As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

Create an account  

 
Caster of Magic Release thread : latest version 6.06!

I'm quite excited to test out the new hard/extreme AI and this patch sounds quite fun. So, thanks for that!
Each version is save-game incompatible right? and I should definitely start all new games in this version right?
Reply

(July 11th, 2016, 19:04)namad Wrote: I'm quite excited to test out the new hard/extreme AI and this patch sounds quite fun. So, thanks for that!
Each version is save-game incompatible right? and I should definitely start all new games in this version right?

They are compatible if you don't mind the AI played by completely different rules for the first half of the game than they'll now.

Save files are only incompatible if data formats change (larger max unit limit did that and will probably never happen again) or if existing content is replaced by something new (like temple -> amplifying tower, or nomad bowmen -> Troll magician), in this second case you can still load the game but all the old stuff turns into the new one which kinda ruins it.
While the current update changes basilisks into great lizards, they're almost the same thing (same spell, same cost same stats, different ability and name) so it's not that big deal as having your nomads turn into trolls :D
Reply

I have a question about how combat works. I know this goes back to the original game, but I honestly don't know if it's intentional or if it's a bug. When a unit with range capability is at hand to hand distance, they still fire their ranged attack and use up a ranged shot when they don't necessarily need to. This wasn't as noticeable in the original game, as speeds were much slower and most ranged weapon users were out of ammo before getting close, but it's obvious with the new speeds.

Might it make more sense to have a unit switch to melee combat if they can hit and save their ammo? For some units that makes sense, for others not so much, if they're better at ranged - I really don't know the answer here.

Val
Reply

(July 12th, 2016, 02:46)Rannous Wrote: I have a question about how combat works. I know this goes back to the original game, but I honestly don't know if it's intentional or if it's a bug. When a unit with range capability is at hand to hand distance, they still fire their ranged attack and use up a ranged shot when they don't necessarily need to. This wasn't as noticeable in the original game, as speeds were much slower and most ranged weapon users were out of ammo before getting close, but it's obvious with the new speeds.

Might it make more sense to have a unit switch to melee combat if they can hit and save their ammo? For some units that makes sense, for others not so much, if they're better at ranged - I really don't know the answer here.

Val

This works as the original : If the unit has at least 2x higher melee attack then that is used, otherwise ranged is.
If the target is immune to the ranged (missile immunity or magic immunity) then always melee.
Reply

Minor update

2.5a
-AI will select the target city and realm for Spell Ward smarter.
-AI has a higher priority of casting Spell Ward.
-AI is now able to cancel a Spell Ward if a garrison containing creatures of the warded realm gets summoned into it, making the ward unfavorable.
Reply

Minor text error:

Aether sparks has strength 16 in version 2.5 of your mod (Source: MoMTweaker modding) but the text incorrectly states it is strength 20 (which seems pretty high)

Suggestion: What if phantom warriors cannot act the turn it's summoned?
*It will separate it further from the direct damage psionic blast (and phantom beast) by not making the damage as direct as current version
*will require more strategy on unit placement
*some limitations (enemy ranged units).
*To compensate, the cost can be reduced to 12 or maybe have 6 figures and 4 melee.

Reply

(July 13th, 2016, 15:35)zitro1987 Wrote: Minor text error:

Aether sparks has strength 16 in version 2.5 of your mod (Source: MoMTweaker modding) but the text incorrectly states it is strength 20 (which seems pretty high)

Now I wonder if the 20 or the 16 is the correct amount. Fire Bolt is 24 for 10, so 20 for 12 sounds reasonable if the goal was to make it weaker than that.
I think the 16 is a leftover from Psionic Blast's data which was copied for this spell.
This explains why it always did so poor damage for a strength 20 spell.

Edit : uploaded the fixed version. Since the text says 20 in 3 different places, I'm quite sure 20 is the intended amount.
Reply

Hey Seravy,

I just installed 2.5 and I am able to launch the game, but after I select Wizard/Spells/Race, the game goes to a black screen and nothing changes after I waited for three or so minutes. I tried reinstalling the whole MoM game and the 2.5 patch. Anything else I should try?

Edit- Windows 10 Pro, 2.4 worked fine for me, no compatibility modes being used, no dosbox alterations being used, I am using the GOG.com installation with their edits to dosbox. Don't know if you need any more info.
Reply

(July 13th, 2016, 18:11)Warlord Mal Wrote: Hey Seravy,

I just installed 2.5 and I am able to launch the game, but after I select Wizard/Spells/Race, the game goes to a black screen and nothing changes after I waited for three or so minutes. I tried reinstalling the whole MoM game and the 2.5 patch. Anything else I should try?

My mistake, after quick fixing the above bug I didn't run the batch file to finalize the .exe.
run "artfix.bat" and it should work, if not download again in like 3 minutes.
Reply

(July 13th, 2016, 18:19)Seravy Wrote:
(July 13th, 2016, 18:11)Warlord Mal Wrote: Hey Seravy,

I just installed 2.5 and I am able to launch the game, but after I select Wizard/Spells/Race, the game goes to a black screen and nothing changes after I waited for three or so minutes. I tried reinstalling the whole MoM game and the 2.5 patch. Anything else I should try?

My mistake, after quick fixing the above bug I didn't run the batch file to finalize the .exe.
run "artfix.bat" and it should work, if not download again in like 3 minutes.

Thanks Seravy,

This fixed it right up. Onto a new game on Hard Difficulty!
Reply



Forum Jump: