October 4th, 2025, 02:42
(This post was last modified: October 4th, 2025, 03:02 by Suppanut.)
Posts: 1,162
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(October 3rd, 2025, 16:22)jhsidi Wrote: 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]](https://i.imgur.com/k7S1jMZ.png)
Found reason to your problem. Source of those problem are goblins basic units that have budding ability (spearmen, swordsmen, hobgoblins, arsonists). In my attempt to prevent goblin budding from become summonable by Pandora Box, I set cost of those ability to 9999 which lead to extremely skewing the army graph considerably. I will fix graph in next release.
Here is when I change cost of those ability in spells.ini from 9999 to 60.
October 7th, 2025, 13:32
(This post was last modified: October 7th, 2025, 13:36 by Suppanut.)
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Due to I found serious bug in main game about wizard elimination that cause unit of different player on the same tile, so I need to release this version to circumvent the bug.
https://www.moddb.com/mods/caster-of-mag...com2-10510
Version 1.5.10.2
Spells:
• Pillar of Faith is moving up to rare tier and now also generate 0.5 overland casting skill for each unrest reduction from religion source but cost increases to 180, upkeep increases to 5
• Divine Protection is moving down to uncommon tier and now could be casted outside combat.
• Effect that make Vampirism permanent is now applied at the moment of casting instead of repeating apply in unitcalc script.
• Bug Fix: Berserk could not be removed from enchanted unit voluntarily.
• Bug Fix: Fiery Fury could not be removed from enchanted unit voluntarily.
Units & Abilities:
• Undead perk now converts Healing spell charge to Revenant spell charge.
• Strength of Water now only half effectiveness if overland tile in not wet type of tile.
• All budding abilities now has cost reduced to 60 due to their high cost would interfere with army strength graph.
• Construct Catapult casting cost is now set to 90 due to overtly high casting cost for abilities interfere with army strength graph.
• Effect of Divine Protection enchantment is now visible outside combat.
• Angelic Luck internal enchantment is removed due to nolonger needed, all effect that apply it now replacing by Divine Protection.
• Pandora Box now could summons chaos goblins units at cost of 60 and catapult at cost of 90.
Others:
• Due to serious bug of how units change ownership at random when wizard eliminated by retirement, retirement is temporary disabled.
• Optimized combat end turn script.
Warlord_Manual v.1.5.10.2.pdf (Size: 1.65 MB / Downloads: 6)
October 11th, 2025, 04:34
Posts: 130
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Joined: Aug 2015
Congrats again on the excellent work. Being able to choose special buildings from other races is great. How about including more special buildings (Altars, Ludus, Sancta Basilica etc)?
On another note: Military Workshop, if being given at the start, does not seem to upgrade units from other races - could you check?
I like your suggestion about including special spells for retorts.
October 12th, 2025, 00:50
(This post was last modified: October 12th, 2025, 01:16 by Suppanut.)
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(October 11th, 2025, 04:34)occasionalplayer Wrote: Congrats again on the excellent work. Being able to choose special buildings from other races is great. How about including more special buildings (Altars, Ludus, Sancta Basilica etc)?
I would have to decline on this, there is limit of internal custom attribute, and many of those bonus have racial theme attached to it, so, no, I will not do that.
Quote:On another note: Military Workshop, if being given at the start, does not seem to upgrade units from other races - could you check?
I have checked it by start game with barbarian and have military workshop, it is working but only for newly trained unit, not starting unit. When I trained new bowmen, I get bowmen with armor piercing and heavy physical projectile. Also range attack power will only increase if the unit already have armor piercing, if not then it would get armor piercing instead.
Quote:I like your suggestion about including special spells for retorts.
Thank you.
October 12th, 2025, 04:22
Posts: 1,162
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Joined: Nov 2020
There is serious bug in version 1.5.10.2 that I end up slip out in released version. it is about trap laying in combat. Here is the hot fix. Put it in mods/warlord folder and don't forget to reload the mod.
WarlordModHotFix1.5.10.2.1.zip (Size: 3.69 KB / Downloads: 4)
October 19th, 2025, 06:11
(This post was last modified: October 19th, 2025, 06:15 by Suppanut.)
Posts: 1,162
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Warlord mod version 1.5.9.6 and version 1.5.10.3 is released. I released version 1.5.10.3 as bug fix of serious bug in previous version and it is likely to be the last version for Caster of Magic for Windows version 1.5.10 as this version of exe has some serious bug (unit stack get mixed up with ownership of different wizard each time a wizard is retired) that need to be addressed so I would not implement and new change (especially my plan on retort-exclusive spells) until new fix is coming out from Seravy. Due to this, I decide to also released update version of the mod in more stable version of 1.5.9 with most of update I put into the mod since release of version 1.5.10.x.
Version 1.5.9.6
https://www.moddb.com/mods/caster-of-mag...com2-10509
Version 1.5.10.3
https://www.moddb.com/mods/caster-of-mag...com2-10510
Change log.
Version 1.5.10.3
City:
• Introducing Siege Penalty, when raiders/monster rampage stack or stack own by wizard that at war with city owner occupied tile adjunct to the city, the city suffer -12.5% of Gold income, Food income (except necropolis refund) and production terrain bonus per tile. If the city is surrounded by enemy, penalty would be 100%.
Units:
• Bug Fix: Midget Subarmarines don’t get bonus from Inner Power global enchantment.
• Bug Fix: Trap causes game to crash in combat.
Version 1.5.9.6
Has everything the same as version 1.5.10.3 except....
• No Siege penalty implementation, to do so require script command from caster.exe version 1.5.10.
• Windwalking ship that could not fly on their own could not participate in offensive combat, the script without command from version 1.5.10 would be too loaded to pragamatically implemented.
• There would ber no "Zero Book Rule" scoring option to give 1 common spell per realm at 0 book due to script to grant spell require command from caster.exe version 1.5.10.
• In version 1.5.10.3, I have to disable function of wizard retirement to prevent serious bug from break the game. I don't need to do this in version 1.5.9.6
October 20th, 2025, 01:58
Posts: 1,162
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Joined: Nov 2020
(October 19th, 2025, 06:11)Suppanut Wrote: Warlord mod version 1.5.9.6 and version 1.5.10.3 is released. I released version 1.5.10.3 as bug fix of serious bug in previous version and it is likely to be the last version for Caster of Magic for Windows version 1.5.10 as this version of exe has some serious bug (unit stack get mixed up with ownership of different wizard each time a wizard is retired) that need to be addressed so I would not implement and new change (especially my plan on retort-exclusive spells) until new fix is coming out from Seravy. Due to this, I decide to also released update version of the mod in more stable version of 1.5.9 with most of update I put into the mod since release of version 1.5.10.x.
Version 1.5.9.6
https://www.moddb.com/mods/caster-of-mag...com2-10509
Version 1.5.10.3
https://www.moddb.com/mods/caster-of-mag...com2-10510
Change log.
Version 1.5.10.3
City:
• Introducing Siege Penalty, when raiders/monster rampage stack or stack own by wizard that at war with city owner occupied tile adjunct to the city, the city suffer -12.5% of Gold income, Food income (except necropolis refund) and production terrain bonus per tile. If the city is surrounded by enemy, penalty would be 100%.
Units:
• Bug Fix: Midget Subarmarines don’t get bonus from Inner Power global enchantment.
• Bug Fix: Trap causes game to crash in combat.
Version 1.5.9.6
Has everything the same as version 1.5.10.3 except....
• No Siege penalty implementation, to do so require script command from caster.exe version 1.5.10.
• Windwalking ship that could not fly on their own could not participate in offensive combat, the script without command from version 1.5.10 would be too loaded to pragamatically implemented.
• There would ber no "Zero Book Rule" scoring option to give 1 common spell per realm at 0 book due to script to grant spell require command from caster.exe version 1.5.10.
• In version 1.5.10.3, I have to disable function of wizard retirement to prevent serious bug from break the game. I don't need to do this in version 1.5.9.6
Files have been reuploaded due to error in description file.
October 27th, 2025, 01:45
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Joined: Oct 2020
Hi guys,
Great mod. My question is: Does the Dark Elves unique building "Tree of Magic" really work? Because after building it neither the warlocks nor the nightmare units seem to be getting more Casting Skill nor more charges for their magic ranged attacks.
Also the Nightmares seem quite weak for the by far most expensive normal unit in the game. Probable because they only get 2 figures? The warlocks also seem not particularly impressive either for being the top tier caster unit of the supposedly best magic race in the game. I find them weaker than the High Men Magisters. Note: I mostly play with life/sorcery for buff strategies so maybe that is why units with fewer numbers seem weaker. But still. I kind of feel the top tier units of the Dark Elves are - given their cost and relative fragility - are lacking the canon part of the class canon design.
Anyway, keep up the good work.
October 27th, 2025, 03:14
(This post was last modified: October 27th, 2025, 07:24 by Suppanut.)
Posts: 1,162
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Joined: Nov 2020
(October 27th, 2025, 01:45)Kellnaved Wrote: Hi guys,
Great mod. My question is: Does the Dark Elves unique building "Tree of Magic" really work? Because after building it neither the warlocks nor the nightmare units seem to be getting more Casting Skill nor more charges for their magic ranged attacks.
Also the Nightmares seem quite weak for the by far most expensive normal unit in the game. Probable because they only get 2 figures? The warlocks also seem not particularly impressive either for being the top tier caster unit of the supposedly best magic race in the game. I find them weaker than the High Men Magisters. Note: I mostly play with life/sorcery for buff strategies so maybe that is why units with fewer numbers seem weaker. But still. I kind of feel the top tier units of the Dark Elves are - given their cost and relative fragility - are lacking the canon part of the class canon design.
Anyway, keep up the good work.
About Nightmare, yes, it is about figure. Real power of Nightmare should be coming from illusion attack so Illusion immunity would make Nightmare very weak except of some free terror charge support. Its strength should be upgrade with apply of casting skill from tree of magic due to its high magic range attack power and resistance but if unit that train after you build tree of magic does not get casting skill then something must be wrong.
Edited
About tree of magic, here is latest build and freshly test. They are working as they should. It is only working on unit that newly trained, it does not have effect on unit that has already created. And the city required to not be cursed by Evil Presence (this curse make all kind of upgrade moot). And make sure you are using the latest version of the mod.
October 29th, 2025, 14:46
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Threads: 0
Joined: Oct 2020
1) Ah yes sorry. I started a new game an I just realized what my problem was. I had first produced "Adepts" that already have Caster 20 built in. Then they got this additional casting skill from the "Tree of Magic" So they had something like 40. When I switched to "Warlocks" the seemed to only have Caster 20 aswell but this is because the don´t have any baseline Caster. So I thought it didn´t work. So yeah it seems it works on all the units just fine. Sorry for that.
2) But still a bit strange that the "Warlocks" as top tier have no Caster at all and the "Adepts" then end up with twice the Caster skill ...
My problem is kind of that with:
-) Focus Magic
-) Elite+ Units
-) Orihalcon / Sorcery stuff like the global / battle buff that gives +Magic Range
I actually prefer "Magic Knights" and "Adepts" over the "Nightmares" and "Warlocks" in most situations and that is kind of a shame. Maybe giving "NIghtmares" a 3 figure (with health reduction) and Warlocks baseline "Caster 20" like the Adepts could make them more interesting?
PS: I HATE "Ice Age" its horrible to play against. :twirl Well done.
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