mastroego

mastroego

Joined Member # 4176247
14 Posts 374 Replies 11,890 Reputation

[quote who="Primal_Savage" reply="1713" id="3647671"] As far as future plans goes, I'm thinking more of the same really, but the vector of development might be a tad different. New Champions? New Creatures? Equipment creation will move to crafting, because the loot tables are nearly full;

2,228 Replies 8,547,759 Views

So, are there additional plans for this mod? I'm curious. :) Now, I'm going to start a game and I'll let you know if I have meaningful observations to make. For now I'll just... well I do seem like a broken record but.. right now I think the one thing that doesn't "work" for me it's the "resources" spells. I mean it's like being gifted at the start of the game with a "Super Alchemy" skill, anything can be converted to anything else, it trivial

2,228 Replies 8,547,759 Views

[quote who="Primal_Savage" reply="1588" id="3637238"] Random Daily News: Planar Conquest out on Monday (Free for all owners of Worlds of Magic). Let me know if it's any good. [/quote] The buzz is positive this time around. It seems they nailed this time, or are close to, from what I hear. I own WoM so I'll get it for free: I hope I'll have time to play it myself, and I'll let you know my thoughts. Anyway, also plan to update Xtra. Good to see

2,228 Replies 8,547,759 Views

[quote who="Primal_Savage"] However, there is a systemic crash issue that isn't likely to be XML related, in the sense that this particularly pervasive issue can only be fixed by reducing the size of the Mod. I think I need to get rid of about 500 icons/medallions and/or some XML material to bring it back to 2.0.a size which, if I remember right, was one of the most stable version ever. In other words, some features, say Champion Camps, will probably get axed, i

2,228 Replies 8,547,759 Views

@Primal: I think JamesDyk just worded his post poorly, his troubles are only of a technical nature. @JamesDyk: the mod is resource intensive. Try this little trick I learned: hit EndTurn from the clothmap view. Wait for everything to have moved, and then zoom in again. It changes EVERYTHING for me. Still, I think you should play on smaller maps and with fewer enemies. @Primal again: I wanted to post a few comments. Well, on the technical side, what I said above. I'

2,228 Replies 8,547,759 Views

Hi Primal! I recently purchased a new computer, with decent "stats", so I decided I could try this mod again (I was having deal-breaker performance issues with the old rig). I noticed the mod progressed immensely, kudos! :) I need some help though. You gave me some suggestions to customize my installation the last time but they seem to no longer apply, because of the major mod restructuring. I've read the readme and I've been trying to remove the Recruit Champion techs

2,228 Replies 8,547,759 Views

Just a follow-up. :) I tried a game with a Medium map and 3 opponents. I've reached the final stages of the game and - so far - the system seems to be able to handle it (with all the performance options of course). So there's that. Also I think the weak point of my rig is the available RAM (I have 4 gigs). I believe this is particularly critical with this game (while I can play a lot of other stuff without significant problems).

2,228 Replies 8,547,759 Views

[quote who="Primal_Savage" reply="697" id="3518515"] Depending on the mods you are using there's probably an additional 1 000 000 lines of code to process (600 000 for XtraDeconstruct, 100 000 for BG Library, etc.), so I can't say I'm surprised. If I had to do it all over again, I would probably remove some (all) customization options for efficiency gains. By customization I mean the possibility of removing chunks of the Mod (e.g. TM files) and still have it work as if not

2,228 Replies 8,547,759 Views

First, don't cast "Ineluctable Vision", seeing the whole map makes it much harder on your computer. Next, you need to reduce the number of AI (and/or creatures). Find the number of AI that produces the least crashes while still offering you an enjoyable game and stick with that number even if you increase the size of the map (For me that number is 6 on Large). Heck, you may even want to reduce the number of AI as you increase the size of the map (Which is a bit count

2,228 Replies 8,547,759 Views

Hi! I've played a longer game and I have more meaningful feedback. Mostly it comes down to: The mod is great, most of the things it adds are things that felt missing. It would feel wrong to play without the mod My hardware can't handle it. :( So the mod really expands the game, adds tons of choices (very welcome) and extends the late game with more dangerous monsters, deeper tech trees and everyth

2,228 Replies 8,547,759 Views

Wow, thanks for the tips! I didn't realize it was that customizable :) I think I'll start by removing the utility spells only. I'm wary of disrupting the tech-tree and intended game balance too much... If you're referring to how abilities show up in general, I intend to rework those a bit like I did for equipment descriptions. May or may not happen in the next version. Y

2,228 Replies 8,547,759 Views

Hi again! Sorry for pestering you :) Just a little "first impression" feedback. Well the mod is massive indeed, gonna take a while to absorb it all. Anyway I thoroughly endorse the effort to expand, rationalize and standardize content and info. Well done! :) There are a few of things I'm not in love with, and, well, allow me to get them out of the way: - Fourth_wall_breaking mod info and abilities. I realize they're there mostly fo

2,228 Replies 8,547,759 Views

[quote who="Primal_Savage" reply="670" id="3517218"] Monument XP will not cause conflicts, but is somewhat redundant since CityHubs provide XP in XtraDeconstruct. [/quote] Oh, that's cool, I'll try them together and see if it's too much. I was really annoyed by the uselessness of secondary heroes and the administrative path! [quote who="Primal_Savage" reply="670" id="3517218"] As to your previous post, know that the

2,228 Replies 8,547,759 Views

Hi! I recently decided to give this game another chance, and honestly, the dust having finally settled, I've found that in its final form it's quite a decent game. The one MASSIVE flaw that remains, imho, is the scarcity of spells. Now I've heard about this mod and it seems very nice indeed, but I'm having difficulty in finding out specifics. What kind of spells does it add? Would you say that magic gets finally

2,228 Replies 8,547,759 Views

@ditoLoco: I hear you, but those issues are addressed via a simple tuning of parameters. For example, the devs acknowledged that spells need to do more damage. As it has been said, the real balancing will come after the full features are in. Even Elemental had lots of balancing issues, and they all have been addressed (more or less) now. The issues that remain (for me) have more to do with the underlying design philosophy. Whereas the design philosophy of Worlds of Magic seems

46 Replies 225,972 Views

[quote]I think the direction is fantastic, but I am doubtful they can pull it all off with a small team. Actually executing on everything planned is going to be a challenge. I hope they prove me wrong, I'll definitely buy it if they do. [/quote] I can understand the concern, but I'll tell you this: please consider backing these guy by buying the Early Access. They could use the influx. I was wary myself, but then I realized that this is our <span style="text-d

46 Replies 225,972 Views

I bought the Early Access too. It may succeed at becoming everything I wanted Elemental to be (and tried to steer towards, from my humble position - sometimes with somewhat harsh remarks, I will admit). Yes, it has the potential to be, in all but name, Master of Magic 2. It's still early of course and many, many things can go wrong yet. Races are diverse and have impactful characteristics. Draconians fly! Need I say more? Well, more generally the game isn't af

46 Replies 225,972 Views