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Hadriex's MoM LPs

Game started to get very interesting too, such bad luck.
If I were you, I would definitely read the effect of Tenshi's Tranquility, though, before going after Clow. Maybe you should look at your cities too, and perhaps read Great Wasting, I see people dying there every turn, that's not good to leave unchecked.
I'm not sure what I would do in this situation, but hindering Tenshi sounds just as important as getting rid of the spells that do it and destroy the world meanwhile as a "side effect".

And just to make sure you don't forget about the continue button till next week, you should use it and save your progress in a real save slot immediately, before it gets overwritten accidentally. Or backup save9.gam. Or, both smile
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Yeah let me do that now thanks.
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And save it under a name that says "spam Earth Lore all over Myrror while hitting F2 for maximal placement". wink
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What oh earth lore? I should have done that. Not that it matters much how things went.

I encountered a couple odd bugs, most notably the one at the end with my research. Unless there's something I don't know about with the Spell of Mastery. Also a head's up. I actually loaded back a battle. Yes it's a first, and hopefully a last. At that point I pretty much declared losing that battle was losing the game. But, I didn't see how the game could be winnable without that battle, as my foes MUST be actively researching the Spell of Mastery, and I have no way at all to disrupt it.

https://www.youtube.com/watch?v=COVPcMvfPaY
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(December 20th, 2015, 15:30)Hadriex Wrote: Unless there's something I don't know about with the Spell of Mastery.

If you mean that research is only 1/4 as effective as on other spells, yes that's a feature. 65536 is the cap on research costs and that would have been insufficient for the mod. I had no way around it than to cut the RP instead of raising the cost (and it is the same for the AI ofc), the original cost was researchable in less than 50 turns, definitely way too fast.

And now, time to watch this, been waiting for it all weak. You're playing a million times more interesting game than the one I do at the moment smile

...weird, it crashed from Call Chaos again...couldn't find any bugs in the spell itself...is it because it came from the item? Must be...I'll take another look after finishing the video. Funny to see an item from the .hack series cause a crash, Staff of Helba of all things!
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To answer your question :
-If you play actively and fight, you have a quite good chance to win. Strong heroes, access to Great Wyrm, plenty of adamantium sources. Maybe you can't take the capitals (at least not without amassing 2-3 powerful stacks full of Wyrms and Behemoths, which is actually doable if necessary, although takes a lot of time), but taking everything else is enough to stop them from reaching Spell of Mastery first. (unless they are already close, we can't know that.)
-If you don't, winning or losing entirely depends on which bug was more dominant in 0.90, the AI not researching enough bug, or the AI researching too much bug. Not sure if it's worth waiting 300 turns to find that out. Chances are, Clow will research it first, his cities aren't hurt by the enchantments. Unless, he also plays Barbarian or something like that.

The lack of cities on Myrror was surprising, Meteor Storm does kill outposts so I guess that's one part of it, but still there should have been more built before that happened...either Suika razed a lot of he towns in the war prior to you eliminating her, or Tenshi came from another continent you haven't yet explored.

And now, time to try finding out what could be wrong with Call Chaos.
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The change in research time on Spell of Mastery is a major alteration.

I would not have started research on it if I had known. And it changes the game position I thought I was in.

Hmmm...

Much as I prefer banishing wizards, especially Chaos wizards, before taking their towns. I might be forced to ignore that here. I'll have to think about this.
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Investigated Call Chaos.
There is a call to some EGA function which swaps out unit data from memory, which is why it only crashes when the hero is casting the spell. No idea what to do with this, if I remove the call, the spell effect won't show up on the screen (but there is no crash).
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Found a new crash bug.

https://www.youtube.com/watch?v=PEmR0EaR4-8

-Spoilers below-

The end of this was just, I honestly don't think I made a mistake. At least, it wouldn't have been a mistake in the plain MoM. I had more heroes and they were higher level. Plus they had great artifacts in every slot, and every unit buff on them.

I'm going to have to think about this for awhile. I might need an entirely different strategy for CoM.
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(December 23rd, 2015, 04:31)Hadriex Wrote: Found a new crash bug.

https://www.youtube.com/watch?v=PEmR0EaR4-8

-Spoilers below-

The end of this was just, I honestly don't think I made a mistake. At least, it wouldn't have been a mistake in the plain MoM. I had more heroes and they were higher level. Plus they had great artifacts in every slot, and every unit buff on them.

I'm going to have to think about this for awhile. I might need an entirely different strategy for CoM.
Wow, that was quite interesting.
Mistakes, let's see, first of all you didn't send any scouts inside to see what those heroes were like. Heroes are a big lottery, when I first saw what Tenshi has inside I thought "This is either going to be too easy to take, or they'll slaughter everything in 2 turns, probably the latter, she had all of Myrror for getting items". Not sending scouts in first was the greatest mistake.
Second, that Mana Leak. You do know it makes them come out and fight you, and you did see there is a 26 movement hero in there with some 30+ melee and +4? 6? to hit. I'm not saying you would have won if they stayed inside, but the chances would have been way better.
Also, your army has rangers in it when those slots could have had Great Wyrms, and you were missing a 6th hero. Minor details but they do reduce your overall chances.
And ofc, the greatest mistake was attacking the capital first, although seeing that garrison that's a natural reaction.
Now, if you had a stack of 9 great wyrms waiting, or two, they could have finished off the 3 heroes Tenshi had left I believe. If one army isn't enough but can do damage, then multiple armies are a way to go. Ofc there is a time limit, even if Spell of Mastery does take 4 times longer to research, they eventually get it. Clow might Spell Blast it if Tenshi gets it first, but not the other way.

Oh, and those champions can come out and get used on offense, but it requires the AI to have more valuable units filling up the capital. Tenshi doesn't seem to have any high end summoning spell, so she couldn't rely on Great Drakes and such to defend, like Clow does. (Yes, I am saying Clow's heroes are probably roaming around free by now, but he probably does not have such nice items on them as Tenshi. He does have a Staff of Helba which crashes the game somewhere, though, he killed the hero that was carrying it.)

btw I think you had endurance and decided not to put it on your heroes, that was another mistake. +1 to def is huge on heroes of that level.

The crash seems to be the generic random one. Unfortunately those go away after reloading and it's hard to investigate if you can't reproduce it. The best way to counter those is to save often, or there is the autosave, now that it's finally reliable.

I'm surprised to see units don't drown if the floating island is dispelled. I wonder if that's a feature or a bug?
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