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Modding features for future updates |
Posted by: Seravy - July 6th, 2021, 10:02 - Forum: Caster of Magic for Windows (CoM II)
- Replies (103)
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You can tell me here which of the following features you'd like to see added first, as obviously, adding everything will take a very long time
Already moddable
Spell data
Hero data
Map generation
Unit data
Predefined item data
Building data
AI starting spell selection
AI spell research selection
AI personality/objective selection
AI starting race selection
More hero types
Spell Modding : Animate Ammo, Cracks Call
Changing the turn limit for finding rare and very rare spell treasure
Support for more or fewer than the default number of spells in each spell tier. (required for adding new spells or removing spells)
Support for changing hardcoded arcane spell data (research tier, availability in lairs, obtained by default at the beginning of the game, etc)
Support for overriding wizard generation (realm, books, retorts probability)
Spell data : attack strength
Spell data : Save penalty
Coming in 1.2
Number of buildings
Tax table
Economy scripts : Casting skill
Economy scripts : Unrest
Economy scripts : Gold
Economy scripts : Power
Economy scripts : Research
Economy scripts : Max Population
Economy scripts : City/Outpost Growth
Economy scripts : Production
Settler creation script to change settler racial traits and stats
Unit creation from city script (effect of Alchemy, Barracks, etc)
Earth Lore size of effect
AI maximal allowed distance to send spirits to meld
AI building production script (3 scripts)
Offensive stats now work on armor type items.
AI Difficulty modifiers
Unit ID for starting swordsmen in Races.INI
Support for increasing the number of races in the game, adding new races
Food upkeep in units.ini
Food to gold conversion rate in modding.ini
To Defend cap and cap effect in MODDING.INI
Combat movement costs
Overland movement costs
AI guaranteed very rare spell table and option to disable it
Spell effect : Control changing effects to not kill, kill, or irrecoverably kill the unit after it dies or the battle ends.
Fortress Lightning strength and duration
More than 3 types of housing
Support for changing item ability data (cost, required books, etc)
Changing the score value of scoring options
Adding new scoring options
...
Other future possibilities :
Support for adding new item abilities
Spell data : upkeep
Support for modding AI overland spellcasting
Support for modding AI combat spellcasting
Support for adding new global enchantments
Support for adding new unit spells
Support for adding new city spells
Support for adding new combat enchantments
Support for adding new summoning spells and fantastic creatures
Support for changing existing spell effect details (such as damage done or buffs available from Mystic Surge etc)
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Endgame battles |
Posted by: Anskiy - July 1st, 2021, 20:12 - Forum: Caster of Magic for Windows (CoM II)
- Replies (27)
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So I think the most common complaint I've heard about CoM is that almost invariably, the end game ends up being many battles of attrition, thanks to the AI's tendency to spam crappy halberdier/uncommon summon stacks. Basically the player is forced to conduct many meaningless battles even though they have assured their victory a long time ago. What is the best fix to this problem, in your opinion?
I know zitro advocates for being able to turn on strategic combat at will, and that would be a partial fix to the problem.
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The Friends of Ringo Ishikawa |
Posted by: Herman Gigglethorpe - July 1st, 2021, 14:49 - Forum: The Gaming Table
- Replies (9)
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When I bought The Friends of Ringo Ishikawa, I was expecting a River City Ransom style beat em up with more of a story. What happened was one of the strangest video game experiences I've played.
The game started with Ringo and his friends beating up a rival gang. Punches, kicks, and grabs were similar to River City Ransom if the characters were taller. A tutorial gave the basic fighting controls, but not much more. Trying to find Ringo's house and make sense of the class schedule felt as if I were possessing the main character of a story rather than playing as him. Of course Ringo should know where he lives!
If Ringo intended to graduate from high schools and earn scholarships, he would need to study like Hermione Granger. His grades were straight Fs! Fortunately, there was a way out of his predicament. Attending classes and holding down the A button increased his percentage for each of the five classes: Literature, Physics, Chemistry, History, and Mathematics. Ringo also spent hours doing homework which involved the same shallow gameplay mechanics. I've only played for about 1 in-game week, so Ringo has taken one test on Saturday.
Ringo ran away from any gangsters with the wrong color-coded jackets. He was too busy thinking of his future for that. Besides studying, Ringo was obsessed with reading the entire school library. Its selection of books was questionable:
TAP INTO THE SOURCE OF POWER
INCAS SECRET KNOWLEDGE
5-MIN ROUTINES TO BLOW YOUR MIND
THE DOOM OF ATLANTIS UNCOVERED
THE 10 DAO PRINCIPLES
DONT BE A CHUMP!
MANTRAS FOR EVERY DAY
ASTRAL PROJECTION
But all that New Age propaganda may have been good for something, since Ringo learned "the secret of speed reading". The librarian was unhelpful when asked about how to find better literature: "Nobody shows the lab rats a way out of the labyrinth, Ringo-kun".
Ringo already had a book called "Ohio" by "S.A." in his house at the beginning of the game, but I had no idea how to use it. Some of the bookstore's merchandise will be familiar to Realms Beyond users, particularly one the one that Ringo bought for 1050 yen: L.T.'s "Anna". For some reason J.J.'s novel is "Odysseus" instead of "Ulysses".
I had to look up how to read books that you own. The trick is to go to somewhere you can sit down, like the cafe, then hit the R button. Ringo sat down and read Anna in one 8 hour sitting, while dismissing the concerned waitress who asked him what he wanted to eat. Some music in Friends of Ringo Ishikawa seemed like it came from a nonexistent Peanuts special, so why not read Tolstoy while away from school like Charlie Brown?
The cashier's book report on Anna: "It's about this crazy whore. She hooked up with an officer and went wild. And when he fell off his horse, she goes to her husband like, that's my lover right there, and he's like WTF?"
EDIT: The school in The Friends of Ringo Ishikawa looks similar enough to the final area in River City Ransom that I wonder if it's a reference. Or do Japanese high schools really look like that?
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[PB 61 - Spoilers] rekenner stands the Test of Time. ... Hopefully. |
Posted by: rekenner - June 28th, 2021, 10:26 - Forum: Pitboss 61
- Replies (117)
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Quote:rekenner's Intro (that's mostly just rambling)
I play Civ4 SP on Monarch to Immortal, Tech trading off. Difficulty depending on how silly I want to play the game.
My main worries in this are... well, not falling into sloppy SP habits (eg, missing whip timings, wasting worker turns) and figuring out how this differs from SP - eg, what wonders you can afford to prioritize, how to handle religion. Is starting Myst reasonable?
Some of my opening thoughts, given that I'm new to CtH for this game (I've been doing first 50-100 turn sims to sharpen my openings):
Is starting Myst reasonable... given the change to its cost? (I suspect how reasonable I consider it will be based on my opening territory) Is Phi's buff big enough? Is Phi/Ind or Fin/Phi too weak of a start, given that neither speeds up a building or gives worker/settler bonuses or makes for easier border pops. Phi and Fin do still scale very well, but Fin no longer giving fast commerce gains is a touch painful. eg, am I being too greedy? It's a small field, so IND does seem to lose a bit of value. Still, Fin/Phi, getting Great Library seems..... juicy. But can I reliably do it without anything scaling me to it? Small field, so, higher odds, I think.
Also given that it's a small field, I feel like my civ/leader choices will be pretty wide open, but I think I'll wait on that until I get the territory screenshot.
Also also given that it's a small field, focusing on civ/leader combo with a strong opening might be the best idea (... until I get dogpiled. :D) -- which is somewhat counter to that I tend to like scaling leaders, but that's also somewhat BTS's leaning - Fin being king, and all. So, despite what I just said about not talking about Civ/Leader combos too much, Cathy is a bit intriguing to me (Cre/Imp). I worry that the best way to then take advantage of my many production queues and large amount of land will be waging war... but, honestly, my least favorite part of some types of board games (eg, Diplomacy, Twilight Imperium) is that I'm *terrible* at "reading the table" in terms of diplomacy. I know that this is a TrueAIDiplo game as opposed to something more freeform, but still.Or, yknow, Boudica of Rome. Better to burn out than fade away! (I probably won't do that, I don't tend to early rush, so my practice at that isn't amazing, that'd be a very all-in combo, and while Cathy is all-in on early game, she's not all-in on ) Am I overrating the Exp nerf, in that I'm not really thinking much about Sury?
(Speaking of Board Games, I think my naming theme will be Boardgames I've Been Playing During The Pandemic. Steam tells me I have ~970 hours played of TTS. That's. Probably accurate, honestly. Capital will be Gloomhaven, in honor of that it's the game I've played the most and also a game I've played with the wonderful Sullla, El Grillo, and lightms - I don't know if the lattermost has a RB acct. We're just about to wrap up Jaws of the Lion after having played through the base game and Forgotten Circles.)
I've rambled for awhile, so I think I'll leave it there. Welcome, all. Thanks for coming by. All Advice Welcomed. :D
Password:
Quote:Report Table of Contents
Tarkeel posts the starting location screenshot
Thoughts on the field + next post as initial worker plan
The Founding of Gloomhaven (turn 0)
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Making AIs feel unique |
Posted by: Anskiy - June 28th, 2021, 08:40 - Forum: Caster of Magic for Windows (CoM II)
- Replies (5)
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As has been noted in other discussions, the AI currently tends to be rather predictable in what they pick, based on their schools. Sometimes the AI can genuinely pull some surprises, usually when doing triple realm plays. However I find that they tend to collapse onto certain predictable plays, like the Sorcery wizard massing water elementals, the Chaos wizard massing Gargoyles, the Nature wizard usually massing Spiders, and so on. I picked the No Trading option to help diversify them some, and while it helps to a degree, unfortunately it still seems like they go for the "standard" setups most of the time. Is there a good way to make them more unpredictable? I wouldn't care if it made them play somewhat worse either, I prefer an AI that surprises me and sometimes fails over an AI that plays it safe and succeeds more often.
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[PB61 spoilers] Bing Xi Lao stumbles into the ring |
Posted by: BING_XI_LAO - June 28th, 2021, 06:30 - Forum: Pitboss 61
- Replies (195)
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Hallo chaps!
It's been years since I played the game unmodded (or just lightly modded with CtH) - I've been messing around with Dune Wars Revival, Sword of Islam revival, and FFH2 modmods. I've also never played a Civ game in multiplayer.
I have played a lot of Age of Wonders 1/2 PBEMs and Dominions 5 in the past few years though.
Good luck and have fun!
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