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Aha:

"Hi guys, I am currently in Stasis. No activity possible for 2 weeks at least.
I am really sorry that the current patch is not working. I suggest regressing to 1.40n for time being.
Be sure that I will correct the patch asap - but "as soon" is not very soon.
kyrub "

This was posted back in April. So they're working on it. Woot.
Can anyone direct me to where I can find the 1.40n patch? I can't seem to find it on the Realms Beyond site and I hear 1.40o is broken.
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hapexindustries: Can anyone direct me to where I can find the 1.40n patch? I can't seem to find it on the Realms Beyond site and I hear 1.40o is broken.
Here you GOG. Hosted by yours truly.
Thanks so much friend!

I had MoM back in the day on CD, some sort of collector's edition thing, but I was too young and impatient to figure it out. Time to get my learn on!

Thank you very much though, sucks that 1.40o appears stuck in limbo at the moment.
Sorry to keep resurrecting this thread but I'm confused as to how I might use PLIGHT with the unofficial patch. The readme for PLIGHT says it works with the patch but PLIGHT is just a HELP.LBX file, and Insecticide has it's own HELP.LBX file that is twice as big. Is PLIGHT already integrated into Insecticide? Assuredly I'm not supposed to somehow merge these files, right?

Don't mean to sound stupid but, yknow, I'd like those tooltips cuz I'm stupid. Etc.
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hapexindustries: Sorry to keep resurrecting this thread but I'm confused as to how I might use PLIGHT with the unofficial patch. The readme for PLIGHT says it works with the patch but PLIGHT is just a HELP.LBX file, and Insecticide has it's own HELP.LBX file that is twice as big. Is PLIGHT already integrated into Insecticide? Assuredly I'm not supposed to somehow merge these files, right?

Don't mean to sound stupid but, yknow, I'd like those tooltips cuz I'm stupid. Etc.
This thread is stickied, so don't worry about any kind of necro on it.

I don't use PLIGHT or Insecticide, so YMMV. My guess would be to install Insecticide, then replace the HELP.LBX with the PLIGHT version.
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hapexindustries: ...I'm confused as to how I might use PLIGHT with the unofficial patch.
1) Find the HELP.LBX file in you MoM main directory.

2) Rename is to something you'll remember. I use "HELP.LBX [ORIG]." ORIG being short for "original," of course.

3) Drop the Plight HELP.LBX into the MoM directory.

It's that simple. I'm not sure why the Plight HELP.LBX is smaller than the vanilla HELP.LBX. It works just fine. It always has for me, at least.
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hapexindustries: ...I'm confused as to how I might use PLIGHT with the unofficial patch.
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UniversalWolf: 1) Find the HELP.LBX file in you MoM main directory.

2) Rename is to something you'll remember. I use "HELP.LBX [ORIG]." ORIG being short for "original," of course.

3) Drop the Plight HELP.LBX into the MoM directory.

It's that simple. I'm not sure why the Plight HELP.LBX is smaller than the vanilla HELP.LBX. It works just fine. It always has for me, at least.
Thanks for the reply, I did that a couple days ago, been playing the game ever since (at work, lol). Had this on an old Microprose collection CD, could never figure it out, but it is amazing, excellent 4x, probably 30 hrs in it already : )
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hapexindustries: Thanks for the reply, I did that a couple days ago, been playing the game ever since (at work, lol). Had this on an old Microprose collection CD, could never figure it out, but it is amazing, excellent 4x, probably 30 hrs in it already : )
It's on my all-time top ten list for sure.
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UniversalWolf: It's on my all-time top ten list for sure.
Ditto.
Hi,

I'm on the linux version, and I didn't found any hint about the \mps\magic folders location... does anyone know where are the files ?

All this because I'd like to install the patch, if someone has another idea to work this out it's nice too.
Maybe there's a better patch (Caster of Magic)

realmsbeyond.net/forums/showthread.php?tid=7751

Modder: Seravy

(This is built upon insecticide 1.4n and I fixed a lot of additional bugs that weren't fixed there.)

...

A quick overview - for more, download the mod and see the documentation inside!
-This is built upon insecticide 1.4n and I fixed a lot of additional bugs that weren't fixed there.
-Units move more. Population growth is faster. Buildings are cheaper. Yes I know several other mods also do these changes. They really improve the game.
-Building tree is completely redesigned. The player has a lot more choices, and races are generally less restricted in what they can build. Several builds had their numbers adjusted, some even their function.
-AI is significantly improved and I still plan to improve it more.
-AI diplomatic actions like offering treaties now actually happen instead of getting lost in the myriad of self-contradicting checks and conditions.
-AI personality and objective now has a much higher impact on diplomacy and declaration of wars.
-Alliances now provide better benefits to the player
-Any wizard has an equal chance of starting on Myrror instead of Myrror default wizards showing up all the time.
-Diplomatic consequences of several actions changed significantly to be more reasonable, for example banishing a wizard will only make you hated by that wizard's friends, but liked by their enemies.
-Restrictions on books and picks are generally less severe. You can take life and death at the same time. Myrran costs only 2. You have 12 picks to spend.
-Broken bonuses provided by many books of the same type have been toned down. Research and casting reduction is a mere 3% and 2% per book, but for each book after the 4th. You cannot take a 11th book to start with rare spells and obliterate everyone with a single, powerful spell.
-The mod puts emphasis on the ability to maintain larger armies. Food upkeep is halved. Roads, Pathfinding and a few other features that allowed excessive movement have been toner down a bit.
-Heroes start with better stats, but gain fewer from levels. This makes them a viable unit in the early game, that does make a difference. Early use of heroes is further promoted by an arcane direct damage spell that requires a hero in battle to be used, which replaced Recall Hero. Heroes also contribute only 1/6th of their skill when staying in the fortress, so you better use them for battles instead, that's what they are for.
-Tax system is redesigned, the options below 1 gold and above 2.5 are out.
-Pathfinding now only allows movement for 1 points instead of 0.5. Roads allow movement for 1, enchanted roads for 0.5.
-Weak, useless spells have been either buffed or replaced by a completely new spell. New spells include Call Centaurs, Construct Catapult, Call to Arms, AEther Binding, Tranquility (same name different effect), Life Force, Eternal Night, Fairy Dust, Syphon Life, Summon Zombie, Conjure Roads, Healing Charge and Summon Demon. Buffed spells are plenty, the most noteworthy are Archangels, Efreets and Demon Lords. The ultimate goal is to make all spells worth casting when following the appropriate strategy.
-Sliders have been eliminated from most spells, but there are exceptions. Direct damage spells generally do a fixed strength attack for a fixed cost, but are more cost effective than the originals.
-Disjunction is now using a linear formula that allows reaching 100% success rate on weaker enchantments, the True version on everything, but doing that will cost you.
-Maintenance costs of magic is reduced in general.
-Low tier normal units generally have less resistance, and many spells, especially those having a weaker effect, use higher penalties.
-Normal units have been rebalanced.
-Convenience changes, like better Grand Vizier or allowing to produce units in a full town.
-Treasure from encounters completely rebalanced and many flaws in the system fixed.
-Ore bonuses are higher. Transmute allows changing more ores.
-Buying now always costs the same amount regardless of completion percentage at a rate of 2x. Your gold is now useful!
-Spellcasting range penalties are generally a bit less harsh. Fortress battles use 1x penalty to avoid the bug that prevents casting when at 16k+ mana.
-Your fortress is protected by the lightning bolts you might have seen in other mods. Strength is 10+(skill/8) capped at 32.
-Ranged magic attacks now have their own ammo and don't use mana.
-Some events are replaced or had their effects enhanced.
-New item powers are added and merging is functional.
-There is a new fleeing system. You can now have a 100% chance to kill fleeing units if yours are significantly faster. There is no 100% chance to flee, but you can reach more than 75% if your unit is fast enough.
-1 new retort has been added.
-And finally, an optional feature : By adding the files in a separate subfolder, you can replace all the default wizards and heroes with Touhou and anime characters of my choice. Probably not for everyone, but seeing the same faces for 20 years got a bit boring for me.

...

etc... More to come I guess.

Many TX Seravy.

Master of Magic is a masterpiece.
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Siddha: Maybe there's a better patch (Caster of Magic)

realmsbeyond.net/forums/showthread.php?tid=7751

Modder: Seravy

(This is built upon insecticide 1.4n and I fixed a lot of additional bugs that weren't fixed there.)
It should be pointed out that Caster of Magic is not a patch, it is a mod that substantially changes the original game. Perhaps at some point its bugfixes will be rolled into Insecticide, but at that time it will gain a different name.
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UniversalWolf: I'm not sure why the Plight HELP.LBX is smaller than the vanilla HELP.LBX. It works just fine. It always has for me, at least.
There was an explanation for that:
http://forums.civfanatics.com/showthread.php?t=391983
Note that PLIGHT's file is much smaller than the original one. This is not a bug, you're not missing anything. Actually it's a fix. The original v1.31 HELP.LBX file consisted of nearly a megabyte of junk data, the same 8,192 Bytes were repeated 103 times without ever being accessed by the game. I suspect that at some point during development, Simtex' internal tool(s) for creating this file malfunctioned, and this was apparently never noticed nor fixed. (I vaguely recall that the help file in the original, unpatched game was indeed smaller, and then suddenly got larger with one of the patches.)
This unofficial patch does not fix the problems I've noticed with MoM.

One MAJOR problem caused by the unofficial patch version N is that the melee units behind the walls will run OUTSIDE to engage the enemies, instead of sitting inside where they are relatively safe.
Every time I saw this, it was a major facepalm moment!

This patch does not fix the base problem included in the gog version of MoM either... that problem is that EVERY other wizard on the map turns hostile after 10 turns, no matter what allied/friendly state they were in and without me doing ANYTHING to provoke them.
I don't understand why this version of MoM was ever even sold, since it's so screwed up!

I remember having the version of this from the abandonware site, back before gog got it and that version did NOT have the other wizards attacking me unless I provoked them.
W.t.f?!?

For reference, I've always played it on normal difficulty, with the max number of wizards.
Post edited October 28, 2016 by ast486