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Caster of Magic Release thread : latest version 6.06!

EDIT: Ninja'd

(May 18th, 2020, 14:06)WhiteMage Wrote: “It's 4 resistance vs Nature and 4 Defense against everything. Is the word "defense" missing from somewhere?”
In the current CoM version I can’t find case where word “defense” is missing. But a confusion I still have after 26 years of playing MoM is how certain spells work/fail on opponent targets. For example Nature spell Ice Bolt in current CoM is stated to be 35 strength magical cold attack. Resist Elements gives +4 defense against spells. I interpret this to work against Ice Bolt, since it is a spell. Resist Elements also stated +4 resistance against nature magic. I interpret this to work against Ice Bolt, since it is nature magic. 4+4=8. Alternatively, Ice Bolt hits Defense (Shields) or Resistance (crosses), but not both. But which one does it hit and why? Most importantly, how would other players know? I imagine I am not the only one who is confused. (Note that I am also a game designer and game developer, so I am looking at this from Usability and Human Factors point of view.)

“This is unfixable, same for mountaineer.”
Sorry to hear. Pathfinding works fine though. Berserkers had no problem climbing hill in battle. Nagas have no problem swimming on river in battle.

“Production = the hammer icons.” 
Confusing. For example my city displays:
10 hammer icons for Workers
2 for Farmers
5 for terrain
6 for Sawmill
2 for Forester’s Guild
5 for Miner’s Guild
2 for Stables
5 for Omniscent
2 for Smithy
Forester’ Guild text says increasing production by 10%. I could guess that it is only applied to hammers from Workers, Farmers, and terrain, which is 17. 10% is 1.7 which is rounded up (and not down as you say below) to 2. Is this it?

“No, the game uses only integer variables so rounding down is done on every calculation step.”
OK. This may explain the Fortress overproducing mana. But in that instance, it is rounding 0.5 mana up to 1 for each magic realm. Not down. 0.5+0.5+0.5=3

The defense vs. resistance thing was a problem back in MoM and really needs some kind of tutorial or extended explanation to cover. All ranged magical attacks roll against shields, including attacks from spells, which do not benefit from any To Hit bonuses, unlike normal ranged magical attacks on units. Any spell which says "Strength X attack" is this type. The other class of offensive spells with special effects use "Spell Save" against Resistance Rolls. But depending on the specific effect involved, they use different formulas.

Resist Elements gives +4 against all ranged magical attacks and spells of the ranged magical attack variety, including Ice Bolt. It gives +4 resistance to Nature magic effects such as Stoning Gaze/Touch, Petrify, etc.

City Production and other city resource output are calculated based on a base output including all base value modifiers which is then modified by the sum of all percentage modifiers. This means that your base production in your example is
10 Workers
2 Farmers
6 Sawmill
2 Stables
2 Smithy
for a total of 22 base value, which is then modified by the percentage modifiers. Those modifiers are additive, which means that regardless of what other percentage modifiers you have, the 10% from Foresters' Guild adds 2.2 extra hammers rounded down to 2.
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(May 18th, 2020, 13:38)Seravy Wrote: Can I have a save file for that? I have never seen that happen.

Ok, so this should be the right file.

The cities in question are Lowbottom and Saradash. And you can try to cast Nature's Eye for example. If you centre the screen on the city before you cast the spell it'll work just fine. But what happens if you select the spell first and try to scroll down later? You can't! So it becomes an issue when you're casting a multi-turn spell you intend to use on one of the cities located in the dead zone, you can't reach the city, and you get stuck with the spell feeling like a moron, unable to click your magic wand cursor on it!


Attached Files
.gam   SAVE2.GAM (Size: 151.96 KB / Downloads: 0)
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“Everything in the game hits Defense, unless it specifically states it uses resistance, either by using the wording "save at -X or" or "resist at -X or", or otherwise specifies resistance (like Wave of Despair). It clearly says so on the description of the resistance stat. (right click it)”
Right click on Resistance has this “10% chance to avoid being affected by … poison”. So when Naga unit attacks, each figure has Poison 3 damage that each rolls against resistance. It is an all or nothing damage of 3 for each. So they can do 0, 3, 6, or 9 poison damage, but not other values. Right?

“The 10% applies to all amounts not the result of another percentage bonus.
So you get an extra 10% on the sum of Workers, Farmers, Stables, Sawmill, Smithy - all of these generate a fixed amount of production.”
OK. So terrain also counts as pure percentage bonus?
For usability and ease of reading, I recommend displaying productions in a different order. List all percentage bonuses on the bottom. List fixed amounts of production on the top. List Farmers last in the first group. They almost always produce >0. So it will be easy to look at it by eye that everything above that is fixed. Everything below that is percentage bonus. And list terrain as first in the second group.

“Basically, your total production = (sum of production generated) * (100+Total percentage bonus from all sources)%.”
Those percentage bonuses individually get rounded down to integers. Then those integers are added up. Right?

“Gold works exactly the same. There is no percentage bonus for the other resources.”
There is, such as Omniscient, which applies to mana and research too.

In my game I have 3 Chaos books that gives 16+3.5*2=23% bonus on mana. City generates fixed 12 mana. 23% of that is 2.76. But city produces 3 mana instead. This appears to be another example of rounding up and not down.
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Quote:So when Naga unit attacks, each figure has Poison 3 damage that each rolls against resistance. It is an all or nothing damage of 3 for each. So they can do 0, 3, 6, or 9 poison damage, but not other values. Right?
No, each point of poison is rolled separately. It's anywhere from 0 to 9 damage.

Quote:For usability and ease of reading, I recommend displaying productions in a different order.
I've probably already done it for CoM II that way (if not, remind me during CoM II beta) but doing it for CoM I would take too much time as there is no source code and the positions are all hardcoded.

Quote:Those percentage bonuses individually get rounded down to integers. Then those integers are added up. Right?
I wish it was that simple, First of all there are two functions, one that calculates the actual total income you are getting and another that calculates what to display in each individual row in the detailed view. While I'm sure I made it work in a way that rounding results in the correct number of icons displayed that add up to the correct total, I don't remember any further details except that the order of calculation is different in the two functions.

Quote:Btw, power and mana are the exact same thing, right?
Power is power. Mana is the portion of power you assigned to mana production.

Quote:In my game I have 3 Chaos books that gives 16+3.5*2=23% bonus on mana. City generates fixed 12 mana. 23% of that is 2.76. But city produces 3 mana instead. This appears to be another example of rounding up and not down.
Checked the code and it's correct, Omniscient is rounding up on power. I believe it was made that way because all the common first buildings used numbers where rounding down was extremely unfavorable (6 power at 16% is 0.96 power for example and 6 is the amount you get most of the time.).
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(May 18th, 2020, 14:53)massone Wrote: Resist Elements gives +4 against all ranged magical attacks and spells of the ranged magical attack variety, including Ice Bolt. It gives +4 resistance to Nature magic effects such as Stoning Gaze/Touch, Petrify, etc.
In my game AI successfully cast Confusion on my unit with Resistance 7 and Resist Elements spell. But since Confusion is not nature magic it still had 7 resistance. Confusion must be resisted at -2. So my unit had Resistance 5 vs. Confusion, which is 50% chance to be unaffected by Confusion spell. Unless additional situations apply. Is this correct?
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(May 18th, 2020, 17:03)WhiteMage Wrote: In my game AI successfully cast Confusion on my unit with Resistance 7 and Resist Elements spell. But since Confusion is not nature magic it still had 7 resistance. Confusion must be resisted at -2. So my unit had Resistance 5 vs. Confusion, which is 50% chance to be unaffected by Confusion spell. Unless additional situations apply. Is this correct?

Yes that's right.
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Just discovered Confusion may allow to take over the enemy unit. Acts like possession! WOW!
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Confusion spell states that it does its thing in the beginning of each turn. But if it rolls to move randomly then it does not do that. It only does it if I click it.

New autosave files should not overwrite the old ones. Detect having Save1001.GAM and Save with different name instead.

Choosing 6, 7, 8 books of a realm allow available rare spell to choose. But choosing 9 or 10 books does not offer this. How to interpret this?

I won battle with 7 units and Zombie I cast during battle. Ghouls raised 2 undead, but one was placed to NW of stack. Probably due to Zombie blocking before leaving battle.

In Barbarian city production on Shaman the Purify and Healing Spell cannot be right clicked to display info.

It should be stated somewhere that is easy to find that Ghouls can heal and Skeletons cannot.

I underestimated my ranged damage. They perform much better than formula. Also Fire Bolt. Can you explain formula for let’s say a group of Ghouls in Darkness (4 figures, 5 ranged damage each, 30% to Hit) shooting Nagas (3 figures, 30% Defense, 4 armor)?

Apparently skeleton on patrol can see 1 tile further in beginning of next turn (Scouting I). But Chaos Spawn with Scouting III does not receive partol bonus. What is the exact rule on partol scouting bonus?

If I cast Focus Magic on Naga, does Poison become ranged too?

Battle pathfinding AI. When AI had 4 Earth Elementals and I had ghouls and nagas, it started to chase the nagas in a tight group. Change AI to 1: always chase slowest enemy, in this case Ghoul, which is speed 2, Naga is speed 3. 2. Make them move in a line. Keep 1 distance between then and push the target to the corner.

AI cast Fire Bolt on 1 HP Nagas. It could have attacked it with its own Max health nagas and saved on mana.

Wild Monsters attacked me. I killed 2 water elementals, each with >50% with Ghouls. But one of them did not rise as undead. I guess it is due to last hit was made by my own water elemental that hit too much making them into deep negative. So overall damage is calculated that was rolled and not just to bring down enemy to 0HP. Correct?

2 Triremes exchange units. UI shows 2 move for the whole group including trireme. But they can't move.
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(May 21st, 2020, 20:52)WhiteMage Wrote: If I cast Focus Magic on Naga, does Poison become ranged too?
Yes to this.

And to the last question, you can't move the second ship on the same turn if you jump ships.
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"you can't move the second ship on the same turn if you jump ships."
I understand that. I was talking about the user interface not updating when that happens. Ship move should change from 2 to 0.
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