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Submod "Caster of Magic for Windows: Warlord"

(October 9th, 2024, 12:48)Onyx Scarab Wrote: Hello! I have a general question about the Warlord mod, but it also falls into modding in general a bit. I wanted to spruce up the descriptions of some of the races and their units. Where would I have to go to change some of the unit, race, and spell text/descriptions?

help.txt is where right click description message contains. For units, their description are custom made and not function from original. When you add new units, you need to add entries in disabil.cas too.
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(October 9th, 2024, 12:48)Onyx Scarab Wrote: Hello! I have a general question about the Warlord mod, but it also falls into modding in general a bit. I wanted to spruce up the descriptions of some of the races and their units. Where would I have to go to change some of the unit, race, and spell text/descriptions?

Pretty sure that it's all in the "HELP.TXT" text file in the "Data" folder of your Caster of Magic for Windows directory. I think there is also a "BUILDESC.INI" for building descriptions/flavour-text, but all of the ones you are asking for are in  HELP.TXT I believe. Pretty sure that is the file that is referenced by the game every time that you right-click for a description or help.

Good luck, have fun modding, and don't be afraid to ask if you need more help!

Edit: Whoops, didn't see that Suppanut had already answered your question, sorry.
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(October 7th, 2024, 06:16)Zypher Wrote: When you get offered settlers as mercenaries, they are always Barbarian cities no matter how they behave before you settle them.

Like I got offered first 2 and then 3 settlers in a game just recently and the first two had waterwalking before I settled them and they ended up Barbarians. The other three was flying (which implies they should be hawks) but when I settled them they turned into Barbarians as well.

Found the source of your problem. It never spawns standard settlers as mercenary (due to rule that unit with create outpost with race "generic" does not spawn as mercenary) so it spawns dummy left-over settlers of other ID instead. Them all have race=0 left over which is barbarian setting. Next version each race will have "Refugees" units with abyssmal stats (movement 0.5, resistance 2, always walk no matter race is innate flyer or swimmer or not) with raced defined for them and zero upfront cost. This would solve mercenary settlers issue once and for all.
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I really think you need to nerf Plague Lord a bit. It's way to strong in my opinion and compared to what the other school of magic gets it's definitly the op one.

As it effect all enemie units it have a clear edge on lifes "sacred" and also it's way way stronger than Chaos Conduit that gives Blazing march and Beat of Swiftness. -3 on all stats and -10 to hit and to defend is crazy strong and makes more or less all neutral units of an enemie crap, and same for most lair monsters. If you find an item with that early on it's more or less game over as you can farm to much with it.

Maybe limit it to "normal units" could be a thing. Or make it's stats worse.
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(November 13th, 2024, 07:35)Zypher Wrote: I really think you need to nerf Plague Lord a bit. It's way to strong in my opinion and compared to what the other school of magic gets it's definitly the op one.

As it effect all enemie units it have a clear edge on lifes "sacred" and also it's way way stronger than Chaos Conduit that gives Blazing march and Beat of Swiftness. -3 on all stats and -10 to hit and to defend is crazy strong and makes more or less all neutral units of an enemie crap, and same for most lair monsters. If you find an item with that early on it's more or less game over as you can farm to much with it.

Maybe limit it to "normal units" could be a thing. Or make it's stats worse.

I will remove -10% To-Defend, and -33% HP and remove all chance to get this artifact early but increase resistance penalty to -6 instead.

Also, have you try Nature artifact power "Eye of Storm" yet?
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(November 13th, 2024, 09:33)Suppanut Wrote:
(November 13th, 2024, 07:35)Zypher Wrote: I really think you need to nerf Plague Lord a bit. It's way to strong in my opinion and compared to what the other school of magic gets it's definitly the op one.

As it effect all enemie units it have a clear edge on lifes "sacred" and also it's way way stronger than Chaos Conduit that gives Blazing march and Beat of Swiftness. -3 on all stats and -10 to hit and to defend is crazy strong and makes more or less all neutral units of an enemie crap, and same for most lair monsters. If you find an item with that early on it's more or less game over as you can farm to much with it.

Maybe limit it to "normal units" could be a thing. Or make it's stats worse.

I will remove -10% To-Defend, and -33% HP and remove all chance to get this artifact early but increase resistance penalty to -6 instead.

Also, have you try Nature artifact power "Eye of Storm" yet?

I would change it to -2 attack and -2 defence as well but it's up to you ofc. The adjusted resistance penalty is good and more logic I feel as it makes it more vulnerable to death magic overall. But ya, if you take away chance of getting it early and you can face highly buffed troops or very rare units then it could work. But ya, like now it's possible to get it dropped and still fight normal units with little or no buffs and enemies only able to cast uncommon summons and then it's a win right away. 

I haven't had any chance of trying Eye of the Storm yet. Don't even know what it does yet as it's the one thing you don't get a description on when you go in on custom item.
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A word on Trolls: Maybe consider giving the thrown-attack to Mammoths instead of War Trolls, or perhaps to shieldbearers? 
One of Trolls' weaknesses was the lacking ability to attack flyers. If you give it to War Trolls, there is little incentive to ever go for Mammoths. Attack is very similar, armor does not matter so much bc of high regeneration and resistance needs to be improved on either one of them if you are going endgame. First strike is also less important if you have regen. 
If you gave it to Mammoths, there would be more of a tradeoff. Of course with Frost Club Hall you get regenerating mammoths, but only regen 1 and quite the investment (it is proper that Frost Club Hall units should be very strong or even winning, since you usually cannot easily mass-produce them).
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Is there any place to read the main differences between unmodded CoM, and the one with Warlord mod ?
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(December 6th, 2024, 12:23)zuzzu Wrote: Is there any place to read the main differences between unmodded CoM, and the one with Warlord mod ?

Warlord Manual.doc that coming with mod would be good start for you.
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(December 3rd, 2024, 05:34)occasionalplayer Wrote: A word on Trolls: Maybe consider giving the thrown-attack to Mammoths instead of War Trolls, or perhaps to shieldbearers? 
One of Trolls' weaknesses was the lacking ability to attack flyers. If you give it to War Trolls, there is little incentive to ever go for Mammoths. Attack is very similar, armor does not matter so much bc of high regeneration and resistance needs to be improved on either one of them if you are going endgame. First strike is also less important if you have regen. 
If you gave it to Mammoths, there would be more of a tradeoff. Of course with Frost Club Hall you get regenerating mammoths, but only regen 1 and quite the investment (it is proper that Frost Club Hall units should be very strong or even winning, since you usually cannot easily mass-produce them).

Current design of War Troll is coming from feedback about how Shieldbearer is much better than War Troll as they are similar units with similar stats yet cheaper as you could field 2 shieldbearers for resource to use on 1 War Troll. So design of War Troll need to be very different from Shieldbearers to justify its usage.

For War Mammoth, it get a nerf several times to reach this point due to how powerful it is. The most significant loss of this unit is armor piercing. Perhaps I should make Frost Club Hall give it Armor Piercing back too.
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