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Caster of Magic II Brainstorming Megathread

Would it be possible for option in modding.ini to set if caster of creature binding and possession to gain controlled unit after combat?
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(June 3rd, 2023, 04:19)Suppanut Wrote: Would it be possible for option in modding.ini to set if caster of creature binding and possession to gain controlled unit after combat?

The current entry looks like this:

; Control change effects cause the unit to die irrecoverably at the end of combat.
; 0 - Units don't die at end of combat from these effects
; 1 - Units die at end of combat but the death is not irrecoverable
; 2 - Units die at end of combat and the death is irrecoverable, and in addition, 
; if the unit dies to damage during the combat, the irrecoverable death flag is set on it.
; Changing this option is NOT RECOMMENDED. The AI will not be aware of this change and in-combat revival spells might raise the dead unit in a state that it fights for the enemy player.
CCIrrecoverable=2

The two options different from the default do not really work, bc they lead to a buggy behavior, e.g. when fleeing, and sometimes a crash. It might be too  complex to implement.

I was always a bit confused, about control changing effects being that deadly and would prefer option 0 or your idea, I guess.
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Caster of Magic deserve a proper manual. I always love to read manuals for strategy games. And the one included in game files looks ugly.
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(June 3rd, 2023, 11:43)Lagi Wrote: Caster of Magic deserve a proper manual. I always love to read manuals for strategy games. And the one included in game files looks ugly.

I would say what is needed is wiki. I wonder, is there a simple way to clone the MoM wiki hosted on fandom?

I love reading the Dos version of the manual that contains the explanation of the reasons behind moat design decisions.

https://casterofmagic.fandom.com/wiki/Ca...Magic_Wiki P.S the wiki already exists, but it is empty-ish. Someone (me?) should add the missing content.
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is it possible to add in key.ini overland map scroll keys, to change them from arrows to WSAD?

is it possible to sort buildings by Cost? I usually want to build the cheapest first (if i dont use Grand Vizier, because budget is tight).
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I suggest to add another kind of pact: non-aggression pact, where no side will attack each other without declaring war and no limitation on getting closer to each other cities. and to increase add the relationship improvement from current wizards pact.
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im using grand vizer all time (dont care if its noob trap or not, it makes game faster=more fun), would be nice to be able to disable GrandVizer only for some cities.

f.ex. sometimes I need money and i need to change some cities to Trade, but GrandVizier will order another stucture construction next turn over there. Or I had population boom, and i want to keep housing setting in single city for many turns (till event ends).

I think there could be toggle button on Cities Panel? Like  Grand Vizer Eco/War/Off
Same could be add in City view

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Rally points are fantastic, woah its save me so much clicking with moving every single units in today game.
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Dont you think that the combat would benefit from corpses?

If non fantastical unit die, it would leave a generic corpse (in 2 variants). With player colors. So player will see that here the his or enemy units die.

"but it require 100x of corpses"
no, just 2x generic humanoid with player colors on the shirt, and some red blood stain.

"so if my war bear die, it would leave human corpse?"
yes, (and no, because as i said we should exclude fantastic summons).
unless someone will draw 100x coprses if thats immersion breaker. Or just turn it off in options.

"is it for each figurine death or whole unit?"
unit

[Image: YunCDY7.png]
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Summoning Circle can be used instantly. And change multiple times per turn.

I think that take lots of strategic decision away.
If I can summon Magic Spirits as my doom stack conquer power nodes, as well as emergency summon cheap units in multiple cities just before enemy attack.

Was it too tedious when changing Summoning Circle was more restricted?

(or maybe I play on too easy difficulty :-P)

p.s.
the ability of completly manage your cities by keyboard is fantastic! its such an old school vibe, when I was playing games without mouse at all.
and second is insanely fast, to quickly f.ex. buy cheap economy buildings in many cities [ X,B,NumEnter]
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Quote:Dont you think that the combat would benefit from corpses?

It's not a horror game.

Also raise dead moves the unit to the targeted tile so the corpses have no gameplay relevance.

Quote:Was it too tedious when changing Summoning Circle was more restricted?

For every other spell, I can target them anywhere without additional cost. Including combat summons, the only thing where I can't is the overland summoning.
So it raises the question, why does it need to cost anything? Why does it even exist? Why don't overland summon spells have the "friendly city" targeting type instead?
The only possible answer to that is, to implement a delay between the decision and the new unit showing up, so it becomes more difficult to respond to enemy threats by summoning new units.
However that function already exists without any additional costs : You have to target the spell before you start to cast it instead of after, so the targeting will be lagging behind the game state by as many turns as it takes to summon the unit. That's a fair cost which scales with both your casting ability and the strength of the unit.
On the other hand, Summoning Circle had a casting cost of 50 in the original. An unchanging cost like that is unfair and prohibitively too expensive for the early game while it achieves almost nothing in the late game. In addition, it's very AI unfriendly, as the AI is expected to divide their garrison purpose summoned creates equally between all cities, and they can only do so by directly summoning them there. They literally move their summoning circle every turn to meet this requirement.
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