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Caster of Magic Release thread : latest version 6.06!

(February 20th, 2016, 15:02)Seravy Wrote:
Quote:It was possible to make a "turn counter" in the tactical map. But is it possible to make a visible counter for the 'Mana-Skill' research? It would be nice to see how many mana point left for the next casting skill point.
Why would you need to know that? I mean, it rarely takes more than 1-2 turns to gain an entire point.
(btw it takes 2x as many power to gain a point than the skill you already have)

It is important in the early game, because I give only some points in the skill research. The 1-2 turns in die mid and late game can be true, but must not.
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I've recoded my previous game, using the in-development 1.40 version and uploaded to Youtube.
This is part 1, it'll take a few days to process and add comments to the entire game, I'll make videos public one by one when I'm done with each part.
https://www.youtube.com/watch?v=Za2_5_DQ...e=youtu.be
Some of the changes we talked about in the past 2-3 days are not in the game yet, I have to play another one for those to appear.

If anyone wants to attempt to play the same game, the save file is uploaded to the download folder.
No rules except one : no reloading unless the game crashes.
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Hey, cool videos. One thing I noticed that's really odd about the game that I'd never noticed in all these years of playing: the names of the wizards involved in some of the battles are on the wrong side! The defender's name (as well as battlefield enchantments) should be on the left side since that's where the defender's units start. It makes no sense to put the attacker's name on the left side and then have the attacking units start on the right.
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(February 21st, 2016, 18:39)ChongLi Wrote: Hey, cool videos. One thing I noticed that's really odd about the game that I'd never noticed in all these years of playing: the names of the wizards involved in some of the battles are on the wrong side! The defender's name (as well as battlefield enchantments) should be on the left side since that's where the defender's units start. It makes no sense to put the attacker's name on the left side and then have the attacking units start on the right.

Indeed, I also noticed that. I'll need to pay more attention to when that happens.
By the way, any particular realm, combination of realms, race, retort, etc anyone wants to see me playing?
I still want to play one more game before releasing this update, it's such a large scale modification. New hero abilities, spell changes in Life, Caster magicians, huge changes just keep piling up.
I'm considering to do chaos, or chaos+nature, or chaos+sorcery, but I'm open to other ideas too.
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I have no preference for any sort of Spellbook combo you might want to choose, but I'd like to see a rapid expansion race such as Lizardmen or Klackons played on a larger map size with Extreme difficulty.

Personally, I've been experimenting a lot with Alchemy + Mana Focusing and doing tons of rush-buying of buildings by turning mana into gold in the early game. You can build up a lot of momentum with a fast-growing race but it can be pretty hard to transition out of that once units like Javelineers become obsolete due to Guardian Wind, Warp Wood, or super-high shielded units and heroes.
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(February 21st, 2016, 19:59)ChongLi Wrote: I have no preference for any sort of Spellbook combo you might want to choose, but I'd like to see a rapid expansion race such as Lizardmen or Klackons played on a larger map size with Extreme difficulty.

Personally, I've been experimenting a lot with Alchemy + Mana Focusing and doing tons of rush-buying of buildings by turning mana into gold in the early game. You can build up a lot of momentum with a fast-growing race but it can be pretty hard to transition out of that once units like Javelineers become obsolete due to Guardian Wind, Warp Wood, or super-high shielded units and heroes.
I might try that with Gnolls. Klackons could work too. Barbarians might even be too good for it. Haven't played either on extreme with the new AI yet.
Lizardmen are...an exception. They are a race that's good at defending, not offense. They can spread ultra fast and then hold that territory, especially if sea is involved but they aren't that good to attack others.
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(February 21st, 2016, 20:19)Seravy Wrote: I might try that with Gnolls. Klackons could work too. Barbarians might even be too good for it. Haven't played either on extreme with the new AI yet.
Lizardmen are...an exception. They are a race that's good at defending, not offense. They can spread ultra fast and then hold that territory, especially if sea is involved but they aren't that good to attack others.

Ahh, I'd like to see it with Klackons then. I play a lot of Lizardmen and I tend to pair them up with heavy summons to do most of the attacking. Javelineers+Shamans+Dragon Turtles make for a solid defensive backbone, you're right about that.

On that note, I will say it's pretty hard to get a strong force of Uncommon summons rolling for attacks. The jump up in mana cost of Uncommons is pretty steep. I'm finding Nature Mastery + Conjurer can do a lot to bring down the cost of things like Giant Spiders and Cockatrices but it's still a big speed bump. I'm not really sure what to suggest, either, as lowering the cost on this stuff would make them way too powerful. Perhaps I should start playing around more with the magic setting at game creation; I've played a lot at 2.5 and it often tends to make nodes that are impossible to conquer for a long, long time.
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Quote:The defender's name (as well as battlefield enchantments) should be on the left side since that's where the defender's units start. It makes no sense to put the attacker's name on the left side and then have the attacking units start on the right.
I stumbled upon this code by accident, as far as I can tell, it's always the player on the right, AI on the left, no matter which is the defender.
That's kinda stupid.
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Quote:Ahh, I'd like to see it with Klackons then.
Klackons...well I was planning to do the same game Hadriex is playing so might as well go for it now. I won't upload it until he finishes his attempt though but the main goal is testing, and I still need time to process the first video anyway.
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Was just talking to a friend about the monsters guarding Wizard's Towers. We noted that the difficulty of breeching them varies a lot. Have you considered making Wizard's Towers more consistently difficult so that the planes remain separate for a longer period of time?
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