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Mod for Caster of Magic for Windows: More Stuff

(February 7th, 2025, 21:59)Suppanut Wrote: Are you sure that spell custom animation is working? I try to use it on game version 1.5.8 in Warlord mod and it crash upon trigger animation frame. of animation that I customized in the file although it was working well before in 1.5.7.

Aha. Sure. Waterball and Magic Missile spells use custom animations.

What didn't work for me in 1.5.8 (but was possible in 1.5.7) was custom ammo animation not using an existing ammo slot.
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(February 8th, 2025, 03:31)Slingers Wrote:
(February 7th, 2025, 21:59)Suppanut Wrote: Are you sure that spell custom animation is working? I try to use it on game version 1.5.8 in Warlord mod and it crash upon trigger animation frame. of animation that I customized in the file although it was working well before in 1.5.7.

Aha. Sure. Waterball and Magic Missile spells use custom animations.

What didn't work for me in 1.5.8 (but was possible in 1.5.7) was custom ammo animation not using an existing ammo slot.

Weird. Ammo working fine for me. What does not work is custom spell animation.
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Your Waterball is clearly crash the game for me. :P


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(February 8th, 2025, 07:38)Suppanut Wrote: Your Waterball is clearly crash the game for me. :P

I was not able to reproduce the Waterball crash with any version of this mod. If there is more to it, I will be able to investigate more after my vacation.  

popcorn
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(February 8th, 2025, 07:38)Suppanut Wrote: Your Waterball is clearly crash the game for me. :P

Aha. I saw the posts in the other thread. If mods use new spell animations, 60FPS mode must be selected in the settings.


I'm currently sinking my teeth into what I think is a really difficult challenge. Actually I just wanted to do a relaxed little test game.
 
It's "only" Expert difficulty...
 
https://www.youtube.com/watch?v=Igtwo_i0wVA

 
Here is the link for Turn 1 save file, in case anyone else wants to try it:
 
https://www.mediafire.com/file/q31eeue5s...8.sav/file

I also post the appropriate mod version here, in case the download link is replaced later this year:

https://www.mediafire.com/file/s9kvr9zqf...f.zip/file
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The download link in the first post of this thread has been updated to the current MOD version, which includes Seravy's latest patches up to COMv1.5.9.

An oversight was fixed: any race could obtain an Astral Hangar under rare circumstances, which was not so rare on dry or frozen worlds. Coming to think of it, it was not just Klackons who had Engineers... Hm, Bird of Prey for Birdmen, Death Star for Draugr ... "Lobster" was added as an uncommon Sorcery spell.
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The download link in the first post of this thread has been updated to the current MOD version, which includes Seravy's latest patches up to COMv1.5.10.

The Wizard's Lab has been renovated along with all associated images using old and new pixels.

The first simple version of the new score modifier "Start With Hero" is also included in this update. I'll link a short video of the first impression here:

https://m.youtube.com/watch?v=AhVjlNpBwAs

The AI wizards should also start with Dwarf Hero, but that doesn't seem to be working so far. If anyone tries this and gets overrun by armies of Dwarf Heroes, please let me know...
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Alternative you could just make spell has very high custom priority or last resort would just make this spell remove from book upon vast rather than only exist on first turn.
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Aha, the spell to summon the hero disappears from the spellbook after use. Additionally, if it was not used, it also has to be removed on a certain turn to avoid duplicate heroes. I'll try to make the spell appealing to the AI wizards with custom prio. A little variety wouldn't be bad either. For example, each race could start with its own hero. Suddenly, there are too few basic heroes...
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A high custom priority didn't encourage every AI wizard to summon a starting hero. This was because the priority only takes effect if the AI had already decided to cast a summoning spell. I think this score modifier might just become a player-only thing...
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