Does diplomacy work in the New Master of Magic?!

Take up the role of a great wizard, wield powerful spells, command fantasy races and challenge your rivals in this remake of a cult turn-based strategy classic. Do you have what it takes to become Master of Magic?
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loader2000
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
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Does diplomacy work in the New Master of Magic?!

Post by loader2000 »

I just played a game where I chose 'Charisma' and met another wizard early on with almost my exact same magic profile. However, I could not get him to form any kind of alliance, even though he was lawful and I gave him free spells and gold. In all my previous games (playing on hard or normal), I have never once been able to get another wizard to form any kind of alliance (even the peaceful ones) and usually all of them end up declaring war on me (even the peaceful ones). This is in stark contrast to the original game (and Caster of Magic) where you could give away a spell or two and a lawful or peaceful wizard with a common spell profile would want to form a wizard pact with you. Was diplomacy simply sidelined in the new game because it was thought that fighting was more fun? I'm not sure I get the point of showing treaty options which the computer player will NEVER except. Even when I am crushing another wizard, they will never agree to stop the war. Super weird, seems like the AI is broken.
eddieballgame
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
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Re: Does diplomacy work in the New Master of Magic?!

Post by eddieballgame »

Wondering about this, as well.
In the ExternalAssets folder there is a Scripts folder which has the DiplomaticScripts.cs file.
You can open it with a text editor & attempt to figure out how diplomacy works.
Not sure what info is available per this, but would be nice to know how all the formulas function.
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