In one game as a Nature major/Sorcery minor split I had +100% resistance to dispel from the sorcery enchantment along with spell lock and it definitely helped, but only to a point. I did find that spamming enchants constantly in order to get the AI to dispel rather than cast a damaging spell was a workable strategy. My main rival was a death wizard spamming Wave of Despair, but if I spammed Magic Immunity every turn they'd instead go for dispel most of the time (~50% success), and if they didn't then my monsters would be immune to the damaging spells.They made dispel too powerful to the point that enchantment becomes too risky a strategy at higher levels. You are better off summoning heroes/critters and just surgical striking the enemy with a stack of them.
Some tips I've learned:Sounds like great AI. I haven't played Caster of Magic above fair, iirc, so I wouldn't be of much help.
You are better off spending thousands of mana creating artifacts to equip your heroes than to spend thousands enchanting them only for it to be dispelled.In one game as a Nature major/Sorcery minor split I had +100% resistance to dispel from the sorcery enchantment along with spell lock and it definitely helped, but only to a point. I did find that spamming enchants constantly in order to get the AI to dispel rather than cast a damaging spell was a workable strategy. My main rival was a death wizard spamming Wave of Despair, but if I spammed Magic Immunity every turn they'd instead go for dispel most of the time (~50% success), and if they didn't then my monsters would be immune to the damaging spells.They made dispel too powerful to the point that enchantment becomes too risky a strategy at higher levels. You are better off summoning heroes/critters and just surgical striking the enemy with a stack of them.
Currently in a life game where I think I can overwhelm AIs game with just ultra elite unit spam, since unit experience isn't dispellable and I can use buffs circumstantially for hard fights. Trying to layer on 5 buffs across multiple units is definitely not a great idea, especially if the enemy has sorcery magic for extra dispelling. In the nature game I tried using 8 Behemoths with full life/sorcery line buffs and in my first battale against a sorcery wizard Dispelling Wave cast twice basically killed ~2500 mana worth of buffs. It can kinda work if you are trying to gear up to snipe the capital in one go though, you'll lose a lot but be able to win one essential battle.
One thing I am still a bit weak on is how to gear and use heroes well. Seems like most of the time it's suicidal to throw them into battle without tons of buffs. On the other hand their equipment buffs are undispellable, so if you do invest heavily into one they are actually durable. But that's like... thousands of mana, generally.
Aim for magic heroes. At low levels, get +damage, +to-hit gear for your heroes. As their levels go up, you can ease off on the to-hit. Your aim is 100% to-hit (including the base 30%) for your ranged guys. Remember that magic immune gives you only 50 shields vs ranged magic attacks. That is 50*0.3=15 defence on average. That means any magical ranged attack above 15 at 100 to-hit rate will do damage on average. With 1 staff and 2 item slots, you get +12 damage just from artifacts and most magic users come with 8 base attack.. You do the math on that one.
Other powers to aim for on items:
Life - Lionheart, invulnerability
Sorcery - Phantasmal, magic immune, flight, invisibilty
Nature - Regeneration
Chaos - Flaming (+3 attack on top of the +12), lightning
Death - Wraith form
If you are playing with Sorcery, just summon a stack of Storm Drakes and go nuts. Fast, high damage, magic immune, etc.
I have never had that problem with heroes, even magic users. Survivability is never that much of an issue. It sounds like you are sending them out early and without proper support against the enemy, when you should be using them against neutrals and lairs to increase their level first, then use them to increase your casting skill to churn out a few custom artifacts.Well, I'm mostly just not using heroes either way. In the Nature game I was mostly using teams of 2-4 Behemoths with minimal permanent enchantments to take towns. I had a beastmaster with my biggest stack purely because he gave to-hit buffs to all fantastic creatures but that was it.
The thing is, it's thousands of mana just to get heroes to not die to random-ass spells that the AI casts or that ranged attacks will hit them with (since AI almost always focus fires them). They still can't really win battles on their own, they are about comparable to a rare monster, not even a very rare one. At least for nature if you just want a hero to be on the field for buffing purposes and to survive you merely need to cast regeneration, and if you only want 1 buff its usually better to cast it in battle (since overland casting is your main constraint) rather than investing thousands into items or permanent enchants. I'll try to test this a bit more with Torin in my life game though.
You have 4 slots on every item. You can buff shields also on every item. It is not ideal, of course. Give them a few levels and even Malleus can take care of an entire stack of enemy units by himself.Well, I'm mostly just not using heroes either way. In the Nature game I was mostly using teams of 2-4 Behemoths with minimal permanent enchantments to take towns. I had a beastmaster with my biggest stack purely because he gave to-hit buffs to all fantastic creatures but that was it.
The thing is, it's thousands of mana just to get heroes to not die to random-ass spells that the AI casts or that ranged attacks will hit them with (since AI almost always focus fires them). They still can't really win battles on their own, they are about comparable to a rare monster, not even a very rare one. At least for nature if you just want a hero to be on the field for buffing purposes and to survive you merely need to cast regeneration, and if you only want 1 buff its usually better to cast it in battle (since overland casting is your main constraint) rather than investing thousands into items or permanent enchants. I'll try to test this a bit more with Torin in my life game though.
Aim for magic heroes. At low levels, get +damage, +to-hit gear for your heroes. As their levels go up, you can ease off on the to-hit. Your aim is 100% to-hit (including the base 30%) for your ranged guys. Remember that magic immune gives you only 50 shields vs ranged magic attacks. That is 50*0.3=15 defence on average. That means any magical ranged attack above 15 at 100 to-hit rate will do damage on average. With 1 staff and 2 item slots, you get +12 damage just from artifacts and most magic users come with 8 base attack.. You do the math on that one.
Other powers to aim for on items:
Life - Lionheart, invulnerability
Sorcery - Phantasmal, magic immune, flight, invisibilty
Nature - Regeneration
Chaos - Flaming (+3 attack on top of the +12), lightning
Death - Wraith form
If you are playing with Sorcery, just summon a stack of Storm Drakes and go nuts. Fast, high damage, magic immune, etc.
What about staying alive though? The main problem is that any random AI can just cast lightning bolt 2-3 times and your hero is dead. 36 AP damage dealing an average of 12 damage and your hero's defense is halved, so a 10 defense hero (about all you can get if you line them up with all offensive stuff) takes over 10 damage. Buffs can help a little but if you're truly blinging out on equipment to have buffs + offense stats you're looking at like 4.5k mana, and lightning is just an uncommon spell that AIs seem to spam from like turn 30.
Also at least some of these buffs don't exist in Caster of Magic, I know Magic Immune doesn't,
You keep talking about Chaos wizards and one spell makes me wonder if you are adaptable enough to have an actual discussion on a tactical or strategic game. I seem to recall a similar argument we have in the HBS Turd game thread where you fixated on one thing and went psycho over it instead of adapting your playstyle vs that one thing.Have you played Caster of Magic, rather than vanilla Master of Magic?
Like I said, AI is smart and if it sees a hero it just pelts it almost constantly with attack spells, the worst being chaos wizards with lightning (36 armor piercing damage). In some battles if my hero + 8 creatures attacks an AI town then the AI will, before you get a turn, have 9 magicians all focus fire the hero + lightning bolt it. God help you if the AI decides to use those magicians to cast a simple fire bolt (24 magic damage per magician). You can survive this if you stack a ton of defensive stuff but that's about all you can do. Now granted you *can* get items that stack defense massively, but then you're not getting much combat utility except any army-wide buffs your hero might provide.
Here's me after the AI takes its first turn on this fight:
He doesn't have much defensive equipment, but he's max level. BTW, that empty spot? That was my first hero. Yeah, the AI killed 1 hero and did 3/4ths of the 2nd heroes HP in damage on turn 1. There's no way you can outheal that, Baghtru will be dead on turn 2. The other hero that died was 1 level away from max. Keep in mind this is basically midgame, I just got my first rare spell.
EDIT: Heroes also had holy armor, endurance, holy weapons and bless on, FYI. Notably Bless is +5 defense against their attacks and holy armor is +10% defense chance.
If I wanted to make a hero that could resist attacks like this I'd need to craft something like:
That's about 20 turns worth of my casting skill. I'd kind of rather have 5 Behemoths, especially considering this is just an item to get the hero to not die to ranged spells, protecting them in melee combat would require another and then some more item bonuses to get them to actually kill things. I'm sure a fully blinged-out hero could handle most fights practically alone, but that's gonna cost around 10k mana. I guess in some sense it might still be a good idea if the hero is truly unkillable vs. very rare creatures which still can die once in a while, but still, shit's expensive. Also illusion attacks ignore armor completely so if you fight a wizard with sorcery and don't have sorcery yourself to get illusion immunity you're probably boned so potentially say goodbye to that super hero.
You are a Sorcery mage. If you don't know the defence vs Magician spam, you are not worth talking to.You keep talking about Chaos wizards and one spell makes me wonder if you are adaptable enough to have an actual discussion on a tactical or strategic game. I seem to recall a similar argument we have in the HBS Turd game thread where you fixated on one thing and went psycho over it instead of adapting your playstyle vs that one thing.
I'm pointing it out because Chaos Wizards have one of the strongest direct attack, which is part of the theme of chaos. In case you hadn't noticed, the Wizard I'm fighting in that screenshot is a Death Wizard. So that's 2/5 wizards. I also talked about Magician spam being enough to destroy heroes and Magicians are available to Wizards. Do you have an argument or are you just going to whine? I don't recall what argument you are talking about, you're probably hallucinating.
No, in that screenshot I was a pure life mage. In the game I was referencing previously I was 9 nature/4 sorcery. Please learn to read and/or use your eyes. Sorcery wizard enchantments would be blue, not white.You are a Sorcery mage. If you don't know the defence vs Magician spam, you are not worth talking to.
#1 How am I supposed to do that as a life wizard. That's a rare-level sorcery spell. At no point have I indicated I am a sorcery wizard or capable of casting invisibility.Cast Invisibility overland on your heroes.
You started the conversation with Sorcery and so you will stay with Sorcery, you cunt. The fact you keep ducking and jiving and bring up other things is testament as to the fact you are not here to learn, but are merely here to complain because you just cannot conceive that you are a lousy player is plain. You did the exact same thing in the HBS Tranny game thread.#1 How am I supposed to do that as a life wizard. That's a rare-level sorcery spell. At no point have I indicated I am a sorcery wizard or capable of casting invisibility.Cast Invisibility overland on your heroes.
#2 Are you retarded? Let me try and spell it out for you:
Stupid nigger. Nevermind the fact that playing without buffs on normal units is the stupidest fucking idea ever.
Bitch faggot nigger, quote me then where I started it.You started the conversation with Sorcery and so you will stay with Sorcery, you cunt.
And for any COM discussion it should be taken to the relevant thread: https://rpgcodex.net/forums/threads/best-mom-mod-caster-of-magic.107006/page-2
It appears that Slitherine will no longer be testing & publishing Seravy's patch updates to Caster of Magic for Windows which means the game will no longer auto update on GoG or Steam. So Seravy has released the latest v1.5.3 update himself on the Realms Beyond forum similar to what he used to do with his MoM & CoM patches back in the day. https://www.realmsbeyond.net/forums/showthread.php?tid=11090
And as usual when there's a new CoMWin release Suppanut is not far behind with a brand new update to his excellent Warlord mod for it too that makes many popular changes to CoMWin and adds new factions, spells, buildings and many new units! So please try it out and give him your feedback on the MoM Fans Discord.
https://www.moddb.com/mods/caster-o...magic-for-windows-warlord-1532-for-com2-10503
Caster of Magic for Windows
One of the new races in the Warlord mod
One of the new races in the Warlord mod
Cheers! I've been letting the Master of Magic fan communities know the news but completely forgot about this thread lol!https://www.reddit.com/r/masterofma...v153_releases_of_caster_of_magic_for_windows/
It appears that Slitherine will no longer be testing & publishing Seravy's patch updates to Caster of Magic for Windows which means the game will no longer auto update on GoG or Steam. So Seravy has released the latest v1.5.3 update himself on the Realms Beyond forum similar to what he used to do with his MoM & CoM patches back in the day. https://www.realmsbeyond.net/forums/showthread.php?tid=11090
And as usual when there's a new CoMWin release Suppanut is not far behind with a brand new update to his excellent Warlord mod for it too that makes many popular changes to CoMWin and adds new factions, spells, buildings and many new units! So please try it out and give him your feedback on the MoM Fans Discord.
https://www.moddb.com/mods/caster-o...magic-for-windows-warlord-1532-for-com2-10503
Caster of Magic for Windows
One of the new races in the Warlord mod
One of the new races in the Warlord mod