February 8th, 2025, 10:18
(This post was last modified: February 8th, 2025, 10:43 by Seravy.)
Posts: 10,536
Threads: 395
Joined: Aug 2015
Quote:are Cities panel the same as F10 Governor? When i press F10 there is slight "hiccup" , i need to press some key to release coursor.
Yes it is, I do wonder why that was even added there? Seems redundant...
...There is absolutely nothing different between F10 and C in the code when entering the cities screen so I do wonder, as far as I can tell the "hiccup" looks like the game losing focus in windows so the input (such as moving the mouse) doesn't get transferred to the game until you click with the mouse inside the game window to focus is again.
...apparently F10 is a standard windows hotkey. I need to find a way to disable the default effects to fix that.
Maybe we should get rid of this redundancy and assign F10 to "alchemist" instead.
I could add an override for the wheel to translate to pressing some button but which one?
I don't see a way to detect the 4th and above mouse buttons.
February 10th, 2025, 22:29
(This post was last modified: February 10th, 2025, 23:05 by Suppanut.)
Posts: 1,173
Threads: 15
Joined: Nov 2020
May I request combat units and building sprite to be place in game with lower edge as reference instead of upper edge? I have ripped a lot of sprites from Civizard, although they are more detail and more beautiful, they are taller than upper limit of buildings and unit sprite that make them could not be placed inside correct tile in display.
So far only kind of object that has reference point on the lower edge of sprite that I know are center items and combat map tree. I don't know why all item does not do it this way.
February 17th, 2025, 23:14
Posts: 1,173
Threads: 15
Joined: Nov 2020
Please allow us to set retort limit more than 6 so that it would be possible to have no spellbook playthrough.
Posts: 1,173
Threads: 15
Joined: Nov 2020
Please add option in spells.ini that allow the spell to be lair reward only and could not be chosen or in spell book at the beginning of the game.
March 28th, 2025, 07:42
(This post was last modified: March 28th, 2025, 07:44 by Anskiy.)
Posts: 773
Threads: 54
Joined: Jul 2020
Say, if it's not too much trouble, would it be possible to program in an "arena mode", where we could set up armies, spells, battlefields, casting skill etc on both sides, and then duking them out, with optional control settings for letting either the player or AI control each side? I think it would be a great little tool that would provide lots of enjoyment on its own, and also help ease people into the game.
Posts: 773
Threads: 54
Joined: Jul 2020
I am very sorry to bother you, Seravy. It's been a long time since you released your last version, and I know it must be hard work continuing to code for Caster of Magic. But I wish to make a humble request of you. Is it possible to make it so that the combat tiles of city battles can be modded, so that they can represent huge, sprawling cities better? For example, having houses and roads outside of the 4x4 area, with more houses and roads showing up as the city grows bigger. It would also be nice if we could redefine which tiles counted towards city and pop destruction, and have AIs change their behavior accordingly while rampaging through cities.
Posts: 1,173
Threads: 15
Joined: Nov 2020
May I ask for ability to mod list of spell that banned by "Everything Nice" scoring option?
Posts: 1,173
Threads: 15
Joined: Nov 2020
May I request for ability to add new overland tile (include texture), new combat tile (include texture), and new resource? I plan to mod volcano to be more hazardous environment.
Posts: 256
Threads: 6
Joined: May 2024
(July 1st, 2025, 00:01)Suppanut Wrote: May I request for ability to add new overland tile (include texture), new combat tile (include texture), and new resource? I plan to mod volcano to be more hazardous environment.
What about having a volcano use chaos node assets, is that possible?
August 6th, 2025, 01:23
(This post was last modified: August 6th, 2025, 01:29 by Suppanut.)
Posts: 1,173
Threads: 15
Joined: Nov 2020
May I request for script to change state of the spell during the game (not just detecting it as currently is)? If spell state could be modified, perhaps it might be possible for me to create something similar to soul-trap mechanical realm like in Remake? Or solve some controversial issue of 1 random researchable common spell each realm by make them into 1 random spell by script instead upon start new campaign.
Also not sure it would be good idea or not if I suggest that if reward from lair is a spell, perhaps make spell from the realm of node/temple to take priority in random first and would give spell of other realm only if wizard could not learn spell of that realm at that level of rarity.
|