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Ratbreath: Oh, um, Loynis, about that chaos channeled experience thing: I have the insecticide patch and I checked my chaos-channeled units after I read you posting that. They aren't gaining any experience from kills; just 1 per turn. Maybe I don't have the latest version of the patch.
I am just reporting the info that I read from the Readme File that gives all the updates.

Latest version is 1.40n.

I have not tested any of the info myself though so you could be right.
Don't know if the Insecticide alterers are still around but I have noticed that this bug,

"Altered game features
- excess city population is no more 'chopped away' when a city grows by 1,000 "

That was apparently fixed in 1.40bb but it's BACK.

I have lost so much extra population to this bug it's annoying. It happens both when using the "Housing" production choice or not. Didn't notice it so much before but when I have both Granary and Farmers Market going it's glaringly obvious.


DAMN for some reason I cannot get this bug to go away now. Uninstalled it completely and reinstalled the original and this bug is in it to now. I know it wasn't before I downloaded Insecticide.
Post edited January 18, 2014 by EvilLoynis
Does this patch tweak the enemy wizards' disposition towards the player?

I ask because I have been trying to get back into MoM after beating it oh many, many years ago and now I can't seem to do anything. I meet a Wizard and literally the next turn he's telling me that he's going to hunt me down to the ends of the Earth even though I haven't touched a single city or unit of his. Then I get the fun of having to fend off the enemy units he or she keeps lobbing at me. This, in turn, prevents me from expanding which means I can't raise up the mana needed to summon magic units and so on.
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JudasIscariot: Does this patch tweak the enemy wizards' disposition towards the player?
I think it depends on the difficulty level you select, but in general the rival wizards are more hostile. I remember having exactly the same impression when I first started using Insecticide. It doesn't always happen that way though. Often it's influenced by the wizard's personality (an Aggressive Militarist is going to be trouble), what his spell book selection looks like in comparison to yours (Life and Death don't like each other, for example), and the geography of the map. If you're stuck on an island with one other wizard, you're going to want to destroy him as soon as possible, because he will eventually try to destroy you.

As I wrote in the thread about summoning builds, I had a game where every wizard started alone on his own island, and my rivals left me alone for a long time. I've also had games where I started right next to two rivals, and they ignored me for a long time while they fought each other. It's hard to give an absolute answer about how aggressive rival wizards are, because there are so many variables in play it can turn out quite different from game to game.
I noticed something different with the insecticide patch, heroes appear to have an icon in the panel that also contains their movement and upkeep info. Valena the Bard has what looks like a crosshair in a blue background.

Is this to denote the heroes class or does it mean something else entirely, as I could find no documentation on this "feature"
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dymerski1: Bug report: with Insecticide patch, the only artifacts I can find in dungeons etc are garbage artifacts. In about 20 games, I haven't seen anything that wasn't +1 / +1 +1 or something similar.
I'm having the same problem and I wanted to ask if there is a solution for that.
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JudasIscariot: Does this patch tweak the enemy wizards' disposition towards the player?
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UniversalWolf: I think it depends on the difficulty level you select, but in general the rival wizards are more hostile. I remember having exactly the same impression when I first started using Insecticide. It doesn't always happen that way though. Often it's influenced by the wizard's personality (an Aggressive Militarist is going to be trouble), what his spell book selection looks like in comparison to yours (Life and Death don't like each other, for example), and the geography of the map. If you're stuck on an island with one other wizard, you're going to want to destroy him as soon as possible, because he will eventually try to destroy you.
Thanks, for the explanation, Universal Wolf, it is pretty correct.
Insecticide makes the enemy wizard more hostile, WHEN they are on your continent. This is the original idea of the game, documented in the Official standard guide. The function was bugged, so in 1.31 enemies were hostile when they populated other continents... while on your continents, they were the biggest buddies. This made AI dumb, they were like lambs waiting to be slaughtered. Also, the extra-continental enemies became soft once you conquered at least one city on their continent. Go imagine.
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kyrub: Insecticide makes the enemy wizard more hostile, WHEN they are on your continent. This is the original idea of the game, documented in the Official standard guide.
Great. Thanks for the clarification, kyrub.

I have one suggestion for Insecticide, but I don't know whether or not it's possible to implement. I think the combat AI for zombies and skeletons should be dumber, intentionally. It makes sense for most enemies to do smart things like targeting spellcasters first, but zombie hordes should just surge forward mindlessly. I always get a chuckle when I see them trying to use strategy.

I like pretty much everything else. Great job.
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UniversalWolf: I have one suggestion for Insecticide, but I don't know whether or not it's possible to implement. I think the combat AI for zombies and skeletons should be dumber...
Mmm, that would add nice lore to the game. Not very easy to do, I must say.

As for Insecticide being a well-finished project, I am glad you feel so, but I disagree. There are numerous small issues I cannot get time to clean up (and I am a bit bored with small issues, sorry users). Besides them, there are 3-6 massive debts that I owe to the project:

1) AIs form smaller stacks in Insecticide. This is due to the poor stack system of the original game itself, but Insecticide forms more stakcs and it becomes suddenly visible. As an effect, player has more battles, but some of them are run-of-the-mill. That must be solved.

2) AI shooters are unable to wait for their targets to come closer. This can be solved, but requires lot of work and testing. It would really help the game, I think.

3) AI can cast spells more effectively in the battle.

4) Borderwars. AIs should be more aggressive in border areas, attack quickly, directly and with surprise.

5) AIs cannot defend their fortress well in Insecticide. The upside of the change is that AIs are a lot more dangerous and effective in offensive. Sadly, it is really hard to compensate...

6) AIs often use too many stacks for 1 target.


I hope I have some more time to fix at least some of these points.
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kyrub: AI shooters are unable to wait for their targets to come closer.
That would make a big difference. Right now it's easy as pie to move as far away from them as possible until they run out of arrows. Once that happens, they might as well be peasants with pitchforks.
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kyrub: <snip>
I've noticed a bug in a number of my playthroughs, regarding spellcasting at my wizard's fortress. Specifically, I can't; the game tells me I cannot throw any spells at this time.

Has anyone else reported this? If not, PM me and I'll be happy to provide as much detail as I can.
Kyrub, we all owe you a debt. Thank you so much for caring about this game.
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Jephrey: Kyrub, we all owe you a debt. Thank you so much for caring about this game.
Thanks. The "caring" comes by self, I fell in love with this title a long time ago. I think we all owe to the people who created MoM's wonderful world. This strategy is special and unique in its setting.


(Although at times I tell myself, maybe "GOG" guys owe me a thing or two, hehe. Been patching their products for some time.)
MOM really was a remarkable accomplishment, but your Insecticide has refreshed by interest, and improved greatly on its wonderful, but flawed, framework.

I would just mention two lingering peculiarities for your consideration, that haven't been addressed AFAIK:

1. The circularly-permuted map is mis-aligned... at least, I think this is why moving a unit right around the world, using keyboard rather than mouse, causes it to move North-West instead of West in one column (at any latitude). Likewise, a move South-West across this line instead moves West. I'm pretty sure it's a glitch in converting from a square in column zero to a square in column (MaxX). I am not certain, but I've always wondered if this is related to the impossiblility of unloading units from ships in certain directions.

2. This is just a suspicion on my part, but based on their summoning cost and strength compared to other combat spells, and other clues, I think Fire Elementals were intended to have Weapon Immunity. It would certainly make them slightly dangerous, and their spell worth casting.
Post edited May 08, 2014 by legraf
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Jephrey: Kyrub, we all owe you a debt. Thank you so much for caring about this game.
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kyrub: Thanks. The "caring" comes by self, I fell in love with this title a long time ago. I think we all owe to the people who created MoM's wonderful world. This strategy is special and unique in its setting.

(Although at times I tell myself, maybe "GOG" guys owe me a thing or two, hehe. Been patching their products for some time.)
It is thanks to your fan patch that MoM realizes its potential almost fully. It is such a satisfying, all-enveloping single-player experience!

Does Insecticide clash with the fan-made Plight which patches a good portion of the in-game tool tips and help files?
Post edited June 16, 2014 by leonardmccoy