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Submod "Caster of Magic for Windows: Warlord"

This mod is for those who love normal units with improve immersion for being warlords. Rebalance of spells and huge rebalance of units with help of Anskiy and Zitro1987.

This mod included

- Basic wizard templates change
- Races change and rebalance
- Units and spells rebalance
- 50s new units included
--> Crossbowmen
--> Disciples
--> Heavy Cavalry
--> Monks
--> Shieldbearers
--> Beastman Gugalannas
--> Dwarf Arquebusiers
--> Dwarf Musketeers
--> Dwarf Huskarls
--> Dwarf Steam Tank
--> Gnoll Marauders
--> Gnoll Witchdoctors
--> Halfling Scouts
--> Halfling Rocs
--> High Man Squires
--> Klackon Antlions
--> Klackon Mantises
--> Klackon Maiden Queens
--> Lizardman Reptile Riders
--> Nomad Cataphracts
--> Nomad Sipahis
--> Orc Hoplites
--> Orc Legionary
--> Troll Chieftains
--> Troll Rock Throwers
--> Ethereal Knight
--> Killer Wasps
--> Coatl
- Major Spells change
--> Focus magic becomes uncommon spell
--< Aura of Majesty becomes common spell
--> Coatl replaces Water Elemental as sorcery summon
--> Cloud Giant replaces Storm Giant
--> Killer Wasps replacing Sprites
--> Water Elemental becomes nature combat summon replacing catapult
--> Fire Elemental becomes uncommon spell with unit get buffed
--> Fireball becomes common spell with casting cost increase
--> Blazing March becomes uncommon spell
--> Mystic Surge become rare spell
--> Spirit of Chivalry replacing Call to Arms with Ethereal Knight becomes life combat summon replacing paladins

Version 1.5.7.3
https://www.moddb.com/mods/caster-of-mag...com2-10507

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

Installation
How to install (1.5.7.3):
1)    Uninstall/unload old version of mod (see below)****
2)    Rename of folder “Master of Magic Caster Windows” to “Master of Magic Caster Windows 1.5.7” Install patch of Caster of Magic for windows version 1.5.7 which could be found here:
https://www.realmsbeyond.net/forums/show...?tid=11090
3)    Unpack "CoM2ModWarlord1.5.7.3.7z" into "...\Master of Magic Caster Windows 1.5.7\Mods" folder.
4)    Run caster of magic for windows until reach main menu.
5)    Choose "Load Mod" option on the lower right corner.
6)    Type mod name "WARLORD" and enter. This will automatically load mod files into data folder while original file in data folder would be backup for sake of later reversion. (in case of you have your own customize artifact, backup your own "items.dat" before doing so or you would lose them.)
7)    Once process is completed, game will automatically exit.
8)    Run caster of magic for windows again, now game would become Caster of Magic for Windows: Warlord.
 
How to uninstall the mod.
1)    Go to main menu.
2)    Click "Unload Mod" option on lower right corner. Game will automatically unload the mod and replacing them with backup files (not included your own items in "items.dat", this one you must replacing it on your own)
3)    Game would exit upon completing process.
4)    Restart the game and game would be back to become original Caster of Magic for Windows without Warlord mod.
Reply

Version 1.02 is released with these major changes
- Mystic Surge now get power up to make it match for its current rare tier
- Units which used to lock behind building tree by mistake (mostly used to lock by wizard's guild) is now fixed.
- now Ethereal Knight has proper lair cost, so they nolonger free units in life lair anymore.
- Barbarian nolonger has resistance penalty
- High man units now has resistance penalty -1 instead of -2
- Heroes have their stats change based on their racial bonus.

https://www.mediafire.com/file/o4rq1yij6...02.7z/file
Reply

Version 1.05 is released with these changes.
- Now university nolonger need Builder Hall
- Bank now requires University instead of Builder Hall
- Merchant's Guild now requires Bank instead of Builder Hall
- Lizardman now could access Builder Hall, University, Sage Guild, Wizard's Guild, Amplifying Tower, and Linking Tower
- Sea Hag now requires Wizard's Guild instead of Animist's Guild
- Scouts movement reduces to 5 and cost increase to 90
- unit minor rebalances
- spell minor rebalances

https://www.mediafire.com/file/53p165kiv...05.7z/file
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Nomad 5 life, 5 chaos, channeler. Strategy is guaranteed prayer + blazing march at a low cost with diverse melee/ranged/thrown units.

All power (25) going towards mana production. Summoning hell hounds for exploration (scouting should be 1, not 2, given their boosted movement) and to conquer 4 easy lairs and a weak chaos node of fire elementals and gargoyles. Mass-produced settlers to fill my continent with several cities, though terrain generally poor to mediocre (food terrain critical for nomad). Having access to 1 gem, 1 nightshade, and 1 gold is getting very helpful for accumulating gold and buying sawmills. My hell hound stack performed their duty, will act as garrison for wall-less towns.

By the way, the hell hounds in this mod move 5 but are more expensive, so mass producing them for purely melee-to-melee is less effective, but when there are needs to be tactical or to reach ranged units, this is an improvement over original.

Now with sufficient gold and mana production, I'll build alchemist guild, fighter's guild and produce a couple of heroism-discipline-holy weapon shieldbearers – a new generic unit in mod that costs 50% more than halberdiers but have large shield l, +1 armor and resist, and move 3. Nomad's variant is excellent because of the added bow attacks.

Tested 2 uber-shieldbearers tagging along with a holy bonus hero against a lair with chaos spawn and fire elementals – gained 'raise undead'. Need more of these uber buffed troops but now busy casting heroism on heroes and just cause. Time to invest into casting skill now.

Note to others: one of the features of this mod is top tier units being more expensive but more powerful (not disposable)


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I recruited additional shieldbearers and sipahis (a new unit - superior version of horsebowmen). Opponent declared war on me and started dominating the seas with galleys, making crossing to her continent a challenge. I conquered a couple more lairs and gained omniscient. With chaos and life I have no way of getting across than throwing a bunch of triremes in her direction and hope one survives.

I managed to get across a decent stack of buffed units and researched 'blazing march' (which my opponent also has). Time to attack the first town (unfortunately klackon, which suffers some unrest). I realized my heroes were still vulnerable to attacks, including the weak ghoul ranged attacks, so I decided to attack only with my troops and easily won. I now have to survive the doomstack next to the town.

Hilarious, wizard tried to sign a peace treaty with me, I refused, and instead of attacking my town with that doomstack, she sacrificed half the stack to conquer a lair with cloud giants (might have gained a nice treasure, but now her stack is doomed). Then I swiftly continued on and attacked a larger klackon town, again using blazing march. A new unit 'mantis' is being introduced, a mid-tier klackon unit that costs 50% more than halberdier but with slightly better stats and first strike.


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I had a really good time using a variety of units with lots of enchantments (a wizard with aether binding made retaining enchantments difficult but I was still able to win).

One big problem is that wizards don't want to research 'Tree of Knowledge', making the later game rather easy other than dealing with steam cannons (which are being nerfed in next version).
images and save file here: https://www.realmsbeyond.net/forums/show...#pid794328

Edit: this tree of knowledge issue was confirmed to be a bug in Caster of Magic for Windows as a whole.

Reply

Caster of Magic II : Warlords version 1.2 has been released with these features.

- Fix folder name bug which lead to mod could not be loaded by menu
- Updated to support CoM II version 1.2.0
- Minor units rebalances
- Reduce time before rare and very rare spells appear in Lair (if there is problem please report)
- Road movement cost reduce to 0.5 on both Arcanus and Myrror
- Adjust some score modifier of some rules

Requires CoMII update version 1.2.0

You could download it here.
https://www.mediafire.com/file/syxc4n16c...0a.7z/file
Reply

Caster of Magic II : Warlords version 1.2.1 has been released with these features.

- Update to support CoM II version 1.2.1
- Adjust score modifier based on discussion by Zitro earlier on this forum

https://www.mediafire.com/file/60v2u5cx4....1.7z/file
Reply

Caster of Magic II : Warlords version 1.2.2 has been released with these features.

- Swordsmen and Bowmen stats upgrade to be on par with spearmen which upgrade earlier
- Settler would generate spearmen upon create city
- Barrack cost reduce to 200

https://www.mediafire.com/file/7lwjvey79....2.7z/file
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Caster of Magic II : Warlords version 1.3.0 has been released with these features.

- Update to support CoM II version 1.3.0

https://www.mediafire.com/file/d27g644mx....0.7z/file
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