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Old September 13th, 2010, 10:46 PM
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Default Re: OT: Master of Magic unofficial patch v1.40f

Quote:
Originally Posted by B0rsuk View Post
Quote:
Originally Posted by Foodstamp View Post
I've been playing with this patch for a while and I love it. I recommend going into the settings and changing the random monsters setting to spawn more frequently.
Can you enlighten me what the two extra difficulty options do ? Monsters Gone Wild - is that spawning frequency ? How about the other one ?


Quote:
The AI plays more intelligently. You really notice it in their city placement.
The developer tried to make it even better, but it turned out to be harder than expected. In particular he spent 2 weeks trying to make AI understand "tiny islands with towers" are no good places to send settlers to. He also tried to make AI stop sending empty ships.

Quote:
For an added challenge, I modded this patch and gave all the settlers swimming. It makes a tremendous difference in how good the AI plays.
HOW have you done it ? Do you know assembly ? One thing I would love to see is bowmen having strenght 2 missile attack by default. They're so pitiful otherwise, and considering swordsmen come earlier it shouldn't cause balance problems.

Monsters gone wild make the monsters from ruins spawn more frequently and with larger stacks after the initial start of the game. Revolting rebels or whatever it is called makes the neutral cities more aggressive in how many units they send and what kinds.


I used an editor to edit the patch. I made a few other little changes too such as alchemist guild for Trolls, 4 units in war bears, first strike for Gnoll wolf riders. I gave some of the crappy heroes new abilities to make them a slight bit more useful.

The site I downloaded the editor from is now defunct, but I have a copy of it laying around here. Ah here it is, as a matter of fact here are 3 editors I am going to attach to this post.
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File Type: zip Master of Magic Modding.zip (60.0 KB, 199 views)
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