05-12-2010, 10:16 PM | #851 | ||
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MoM unofficial patch (a.k.a. Insecticide) version 1.40 i
http://realmsbeyond.net/forums/showthread.php?t=4211 ----------------------------- Note, that this version contains several risky changes. Preserve your game data, be cautious and eventually report the bugs, with a savegame. Release notes: Version 1.40i ----------------------- reversed ship speeds to the original (Bugs in general) Animate dead should now work (but casting when > 6 units are dead still crashes the game!) monsters extra difficulty option - significantly harder raiders extra difficulty option - easier human player can run into an enemy unit when using enchanted roads pathfinding (hopefully fixed) AI is not trying to dispel Haste from an item AI stacks, after an attack, does not move next turn (fixed) Great wasting destroys any pacifying effects from city buildings AI priests are now capable to cast healing the "250 production" bug allowing you to miraculously complete any production, gone Conjurer trait now rounds 25% mana bonus on monster maintenance up (2 maintenance -> 1 saved, 5 -> 1 saved, 6 ->2 saved) Invulnerability and Possession now can be dispelled Dispel from all pre-combat spells now actually fonctions! Dispel evil is impossible against non-dead, non-chaos units a hero will not disenchant the positive spells from his own peers (second attempt) removed text "Endurance, as swiftness spell" looping music for 'Building was completed' was removed from the game to avoid CPU consummation you will see Demons and Werewolves in lairs, also Air elemental and Phantom Beasts had their values switched (corrected) (World creation) fortress creation has been optimized and runs without any delays, in the same quality all races can be AI wizard's starting races on impossible SOM research does now costs 60% (was only 5%, a bug) of its value for wizards with 11 books Torin and Alorra won't have arcane power, useless to them small lairs monster cash has had range increased; big lairs has got bigger minimum to avoid being actually small fixed a bug where the game would sometime fail to give a lesser companion in the lair (AI) AI ships - earlier expansion based on world_size AI pathfinding is not updated (unit blindly bumps into your army) - should be fixed AI should care more about the closer units in combat (reversed) AI mana leak dispelling obsession AI aggressive mvt in cmbt (temporally reversed, before better solution can be found) AI contra immunity factor is less important in combat casting AI is not getting scared by Immolation |
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09-12-2010, 03:39 PM | #852 | ||
Join Date: Nov 2010
Location: ,
Posts: 18
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Kyrub thanks for the patch. I have a question though.
#1 What was the motivation or idea behind making units entering lairs automatically win or lose? I started to play with your patch and sent my swords men / spearmen into a guardian spirit node and instead of it switching to a battle it said I was defeated. I have played this game for over a thousand hours easily. I have been playing it religiously for over 10 years. I think its great there are other people out there with such a passion for the game. To me, it is to the computer what games like D&D and Heroes Quest were to board games, or MTG was to card games. Its unfortunate that company politics and licenses have stood in the way of it being a powerhouse. We are talking about a game that if developed correctly with more backstory would rival series like Warhammer and similar games in popularity. I strongly feel that the game is so good it could stand on its own in its current format on a major console system with just the graphics updated and bugs fixed and more back story more streamlining and multiplay feature perfected. I have a couple more questions #2 Have you played a patch somebody released called "2.0" available here http://www.gamespot.com/pc/strategy/...527&pid=564960 They also talk about your patches there. Do you have an opinion on the 2.0. Im wondering about the lair win/loss decision and would be interested in one of your other patches without that feature, or maybe i could try it if I understood the motive behind it. #3 Has anyone developed a reliable master of magic multiplayer system? I have to concede its my favorite game of all time and my desire to play it is on par with addiction. I would even be open to considering a system whereby I have to link two computers together if thats possible. |
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09-12-2010, 10:25 PM | #853 | |||
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Quote:
and UNCHECK "Strategic Combat". You'll get the battles back. (This change was necessary to enable so called extra-difficulty options in the Settings screen.) Quote:
If there's one thing I can hardly take about Aureus' mod, it is the version number. I mean, a mod = MoM 2.0 version? Huh. Quote:
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14-12-2010, 12:34 PM | #854 | ||
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version 1.40j
Major instability issue corrected. Previous version was unpplayable - apologies. http://realmsbeyond.net/forums/showthread.php?t=4211 |
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18-12-2010, 09:28 AM | #855 | ||
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Quote:
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22-12-2010, 08:16 PM | #856 | ||
Join Date: Dec 2004
Location: Medina, United States
Posts: 978
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Klackons? A fairer handicap to himself would have been closing his eyes and guessing at what his opponents were doing.
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15-07-2011, 10:45 AM | #857 | ||
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We're waking up at RB again and now have a remake project in the works. I've also resumed work on Catnip and hope (again) to have a release sometime soonish. Drop by http://www.realmsbeyond.net/forums/f...splay.php?f=56
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01-11-2011, 11:43 PM | #858 | ||
Join Date: Aug 2011
Location: ,
Posts: 26
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Red Magic
Is there any good way to abuse this color? There are funny strats for the other schools, but this one just seems too plain. The 11-book choices for chaos sort of suck (at the start, you could only cast chaos spawn, efreet, or metal fires... blah). The only thing I thought of was this Artificer + Runemaster + 5 Chaos books + 2 books from 2 schools (runemaster)This allows you to scrape up mana very quickly and make a "Destruction: Resist or be disintegrated" bow or sword at the beginning of the game that is supposed to disintegrate anything with less than 10 resistance, as per the Disintegrate spell. I tried it out, though, and the mod appeared to have no effect whatsoever. Christ. |
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28-01-2012, 04:22 PM | #859 | ||
Join Date: Nov 2008
Location: Columbus, United States
Posts: 122
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Bump and Quote Myself
Yes tristanzz, use this game editor to cheat it up or simply balance the game starting stats a tiny bit ;-) You could add just a few extra starting spells to yourself, or give yourself god like spell ability at very start.
Have used this game editor dozens and dozens of times and am very familiar with how it works, if anyone has any questions. Quote:
Last edited by CrybKeeper; 28-01-2012 at 04:34 PM. |
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26-10-2012, 12:15 PM | #860 | ||
Join Date: Feb 2012
Location: ,
Posts: 2
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New site
Hi everybody!
Please read my interactive manual of the videogame "master of magic" : http://masterofmagic.free.fr/english Enjoy and please suggest some improvements about my site ! |
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