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Caster of Magic Release thread : latest version 6.06!

Yes and yes. The rare spell you get from 8 books is guaranteed to be in your spellbook. At 9 books, you get every rare spell in your spellbook, so that guarantee isn't needed. No room to explain this on the opening pages though.
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1. Yes. If you have 9 or 10 books, you are already getting every uncommon and rare spell, so picking any won't do much good, BUT for uncommons the spells you pick will be guaranteed to show up in your research choices on turn 1 instead to give it an alternate purpose and allow strategies that rely on getting certain uncommon spells early.
2. Holy weapon gives +1 to hit to melee, missile and rock attacks, but not to magical ranged attacks.
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thanks and thanks smile
BTW I happened to have a stack of 2 settlers of different races and was wondering if there is a way of marking the race a particular settler belongs to. Now you can indirectly figure out the race for some of them (e.g. the troll settler has regeneration), but for others not so easily.
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Well, originally it showed the race but now every race uses the same settler unit (except for the trolls etc) so even if I turned it off, you'd always see "barbarian settler" only. So the only way to have this work is to rewrite the code and add a special case for the shared settler unit which isn't a high priority to do right now. We have greater things to worry about.
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Having a slight issue with my game. Whenever I try to create a Tiny land size game, it gets 3/4 of the way through the Building World bar and then the game grinds to a halt. Is this something I can fix or is it an issue with the mod? PS: Your mod is amazing Seravy smile
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In theory that shouldn't happen anymore but generating the map might take up to a minute, wait for it. (assuming you did set the recommended speed in dosbox)
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(December 20th, 2017, 08:31)Seravy Wrote: 1. Yes. If you have 9 or 10 books, you are already getting every uncommon and rare spell, so picking any won't do much good, BUT for uncommons the spells you pick will be guaranteed to show up in your research choices on turn 1 instead to give it an alternate purpose and allow strategies that rely on getting certain uncommon spells early.
2. Holy weapon gives +1 to hit to melee, missile and rock attacks, but not to magical ranged attacks.

This can be confusing I think for anyone jumping from master of magic to caster of magic 5. In master of magic you pick uncommon spells to just already know, so when you see the list of uncommon spells in caster of magic 5 it's a bit confusing. I was able to figure it out easily because I follow this forum a ton. Shame there's nowhere to write anything on that UI to clarify.
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Agreed. Its on the known problems but unable to solve due to coding limitations list.
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I'm sure you already noticed it, but dark elf apprentices have 14 caster skill, they don't gain skill when leveling up, and yet they know the fireball spell like magicians? is this intended? for focus magic? or is them knowing fireball a mistake?
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Every normal caster unit knows fireball, making it an exception would be hard and not worth the time.
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