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Caster of Magic Release thread : latest version 6.06!

(May 19th, 2016, 21:34)Seravy Wrote: I'll probably take a break for a day or two but feel free to request another one meanwhile.

Extreme and major focus on conjuring and winning with almost nothing but summons.
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(May 19th, 2016, 21:34)Seravy Wrote:
(May 19th, 2016, 02:22)vicwaberub Wrote:
(May 18th, 2016, 16:26)Seravy Wrote: I'm planning to record my next game and upload it to youtube, is there anything in particular anyone wants to see? realms, races, map settings, etc? If not, I'll use the random generator.

Impossible, big landmass, sorcery realm, but not the horrible background music as in your first videos please smile

Here you go : https://www.youtube.com/playlist?list=PL...iFrCv6GTkB

I'll probably take a break for a day or two but feel free to request another one meanwhile.

Wow! I'm watching now!
EDIT: Cool Video! Good comments in the game, I learned a lot! The map is fantastic: The first desert you find looks like a key, the fight with red for the three citys near a big desert is like the fight of Minas Tirith against the storm of sauron wink
BTW Hamburg is your capital, but I live there! :D
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I'm also watching your playthrough. At 3:06 in the third video, you seemingly accidentally attack yellow's settlers unit. I'm guessing a lot of other people have that same problem smile Have you given any thought to fixing that issue, e.g. by stopping movement into a square occupied by an army if that army isn't visible to you when you start the move?
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(May 20th, 2016, 12:44)spottedshroom Wrote: I'm also watching your playthrough. At 3:06 in the third video, you seemingly accidentally attack yellow's settlers unit. I'm guessing a lot of other people have that same problem smile Have you given any thought to fixing that issue, e.g. by stopping movement into a square occupied by an army if that army isn't visible to you when you start the move?
If I did that, a lot of legit movement would stop too.
Besides, invisible units exist too.
To quote the enemy wizards
"How about signing a wizard's pact to prevent accidental conflict?" smile
(I know it's not always an option but this is what it is meant for, preventing accidental conflict, both from your and the AI's side.)

On the bright side, movement won't bump into any units unless the destination is the one occupied by the enemy. The original game did do that.

Also...the automatic movement at the beginning of turn does stop before engaging enemies so there is no such risk unless you stack moves further than it can see in a single turn.

To tell the truth this was the first time I ran into this accident this year, it's not that common. If it's too much of a problem, you can always close the game window and hit continue to redo the turn.
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@Servay: In your newest LP part 3 at minute 4.26 said Yellow "I order you to immediately remove all troops from my territory or they will be destroyed." Which territory does he mean? A landscape around his cities or does he marked a territory with invisible borders or is it a random message only?
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(May 21st, 2016, 05:39)vicwaberub Wrote: @Servay: In your newest LP part 3 at minute 4.26 said Yellow "I order you to immediately remove all troops from my territory or they will be destroyed." Which territory does he mean? A landscape around his cities or does he marked a territory with invisible borders or is it a random message only?

That text actually belongs to the "stop killing my armies" message group - each type of thing the AI can say has about 5-10 versions for variety - even though it feels like it implies it is a "remove your armies from near my cities" one. I should probably write new text there, it's confusing. Not a bug, but poor text choice. I generally avoid replacing original conversation text without a reason but in this case I'll replace it for the next update.

By the way when the AI refers to their territory or border for real, it means a 2 square distance from their cities in all directions, the area the city uses plus the four corners.
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A possible bug:

The research bonus for summoned creatures seems to be absent when combining the conjurer retort (+25% bonus to researching summoned creatures) and chaos, sorcery, or nature mastery (+15% bonus across the board for spells of that type).

I've noticed the bonuses stack properly with regard to casting summoned creatures. However, in the apprentice view, the cost for researching summoning spells is the same for non-summoning spells (same amount of turns to complete). Likewise, It seems (I could be wrong) that it takes the same amount of game-time turns to research summoning and non-summoning spells (given stable research levels).

I could be seeing this incorrectly, or I'm misunderstanding the game mechanism.
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(May 24th, 2016, 12:14)Azvael Wrote: A possible bug:

The research bonus for summoned creatures seems to be absent when combining the conjurer retort (+25% bonus to researching summoned creatures) and chaos, sorcery, or nature mastery (+15% bonus across the board for spells of that type).

I've noticed the bonuses stack properly with regard to casting summoned creatures. However, in the apprentice view, the cost for researching summoning spells is the same for non-summoning spells (same amount of turns to complete). Likewise, It seems (I could be wrong) that it takes the same amount of game-time turns to research summoning and non-summoning spells (given stable research levels).

I could be seeing this incorrectly, or I'm misunderstanding the game mechanism.

I happen to play Conjurer+Mastery now and noticed how the research shows the incorrect number of turns, for example with 70 RP and a spell having 70 left it still shows 2 turns instead of one (and I had no such problem in other games). I assume the bonus is not considered in the apprentice view when calculating the turns.
However, unlike the casting cost bonus, research works in a different way.
Contrary to the game text, research bonuses increase the RP you produce, instead of reducing the cost. Thus apprentice will always show the same RP cost, but should be showing a different number of turns for that cost.
I'll need to investigate this, most likely just a visual bug but might be not.
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(May 24th, 2016, 12:39)Seravy Wrote: I happen to play Conjurer+Mastery now and noticed how the research shows the incorrect number of turns, for example with 70 RP and a spell having 70 left it still shows 2 turns instead of one (and I had no such problem in other games). I assume the bonus is not considered in the apprentice view when calculating the turns.
However, unlike the casting cost bonus, research works in a different way.
Contrary to the game text, research bonuses increase the RP you produce, instead of reducing the cost. Thus apprentice will always show the same RP cost, but should be showing a different number of turns for that cost.
I'll need to investigate this, most likely just a visual bug but might be not.

Interesting. Thank you, Seravy.
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(May 24th, 2016, 12:45)Azvael Wrote:
(May 24th, 2016, 12:39)Seravy Wrote: I happen to play Conjurer+Mastery now and noticed how the research shows the incorrect number of turns, for example with 70 RP and a spell having 70 left it still shows 2 turns instead of one (and I had no such problem in other games). I assume the bonus is not considered in the apprentice view when calculating the turns.
However, unlike the casting cost bonus, research works in a different way.
Contrary to the game text, research bonuses increase the RP you produce, instead of reducing the cost. Thus apprentice will always show the same RP cost, but should be showing a different number of turns for that cost.
I'll need to investigate this, most likely just a visual bug but might be not.

Interesting. Thank you, Seravy.

found the "bug".
The apprentice screen calculates the research bonus individually for each REALM not each specific spell displayed. And uses the very first spell of that realm to do so. Whether it's summoning or not. Then uses that modifier for all spells of that realm.
This isn't a bug in a strict sense, more a design flaw. When they made this, they assumed research only depends on the realm of the spell which is not true at all.
The first spell of each realm is : Earth to Mud,Resist Magic, Bless, Warp Wood, Skeletons and Magic Spirit.
So conjurer bonus will always be shown for Death and Arcane spells and never for anything else.
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