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Caster of Magic Release thread : latest version 6.06!

(July 28th, 2018, 11:20)Seravy Wrote: Most of the time I'm making more than 1 new casting skill a turn, in which case that doesn't contain the information I need.

Hm ok.

I have started a new game and I have a 'Power Base' of 21(21). I put in some 'Skill Research Points' accidentialy and don't know my actual and absolute 'Skill Research Points'. Now I put in 5 'Skill Research Points'. It says: "5SP: 0.1S". But in the next turn I have a 'Power Base' of 22. Something is wrong here. Do you calculate how many percent of a skillpoint we will made?
 
Is it possible to calculate the 'Skill Research Points' like in my code example at the end? It calculates not how many percent of a skillpoint we will made, it calculates how many we will have after the next turn. Wouldn't this a better approach?

Code:
Variables:
SRP= My Skill Research Points
NSRP= Needed Skill Research Points
PB= PowerBase
S= Skillpoint(s) increasement in the Screen

Code:
S=0
while (SRP - NSRP >0) do
 SRP= SRP - NSRP
 S= S + 1
 NSRP= 2* (PB + S) + 1
done
S= S + SRP/NSRP

Example A (few SRP):
PB=21
SRP=4
NSRP=5

-- Turn 1 --
S=0.8
-- Turn 2 --
S=1.1 => In the second turn you will get 1 Skillpoint
-- Turn 3 --
S=0.1

Example B (lot of SRP):
PB=21
SRP = 121
NSRP = 5

--- Turn 1 ---
--- While-Loop 1 ---
121-5 > 0 => Y
  SRP=116
  S=1
  NSRP=45

--- While-Loop 2 ---
116-45 > 0 => Y 
  SRP=71
  S=2
  NSRP=47

--- While-Loop 3 ---
71-47 > 0 => Y
  SRP=24
  S=3
  NSRP=49

--- While-Loop 4 --- 
24-49 > 0 => N
S=3+(24/49) => +3,5 Skillpoints in the next Turn.
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Power Base is not your Casting Skill. It's your power income per turn.

I like the current system. I'm not changing it. Randomly displaying different numbers each turn will confuse players. I know you're eager to micromanage your SP but most people wouldn't want to deal with that.
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(July 28th, 2018, 13:05)Seravy Wrote: Power Base is not your Casting Skill. It's your power income per turn.

I like the current system. I'm not changing it. Randomly displaying different numbers each turn will confuse players. I know you're eager to micromanage your SP but most people wouldn't want to deal with that.

Sorry  yes, Casting Skill, you are right. 

IMO the skill calculation is non-transparent. I was trying to concatenate your and my point, how many skill points will the player get and how many percent does he have from the next point.
I don't want micromanage my SP every turn, but my question in this screen is: What can I do to increase my skill? Does it need 100, 24 or 5 mana? In the other two graphs I can know it: I know how many mana I have and how many I get my pool per turn. The same for my spell research: I can control it, I can know how long my research need in dependence of my 'research mana'. Its good to know my possibilites in critical situations like raiders one turn in front of my fortress... wink
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Typically skill increase will be, what, between 0.5 and 8? (8 being usually under sorcery conjunction, you've just gained new power production, and you haven't already been spending much on skill) With average being between 1 and 3?

How often, in those critical 1 turn scenarios, will you both need exactly that much more skill to make a difference on your combat, and you also need to maximize research/mana, to the point that you can't afford to overspend on skill?

I suppose if you're researching a new spell, like prayer, and you might be able to get it on the next turn, and you also are only around 35-39 casting skill, so you need that tiny bit more skill to cast prayer? (Possibly a better example would be invisibility, but I really don't think you'll get into rare research and not have that much casting skill yet).

Ok, so I can at least understand the situations where this could occur, although they seem extremely rare. Are they important enough that removing some other piece of information on the screen will be better? I guess I can see that being more important than what the current information is. I'm not sure when it's ever directly relevant if I'm getting 0.9, or 1.5, or 0.2 , or 4.3 skill without knowing how much skill I actually have at the moment rounded to the same decimal place.

So you want to change it to show how many skill points you will gain (rounded to nearest tenth), as opposed to how many skill points that amount of power is worth at your current skill level?


So, if you have 500 power spent on skill, and EXACTLY 100 skill, the 2 systems would both show similar (but not the same) thing:
The current system would show that you are gaining 2.5 skill per turn (its 2.48something but I assume it rounds to the nearest 10th in the current system). The new system would show that you are gaining exactly 2.5 skill at the end of this turn (its 2.46something, but i also assume it would round to the nearest 10th in the new system).

However, if you have 500 power spent on skill, and you have 100 skill and already have 50 skill spent toward the next skill point then:
The current system would show that you are gaining 2.5 skill per turn (still 2.48something)
The new system would show that you are gaining exactly 2.7 skill at the end of this turn (it's 2.71something)

I don't know if that's worth a system change. The current system is very very close to the same thing.

So, in the potentially realistic scenario that you have exactly one turn before being attacked, and you are currently researching prayer, and you currently have 38 skill and 40 spent toward the next skill point, and you are low on mana so also want to maximize how much mana you are getting that turn (is that really realistic? It seems awfully specific)
In the current system, you would need to make sure that it showed you were gaining 2 skill points per turn. In order to do that, you would need to be gaining at least 1.9555 (assuming it rounds to the nearest 10th). You would need to put 151 power into skill in order to get that to display.
However, under the theoretical new system, you would only need to get it to show that you are gaining 2 skill points exactly at the end of this turn. In order to do that, you would need to be gaining at least 1.95555 as above. Actually not true. It depends whether the rounding for actually gaining skill follows the same rules as the display, which wouldn't be true, as there is no actual rounding for gaining skill. So depending on the exact scenario, the rounding could actually screw you over (however, it could also do that in the current system, but it will practically never happen, as you are practically never going to be exactly at the point you needed for a given skill). In reality you would need to put 116 points in for our scenario. If you only put in 115, it would display as 2. In fact, if you put in 113, it would still display as 2. Thus if you put in 113-115, the proposed new system would actually screw you.
So the rounding couldn't be to the nearest 10th, it would have to be the next lowest 10th, which means it wouldn't be completely accurate, and you'd still end up overspending some points on skill.

But if we accept that, the end result is, you could produce an extra 35 mana that turn; not even enough to cast the prayer you're waiting for.

So, not only are the scenarios where this would make any difference compared to the current system fairly rare, but they still wouldn't be totally accurate and would involve situations where you still overspend. And even in the proposed scenario where it might matter, you still don't end up producing enough extra mana to actually do anything.

So, I'm inclined to agree with Seravy. This might be a slightly more accurate system, but probably not worth actually changing what is displayed now.
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(July 28th, 2018, 15:16)Nelphine Wrote: ...
How often, in those critical 1 turn scenarios, will you both need exactly that much more skill to make a difference on your combat, and you also need to maximize research/mana, to the point that you can't afford to overspend on skill?
...

Thank you for your long answer. 
The casting skill is not so interesting in the late mid/late game with a lot of spells and possibilities, but important in the early game: Every skill point matters in the first battles, because its the descision of one mighty spell or a second good spell. But in the late mid and late game you can cast a variety of good spells and you have heroes with the casting ability too.

As I wrote: I'm confused about the actual information. I give 5 SRP and the text said, I will got 0.1 skill point. But in the next turn I got 1 skill point. My wish is a percent scale: "With the next turn and the acutal spended mana you will have 0.8 (means 80%) of the next skill point." Or 3.5 (=350%) of the next skill points, what means 3 new skill points and the half of the 4th. The player can calculate and take his descision right.

But that are my two cent for clearification the skill casting increasement mechanic/info for the players. No problem.
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Release time, unfortunately the AI destination plane selection still had a bug...

Quote:5.32
-In the optional portrait files, the Barbarian hero's unit sprites have been redrawn to match the character name and portrait.
-In the optional portrait files, the Rogue hero is now Neptune.
-In the optional portrait files, the Rogue hero's unit sprites have been redrawn to match the character name and portrait.
-In the optional portrait files, the Amazon hero is now Saigusa Haruka.
-Fixed 5.3-5.31 bug : AI always picks the wrong plane as destination during war still.
-Magicians now require a Smithy.
-Stream of Life now costs 120, has a maintenance of 4, and reduces unrest by 3 instead of completely eliminating it.

The planar travel changes will have to wait until the next one...
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I'm getting a freeze during the AI's turn on pressing "next turn" in my current game on v5.3
It's one of these two save games (I'm not sure which as I saved it in save slot 3, but the latest one appears to be save slot 9)


Attached Files
.gam   SAVE9.GAM (Size: 151.96 KB / Downloads: 1)
.gam   SAVE3.GAM (Size: 151.96 KB / Downloads: 1)
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I didn't get a crash from either of those files in 5.4.
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Is it possible to load save games from a previous version into a new version? When I overwrite the MoM files with a new Caster of Magic release, my previous save games are not available for loading. I'm not saying it's a good idea to load save games from previous versions, I'm just curious if it can be done (as you seem to have done).
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Sometimes. Some versions are not compatible, so it's a bad idea.

But when you get the new files for a new version, the save files are still there. But one of the files removes the label in game from them, so it looks blank. But as long as the save file is still there, yes you can still load it by clicking on the 'empty' slot corresponding to the number in the save file name.
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