Master of Magic Classic

Master of Magic Classic

4 sierpnia 2021 o 7:31
Caster of Magic for Windows - v1.0.2 Update
We're releasing a new update for Caster of Magic for Windows.

Zobacz pełne informacje o wydarzeniu tutaj:
https://steamcommunity.com/ogg/1146370/announcements/detail/2990939046033975613
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Wyświetlanie 1-15 z 21 komentarzy
flaviomds 4 sierpnia 2021 o 7:41 
Thanks a lot for the fixes! Excellent!!!
eddieballgame 4 sierpnia 2021 o 10:16 
Another great update, now...if we could just 'darken up' the letters a little.
Thank you
Mickmane 4 sierpnia 2021 o 11:28 
Wow, long list, thanks for all the additional modding options and fixes and stuff! :balloon: :trophy:

"When spells are being cast during Auto combat, the advisor will become smarter in picking the spell to cast as overland turns elapse. You can expect the Auto feature to play the same way as the game's default AI starting from around turn 200-250 and generally play better than previous versions except at the very beginning of the game. (Random(100-Current Turn/2.5) will be added to the calculated AI priorities instead of the random(100) used in previous versions)"

Why?

"When casting the Flight spell, units that already fly will only be reported as invalid targets when both their overland and combat movement speed is at least 3, as the spell also grants a minimal 3 movement speed."

I hope that doesn't count Endurance. :)
drake178 4 sierpnia 2021 o 15:11 
Początkowo opublikowane przez Mickmane:
"When spells are being cast during Auto combat, the advisor will become smarter in picking the spell to cast as overland turns elapse. You can expect the Auto feature to play the same way as the game's default AI starting from around turn 200-250 and generally play better than previous versions except at the very beginning of the game. (Random(100-Current Turn/2.5) will be added to the calculated AI priorities instead of the random(100) used in previous versions)"

Why?

Source discussion[www.realmsbeyond.net] that resulted in that point.
Mickmane 4 sierpnia 2021 o 15:48 
Początkowo opublikowane przez drake178:
Początkowo opublikowane przez Mickmane:
"When spells are being cast during Auto combat, the advisor will become smarter in picking the spell to cast as overland turns elapse. You can expect the Auto feature to play the same way as the game's default AI starting from around turn 200-250 and generally play better than previous versions except at the very beginning of the game. (Random(100-Current Turn/2.5) will be added to the calculated AI priorities instead of the random(100) used in previous versions)"

Why?

Source discussion[www.realmsbeyond.net] that resulted in that point.

Thanks!

Not sure how it solves the initial problem of AI attacking lone swordsmen with huge stacks though. :)
AJ 5 sierpnia 2021 o 16:31 
There is a new bug I've encountered since last update. It makes the game crash whenever you try to attack a lair, node or wizards tower. It happens on all variations of options and wizards.

Anyone else getting this same issue?
drake178 5 sierpnia 2021 o 17:54 
Początkowo opublikowane przez AJ:
There is a new bug I've encountered since last update. It makes the game crash whenever you try to attack a lair, node or wizards tower. It happens on all variations of options and wizards.

Anyone else getting this same issue?
Have you tried without "Smart Familiar"[www.realmsbeyond.net]?
AJ 5 sierpnia 2021 o 21:23 
Początkowo opublikowane przez drake178:
Początkowo opublikowane przez AJ:
There is a new bug I've encountered since last update. It makes the game crash whenever you try to attack a lair, node or wizards tower. It happens on all variations of options and wizards.

Anyone else getting this same issue?
Have you tried without "Smart Familiar"[www.realmsbeyond.net]?

Legend! That sorted it.
Mickmane 6 sierpnia 2021 o 0:07 
I'm wondering how to change all AI personalities to Peaceful and Perfectionist, to prevent them from banishing each other before I get there. I'm half-puzzled by the AIPeOb.CAS, I wonder whether the following put right above the last two lines (above SetPersonality and SetObjective) does the trick:

Pewe[Maniacal]=0
Pewe[Ruthless]=0
Pewe[Aggressive]=0
Pewe[Chaotic]=0
Pewe[Lawful]=0
Pewe[Peaceful]=20
Obwe[Pragmatist]=0
Obwe[Militarist]=0
Obwe[Theurgist]=0
Obwe[Perfectionist]=20
Obwe[Expansionist]=0
Obwe[Narcissist]=0

Will that work?

Thanks! :)
Seibzehn 6 sierpnia 2021 o 4:44 
Thank YOU (for patching) !
Ostatnio edytowany przez: Seibzehn; 6 sierpnia 2021 o 4:44
TanteTrude 6 sierpnia 2021 o 10:03 
THX for making the best game ever even better!!!!
drake178 6 sierpnia 2021 o 15:13 
Początkowo opublikowane przez Mickmane:
...
Will that work?

I'd do it this way instead:

:SetPersonality W, SelectBasedOn(pewe,6); :SetObjective W, SelectBasedOn(obwe,6); SetPersonality W, peaceful; SetObjective W, perfectionist;
Mickmane 6 sierpnia 2021 o 15:15 
Początkowo opublikowane przez drake178:
Początkowo opublikowane przez Mickmane:
...
Will that work?

I'd do it this way instead:

:SetPersonality W, SelectBasedOn(pewe,6); :SetObjective W, SelectBasedOn(obwe,6); SetPersonality W, peaceful; SetObjective W, perfectionist;

Thanks!
Mickmane 7 sierpnia 2021 o 4:45 
Back to not wanting AI wizards to beat up each other... With everyone peaceful and Perfectionist, how is it possible that one banishes another? The description says they won't attack unless attacked first...
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