatch.zip (Size: 782.21 KB / Downloads: 87)
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  AI overland movement
Posted by: kyrub - October 24th, 2010, 14:26 - Forum: Insecticide Patch - Replies (19)

A thread for discussing the MoM in-game AI.

Please note: the thread title is focused on the current negative, dysfunctional AI. I know that everybody and his brother too can suggest a great and complicated algorithm that would work perfectly or works in game XY. But it's impossible in 99% of cases to implement something into the game architechture if you don't know how it is built, how many space is there in the code, how many man-hours it would take to accomplish your suggestion.

So this thread focuses more on the phenomenology of the MoM AI. Let's describe what's wrong on different stages of game AI, let's suggest (in general way) what could be better, what should AI treat differently, which cases it should discern.


Important notes:
1) Repairing whole parts of AI takes a LOT of time (repair feature X, test, new trouble in feature Y, repair Y, trouble in X again...). I am not prepared to do it unless it improves the game experience in a massive way.
2) I will not reveal and describe the AI routines, unless really necessary. I believe a game should conserve its AI secret, because one of main goal of playing single player games is "to beat the code", to find the AI weaknesses. If they're revealed, the game gets ultra-boring.


TO PONDER list
--------------------

Major
- AI would aggressively use flyers, floaters and ships against ships of a wizard (AI or player) [b0rsuk]
- move floating islands to island towers
-

Minor
- Floating Island usage (earlier plus some extra conditions?) [b0rsuk]
- base continent expansion on personnality [SDragon]
-

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  MoM bugs reports (to do list)
Posted by: kyrub - October 24th, 2010, 14:01 - Forum: Insecticide Patch - Replies (460)

This thread is dedicated to MoM bugs you have seen / found in the latest PATCHED version of Master of Magic.
(Note, that the AI problems have other thread.)

1) Please, try to describe the occurence of the bug as good as possible, it saves a lot of time. When, how it happens - and when it does not.
2) If possible (if necessary), attach one SAVE#.gam with the pre-occurence state of the bug. Thus, I don't have to simmulate the bug situation to see if it was corrected. I cannot stress enough how helpful such a save is for me. (If you don't have it, try to simmulate the situation for me, please.)


I will update this first post with your bug suggestions into a TO DO list and I will classify them into three groups of problems: MAJOR (game breaking or game mechanichs threatening), MINOR (bad thing but it can be sidestepped or has minor consequences), TINY (anything else; tiny problems may be never corrected). MYSTERIES is a name of a section with long-time problems that are somehow impossible to find/correct.


-----------------------------------------------------------------


TO DO list (* indicates solved issues)
---------------

Mysteries
- casting Call lightning still makes a mess of game data
- the "Star Fires" mystery: a direct damage spell (only Star Fires? - more info needed) refuses to kill off severely wounded units


Major
- moving a unit on top of one that has no movement points left zeroes the movement of the second unit [mom faq]
- AI does not attack a unit inside city walls [ILSe]
- AI to AI diplomacy must be remodelled
- "Jollyville" crash [WhiteMage]

Minor
- Counter Magic block at nodes gives message about Node Aura instead [b0rsuk, Psyringe]
- "I've seen AI cast Enchant Road. On Myrror !" [b0rsuk]
- I've seen Black Channeled Werewolves [b0rsuk]
- I've seen Rakir the Beastmaster with Fire Breath, Wings and Demon Skin (1.40f) [b0rsuk]
- not all player units participate at Tower battles [b0rsuk]
- Fog of War does not function for AI anti-city spells near CAPITAL [robinh3213]
- stack movement points [robinh3213] - the quickest Windwalker, shadow demons oddity
- Warp creature x4 hangs the game [borsuk]
- Magic.exe and Wizards.exe generate different default settings. [Ickus]
- more stack movement points [robinh3213] - Demon Lords + quick walking results in slow movement [b0rsuk]

Tiny
- Armsmaster heroes can give undead experience [b0rsuk]
- if a town with sum_circle is destroyed, the circle is not moved back to fortress [robinh3123]
-

Thanks...

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  Downloads and links
Posted by: Catwalk - October 24th, 2010, 00:09 - Forum: Master of Magic - Replies (40)

One of our goals is to provide an extensive database of MoM resources across the web, including both links to web sites (even dead ones, which can be resurrected with archive sites) and downloadable stuff. You will be able to find it all in this thread, as soon as we manage to put it up smile

I'll be keeping this thread clean, but please put any requests and suggestions here and I'll delete them after they've been carried out.

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  Volunteers needed!
Posted by: Catwalk - October 23rd, 2010, 10:31 - Forum: Catnip - Replies (6)

This project will require quite a bit of manpower, and I'd be happy to let go of a whole bunch of it. Implementing the changes takes a lot of time, and deciding on all the little details also takes a lot of time. I'm looking to take on at least 3 helpers, and here are some examples of stuff I'd like to delegate:
1) Basic units (including racial modifications)
2) Racial units
3) Heroes (doesn't include any hacks to abilities and stuff, just number tweaking)
4) Buildings
5) Spells
6) Races

I've mostly been working on basic units, racial units and buildings myself and will have more of an opinion on what to change there, but all is up for debate. Please PM me if you're interested in taking on a small part of the project, assistance would be greatly appreciated.

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  Project overview and progress
Posted by: Catwalk - October 23rd, 2010, 10:04 - Forum: Catnip - Replies (9)

Project overview and progress

This is merely a skeleton for now, illustrating all areas of the game that Catnip will affect. I will be fleshing this out soon to better explain what I'm seeking to do. More threads will be set up to discuss these topics separately, please PM me if there's a topic you think I've forgotten or would like to suggest for inclusion.

1) Units - faster movement and more hearts for all units
- Basic: Higher costs of cheap units, small balance tweaks to most stats, higher offense across the board
- Racial: Slight weakening of the most powerful units (especially ranged) and fewer figures for most units, addition and removal of a few units
- Summoned
- Heroes: Big changes to skills and item slots, minor stat tweaks, possibly 3 moves

2) Spells
- Costs
- Effects
- New spells

3) Buildings
- Costs
- Tech tree
- Effects
- City walls (given special consideration): Higher defense bonus, ammo bonus for defenders, AI improvements

4) Races - major rebalancing to bring races closer to the same strength level
- Basic units: Availability mostly unchanged, cost structure changed considerably, big stat changes, many abilities added across the board
- Growth rates: Thinking about increasing growth rates across the board
- Building availability: Major rebalancing
- Special abilities: Might tinker with stuff like mana, gold and production bonuses

5) Wizards
- Number of picks, costs and effects of retorts
- Spell selection: Reverting to the 1.0 system if possible (only guaranteed spells), or possibly a hybrid system

6) Miscellaneous
- Terrain
- Unrest: Tax table, police effect, racism table
- Combat rules: Retreating, no shooting after moving, mana cost in combat
- Lair strength and treasure: No weak lairs
- XP tables: Revamping XP brackets and tweaking level bonuses considerably
- Events
- Alchemy
- Casting skill
- Production: Cost of rushing production, closing loophole, letting production carry over to next project
- Lairs and nodes: Changing monster strength and reward allocation
- Capturing cities: Money rewards (higher if you raze)

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  Real-Time Game Tweaker
Posted by: I like Serena - October 23rd, 2010, 08:59 - Forum: Real-Time Game Tweaker - Replies (306)

Previously I started a new thread on dragonsword.com (before it was unexpectedly discontinued) for my ideas of an application that monitors and changes a MoM game in progress.

In this thread I keep track of methods of hacking a MoM game and of developing a Real-Time Game Tweaker program.


DOWNLOADS

The current version of the Tweaker is in the following folder (for Windows and for Linux):
thumbsuphttp://momrtgt.sourceforge.net/
I could describe all the features, but for now I'll leave that up to you to discover. jive
The Linux tar-file contains MoMTweaker.sh that gets you up and running regardless of your Linux distribution, as long as it supports 32 bits.

Furthermore, here is the update I made on Eljay's SaveGam.html file describing the SAVEn.GAM format.
thumbsup SaveGam2.html
This version covers the savegame almost completely, although I still have a couple of blank spots. Feel free to tell us what those blank spots are! huh

Here's an analysis (excel) how the layout of the MoM memory works.
thumbsup MoMMemoryLayout.xls


IDEAS

Thanks to Jtm for recovering the original thread.
Let me repost my original ideas.

1. Change e.g. a hero in every way possible (in the game in progress).
This includes the changes related to memory addresses in WIZARDS.EXE, changes related to memory addresses defined by the SaveGame layout, and possibly changes to related LBX files.
I've already tested it and it works! You can change e.g. Torin to have a Ranged magical attack, Arcane Power, boost his XP, give him a new item, etcetera. ALL WHILE YOU'RE PLAYING!!! lol.

2. Randomly reseed lairs (in different locations) while the game progresses. Or perhaps simply to repop all lairs, perhaps with more challenging creatures!

3. Create a new savegame format that includes changes to WIZARDS.EXE and SAVEn.GAM, which you can interactively save and load.

4. "All units are heroes".
Whenever you build a unit, detect the completion and change the unit to a hero (using a mapping from regular units to heroes). It turns out that you can have more than 6 heroes, although you can not show them all in the Hired-Heroes display (which shows only 6 heroes).
All your opponents can have this feature too, to make the game balanced.

5. Boost the heroes of your opponents.
As it is, the heroes of our opponents are sadly lacking.
They're not properly trained, they hardly create or collect items, and they hardly bunch together.
This could be changed! For instance by letting them gain experience more quickly, and by randomly creating and assigning new artifacts!
This would give YOU the opportunity to conquer your opponent's heroes in a satisfying way, and gain artifacts in the process ;D! (Or lose them ;-((().

6. Manage Build queues for your cities.
You might manage a number of custom-made build-queue-types and assign them to your cities.



COMPLETED REQUESTS

  1. Repeat search for "dosbox" application until MoM is found [Jtm].
  2. Adjust the number of units in battle when for instance a unit is summoned [Jtm].
  3. Make the fortress location editable [Question].
  4. Show ds:offset or relative memory addresses of any data point [Jtm].
  5. Change research bonus with number of books [letsdance].
  6. Edit number of common/uncommon/rare spells [Pax Empyrean].
  7. Editable unrest table [letsdance].
  8. Add a graphical interface rendering the map and displaying cities, and units and the battle map (the momem project has GPLv2+ Java source that can load LBXs and draw the main MoM screen and game creation screen) [Ayu].
  9. Add combat/herostats/node-owner fields and no-icons checkbox [Asfex].
  10. Combat advisor which will show you how much damage you should expect to  inflict and suffer if you were to attack the unit you mouse over [Catwalk].
  11. Save/restore battle [FrancoK]
  12. Change the level-up bonuses [Anthony]
  13. Repop lairs only if unoccupied [Question]

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  About Project Catnip
Posted by: Catwalk - October 23rd, 2010, 06:27 - Forum: Catnip - No Replies

Master of Magic has always had a special place in my heart. I was 15 when I started playing it, and back then it was pure magic. There was just so much to explore! And the unit/XP systems appealed massively to me, it was almost like an RPG experience. But as I started learning how to analyze stuff it quickly became obvious that the game balance was completely shot. Couple that with a horrible AI and the magic started dissipating over the years. I'd keep whipping it out now and then, but it just wasn't the same. I'd lost my childhood innocense, and with it my joy and sense of purpose in life.

Fast forward to Catnip, a mod project which aims to rebalance MoM for greater strategic diversity. Early last year I learned that MoM still has a sizable following and that it's quite easy to mod the game to your liking. What's better, a mysterious guy named kyrub was knee-deep in a project to fix the bugs and repair the AI. And he actually seemed to be making progress! This warranted another go, and I plunged myself into a project to recreate the game that I held so dearly.

Catnip is a mod project which aims to rebalance Master of Magic for greater strategic diversity. It will do so mainly by lots of tweaking of numbers. Units first and foremost because they're such a dominant part of the game. To a lesser extent also heroes, races, buildings and spells. There will also be hacking of features to either change effects or create new ones. For example, the unrest and XP tables can be edited quite easily.

I will be needing quite a bit of help with this project, and I'm willing to go with democratic decisions on many issues. Much of the help will concern implementation of changes and little decisions. Like going through all heroes and making them more fun one at a time with little changes. While I do want to have a big say in the general plan for it, I'm fine with leaving the details up to whoever is in charge of it.

I'm hoping for this mod to gain general approval and plan on hosting tournaments with it. There will also be tournaments with vanilla MoM, and if any competing mods come out we can do those as well.

I'll be posting more about this later today, keeping this thread locked for now as I want it to be an intro message to the project once the subforum is in place.

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  Need marriage strategy
Posted by: Catwalk - October 22nd, 2010, 23:52 - Forum: Off Topic - Replies (9)

My wife is getting on my case about not being romantic enough. I insist that I'm a blind man grasping for straws as long as she won't give me any hints, but she insists that I'm on my own.

So I turn to the expertise. What should I do? Bonus points for romance suggestions that my financial advisor approves of.

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