Was it God that made magic, or was is magic that made God?

Comment History  (0 - 30 of 206)
High_priest_of_Ru
High_priest_of_Ru - - 206 comments @ [WB 1.172] Skilled Magic Calradia v.1.0.2 Final

This is FINAL release of Skilled Magic Calradia. Maybe I will update it once or twice more, but only if i will get enough bugreports to patch the MOD.

I don't have good 3D-modelling skills so i can't easily expand SMC with a lot of manually made castles and outfits. So i consider Skilled Magic Calradia finished! Enjoy it, guys!

For magic, and all things right!

Good karma+6 votes
High_priest_of_Ru
High_priest_of_Ru - - 206 comments @ Skilled Magic Calradia

v.1.0.2 Final is uploading now. This update contains a lot of changes to Ritual Magic while fixing several bugs. Sadly, mages won't use their staves as melee weapon - it caused problems with casting spells.

Good karma+1 vote
High_priest_of_Ru
High_priest_of_Ru - - 206 comments @ Skilled Magic Calradia

Trying to fix grammar. Some of text aren't written by me, but mindlessly copied from different pathetic sources.

If you want, send me screens with those issues and i will solve it :)

Good karma+1 vote
High_priest_of_Ru
High_priest_of_Ru - - 206 comments @ Ancient Magic Arts v.0.6

Of course. You can use anything for any reasons. Credits are the only thing i ask.

Good karma+2 votes
High_priest_of_Ru
High_priest_of_Ru - - 206 comments @ [WB 1.172] Skilled Magic Calradia v.1.0.1

Battle shouldn't have lags at all if your PC is good enough and global map shouldn't lag until you're not speeding up the time. Skilled Magic Calradia have quite high PC requirements tho. As any other large MOD.

Entire magic system of current version is built on a foundament of performance even hurting the look (and equal opportunity for player and AI to prevail in battle, that's why you aint firing fireballs like in Phantasy Calradia). There were several beautiful scripts i have found, implemented and then had to delete because they doesn't allow engine to sustain large enough battles. Those perfect looking waves and fireballs from Magic World MOD and dragon breath from 战争之风:新纪元 元宵整合精简版发布 are among them. Not more than 100 creatures on the battlefield at all, can you imagine? Engine can't handle greater numbers of those highly particled effects, sadly.

But thanks for an idea. I probably will try to implement continuing the battle after death of main character - if i understood you correctly.

Good karma+1 vote
High_priest_of_Ru
High_priest_of_Ru - - 206 comments @ Skilled Magic Calradia

No guarantee way. Magic staves are counting as melee weapon itself, so mages will not switch between them in fighting and - which worse - engine can give them only melee staff or only magic one as both will be melee by his liking. It was tested.

Of course, more in-battle scripts will solve this problem, but they will also require better PC for recommended size of battle.

Good karma+1 vote
High_priest_of_Ru
High_priest_of_Ru - - 206 comments @ Skilled Magic Calradia

Yea, time to announce next update.

Heh) This is not hard to add such possibility (just change magic attack button in code and pictures, then modify their item properties - and it will be done), but damage output of magic staves is balanced for magic attacks only. So they have pierced attack, which is deadly and great for damaging heavily armored opponent. And its damage maybe very low (for example, as staves of Archmages have - due to their huge area of damage) or very high - for direct magic damage (this is connected with the way, engine applies direct damage to agents).

That's still a great and atmospheric idea, man, so i will realize it in 1.0.2. But the damage output will be definitely compensated with attack speed for any magic staff with direct magic damage. Due to balance reasons resulting effectiveness of magic staves in melee will suck, just to know!) These staves are too decorated masterpieces to be good weapon in melee, i guess (and mages have Auras to defend themselves at close range, so primitive stick fighting will not be what they likes)))


Another thing, i will rework in next version, is Concentration. I will seek for a lower slow value for mages, which are using summoning and heal magic. This amount must be enough low to not allow mages to escape from chasing melee soldiers, but current 50% slow looks excessive - it brings too large problems in positioning of player's army and an ability of player to position himself in close combat. 15%, maybe, is a better decision.


v.1.0.2 will also forbid use of portal magic in streets and hall assault scenes (siege ones). Portal Auras right now throws NPC out of attack range and forces player to escape fight if he or his soldiers have no close range magic damage.
Despite the fact that it is almost impossible with recommended battlesizer settings to face this problem, it is still annoying. Personally i found it not when playing, but when cheating with city capturing when i was testing 1.0.1 kingdom customization)


Also i will add Ritual Mages. They will be weak troops, which are using like resource for damaging Global Rituals. Every party, which have Ritual Mage, will be able to unleash dangerous magic attack on the global map upon closest target, killing about 10% of enemy party - if this is possible at all by inflict_casualties_to_party_group operation, i don't know yet.
Ritual mages will come with High mages every day, if party have no other Ritual mages. Player will also be able to hire em for a low fee.


Also all kinds of Ritual magic can be viewed even without proper Labs in inventories and cost of these labs will be lowed to 10k denars.

Good karma+1 vote
High_priest_of_Ru
High_priest_of_Ru - - 206 comments @ [WB 1.172] Skilled Magic Calradia v.1.0.1

Just an installer, which extracts MOD.

A lot of people reported problems when i was uploading zip archive, so i switched to installer.

Good karma+1 vote
High_priest_of_Ru
High_priest_of_Ru - - 206 comments @ Skilled Magic Calradia

An engine bug, yea. If that happened, create through holding F1 position for creature's army branch (skeletons are infantry by default) to hold. After couple of seconds the creature will forget about you.

Good karma+1 vote
High_priest_of_Ru
High_priest_of_Ru - - 206 comments @ Skilled Magic Calradia

Almost Harry's:)

Good karma+1 vote
High_priest_of_Ru
High_priest_of_Ru - - 206 comments @ Skilled Magic Calradia

v.1.0.1 is uploading. It will take several hours.

Good karma+2 votes
High_priest_of_Ru
High_priest_of_Ru - - 206 comments @ Skilled Magic Calradia

I am finishing work on 1.0.1.

Pack of important "comfort" changes (both in- and out-of-battle), which should not hurt hardcore style of the MOD, access to customization of SMC features of your own kingdom and some bugfixes will be uploaded ASAP. There is only kingdom configuration menu left for add.

Good karma+2 votes
High_priest_of_Ru
High_priest_of_Ru - - 206 comments @ [WB 1.172] Magic Tutorial

Concentration is a special magic balance effect, which is sustaining by staffs of Holy, Necromancy, Telekinesis and Illusion magic schools. It gives 50% movement speed debuff for owners of these staffs. This effect can be dissipated by Sigil of Concentration, as any other movement buff or debuff.

Good karma+2 votes
High_priest_of_Ru
High_priest_of_Ru - - 206 comments @ [WB 1.172] Skilled Magic Calradia v.1.0.0

Delete cursor.dds in Textures inside MOD folder.

Good karma+1 vote
High_priest_of_Ru
High_priest_of_Ru - - 206 comments @ [WB 1.172] Skilled Magic Calradia v.1.0.0

It is leader of the faction, if my memory serves me right. Probably he is lurking somewhere around.

Good karma+1 vote
High_priest_of_Ru
High_priest_of_Ru - - 206 comments @ [WB 1.172] Skilled Magic Calradia v.1.0.0

Necromancy and most of other summon spells causes Concentration. You focus on your magic and support it with all your mind. This was done because running and summoning is one the most imbalance ingame battle tactics.

If you are using magic staff which causes Concentration, and you still wanna run, you should buy Sigil of Concentration - it is dagger which dispels every movement effect except hard CC like some mages of Illusions applies.

Good karma+1 vote
High_priest_of_Ru
High_priest_of_Ru - - 206 comments @ The White Council

IDK why some systems doesnt allow to see magicwand cursor. just delete cursor.dds from textures folder of mod, as bugfixes says. next version wont have cursor xD

Good karma+1 vote
High_priest_of_Ru
High_priest_of_Ru - - 206 comments @ [WB 1.172] Skilled Magic Calradia v.1.0.0

Send me rgl_log.txt from your Warband core directory after any such crash. Does the crash happen in the battle or on the global map?

Current version of Skilled Magic Calradia is quite stable. A have no crashes in 1.0.0 at all. Probably the problem is in your RAM?

Good karma+1 vote
High_priest_of_Ru
High_priest_of_Ru - - 206 comments @ Skilled Magic Calradia

Every magic school have a way a counter it. If they are powerful in melee - use range attacks. If they are powerful at range - this range is fixed. Try to overrange with archers from good position or crush through this range with squads of cavalry.

You WILL NOT easy win battles in SMC, throwing your infantry at Sovereigns. And it's not too easy to manage army of Mental mages as they aims only narrow lane at 60 steps forward.

P.S. Magic balance features are described in hints and artifact's description. You are getting messages at the start of every battle, why do you losing speed when using proper staffs.

P.P.S. If you hate Mental magic - map is large. Stay far from Khergits and Mental academy, and there no Mental mages in other armies except a dozed of Sabbath party.

Good karma+1 vote
High_priest_of_Ru
High_priest_of_Ru - - 206 comments @ Skilled Magic Calradia

Almost every magic have friendly fire. It's task of the player to manage his mages. Use tactic, assign mages to special squads, place these squads to proper positions and force enemies to stay enough far of them and allies - enough close.

Nothing happens SUDDENLY. All things have the reason. All magic is very DANGEROUS. you should do something to avoid friendly fire. Or use melee units, they are powerful too. Archers have very large boost in SMC, as every other branches of army.

Good karma+3 votes
High_priest_of_Ru
High_priest_of_Ru - - 206 comments @ [WB 1.172] Skilled Magic Calradia v.1.0.0

Yes, that's the engine problem, which happens sometime. Just create through holding F1 position and the skeleton (or other summoned mate) will move towards it.

Think that they're mindless and dumb:)))

Good karma+1 vote
High_priest_of_Ru
High_priest_of_Ru - - 206 comments @ Not Dead Yet

Why not sex? Male, female, sometimes camel, as our Asian friends say)

Good karma0 votes
High_priest_of_Ru
High_priest_of_Ru - - 206 comments @ Skilled Magic Calradia

1.0.1 version will be not really soon, i guess. I will look through very late game, on the player's kingdom, to make some balance changes in the way player handles some new features here like his own lesser lords and patrols.

And i've got an idea about applying magic damage. In Warband player can dodge almost every attack (melee or ranged). Of course, plays with distance of magic are available now (it is main way to counter mystic AoE:)), but i'll think about the way player can avoid assigned magic damage. This is not guarantee, because it can hurt performance. I will try and we will see:)

Good karma+1 vote
High_priest_of_Ru
High_priest_of_Ru - - 206 comments @ Skilled Magic Calradia

Exe file should be executed with administrator right. And in the installer you should choose Modules subfolder of your Warband directory. It will create SMC folder inside it.

He can be executed from anywhere. It is trivial installer. Just choose right way in the installation process.

Good karma+1 vote
High_priest_of_Ru
High_priest_of_Ru - - 206 comments @ Skilled Magic Calradia

First problem (with cheering and no exit from battle after all enemies killed) is fixed in a patch to 0.9.9, and installed 1.0.0 version have no this bug.

Magic is considered to be dangerous so player really need to control its masters) Yes, almost all magic have friendly fire. Arcane one goes without, Blood, and every summoning.

What about control - yes, things are complicated, like my GF likes to say. If you are summoning something close to you, the engine have problems with setting correct AI. So it is better to set positions through F1.

Good karma+1 vote
High_priest_of_Ru
High_priest_of_Ru - - 206 comments @ Release pictures

This is Energy Manipulation spell of the highest rank. May the Force be with you)

Good karma+1 vote
High_priest_of_Ru
High_priest_of_Ru - - 206 comments @ Skilled Magic Calradia

This Archmage's apprentice quest little bug will be fixed in 1.0.0)

Good karma+1 vote
High_priest_of_Ru
High_priest_of_Ru - - 206 comments @ Skilled Magic Calradia

Honestly, it's almost impossible as I aimed to make HARDCORE modification in times there were no magic at all and it was only Skilled Calradia. First changes, i made to the Native several years ago, were connected to remake of levels and skill points of soldiers, making levels be much higher (player could overlevel a knight after a day of game? pfff) and skill points be logically counted from their levels.

You can set damage in settings of your game on 1/4 or change the difficulty by any other way, but LETHALITY of fight is core thing in current balance. There is no way to make easier version without hurting it. You remember archers in Native? They are weak and almost useless compared to Skilled Magic Calradia. Only balance of damage output allows to sustain battlefield, where every creature is dangerous.

I can only advice you to use smart battle tactic for your own character, learn healing magic (Holy or Blood) and buy its artifacts, carry some throwing stuff in addition to melee weapon etc.

Good karma+1 vote