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Submod "Caster of Magic for Windows: Warlord"

Two more ideas: 
a) How about allowing summons as mercenaries?
b) How about allowing building more than one thing at a time in a city if the money is there? After all, you can cast several summons if your casting skill is there.
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(September 5th, 2025, 07:24)occasionalplayer Wrote: Two more ideas: 
a) How about allowing summons as mercenaries?
b) How about allowing building more than one thing at a time in a city if the money is there? After all, you can cast several summons if your casting skill is there.

a) I could do that in theory but impractical in practice. Technically all non-generic non-fantastic units could be mercenary while summons could be assign to any unit id. But then, why should I do so? Summons represent being that money could not buy except for hero, and they need magic bind to the will of summoner, if anyone could sold them then what would be their reason 

b) This thing is beyond my ability and it also limitation that exist in game design for sake of strategy. If you want it, you would have to ask Seravy to redesign the game instead of asking me.
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I really like a current state of a game.
If anything I'd love to see more terrain dependencies on "special" builidings, but also more possibilities to shape terrain.
Endgoal would be to make different terrain have value to different races (partially done) and have different "special" buildings for generally indesirable tiles i.e. for tundra, desert and swamp.
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https://www.moddb.com/mods/caster-of-mag...com2-10510

Warlord mod version 1.5.10.0 is released to catch up with new version of Caster of Magic for Windows and coming up with new additional features such as turn opponent fortresses into Demon King castles from JRPG....


.doc   Warlord_Manual v1.5.10.0.doc (Size: 951.5 KB / Downloads: 4)
   
Change Logs:
 
Version 1.5.10.0
Code:
·         Update code to fit base game version 1.5.10.
·         Planar Guide script update using function introduced in version 1.5.10.
·         AI’s spell picking script is now report their picking choice they run but not pick to debug log.
City&Race:
·         Bug Fix: description of Alchemist’s Guild does not mentioned +2 Spell Research bonus.
·         Caravanserai is now also working for non-nomad city.
·         Baray is no longer grant amphibious to all units trained in the city, only on Reptile Riders.
·         Nomad now generates 1 food per desert/tundra and 2 food per grassland tile and max population bonus from desert change from 0.25 to 0.5.
Units:
·         Bug Fix: Midget Submarine could not thrown when flying.
·         Sea Serpent, Great Wyrm, Greater Gaia Lord, Lesser Gaia Lord now could not fly even if they get enchant with flying ability, it will gain +1 Thrown attack instead.
·         Goblin Gliders are no longer required mountain, volcano, or chaos node anymore.
·         Production cost of settlers is now increased by 5% for each city the wizard owns.
Spells and Abilities:
·         Wizard is no longer get 1 common spell at 0 book, now need 1 book in that realm to get spell from that realm.
·         Bug Fix: Description of Spell of Return fall off the page.
·         Revised descriptions of Nature Link spell and enchantment.
·         Revised descriptions of Guardian Wind spell and enchantment
·         Revised description of Missile Immunity to include detail on how it does not block  attached touch ability coming with ranged attack.
·         Revised description of Magic Immunity to include detail on how it does not block Illusion and Doom magic ranged attack.
·         Revised description of Vertigo spell to mention that it could be blocked by Illusion Immunity
·         Spell Sea Serpent is now also create water hole on combat map on casting location.
·         New ability: Gigantic Submerger, the creature could not fly even if enchanted with flying, if it get flying, flying would be replaced by +1 thrown instead.
·         Catapult and Goblins could nolonger be summoned Pandora Box ability.
·         Goblin Pox is now dissipated once last Goblin Poxbearers unit on that side destroyed and could return once Poxbearers coming back to play in combat.
·         Now budding also transfer damage as irrecoverable. Budding unit is no longer has more health than their host.
·         Update description of Planewalking spell and enchantment, state it as unlock instead of activate Tower of Wizardry.
·         Update description of Plane Shift spell, state it as unlock instead of activate Tower of Wizardry.
·         Update description of Lycanthropy spell, state that it is unit transformation instead of enchantment.
·         Update description of Caster ability, state that their casting cost does not affects by cost modification.
·         Planer Guide ability is now changed to all friendly unit it shared stack that turn temporary gain Transient Shifter unit enchantment until the end of turn.
·         Transient Shifter, unit enchantment that allow unit to plane shifting, it will be removed at the end of turn.
Others:
·         New pentagram icon is implemented.
·         New scoring option “Pleasantville”, city administration is no longer suffer from distance-based corruption and settler cost no longer scale by size of empire.
·         New scoring option “Fortress on the Hill”, "Mountain King", "Mount Doom", "Sand Pit", "Everglade", "Disney on Ice", and "Magic Garden", allow to manipulate terrain under human player fortress at the start of the game.
·         New scoring option “Orihalcon Fortress”, grant Orihalcon ore to human player’s fortress at the start of  the game.
·         New scoring option “You Too, Orihalcon?”, grant all opponent ai wizards Orihalcon at their fortress at the start of the game.
·         New scoring option “Neo Venezia”, human player fortress start with Baray in the city with its upkeep refunded.
·         New scoring option “Doomsday Bunker”, human player fortress start with Undercity Hive Network in the city with its upkeep refunded.
·         New scoring option “Firework Factory”, human player fortress start with Military Workshop in the city with its upkeep refunded.
·         New scoring option “World Tree”, human player fortress start with Tree of Life in the city with its upkeep refunded.
·         New scoring option “Grand Bazaar”, human player fortress start with Caravanserai in the city with its upkeep refunded.
·         New scoring option “Absolute Fortress”, human player fortress start with City Wall, Fortification, and Hillfort in the city with their upkeep refunded.
·         New scoring option “Demon King’s Castle”, all ai player fortress start with City Wall, Fortification, Hillfort, Baray, Undercity Hive Network, and Tree of Life with their upkeep refunded and these building will be added to the city when AI cast Spell of Return on the site of new Fortress.
·         Change category of “Post-catalysm” from Accessibility Options to Advanced Options.
·         Drought pattern of dry climate changes to 4% for each desert tile.
·         Position of scoring options are readjusted so that they would not be overlapped with OK button.
·         Sailing units that stranded on land on overland map now could participate in defensive battle.
·         Remove cast metal-like node from main interface.
·         Different from CoM for Windows 1.5.10, Tower of Wizardry is not exempt from Wizard Pact due to this mod has a lot of Pact Exemption units.
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Here is some pre-liminary idea about retort-exclusive overland arcane spells. Under this system, all retort would have cost normalized to 2 picks equally.

1) Alchemist
- Philosopher's Stone (uncommon city enchantment) split from old spell with the same name, the old spell will retain counter magic enchantment, its effect about alchemist's guild would be here with its name as Alchemist retort's exclusive.

2) Sage Master
- Education Reform (uncommon reform, take effect upon research), library, university, sage guild generate gold equal to their upkeep.
- Global Arcane Conference (very rare global enchantment), fortress generate 1 research for each of Library, 2 research for each university, 3 research for reach sage guild built in every city each turn.

3) Specialist
Chance to gain 1 of these spell before 1 of them on researchable page then it would lock and could not change anymore.
- Gaia Mastery (very rare reform, take effect upon research) -50% casting cost of Nature spells, +100% resistance for Nature enchantment, Nature creature get +10% To-Hit/To-Defend, +2 Resistance in combat.
- Aether Mastery (very rare reform, take effect upon research) -50% casting cost of Sorcery spells, +100% resistance for Sorcery enchantment, Sorcery creature get +10% To-Hit/To-Defend, +2 Resistance in combat.
- Chaos Mastery (very rare reform, take effect upon research) -50% casting cost of Chaos spells, +100% resistance for Chaos enchantment, Chaos creature get +10% To-Hit/To-Defend, +2 Resistance in combat.
- Life Mastery (very rare reform, take effect upon research) -50% casting cost of Life spells, +100% resistance for Life enchantment, Life creature get +10% To-Hit/To-Defend, +2 Resistance in combat.
- Death Mastery (very rare reform, take effect upon research) -50% casting cost of Death spells, +100% resistance for Death enchantment, Death creature get +10% To-Hit/To-Defend, +2 Resistance in combat.

4) Warlord
- Wall of Stone (common city enchantment), create physical city wall along with refund its upkeep. Enchantment will be removed if the city wall is destroyed or the city change owner.
- Mark of Conqueror (rare city enchantment), unit train from enchanted city get -25% training cost, +1 veterancy level, if the city also enchanted with Altar of Battle, unit gains zeal enchantment instead.

5) Myrran
- Astral Gate (very rare city enchantment), friendly unit could freely move across the plane when on the city tile.

6) Tactician
- Strategic Recall (rare overland misc), return target unit from anywhere in the world to the wizard's fortress.

7) Channeler
- Marionette (common overland arcane summon specific hero), summon unassuming life-like puppet doll hero remoted control by the wizard, Melee and Armor of the Marionette increased by +1 for each 50 base casting skill the wizard has, and also has innate stealth, and amplifier. The Marionette gains spell charge depending on the wizard's primary realm and number of book the wizard has on that realm.
- Marionette Ascending (rare reform, take effect upon research), the Channeler developed deeper bond with their marionette, the Marionette gains additional ability based on retort and spellbooks the wizard has.
--> Sage Master retort -> Sage ability
--> Warlord retort -> Leadership ability
--> Charismatic retort -> Charmed ability
--> Tactician retort -> Irresistible Charge ability
--> Specialist -> Chosen of.... ability
--> Conjurer -> Soul Linker ability
--> Guardian -> Barrier ability
--> Archmage -> Caster ability
--> Artificer -> Mechanical Master ability
--> Enchanter -> innate Spell Lock
--> etc.

8) Guardian
- Lord Liberator (rare reform, take effect upon research), effect of guardian retort also trigger when attack city of the home race. Opponent get -1 Attack/Armor/Resistance in the same battle.
- Lord Protector (very rare reform, take effect upon research), effect of guardian retort cover all defensive battle no matter where they fought.

9) Procurator
- Town Portal (very rare city enchantment), earth gate is here.

10) Archmage
- Archmage's Desciple (uncommon arcane regular unit enchantment), enchanted unit gain +15 casting skill regardless they were originally a caster or not. The effect is permanent until raised again or resurrect
- Archmage's Tuition (rare arcane regular unit enchantment), enchanted unit gain +25% casting skill, effect is permanent until raised again or resurrect
- Magic Guild Mastery (very rare reform, take effect upon research), all newly train unit with casting skill get +5 casting skill upon training permanently.

11) Benefactor
- Bountiful Festivity (rare city enchantment), +10 pop growth for each surplus food produced in the city, eliminate unrest at cost of 3 food per unrest pop.

12) Cult Leader
- Mission of Evangelism (rare city curse, 0 upkeep, triple dispel resistance), established mission in the targeted city to save their lost souls, enchanted city lose gold equal to number of unrest pop in the city and those amount is transfered to fortress city of the caster. In combat, if the city is attacked by the caster, defending units get -1% To-Hit and -0.1 Resistance for each turn since the mission is established. The counter is reset once mission is removed or changed caster.
- Divine Judgement (very rare spell target other wizard), All figures of all of units serving target wizard must be resisted at -1 or receive magical damage equal to their base HP (not included buffed HP). The damage is ignored Armor and Resistance of the unit but could be reduced by enchantment that reduced damage received directly.

13) Artificier
- Mechanical Augmentation (common unit enchantment), unit get +1 Attack/Armor and becomes Mechanical.
- Clockwork Gremlins (uncommon overland summon), summon mechanical engineers units with junk repair, buff mechanical units in stack, wall crushing, road building, and 2 charges of direct attack spell with guerentee destroy mechanical unit upon hit. (combination of combat engineers and mechaniacs)
- Clockwork Factory (rare city enchantment), placing automate factory building in the city that generate flat 50 productions each turn. Clockwork Factory requires gold upkeep and could be destroy like normal buildings.

14) Runemaster
- Rune Array Formation (very rare global enchantment), old version of Power Link recycled with lower power capacity threshold.

15) Astrologer
- Prophetic Revelation (uncommon city curse), The city suffers +4 unrest. In combat against the caster, garrison units get -2 Resistance.
- Lucky Star (rare reform, effect is taken upon researched), in combat, all friendly units in node with the realm that the caster has book of gain Lucky perk until the end of combat.

16) Conjurer
- Cryptid Taming (uncommon unit curse), target fantastic unit must be resisted or will be binded under the wizard control. If the unit is of the same realm as magic the caster proficient in, the caster learned how to summon that creature.
- Master Tamer (rare reform, take effect upon research), the wizard could learn summon spell of the realm wizard does not have up to rare level through Cryptid Taming.
- Lord of Creatures (very rare reform, take effect upon research), all fantastic creatures under the wizard control could gain exp level.

17) Charismatic
- Denouncement (uncommon spell target other wizard), damage reputation and relationship of target wizard toward every other wizards.
- Above Reproach (rare reform, take effect upon research), reduce/eliminate relationship damage cause by owning global enchantments.
- Beacon of Charisma (very rare reform, take effect upon research), at the beginning of combat, base non-fantastic units have 10% chance to defect and join the wizard. Defected units will be disbanded at the end of combat. The effect is not considered as magic.

18) Enchanter
- Tattoo magic (rare reform, take effect upon research), all newly trained unit that coming with benefit enchantment upon create will gain permanent version instead of removable version.
- Domain of Enchanter (very rare arcane global enchantment), all caster's enchantment's dispel resistance is double (x2, not +200%), combat curse of the caster become permanent and could not removed even after combat.

updated: 11/19/2025
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Very interesting, never though it was possible.
Could said spells unlock units trainable in cities too?
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(September 14th, 2025, 01:02)Mkbewe Wrote: Very interesting, never though it was possible.
Could said spells unlock units trainable in cities too?

I think it is possible to do that by make script that casting spell give dummy building to the city that act as unit requirement or building requirement of others.
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https://www.moddb.com/mods/caster-of-mag...com2-10510

Warlord mod version 1.5.10.1 is released with optimization and return of zero book, 1 common spell as scoring option to pick at the beginning of playthrough.

Change Logs:

Version 1.5.10.1
Code:
• Optimization of Unit calculation code to be more efficient, especially for late game.
Unit & Abilities:
• Bug Fix: Lord of Storm fail to apply effect on unit that ID is after the hero that equipped it.
• Fix description of Pox Host, now mentions that Goblin Pox would disappear once last Pox Host leave combat.
• Now ship that lifted by windwalking could participate in land combat but could not moved due to sailing handicap.
• Bug Fix: Sailing ship in land combat appear as stranded rather than grounded.
Buildings & Cities:
• Fix description of Alchemist’s Guild.
Others:
• Zero book, 1 common spell rule is now return as scoring option.


.doc   Warlord_Manual v1.5.10.1.doc (Size: 956 KB / Downloads: 4)
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Can't wait to try high men + artificer + life 4, some sorcery and nature.


Charismatic: 
Perhaps summon settlers spell? A chance to get settler of race that is not present in game.
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Quick playthrough report:

I tried playing 2 games with Warlord, starting at Master difficulty (usually playing Lunatic in vanilla). In both games, there are Myrrans breaking through in 1503. I can't actually see their race but Historian is showing me that while their popularion, power and power income aren't too high, their army power is so high that everyone else's looks like a flat line.. I'm giving up as it seems impossible to fight these guys. Here's a save file in case you want to check it: https://ufile.io/oxq5s86k

I might try another play with Race to the Unknown since it seems like there's some problem specific to wizards starting on Myrror.

[Image: k7S1jMZ.png]
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