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Submod "Caster of Magic for Windows: Warlord"

(June 28th, 2024, 06:08)Thue Wrote: Thanks!

Unrelated: There are a lot of language errors in the new English tests the mod added. Do you want fixes?

I would suggest running all the texts through ChaGPT, perhaps using some automation and the ChatGPT API. Example:

Prompt:
Quote:Please improve the grammar of this text, without making it longer. It is a unit description in the game Master of Magic.

"Air Ship is a special draconian siege unit. Flying ship is secret innovation of the draconian as no one able to make ship fly in the way draconian would able to so far, at least not without powerful magic. Armed with artillery, air ship design to serve as mobile siege platform to bombard the enemies. But flying ship without using powerful magic to help it fly could not make it large enough to serve as army's transporter."

ChatGPT response:

Quote:"Air Ship is a special Draconian siege unit. This flying ship is a secret innovation of the Draconians, as no one else has been able to make a ship fly in the same way without powerful magic. Armed with artillery, the Air Ship is designed to serve as a mobile siege platform to bombard enemies. However, a flying ship without powerful magic cannot be made large enough to serve as an army transporter."

Thanks, I will.
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Hello! Noticed a bug. The confusion spell can not be unselected if you have 10 sorcerery books and it seems that you automatically have it at start of the game despite being an uncommon spell now.
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(June 30th, 2024, 15:02)Onyx Scarab Wrote: Hello! Noticed a bug. The confusion spell can not be unselected if you have 10 sorcerery books and it seems that you automatically have it at start of the game despite being an uncommon spell now.

Thank you. It will be fixed next built
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The "Adamantium fortress" option doesn't seem to actually work? There is no adamantium under my fortress.
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(July 14th, 2024, 11:45)Thue Wrote: The "Adamantium fortress" option doesn't seem to actually work? There is no adamantium under my fortress.

What version you are using? You need to use right version of mod for right version of game. If you are using official 1.5.2 then you need to use version 1.5.2.x. If you using version update later by Seravy but not Slytherine (1.5.3 or 1.5.4) then you need to use version 1.5.3.x. If you using wrong version, game could start properly but some script would not working (adamantium fortress is one of them due to script is in different file in different version) and will crush once you are try to use Focus Magic if you are using version 1.5.3.x on game official engine version 1.5.2.
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Ah there was a version mismatch, somehow. Sorry frown.
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Warlord mod version 1.5.4.1 is released with main new features in optimize script to make mod faster and more suitable for play with 13 opponents at maximal map size. This version has also introduced unique buildings for each races.

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

Special Thanks to:
Zitro1987 – Units and combat balances
Anskiy/DevAnj – Playtester, feedback
Slingers – Optimization method, Hanger, Brewery, Academy, Idol of the Heavenly Bull, Dragon Mound, Altar of Storm, Caravanserai, Land Drake, Arch Liches, Simurgh, Wrag, the Planewalker, the Sagittarius, the Crone, the Warmaster, the Grand Inquisitor, the Steelbreaker, the Dreamwalker, the Gambler
Mewcatus – Optimization method, detect fortress location script
Demian – Pool of Repentance, Frost Club Hall
WingOfMemory – Hadriex wizard set, Sea Serpent
Hadriex – Playthrough Livestream
Mechanical Beanstalk – Playtghrough Livestream
Sapher – Playthrough video

Code:
Change log for version 1.5.4.1:
Units:
•    Bug fix: Holy Mother does not have highwind walking as mercenary.
•    Pegasi is renamed to Pegasus Riders for sake of nomenclature uniformity
•    Griffins is renamed to Griffin Riders for sake of nomenclature uniformity
•    Phantom Warrior is renamed to Phantom warriors
•    The King of the Deep hero is renamed to the Sea Lord hero
•    New ability: Install Trap, laid trap on the combat tile that deal 10 damage to any units step on that tile once. Trap Installers are immune to this ability.
•    New ability: Trap Immunity, unit would not trigger trap in combat
•    New ability: Caravan Logistic, unit gains additional +2 overland movement point
•    The Huntress hero gains 3 charges of install trap ability
•    The Ranger hero gains 2 charges of install trap ability
•    High Elf’s rangers unit gains 2 charges of install trap ability
•    Gnoll’s hunters unit gains 1 charges of install trap ability
•    Heroes now gain +5% To-Hit at level 3, 5, 7, 9 instead of level 4, 6, 8, 9
•    The Healer hero now starts with Mass Healing spell instead of Dispel Magic spell
•    Hawkman Settlers unit losses First Strike.
•    Now there is perk notification appear if unit fight on their favorable terrain
•    New unit: Wargs, unsummonable common nature creature
•    New unit: Cloud Elephant, unsummonable very rare sorcery creature
•    New unit: Land Drake, unsummonable rare chaos creature
•    New unit: Simurgh, unsummonable rare life creature
•    New unit: Arch Liches, unsummonable rare death creature
•    New unit: Sea Serpent. Unsummonable very rare arcane creature
•    All units now have their lore descriptions
•    Now Galley has 4 movement point and requires Shipyard instead of Dock and nolonger need Armory
•    Now Longship requires Shipyard instead of Dock
•    Now Carrack requires Dock instead of just coast
•    Now all units that does not have spell charge defending city gains disrupt in combat
•    New ranged type: rocket missile, count as heavy physical ranged attack.
•    Number of Figure of the unit will now display on display ability
•    Squires get innate Caravan Logistic perk
Cities:
•    Bug fix: lag in city far north and far south due to script in loop.
•    Split building Dock and Shipyard into two buildings
•    New building: Hangar, requirement for mechanical flying units (Hawkman and Draconian only)
•    New building: Brewery, convert food equal to 50% of maximum population, and 75% if city also has dock, into gold at rate 3 gold per food (raider races and dwarf only)
•    New building: Lava Smelter, Dwarf’s unique building, increases grade of magic weapon by 1 level, generate 15 power, and grant wall of fire in combat, but requires mountain or hill tile
•    New building: Tree of Life, High Elf’s unique building, +100 population growth, generate food equal to max population, reduce final unrest level by 50%, and all defending units get regeneration at least 0 in combat
•    New building: Caravanserai, Nomad unique building, generate gold by percentage equal to base trade bonus (not include nomad racial trade bonus) and all newly trained units gain +2 overland movement point but requires desert tile
•    New building: Undercity Hive Network, klackon unique building, An Undercity Hive Network is a underground settlement and tunnels networks right below the city of the Klackons. The city could support 30% more population but also give +1 unrest and defending units could move quickly by underground tunnels.
•    New building: Baray, Lizardman unique building, generates gold equal to city capacity, -2 unrest, and +100 population growth. In combat, city area become water and all friendly units gain waterwalking. This requires river tile.
•    New building: Hillfort, surround city with impassable cliff face, could be built by barbarian, gnoll, troll, hawkman
•    New building: Warlord’s Hold, double garrison effect and -25% unit cost, could be built by barbarian, gnoll, troll
•    New building: Witches’ Convent, generate 4 religious power and curse enemy in combat, could be built by barbarian, gnoll, orc, troll, and hawkman
•    New building: Academy, Halfling and High Man unique buildings
•    New building: Military Workshop, Xuanyuan unique building, All newly trained units get +2 physical ranged, +2 fire breathe, +2 thrown if units have those type of attack and +1 poison attack. If units have small physical ranged projectile, their projectiles change to gunpowder-infused missile (heavy physical ranged) instead. This requires river tile.
•    New building: Idol of Heavenly Bull, Beastman’s unique building, Each worker unit generate 1 food and could get bonus from Animist's Guild. All new units train from the city get 25% additional hitpoint but not less than 1. This requires desert tile.
•    New building: Tree of Magic: Dark Elf’s unique building, all newly trained units gain MP equal to base magic ranged attack plus base resistance, and all magic ranged units gain +2 ammo. This requires forest tile.
•    New building: Pool of Repentance, Rakhshasa’s unique building, generates 1 production for each farmers unit, -3 unrest as religious building, and new units from the city gain +1 armor and +1 resistance. This requires forest tile.
•    New building: Dragon Mound, Draconian’s unique building, newly trained unit from the city gain +2 Fire Breathe and +1 Armor. Mother drake's hoard also serve as additional bank too. This requires hill or mountain tile.
•    New building: Altar of Storm, Babarian’s unique building, generates 8 power, grant Lightning Storm combat enchantment in city combat, and throwing attack of newly trained units in the city convert to lightning breath. This requires shore.
•    New building: Ludus Agoge, Orc’s unique building, generates 15 research, all newly trained units from the city except Legionary gain +1 Attack, Resistance, and Health Point. If the unit is Legionary, gains +1 movement point instead. This requires desert tile.
•    New building: Altar of the Sun, Hawkmen’s unique building, generates 8 power, grant High Prayer combat enchantment in city combat, +100 population growth, and all newly trained units from the city gain +1 Figure. This requires hill or mountain tile.
•    New building: Altar of the Moon, Gnoll’s unique building, generates 8 power, enemy units get powerful curse at the beginning of combat, and all newly trained units from the city gain Poison Immunity. If the unit is Hunter, gains +2 ranged attack and poison damage. If the unit is Witchdoctor, gains +2 ranged attack and Lifesteal -1 replaced original poison damage. This requires swamp tile.
•    New building: Frost Club Hall, Troll’s unique building, War Mammoths newly trained in the city gain Regeneration 1. The rest of Troll units has their regeneration double. This requires tundra tile.
•    Optimize AIBuilding script
•    Optimize AIProd script
•    Lizardman now could build Dock
•    Barbarian now could not build Monastery anymore.
•    Hawkman now could not build City Wall anymore
•    Defending side of city with wall, if unit does not have spell charge, now they start combat with a charge of Disrupt
Spells:
•    Bug fix: Confusion spell is default common sorcery pick
•    Bug fix: Vertigo spell is default uncommon sorcery pick
•    Fairy Dust damage increase from 4 to 6 but To-Hit chance back to normal
•    Blizzard damage increase from 8 to 12 but To-Hit chance back to normal
•    Fireball damage increase from 7 to 14 but To-Hit chance back to normal
•    Fire Storm damage increase from 7 to 14 but To-Hit chance back to normal
•    Meteor Storm damage increase from 4 to 6 but To-Hit chance back to normal
•    Corrosive blast spell now get their own animation
•    Vampiricism spell is renamed to Vampirism
•    New combat enchantment: Freezing Rain, every turn opponent units suffer 4 cold damage and 33% chance to be frozen unless unit has cold immunity or non-corporeal or immolation, this spell could not be learned by wizard.
•    Chaos Rift’s lightning is now dealing 9 damage at 30% to-hit instead of 6 damage at 60% to-hit previously.
Others:
•    Hermes is replaced by Hadriex (2 Nature, 2 Sorcery, 2 Chaos, 2 Life, 2 Death, Procurator-Archmage) with UI and diplomacy music of their own.
•    Druk’gyalpo losses 1 Chaos book but gains Sage Master retort in return
•    Jafar losses Sage Master and Archmage retort but gains Alchemist retort in return
•    New item power: Stormbringer, start combat with lightning storm, hurricane, and freezing rain casted and all friendly units in stack gain cold immunity and lord of storm in combat
•    New item powers now have proper ai creation priority setting.
•    Mystic Power item power now has ai priority setting at 120
•    Zeal item power now has ai priority setting at 120
•    Healing Aura item power now has ai priority setting at 100
•    Binder item power now has ai priority setting at 140
•    Sacred item power now has ai priority setting at 180
•    Colossal Power item power now has ai priority setting at 140
•    Chaos conduit item power now has ai priority setting at 180
•    Plague Lord item power now has ai priority setting at 180
•    Chaos Channels’s fire breath now stacking with innate fire breath
•    Script optimization to make game run faster
•    Battle on hill terrain now contains some rocky tiles to add more tactical advantage for Mountaineer
•    Help description/text format update, grammatical correction and more UX added
•    Improves detail of combat display info
•    Additional quality of life update in description
•    Optimize createunit script

Edited: File has been reupload along with bug fix on hawkman special building and its bonus. If you download it on the first day please redownlod it.
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Thanks for the new mod version! I haven't managed to look much yet, but there was a longhouse! Cool! I've wanted to paint one with pixels for a long time...

AI units with several charges of “Install Trap” tend to keep standing on the same tile casting until charges are empty. It's cool for the player though...
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(July 23rd, 2024, 16:10)Slingers Wrote: Thanks for the new mod version! I haven't managed to look much yet, but there was a longhouse! Cool! I've wanted to paint one with pixels for a long time...

AI units with several charges of “Install Trap” tend to keep standing on the same tile casting until charges are empty. It's cool for the player though...

Longhouse made by Demian so you should credit right person if you take this into your mod.

About install trap, I think method to prevent his would me script that have spell charge recover, but I don't know how to make script like that. How to make counter of turn in script? should I use SetWizardData? Or should I use custom unit attribute to make recharge counter?

Edited: I have already implement ability recharge mechanism for install trap, so now they could lay trap again after a few turns. I also change trap to make it is harmless to the side that laid them in combat but still suffer by trap on opponent side. This will be there in next version that will release right before Hadriex's stream of the mod.
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Just wondering if you haven't made the Holy Mothers a bit to overpowered now by giving them Caravan Logistic together with highwindwalking.

6 movement were already plenty, but 8 is just crazy I feel. You can't counter the logistic an army with hawks in any way now I feel. Normal windwalking with Caravan Logistic is more then enough in my opinion. It's still a very good unit.

Edit: not to sure how Caravan Logistic works yet, first turn I had the unit it had 8 movement, but then after that it was "just" 6 again.
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