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Submod "Caster of Magic for Windows: Warlord"

Warlord Lite unfortunately crashes - following message: 
SCRIPT ERROR
?Variable doesn't exist: SCLUODGIANT in CCost at character 980 Code: sus)
%OR (SP=SGreatWyrm)
%OR (SP=SCloudGiant)
%OR (SP=SKraken)
%OR(
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(August 9th, 2023, 04:15)occasionalplayer Wrote: Warlord Lite unfortunately crashes - following message: 
SCRIPT ERROR
?Variable doesn't exist: SCLUODGIANT in CCost at character 980 Code: sus)
%OR (SP=SGreatWyrm)
%OR (SP=SCloudGiant)
%OR (SP=SKraken)
%OR(

It was fixed in same download link 2 days ago. Please note that now with mods you need to hit the game main menu ‘unload’ button then load mod button for the change to take effect (alternatively one can move the newest files to the data folder but i’m not sure how well that works)

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Due to some serious bug with with crash when open city view on city with fortification and crash when casting final wave, I have to put on urgent update of 1.5.1.1 to fix it. Unload old version of mod before install new version of mod.

https://www.moddb.com/mods/caster-of-mag...com2-10501

Change log Version 1.5.1.1
• Spell Hierophany now works properly against magic immunity but spell nolonger effect by item power reducing spell save.
• Spell State of Rot now heal all units with “NO HEALING” perk instead of just undead but heal at rate 2 HP per turn.
• Vampiricism move to rare level and now not make units losing thrown and breath, just reduced them to 1 to keep ability to attack flying units.
• Spell Cloud of Shadow move to very rare level and now make all attacker’s unit suffer -10% to-defend penalty at higher cost of 250/5 MP.
• Adjust position of Coliseum sprite.
• Bloodsucker now deals and heal 2 damages instead of 3.
• Vampire Lord gains -2 Lifesteal to compensate lower damage of bloodsucker.
• Jaguar Warriors lose first strike but cost reduce to 110.
• Wildhunters lose 1 armor.
• Hawkmen outpost growth change from -5 to 0.
• AI will not pick Dwarf race if has Sorcery books more than 6 due to Dwarf could not use some early key spell of this realm.
• Bug Fix: Ruler of Underworld and Eternal Night causing combat info to crash when click display.
• Bug Fix: Forester Guild always displayed as if wild game resource is within city vincinity.
• Bug Fix: Chaos Embrace generate negative power under influence of Divine Order
• Bug Fix: Settlers unit displays its race twice.
• Bug Fix: Music/125.wav not load to data folder.
• Bug Fix: Building41_0.png not load to data folder.
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Next error message for Lite: 
SCRIPT ERROR
?Variable doesnt exist. SSPRITES in AISSPell at character
406: Code: TION(STreasureImpact) Then (
AddAISpell(W,SSprites);
if %N WasSSpicked(w, SWrait
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Sorry, I'm busy at the moment, so I'm just doing quick emergency fixes, this time all over AISpell

unload mod and load mod again (or move AIspell file to the data folder as alternative) https://www.moddb.com/mods/caster-of-mag...ordlite150

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Edits in difficulty.ini unfortunately no longer seem to have any effects - an attempt to edit the starting gold failed, both in Warlord and Warlordlite. Any hints?
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(August 13th, 2023, 04:25)occasionalplayer Wrote: Edits in difficulty.ini unfortunately no longer seem to have any effects - an attempt to edit the starting gold failed, both in Warlord and Warlordlite. Any hints?

When mod is loaded, it copy mod files from "Warlord" folder to "data" folder and keep backup in "restore" folder. So every time you edit file in Warlord folder, you must unload mod and reload mod file again or else you must copy file to "data" folder manually.
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Any ideas regarding the best 9-normal-unit-combo, elite level?

Ogre Lords are pretty cool due to their hard hitting with bloodsucker - even better with Blaze of Glory. Question: Does bloodsucking work against death immunity? It seems sometimes, not sure against phantoms. With Resist Magic they are even good against death knights/Wraiths.

9 Immortals with astrologer/web will probably crush most opposition, especially with regen.

9 War Trolls seem better than 9 War Mammoths.

9 Nightmares are cool, but fragile. 

Hawkmen have disappointing military. Huichilobos have high requirements and drop like flies against serious opposition. 

Nightblades are ok for town conquests, mostly you need just one unit (wraith form and cloak of fear), but drop against serious opposition.

9 Pegasi are of course very versatile,  especially with blaze of glory if hard hitting is needed.

9 Cataphacts are also good, but slow without wraith form. Of course blaze of glory is cool on them.
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(August 15th, 2023, 11:19)occasionalplayer Wrote: Any ideas regarding the best 9-normal-unit-combo, elite level?

Ogre Lords are pretty cool due to their hard hitting with bloodsucker - even better with Blaze of Glory. Question: Does bloodsucking work against death immunity? It seems sometimes, not sure against phantoms. With Resist Magic they are even good against death knights/Wraiths.

9 Immortals with astrologer/web will probably crush most opposition, especially with regen.

9 War Trolls seem better than 9 War Mammoths.

9 Nightmares are cool, but fragile. 

Hawkmen have disappointing military. Huichilobos have high requirements and drop like flies against serious opposition. 

Nightblades are ok for town conquests, mostly you need just one unit (wraith form and cloak of fear), but drop against serious opposition.

9 Pegasi are of course very versatile,  especially with blaze of glory if hard hitting is needed.

9 Cataphacts are also good, but slow without wraith form. Of course blaze of glory is cool on them.

Bloodsuck does not block by death immunity.or non-corperal.

I think war mammoths better than war trolls if both enchanted by apotheosis.

Have you try enchant Huichilobos with vampiricism? That will make it full heal in almost every melee. But fragility of Hawkmen units are by design.

You should try chaos channeled or survival the fittest's hunter cataphract.
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But which stack is the best, unenchanted 9 unit elite?
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