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My WIP Unit Art Thread
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Problems with Chaos and Death |
Posted by: Anskiy - May 29th, 2021, 23:08 - Forum: Caster of Magic for Windows (CoM II)
- Replies (24)
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As I've been playing, I've noticed that these two realms actually have some significant problems that stop them from being effective. Keep in mind I'm mostly talking mono realm play.
Chaos:
Chaos' whole deal is to win with strong combat spells. And that works on Rare and above, when you get spells like Flame Strike, spellcasting units like Efreet, and enough casting skill to spam stuff like Lightning Bolt and Warp Lightning. But before that, Chaos' options are very limited. Fire Bolt is good sure.. but in the early game you can generally only cast it 2 times in combat. Hell Hounds are a bad joke, they are okay as a filler summon but their frailty stops them from being very useful. Barring Flame Blade and Wall of Fire, most other common spells are simply not very useful, with the notable exception of Warp Creature when combined with other realms. So to compensate, you'd think the Uncommon spells are better, right? Well... sort of.
Gargoyles are good anti personnel units, but against other uncommon summons, their attack is a bad joke. Chimeras are powerful attackers, but greatly gimped by their high research costs, low resistance, and being forced into melee combat, especially at an unremarkable speed of 3. Fire Giants are thoroughly mediocre, though they atleast are a ranged magical attacker that don't die like flies when hurt. Given the problems with their units, you would think the buffs and combat damage spells are better. And.. they are, kind of.
Chaos Channels is a good buff, but honestly, it's weaker than Life common spells, the only real advantage over them being that it provides non dispellable effects and allows units to counter flying enemies reasonably well. It works much better with Nature Uncommon and Rare spells. Immolation is fairly situational, mostly useful on Gargoyles, who are already likely used as anti personnel units. Lightning Bolt is good but generally less cost efficient than Fire Bolt. Fireball is a good side spell to Fire Bolt, though its value is diminished since all magicians have it by default. Mystic Surge is a fairly situational risky spell that does fit the realm but doesn't solve the problems with it, and Fate Mastery is basically the Uncommon version of Warp Creature: great in combo realms, kind of meh in Chaos itself.
I understand that Chaos is supposed to bide time and build up power before unleashing it on the world. But I think waiting still Rare tier is a bit much to ask for. Making the Uncommon tier more versatile so that Chaos can reasonably survive and be in a good position to hurl its Rares would be a good idea imo.
There IS one thing Chaos is good at before Rare tier: giving some nifty immunities to heroes. While Chaos' hero support is generally worse than Life, having immunity to Fire and Cold, cutting down the impact of armor piercing attacks, and gaining Chaos' spells innately along with enchantments from Chaos Channel is very worthwhile.
Death:
Death is fairly one dimensional, and not in ways you would expect. There are games where you can simply steamroll enemies since you brought lots of ghouls against unprepared garrisons early, and then there are games where Death is stuck in a quandry since none of their options are really effective. In particular, I think what hurts Death the most is that their units are too specialized. Ghouls are great against many regular units, but anything with high enough resist or Poison Immunity simply shuts them down. Shadow Demons are menacing as a stack, being a bunch of regenerating wraithformed flyers with lots of shots.. but they simply get destroyed by their counters. And those counters are fairly abundant, being commonplace in the Nature and Life realms. When their units don't work, Death only has regular units and combat spells to fall back on. And both of these have problems.
Death is incredibly bad at buffing, the only relevant buff being cloak of fear for the most part. This means that regular units are absurdly bad with Death; only tanky units can afford to get into melee range against most garrisons for the cloak to take effect. As for combat spells.. they generally suffer from either having bad resistance modifiers or being limited by unit type or not being readily effective. Black Sleep at -2 would be good except that you still need units in range to kill it. Zombies are alright but easily get cut down to ribbons by any competent army. Life Drain is incredibly wimpy when cast on targets having above five resist.. which is a lot of them. Mislead is very situational, and is further hurt by only being able to affect regular units.
Things do improve at Uncommon. Blood Lust is actually a fairly nifty buff, since it grants Illusion, Cold, and Death Immunity, all of which are quite useful. Of course, losing combat experience and the ability to heal is a downside, but it's not that problematic on regular troops, who are intended to be mass produced. Syphon Life is basically what Life Drain should've been. Reaper Slash is good, though nothing special as far as direct damage spells go. Possession is limited greatly by only targeting regular units, though atleast it does its job well. Black Prayer is the clear winner here, allowing the resistance based spells to generally function better. Oddly it doesn't do much for Shadow Demons, Death's best uncommon summon. Lycanthropy produces good but unremarkable units; it really feels like a spell that should be in the Common tier. Mana Leak is situationally powerful - draining ranged magical units of ammo every turn is good, but on the offensive they will get to throw a shot first anyway. Similarly Night Stalker is situationally powerful, they can assassinate a lot of things with Cloak of Fear and Black Prayer, but all it takes is a True Sight and/or some good high resist units to make them impotent.
Ultimately, what makes Death hard to play is that their summons are generally specialized, they can't buff their regular units well enough to cover the gaps, and even their spells do not fill them. Death also has a major power gap between Shadow Demons and Death Knights/Demon Lords - Vampires and Wraiths are too vulnerable to really work as the cornerstone of Death armies in Rare tier. This means that Death infact needs heroes even more than Life or Sorcery - the realms intended to buff heroes. This is quite counterintuitive, considering that Death has little to offer a hero outside of Wraith Form for stopping Web/Crack's Call, and Vampiric to heal themselves and raise undead. Egoism is okay for atleast getting heroes levels faster, and Stealth is nifty for scouting lairs. Dark Force seems way too risky to rely on, especially since heroes generally don't get much HP until they reach high levels, and enemies tend to stall when they can't win.
My suggestion for Death is honestly similar to what I suggested for Chaos: make it more versatile at the Uncommon tier. It's a shame that Death is supposed to be strong in the early game, yet can easily run into roadblocks they can't deal with.
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Building1 and Building2 in Units.ini |
Posted by: Intaka - May 28th, 2021, 18:00 - Forum: Caster of Magic for Windows (CoM II)
- Replies (5)
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Seravy, can you please help me decode how "building1=" and "building2=" work in Units.ini?
Is there a legend for this system? What are they for?
It SEEMS like for heroes at least, building2= the number of random picks they get.
building1 makes no sense unless it is a unique sum of some sort.
Appreciate your time as always.
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Nexomon Extinction |
Posted by: Herman Gigglethorpe - May 25th, 2021, 09:43 - Forum: The Gaming Table
- Replies (73)
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Let's Play Nexomon Extinction Part 1: Pokemon Parody
Any Realms Beyonders who believe Pokemon has declined over the past few installments may want to try out Nexomon Extinction. I'm playing on Switch, but there's also a Steam version if you want to follow along.
Nexomon Extinction opened with a cutscene suggesting that the tone would be more grim than Pokemon. Some people were playing with Nexomon in one part while the narration said "This world is build over millennia of friendship, loyalty and love. . .". Only a couple of seconds later, the screen turned dark and the narration said "And that. . .is what fools like to believe". The true origin of Nexomon taming is turning Omnicron's creations against it, so the "Arceus" equivalent is evil in this game.
After the cutscene, I was told to name and create an avatar for my character as an airship was about to crash. I named him HERMAN. One sequence suggested that HERMAN was going to be the villain of the story, though this may have been a dream. Naming him in ALL CAPS like a Final Fantasy Legend 1 character was the right thing to do, since he SHOUTED all his DIALOGUE. Nora asked "You do know what day it is. Right?" HERMAN said "WHAT?"
Nexomon Extinction began making fun of Pokemon dialogue before HERMAN even left the Orphanage. "Technology sucks! Why can we only carry six Nexomon at a time? That makes no sense". Hidden items indicated by glowing spots took more inspiration from Final Fantasy: Ether, Potion, Elixir.
EDIT: Those are all items in Pokemon too, original poster who has the brain of a jellyfish!
One NPC wondered about dragon Nexomon: "They showed up, like, two decades ago. Nobody knows why". Maybe for the same reason that hundreds of new Pokemon species continue to appear in heavily urbanized areas?
A hooded woman said "something dangerous is coming our way" while the screen was washed out, as if HERMAN were meeting a member of the Psijic Order. He responded "OKAY, WHERE SHOULD WE HIDE?". She told him to go north where a "fake statue" with a "secret chamber underneath" could be found.
When a Level 45 Legendary Nexomon called GRALOON with 616 HP was about to attack, the hooded woman gave HERMAN a choice of not 3, but 9 starters! Here's the list:
Ghost: BEHILDA
Water: NOKI
Fire: LUME
Physical: DINJA
Plant (?): MARA
Psychic: MASQUITI
Mineral: TREBLY
Electric: GEKOKO
Wind: MEARN
Types are indicated by symbols, so I could only find out some of their names by looking at attacks and Nexomon "Pokedex" text. I chose BEHILDA since I wanted a different type from the usual Pokemon Grass/Water/Fire. The choice was meaningless in the GRALOON battle, but at least BEHILDA got in a Phantom Abyss and dodged a Meteor Shower before falling to Fire Claw.
A ghost of a famous Nexomon tamer took the party underground to his tomb, where he explained how to catch Nexomon. "I know that you're trying to skip this tutorial, so let's get this over with". There are a few differences in Nexomon, however. You can feed monsters to increase the capture percentage like Dragon Warrior Monsters, and there's a simple quick time minigame when you throw a Nexotrap. Only shaking grass starts random encounters.
HERMAN caught SKUNQUTE, along with FANLING, RUBBY, STINGER, CALFTER, and WOOZY. When he reached the 6 limit, HERMAN sent RUBBY to storage since it was Common, and Nexomon power levels seem to be based on rarity. Starters are Ultra Rare by default. Still trying to figure out the type matchups, but Ghost seems to be good against Physical Nexomon rather than the weird mutual immunity between Ghost and Normal Pokemon. There aren't any dual type Nexomon, so I wonder how the developers could make over 380 creatures without running out of ideas.
The ghost tamer healed HERMAN's Nexomon like a Pokemon Center. Nexomon don't have PP for individual moves like Pokemon, but instead use a stamina meter for all their moves. This was probably intended to prevent you from winning the game easily with a solo character. Stronger attacks also have lower turn order priority, as opposed to using the same Speed stat for most moves.
HERMAN climbed back to the northern part of the forest, where Amelie the Tamer's Guild master was arguing with Coco. She thought they "must be seeing things", but Coco replied "You are talking to a cat".
So far I'm enjoying the game. You can easily tell it's an indie game, from the "cheap" graphical style that I can't describe adequately to the Unity engine logo. Be sure to keep reasonable expectations if you play Nexomon Extinction.
EDIT: There is variant potential for this game! Custom Mode unlocks after you beat the game according to Steam, which includes many modifiers for future playthroughs. The Switch version has Custom Mode in a menu as well, but I can't turn it on for this Normal mode file.
Stats and Equipment
BEHILDA Level 6, Ultra Rare, Ghost
HP: 22
ST: 100
ATK: 13
DEF: 7
SPD: 19
Phantom Abyss
Dark Flame
SKUNQUTE Level 6, Uncommon, Physical
HP: 22
ST: 100
ATK: 13
DEF: 7
SPD: 18
Bite
Rocknite
FANLING Level 4, Uncommon, Wind
HP: 19
ST: 100
ATK: 10
DEF: 5
SPD: 16
Twin Tornado
Double Slash
Scratch
WOOZY, Level 3, Rare, Electric (?)
HP: 16
ST: 100
ATK: 10
DEF: 5
SPD: 14
Scratch
Double Slash
STINGER, Level 4, Common, Fire
HP: 18
ST: 100
ATK: 10
DEF: 6
SPD: 15
Double Slash
Flame
Scratch
CALFTER, Level 4, Rare, Physical
HP: 19
ST: 100
ATK: 11
DEF: 5
SPD: 15
Double Slash
Scratch
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Fastest TTW |
Posted by: aedorn - May 24th, 2021, 17:19 - Forum: Caster of Magic for Windows (CoM II)
- Replies (1)
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So I've been trying to figure out the fastest time-to-win on various scenarios, and I think I have something that works on just about all difficulties outside of Phantasm. Phantasm ends up being difficult because of the spell power bonus that enemy AI gets. It's just a bit too much for super early victories because of the fortress lightning. There's also some caveats that end up breaking any kind of rush strategy (actually just two.)
Basic 1 opponent rush defeat ends up being fairly simple on everything Lunatic and under. 6 books Life, 2 books Death, 2 books Nature - nothing else matters. Take Heroism, Discipline, Holy Weapon, Holy Armor, Healing, Wraith Form, and Earth Lore. Halfling for the race. If you've been playing enough, in my experience, you can roughly guestimate where the AI fortress is and do Earth Lore to confirm it. You can also just do debug mode and then reveal the map to see, if you just want to experiment. Start sending 1 Swordsman in that general direction and immediately start casting Wraith Form. Make sure to set your magic to be mostly mana (at least enough to cover overland casting), set the starting city to trade goods and use alchemy to convert gold to mana if you ended up taking Archmage. Then just use the rest -> heroism, holy armor, holy weapon, and discipline. Hopefully by the time you are done casting, you're at the fortress ready to go in. Send Swordsman in, use the 1 healing when/if needed, and basically kill anything else.
This almost always works out to being around 20 to 25 turns in, depending on start, and almost always works depending on difficulty. Lunatic is very 50/50 (or less), but does work. I can't get it to work at all on Phantasm, though.
Scenarios that don't work:
- Against Sorcery. By the time you get to the Fortress, they will almost always have 1 or 2 Nagas and maybe even Focus Magic on them. They make short work of the Swordsman, even fully buffed+Warlord, so don't bother. Even if they don't have Nagas, if they have Sorcery they probably have phantom warriors... also a no go. Every other early summon fails, and every other race can't defend with normal units, except ...
- Against Draconians. Fire Breath basically takes out what Wraithform does for you, and they're flying. Even if you were to kill them then the AI goes into a stall-forever-because-I-can-fly mode.
Alchemy? Only kind of... I didn't get an Alchemy user on Lunatic, and it didn't matter on Phantasm, so I'm not entirely sure.
If you're fast, you can take out the second AI using the same strategy but by adding 1 additional Swordsman. That tends to be around turn 50. Past that, you can switch to Slingers and the same thing will work with 4 slingers then 8 slingers for AI 3 and 4. Past that, you have to switch to more powerful things, or that is what I suspect. I started just trying other strategies to see if I could find anything consistently working as quick, and I don't see anything else you can do to eliminate AI wizards fast in the early game.
Insights after testing things:
- You can use the same method to basically take over almost any neutral city minus magicians/warlocks. Priests/Shaman don't do enough damage to counter the Halflings.
- Draconians are pretty amazing, since they can use normal units to defend where nobody else can - they're still no match for nagas so early, though, but they do alright taking out neutral cities since they can fly.
- Elven Calvary, if there's only grassland and forest on the combat map, cannot be beat here, either. If there's a river, or mountains or something, then you can get to them. Otherwise they'll kite forever. Bowmen can pretty much eliminate them, though.
- Dwarves are awful. I used to like them, now... they're just weak. Really weak. There's no saving the Dwarf Nation. Once you can get around their steam cannons from neutral cities, they have nothing going for them, and even then those steam cannons are pretty terrible past turn 120 or so. So they end up with no range, lack luster melee, and lots of gold. You get to die rich. Golems? Some slightly buffed lower tier units can murder them with impunity. I feel like there's something wrong here, I really do. They look great on paper, but they just aren't.
- Earth Elementals might as well be deleted from the game. They, too, are also bad. I knew I could kill them very easily with any flying unit, but I was accidentally attacking things while running units around and took out 8 with just 1 Swordsman. Yeah, okay, buffed, but not even Lionheart. I know I might have gotten lucky here, but really? They're slow, and die too fast.
- Turn 100 is definitely the turning point in higher difficulty games. You could be winning, and there's a good chance you'll start losing at turn 101. It's pretty drastic.
- I couldn't find it, but the AI feels like it has much higher hit % than the player. For instance, a few times I would go in without Holy Armor, or without Discipline, and recruit level dark elves would annihilate me, even if they were ultra elite. Then I'd be attacked by recruit level whatever, and my recruit level dark elves would mostly die. That isn't the only time, or scenario, either.
- Heavenly Light is more powerful for defending than Heroism+Warlord.
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New Pitboss? |
Posted by: JR4 - May 23rd, 2021, 12:51 - Forum: Civilization General Discussion
- Replies (15)
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Is there any interest in a new Pitboss? I very much like the PB 43 mod (rtr 4.0.8.5). The settings that were used in PB 43 would be fine:
AI Diplo with real trade offers only with fish/fish and copper/copper style deals allowed. Toroidal wrap and a balanced map but not mirrored. Give everyone a chance to win at t0 and leave the rest to the map maker. Random rolls of leaders and civs.
I think we played without Agg/Pro in PB 43. As this is a balance mod I don`t mind Agg and Pro being in the mix. Thoughts?
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