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You can find a fix on this website.
This can happen if you did a custom setup when starting a new game. If you just restart the game they will equip and be transferred between champions properly.
Goes into a bit of detail about GS5 fixing things over the last released 301 patch
I took out various towns (including Chaos ones) and never saw them in there when I tookover the towns. Not sure if it makes a difference but I was playing as Balkoth on Easy and was having one swear fealty to me ("gifting" spells and monuments that I would reclaim with the Temple takeover). Chaos area itself didn't any when I came to that area.
On the othr hand it is a challenging mod and the AI can put up a good fight wiht the extra help the GS5 mod gives
I've read about the GS5 mod before. I'm not interested in changing the game in that regard. Is there a way to get your fix that only changes the Pegasus thing?
I do not know where I got the offset list for those creatures or if it has been posted on a website or taken down. When I was playing the game, there were tones of lords of Magic sites with maps and useful data, now most of it is gone.
But you are right, come to think of it, if I start playing the game again, that is the most serious error that I would try and address, as a rogue high level Pegasas at the begining of the game would have the most impact. There the other bug\errors but are unnoticed by all except the most astute players
MODIFICATION DESCRIPTION
The Lords of Magic: Special Edition 3.02 Unofficial Patch Modification aims to fix the issues that remain within version 3.01 of Lords of Magic: Special Edition. At the same time, it introduces new features that greatly enhance the game’s functionality as well as user control. Unless erroneous, core gameplay elements (e.g. units, artifacts, faiths, buildings, spells) are, and will not be, altered by this modification.
Pegasi NO LONGER spawn in level 1 encounters (should be Brownies)
This has already been posted in April by DARGOTH (kudos), placed here if someone is stil subscribed to this and unaware of the find.
+ XP (truncated to integer?)
+ rate of attack/fire (I assume this is in Diablo-like frames per attack)
+ sight range
+ healing rate (in points per turn) indoors/outdoors/if moved
- luck = 1 (oddly, this stat never increases even if you're wielding +3 Luck items)
+ stealth factor
Among other things, this means "Ring of Stealth" simply gives -1 stealth factor (and you can see that effect as you equip and unequip it). But since stealth factor was not a visible stat in the base game, this item's description had to be obfuscated to "increased stealth".
Yes, Pegasi are fixed; they are now Brownies. (I kind of miss the Pegasi; I had to kill so many of them ...)
Rate of atack / rate of fire decreases with level. Crossbows start at 34 rof at L1, speeding up to 22 at L5. Not only does your ranged attack increase (from 9 to 16), but you also shoot more often.
There is one way to abuse the heck out of this: Flint Ring (or similar) gives "+1 armor and +3 rate of fire", which is actually implemented as -3 rate of fire (which makes it faster). But this is a linear decrease in the denominator of a ratio, which gets wonky around 1 :) Obtain a champion with very low rate of fire (I think L12 Amazon Thief Lord would have rate of fire around 7), give her two Flint Rings, and her rate of fire would drop to ... 1. She'd be a machine gun turret! (Plz link to video if you've done this)
The biggest wow! epiphany came when I tracked all of my units' XP, and realized exactly what warrior champions do.
Warrior Champion's Rally. When a Warrior uses Rally (1/d, in combat), all units in that Warrior's group of 3, of the Warrior's faith, and of lower level(? -- or XP?) than the Warrior, gain +1 Attack, +1 Armor, and +10% of its current XP if it survives the fight, in addition to its share of XP for kills. Note: That's not a +10% bonus to the XP they earned, it's +10% of what they already had. So Warrior's Rally is exponential, and it pays 10% interest, compounded once per day :) (The two effects go together, so units who didn't get the +1/+1 pump-up also don't get the +10% XP,.)
The obvious way to exploit this is: rally, rally, rally. Always have 1 Warrior leading your 3 melee troops, and strongly consider a 2nd Warrior to lead your 1st 3 ranged troops. Fight one battle per turn. (If you're in a 2-floor building, win the top floor, leave for the day, come back the next turn and fight the bottom floor.) Always have both Warriors invoke Rally, even if you don't need the bonus to win the fight. Especially do this on "weak" encounters, where your 2+6 guys jump a lone brownie, or so. That one brownie could be worth 40 XP split 8 ways, but your 6 L4 minions each gain (3,500 * 10%) = 350 XP(!) from Rally effect alone. Per fight! Yes, that's huge. Corollary: Getting to 1,000 XP takes a few fights, but going from 3,000 XP to 4,000 XP takes exactly three fights, regardless of what you fight. Just rally 3 times, and that's 3,000 * (1.1)^3. So going from L4 to L5 is very rapid.
This totally changed my idea of army composition. I like to bring 1-2 junior mages to level them up for research, but I also "need" 1-2 paladins for rally bonus. Sigh. The answer is ... more groups!
Using this trick, I scored an "accidental tourist" win on turn 62 on Hard. Order Mage always starts with Chaos, Earth, and Air established, so you usually do the Water/Life tour (and then continue to Fire, who is not-established but starts in Dislike -- just parley with them once and trade enough breweries and such to get them up to Neutral, and poof, you'll get all your buildings back.) In this game, Balkoth + full group of 2+9 parked right in the road at the Water/Life boundary and cut me off from Life. So I never even completed the 1st full lap, but I jumped Balkoth on Elven grass. That was a fun fight; I lost nobody and gunned down all 12 of him. Anticlimactic, really: I've gone onto other games since.
Why build up uber-groups to slog through L11 Keeps, when your L4-L5 group on its 1st road trip can win like that? OK, I guess it's rare to catch Balkoth on grass; maybe he's stronger in badlands.
If link does not survive fluid Steam filters
h t t p : / / w w w . m e d i a f i r e . c o m /file/h5815w5kd1h6u5a/lomse302_0014.3.rar
remove spaces
http://www.patches-scrolls.com/lords_of_magic.php to get the 3.01 patch
Install 3.01 then install 3.02
Big error in conversion by Myiven
GOG made a bit of a mistake with this one. They applied the 3.01 beta patch instead of the stable patch, which causes extremely powerful units to spawn like mad early in the game even on easy mode. Whoops! This makes the game too easy because every AI player gets wiped out right away. You win without trying.
If they fix this bug, they'll have the great classic that I loved so much.
Aug 4, 2009 | Is this helpful to you? (359 of 396 users found this helpful)