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Kosta 23-08-2004 06:25 PM

Master of Magic
 
Feel free to comment and discuss this game here. Also, if you have any useful tips or tricks don't hesitate to share them with the others! Thanks!

Review and Download (if available)

FreeFreddy 23-08-2004 06:29 PM

Yeah, now you have that jewel of the game here! Have fun with it, anyone! :D
Btw, my advise is: choose Myrran-ability and take as race the Night Elves, they produce one magic point per population and their ranged units (magicians, clerics etc.) are more powerful than any of the other races.

DiamondSoul 23-08-2004 07:23 PM

Oh Master of Magic is simply the best game in the world, i've been playing it for years!!

You guys might have some trouble running the game smoothly with sound, but it is possible using only VDMSound and some tweaking to the properties, if anyone needs help making it work i'd be glad to be of assistance, i just got it to work on my computer with sound without DosBox a little while ago.

FreeFreddy 23-08-2004 07:44 PM

In DosBox it still runs better than under Windows...

DiamondSoul 23-08-2004 08:12 PM

Not true, you can make it work with just VDMS and it runs just like the original, sound and everything.

Tom Henrik 23-08-2004 08:23 PM

I play every game on this site in DOSbox. I know know... I'm starting to sound like a commercial for the program :P

Canno 23-08-2004 10:14 PM

yeeeeeeessssss!!!! :P
Anather great stratagey game added to the site! I just love this game! :D

The other thing its got going for it is it isn\'t an adventure game :roll:

FreeFreddy 23-08-2004 10:17 PM

Just sad, that even in it's final patched, last version it's still quite buggy... :roll:

DiamondSoul 23-08-2004 10:19 PM

DosBox is amazing, but sometimes the speed in the game doesn't adjust to the sound of it so it runs kind of clunky (as is the case in Master of Magic), it doesn't run as smooth as it can on just VDMS. Problem is, it's kind of tricky to get the settings for it to actually run without DosBox, but the effort is well worth it for this game :)

The Niles 23-08-2004 11:32 PM

I had little trouble getting it to run smoothly even in its unpatched state. Must be something about my computer. One of the greatest games ever made.

FreeFreddy 24-08-2004 06:02 AM

Even in it's unpatched state? Heh, the unpatched state is there to make troubles only - better you patch it. :wink:

Omuletzu 24-08-2004 07:26 AM

Yep excellent game
Great review Picard!

sarua 25-08-2004 08:56 PM

Quote:

Yeah, now you have that jewel of the game here! Have fun with it, anyone! :D
Btw, my advise is: choose Myrran-ability and take as race the Night Elves, they produce one magic point per population and their ranged units (magicians, clerics etc.) are more powerful than any of the other races.
Also every Dark elf unit has ranged atack. But other Myrran races also are extremly tough. Trols with their regeneration are almost imortal when yuo cast few spels on them. Dragon untis can fly so they don`t need ships.

Lateralus 01-09-2004 09:28 AM

Is there any way to run MoM more smoothly in DOSbox? I run it and my mouse goes over the letter then about 1- 1 1/2 seconds later it follows creating "lag" *shudder*. My computer is alot better than that :P so I dont know why Im getting some crappy performance. Any assistance?

FreeFreddy 01-09-2004 09:57 AM

You can increase the CPU-cycles in DosBox with CTRL+F12 and decrease with CTRL+F11, but don't set them higher than your CPU can handle, else it will be even slower again.
The only other way to play Master of Magic is to run it in the Dos-prompt in Windows 98, but then it's little too fast there, so you'll need Slowdown for Windows: http://newton.pbk-solutions.de/ncu_nbu/slowdown.htm
It won't even run under Windows XP by the sound turned off, I think... ;)

The Niles 02-09-2004 09:36 AM

Master of Magic has an absurdly high conventional memory requirement. There is no way you could get it to run under any version of windows because of that. You will need a fairly good computer to get it to run smoothly under DOSBox. I'dd say a 1.2 Ghrz will do the trick.

marko river 03-09-2004 12:12 PM

No other game could drag me to computer like this one, and I played a lot of good games. Still, I guess there some good things when you live in poor country, like the fact that I still got Intell Pentium 133Mhz. Yap, I can play EVERY SINGLE GAME ON THIS SITE. Don't worry, I'll enjoy for everyone. pozzz

superdonk 21-11-2004 07:57 AM



Well surely one of the best and most inovative strategy games around as I have rarely heard so many different opinions about the "only" way to win the game!

It is realy sad there was never a real sequal, altough when thinking more closly about it, it might be better that way!
( remmember Orion III)

:wall:

evilded 22-11-2004 04:35 AM

I personally love this game...


All i wanted to say LOL

Picard, i can run it with xp smooth as ever...

Tuttle 22-11-2004 11:00 AM

I used to play as the Trolls. May not have been the best choice from a strategic point of view, but in unit battles you could often just hit the other guy, run around until you healed, hit them again, rinse and repeat. :)

Hyosho 09-12-2004 04:22 PM

I played this game... ooh, ages ago, but I could have sworn there was an option to create a new wizard, or at least customise them (selecting their schools of magic, special abilities etc) am I wrong, or is it here somewhere?

I see the itemmake command is still there for creating absurdly powerful artefacts tho...

Tuttle 09-12-2004 08:38 PM

You can't make a custom Wizard on Intro difficulty, you have to be playing Easy or higher.

Guest 21-12-2004 04:45 PM

One of the best games ever made--if only the AI had been up to everything else. ;) Hopefully, Stardock's MoM 2 will be better in that respect.

livez 21-12-2004 04:52 PM

O_M_G they're working on a sequel :blink: ?? Let there be singing in the streets!

marko river 21-12-2004 05:27 PM

Sequel????? WOW

I hope they won't get too much busy with make-up.....

now this is news

The Niles 21-12-2004 06:33 PM

Quote:

Atari has a world class library of titles from over the years. Stardock is excited for the potential opportunity to license the Master of Magic title to do a sequel that would adhere to the spirit of the original while enhancing it to today's PC game market. Nothing has been finalized at this point as we are still working through the details.
This is what I found out about it. Seems possible but nothing final.

livez 21-12-2004 07:35 PM

"There is nothing official going on yet with Master of Magic.
We're still in negotiation with Atari on it. There probably won't be
"news" real soon as these kinds of licenses tend to be lengthy and
complicated to nail down and agree to (how many "Expansion packs"
are allowed, can it be distributed electronically? How will it be handled
on TotalGaming.net?, etc.). But we will try to set up MasterOfMagic.com soon
so that there's a forum there for people to discuss things. Until then, it's oaky
to talk here about what you'd like in there. But for those people looking for
a radical change, that's not going to happen. We *like* Master of Magic. We
just think it needs updated graphics and effects and a better computer AI and
maybe a few new building and units or something. We don't want a MOO3
type scenario where the basic game is being changed. Stardock diabolical
plan is to bring turn based strategy games back to the norm.
And one way we think that can be helped is with a new Master of Magic done RIGHT.
And that means not messing around with what made it a good game in the first place.
And unlike most developers, Stardock can pay for its own development on its own so no would-be publisher can force us to
"modernize" the game play.
We're going to focus on making a fantasy strategy game that adheres to the spirit.
That doesn't mean a MOM from Stardock is going to just be a MOM clone down to the nth degree.
I'm sure there will be lots of nitpicking because we'll make some tweak to the game (for instance we might mess around with some of the spells a bit)."

Negotiations for the MoM license and other Microprose titles have broken down in the past. Keep your fingers crossed, true believers."

From The unofficial Master of Magic 2 page

Edit:
THIS seems to be a Master of Magic fan project.

Guest 28-12-2004 11:04 PM

Hi, somebody know how to play this game in multiplayer?
the Review says that the game includes a multiplayer feature, but i can`t find it.

Sorry for my english, I`m argentinian (that country in south america) so i only know English from games, internet, and television.

goblins 28-12-2004 11:09 PM

that is great news - really it is the MOM sequel - still it could take a while and quite a few open source clones now also exist so if you want to try em out or contribute graphics, coding programming bug tesing wise head over to sourceforge.net.

Borodin 31-12-2004 02:35 AM

Quote:

Originally posted by goblins@Dec 29 2004, 12:09 AM
that is great news - really it is the MOM sequel - still it could take a while and quite a few open source clones now also exist so if you want to try em out or contribute graphics, coding programming bug tesing wise head over to sourceforge.net.
From very reliable sources at Stardock, I can tell you that the game is being worked on. The project director told me about a year ago, when they were first in negotiations on the title, that since the AI was the difficult part, it wouldn't be that hard for them. I think he was boasting: there are far more variables in MoM than in Galactic Civilizations, and making any AI able to play well on a level field with humans is going to be tough. Still--if anybody can do it, Stardock can. I just hope they don't shortchange it in other regards.

FreeFreddy 31-12-2004 08:19 AM

Quote:

Originally posted by Guest@Dec 29 2004, 01:04 AM
Hi, somebody know how to play this game in multiplayer?
* the Review says that the game includes a multiplayer feature, but i can`t find it.

Sorry for my english, I`m argentinian (that country in south america) so i only know English from games, internet, and television.

Actually, there's no multiplayer mode originally. But you can download a Multiplayer Shell for the game at The Underdogs

headcore 12-01-2005 10:23 AM

this game is so addicting! its definitley the greatest one i played in the last year (who the f*ck needs doom3?)

the only question is: does anybody know where to get the handbook? scanned, as pdf? i'd be very grateful for that!

thx, stef

Omuletzu 12-01-2005 11:54 AM

I have the manual for this game

headcore 13-01-2005 11:55 AM

thanks a lot, but after reading a guide on the web i figured out how the game works. manual isn't needed anymore.

lmasters of magic - the complete guide

Borodin 13-01-2005 01:07 PM

It's extremely good, but it's also very opinionated. I found a few inaccurate statements, and a lot that the author admits is simply his take on various tactics in battle. The manual will actually provide the basics that let you formulate your own strategies--and that's all to the good.

Varlis 25-01-2005 03:49 AM

There's hardly a better oldgame than this one. (Or any game at all for that matter)

Master of Orion II and Wizardry 7 maybe, but that's about it.

I actually bought it TWICE, first the disc version ( one of the discs died a couple of years ago). A while later I found the CD version for 5 bucks and bought it again.

Even 10 years later I still play it.

Awesome.


caesar007 17-02-2005 06:45 PM

playing a game now on level 3 and it seems that the turtle dragon + stone skin is quite powerfull and barbarians as a race kind of sucks , tried to take over a lizard city and took me like 3x 9 units barbarians(even with the berserkers it was tough) + warbears , but as soon as i got the city i started making the dragon turtle and it seems almost unbeatable if you stack 4 or 5 of them togeter (and use stone skin) you can easely take over most cities

are there other normal units that have about the same strength as the turtle dragon ? and it seems that the patches have improved (made them stronger ) the heroes that's cool they used to go down way too easy

and i have another question , haven't been able to test this with the version i dled , but on my other comp i couldn't find a single benefit for a city wall , i know it's supposed to protect you but it only seemed to help the opponent and not me , does it give extra defense or so cause whenever one of my cities got attacked and i had a wall that wall only made my troops sitting ducks and didn't do anything to add defense ?

and in combat does it matter on what terrain you are ? is there more chance to not get hit if you are on a space with trees than something else ? or is that just a graphical add on that doesn't make a difference ?


FreeFreddy 17-02-2005 06:49 PM

Quote:

Originally posted by caesar007@Feb 17 2005, 08:45 PM
are there other normal units that have about the same strength as the turtle dragon ? and it seems that the patches have improved (made them stronger ) the heroes that's cool they used to go down way too easy

and i have another question , haven't been able to test this with the version i dled , but on my other comp i couldn't find a single benefit for a city wall , i know it's supposed to protect you but it only seemed to help the opponent and not me ,* does it give extra defense or so cause whenever one of my cities got attacked and i had a wall that wall only made my troops sitting ducks and didn't do anything to add defense* ?

and in combat does it matter on what terrain you are ? is there more chance to not get hit if you are on a space with trees than something else ? or is that just a graphical add on that doesn't make a difference ?

Of the normal units with the very good strength I know of two. First, the Stag Beetle of the klakons. Very strong in combat + fire breath. Second, and this ones are the gods in calculated combat, are the paladins of the humans. Pierce, magic immune, strong enough, protected enough. You'll see. ;)

And about the city wall, I think it's there for the buildings of the city not being destroyed after a combat, should an enemy enter your town during it, but I'm not 100% sure.

caesar007 17-02-2005 06:51 PM

uhm humans ??? i can't pick that race .... where do you find that race ?

FreeFreddy 17-02-2005 06:54 PM

Should be High Humans above / below High Elves. :huh:

Lizard 17-02-2005 06:57 PM

And dont forget dark elf warlocks....Best normal unit in the game.....

caesar007 17-02-2005 07:06 PM

ah yes i found the race , it's called "high men" thanks , will have to try that race some time

FreeFreddy 17-02-2005 07:11 PM

Quote:

Originally posted by Lizard@Feb 17 2005, 08:57 PM
And dont forget dark elf warlocks....Best normal unit in the game.....
Two of them behind some melee protectors + 1-2 dark elf priests, and you can clear off many dungeons where you won't meet exactly 5 great wyrms (met them once, needed 2 good heroes to clean it off :blink:) or 3 great drakes.

Lizard 17-02-2005 07:16 PM

Quote:

[i]Originally posted by FreeFreddy @ Feb 17 2005, 08:11 PM
Quote:

Originally posted by Lizard@Feb 17 2005, 08:57 PM
And dont forget dark elf warlocks....Best normal unit in the game.....
Two of them behind some melee protectors + 1-2 dark elf priests, and you can clear off many dungeons where you won't meet exactly 5 great wyrms (met them once, needed 2 good heroes to clean it off O.o) or 3 great drakes.
Yup.With 8 warlocks and one hero,I was able to shoot down 3 Behemots and Colosus.But again enemy with magic imunity are warlocks (And whole dark elven race) useless

caesar007 18-02-2005 03:23 PM

wow you were right about the paladins ... they are very strong , i don't have a unit that can match their strength , one paladin destroyed 4 turtle dragons yikes

kind of weird , paladins don't seem that strong but in combat it seems they are very very strong

haven't had a chance to fight a warlock though , guess i will have to try them myself and pick the other world to start a game ....

are there people here who would want to play a multi-player game ? and how many can join a multi-player game ? can you also play with 2 real players and 3 AI's ?

another_guest 18-02-2005 06:37 PM

The biggest effect from walls is when you're up against ranged attackers (archers and such, or any unit with a ranged magical attack): walls will protect the units inside, though there's quite a random factor included.
Also, if you're defending and one of your units is significantly stronger than the others, place that behind the gap in the wall, forcing all non-flying units to fight your strongest unit first.
Besides, enemy units running around in your town during combat, will increase the chances of buildings being destroyed. Walls help to keep them out.
But honestly, I never bother building any walls :D

Lizard 19-02-2005 05:33 PM

Quote:

Originally posted by caesar007@Feb 18 2005, 04:23 PM
wow you were right about the paladins ... they are very strong , i don't have a unit that can match their strength , one paladin destroyed 4 turtle dragons yikes

kind of weird , paladins don't seem that strong but in combat it seems they are very very strong

haven't had a chance to fight a warlock though , guess i will have to try them myself and pick the other world to start a game ....

are there people here who would want to play a multi-player game ? and how many can join a multi-player game ? can you also play with 2 real players and 3 AI's ?

Multiplayer in Mom??!!!! :blink: How??? Where??? When?? :w00t:
Of course I would want to play!!!!! :drool:

FreeFreddy 19-02-2005 05:38 PM

Look here:
http://www.the-underdogs.org/game.php?id=687
Under the "extras" you can download the Multiplayer Shell. Though I didn't use it at all, and can't help with it in any way, sorry. ;)

caesar007 22-02-2005 02:14 PM

k this multiplayer thing doesn't seem that easy to use ... any help from someone who already tried it ? and are there people who would want to try a multi player game ?

if so you can either answer here or pm me

am i asking this in the right forum section or should i start a new topic somewhere else btw ?


btw i do have the complete manual for this game if anyone needs it , i don't know if it's the manual for the final version though

Lizard 22-02-2005 04:02 PM

Quote:

Originally posted by caesar007@Feb 22 2005, 03:14 PM
k this multiplayer thing doesn't seem that easy to use ... any help from someone who already tried it ? and are there people who would want to try a multi player game ?

if so you can either answer here or pm me

am i asking this in the right forum section or should i start a new topic somewhere else btw ?


btw i do have the complete manual for this game if anyone needs it , i don't know if it's the manual for the final version though

As I already said I would LOVE to play mom in multiplayer.But I cant help you with mom shell:I read the readme file and i think it is very unclear and foggy(at least for me).Try to start new topic in multiplayer:challenges or general talk

Guest 01-03-2005 01:40 PM

I still remember it but haven't played it for some years, the best race is definitely dwarven, and the unit you'll get most out of are hammerhands they can beat anything easily and can be produced quickly.
Just choose myran, warlord, famous and charismatic (i think, the one where mercanaries cost half price), 4 or 5 books sorcery, and dwarwen.
Dwarven mine double of whatever resources you have, and you will have the first city almoust always by some resource if you are dwarven so you will have loads of money to buy mercenaries and game over, you win. Always keep one hero slot open so better can come, but you must not refuse heroes or they will be offered again, hire them and send them to die while they are still weak.
Have one army, couple of hammerhands and heroes who gain experiance, with warlord heroes get strong really quick.
I have played loads of games to try to have all six heroes extra rare, but i still think i have seen all but one, which never came.
I have actualy once found a file where all heroes where listed so thats how i know.
But palladins I have never found to be anything special, probably cause rarely played with human, warlocks are very good because of doombolt :w00t:

Guest 01-03-2005 01:52 PM

Quote:

Originally posted by caesar007@Feb 18 2005, 04:23 PM
wow you were right about the paladins ... they are very strong , i don't have a unit that can match their strength , one paladin destroyed 4 turtle dragons yikes

kind of weird , paladins don't seem that strong but in combat it seems they are very very strong

The palladins' strength is in their 'first strike' ability. They basicly get to deal all their damage before the enemy gets to strike back. So, the four figures would make 8(is this their attack, can't recall?), yeah, 8*0.4*4 ~= 13 damage. That damage is applied, and only then whoever remains gets to retaliate. IF someone remains! ;) They also get magic immunity, so you can pretty much waltz to any ranged magical unit and beat the living hell out of them. Shamans or priests could very well beat even hammerhands if there are enough of them. But one palladin unit wipes the floor with them.

You have to be careful with units that have 'negate first strike' like pikemen, though. And also those with thrown, breath, etc. ability. That's what makes barbarians so kickass. They suck for building or money or research, but they get thrown attack, and if you train and enchant them up enough they can kill things really well.

another_guest 01-03-2005 05:29 PM

I always focus on heroes with ranged attacks, then beef them up with some artifacts. Then just hit and run. Sometimes it's a bit tricky to stay out of reach of several drakes, and it's risky if your opponent starts casting cracks call, but otherwise this method works fine for me.

For abilities I almost always pick artificer, plus the one that lowers the casting cost and upkeep of summoned creatures.
Once I was lucky to find the right retorts when exploring ruins and such, providing me with a very profitable loop: create artifact, sell it for more than it costs you to cast it, etc. Of course it still costs time, but it was nice nonetheless.

Dreadlord 01-03-2005 05:39 PM

How many times did you die using that?

Just wondering....

Lizard 01-03-2005 05:53 PM

Quote:

Originally posted by Guest @ Mar 1 2005, 03:52 PM
Quote:

Originally posted by caesar007@Feb 18 2005, 04:23 PM
wow you were right about the paladins ... they are very strong , i don't have a unit that can match their strength , one paladin destroyed 4 turtle dragons yikes

kind of weird , paladins don't seem that strong but in combat it seems they are very very strong

The palladins' strength is in their 'first strike' ability. They basicly get to deal all their damage before the enemy gets to strike back. So, the four figures would make 8(is this their attack, can't recall?), yeah, 8*0.4*4 ~= 13 damage. That damage is applied, and only then whoever remains gets to retaliate. IF someone remains! ;) They also get magic immunity, so you can pretty much waltz to any ranged magical unit and beat the living hell out of them. Shamans or priests could very well beat even hammerhands if there are enough of them. But one palladin unit wipes the floor with them.

You have to be careful with units that have 'negate first strike' like pikemen, though. And also those with thrown, breath, etc. ability. That's what makes barbarians so kickass. They suck for building or money or research, but they get thrown attack, and if you train and enchant them up enough they can kill things really well.
Infact magic immunity provides immunity also againts all breath,gaze etc attacks...
That is why are paladins so strong.Units like drakes,chaos spawns etc..That kill almost every unit just with their gazes/breaths MUST enter melee attack with them.And in some causes(chaos spawn) is it their doom.Btw magic immunity enchantment is also resistent to dispel magic spells... :woot:
Sorcery Rulez!!! :brain:
Btw one advice to all ranged heroes players.Recuit some missle ranged heroes(tj with bow slot,fo example shuri...)And create bow with haste ability...They will be able to shot twice per turn :max: .Unfortunetly you cant put haste enchantment on staff or wands...

another_guest 02-03-2005 11:04 AM

Quote:

Originally posted by Dreadlord@Mar 1 2005, 06:39 PM
How many times did you die using that?

Just wondering....

Rarely. For me the earliest stages were always the most critical.

caesar007 02-03-2005 09:14 PM

i used to play with barbarians all the time , but their thrown weapon is nothing when they fight paladins , i killed 9 berserkers with 2 or 3 paladins and no damage LOL , barbs are pretty weak later in the game even when behind a citywall , my tactic with barbs was usually to conquer some other races early on as soon as i got some decent army , so i could get a strong unit from another race

doombolts seem good for defense behind a wall , paladins can't attack them so if you place the doombolt where the opening in the wall is you are safe against certain attackers as long as no ranged attacks of course , but stagbeetles will destroy them and doombolts kind of suck if they attack , just my experience

for a wizard i love ariel or freya , maybe cause i don't like the other ones ... , but also cause of their spells in battle , paladin + iron skin and you have a unit that is almost unbeatable ... except indeed when you fight units with pierced armor like pikemen ... or ranged attacks with rocks

about heroes i am still thinking they are not that strong , but after a citywall they can kick behind with their ranged attacks esp if you have some other strong units to defend against melee attacks


i think overall you need a good strategy and there is no "unbeatable" unit , some are strong but they all have a weakness somewhere , even paladins or stagbeetles and i am sure warlocks have one too , you just need to find the right unit , same goes for the races , some are good early on and you need to use that advantage and others you want to make peace early on and wait for their "super unit"


but it's nice to hear strategies from others , i want to repeat my request though , is there anyone who can help me out with the multiplayer ... you can dl it from another site , the link is somewhere in this thread , but i am not sure how to do this and still looking for some players who want to try it too

Lizard 02-03-2005 09:22 PM

Quote:

Originally posted by caesar007@Mar 2 2005, 11:14 PM
i used to play with barbarians all the time , but their thrown weapon is nothing when they fight paladins , i killed 9 berserkers with 2 or 3 paladins and no damage LOL , barbs are pretty weak later in the game even when behind a citywall , my tactic with barbs was usually to conquer some other races early on as soon as i got some decent army , so i could get a strong unit from another race

doombolts seem good for defense behind a wall , paladins can't attack them so if you place the doombolt where the opening in the wall is you are safe against certain attackers as long as no ranged attacks of course , but stagbeetles will destroy them and doombolts kind of suck if they attack , just my experience

for a wizard i love ariel or freya , maybe cause i don't like the other ones ... , but also cause of their spells in battle , paladin + iron skin and you have a unit that is almost unbeatable ... except indeed when you fight units with pierced armor like pikemen ... or ranged attacks with rocks

about heroes i am still thinking they are not that strong , but after a citywall they can kick behind with their ranged attacks esp if you have some other strong units to defend against melee attacks


i think overall you need a good strategy and there is no "unbeatable" unit , some are strong but they all have a weakness somewhere , even paladins or stagbeetles and i am sure warlocks have one too , you just need to find the right unit , same goes for the races , some are good early on and you need to use that advantage and others you want to make peace early on and wait for their "super unit"


but it's nice to hear strategies from others , i want to repeat my request though , is there anyone who can help me out with the multiplayer ... you can dl it from another site , the link is somewhere in this thread , but i am not sure how to do this and still looking for some players who want to try it too

Disadvantage of warlocks-they sucks in melee combat.If they met a unit with teleport/merging they are killed pretty quickly.That also counts on creatures with big movement.Also they are defenseless against magic immunity.So they dont stand a chance against paladins,giant wyrms,Storm Drakes(Most powerful unit in game,almost unbeatable)heroes or units with haste etc...
From my experiences best unit against paladin(except of heroes) are longbowmen and slingers or steam cannons if you are Myrran.They all have powerful non-magic range attack.Btw High Elven Longbowmen are probably one of the best unit in game-they are relativ cheap,you need just to build a sawmill to produce them and they are probably most powerful non-magical ranged unit.

dwarwen lover 03-03-2005 06:13 PM

Yessss :D
Slingers and Longbowmen are best ranged non magical units.

i love halflings if not myrran.

But what do you mean heroes are week ???
:blink:
I don't even bother much with non heroes.

Only one good equipes super hero kills all sky drakes you can throw.
Jaer the Wind Mage at the begining is excellent, and if you don't get him need to hire air ships to transport troops.

...Am I the only one who loves dwarven ?...
:ph34r:

Detah 04-03-2005 02:57 PM

Quote:

Originally posted by caesar007@Mar 2 2005, 10:14 PM
doombolts seem good for defense behind a wall , paladins can't attack them so if you place the doombolt where the opening in the wall is you are safe against certain attackers as long as no ranged attacks of course , but stagbeetles will destroy them and doombolts kind of suck if they attack , just my experience
Do you mean Warlocks? 'Doombolt' is not a unit; it is an attack. The Dark Elves' Warlocks have an attack called Doom Bolt. This is the same as the Chaos spell called, Doom Bolt.

In any case, I am not so sure that Warlocks make the best City defenders (or even good city defenders). Warlocks melee attack got nerfed in v1.2, ATT=1! You should definitely use something meatier to defend your cities. Just about every unit in the game is meatier than Warlocks, so you have alot to choose from. But if you absolutely must have a magic ranged attacker as a city defender, go with the High Men Magicians. They are the best ranged magic attack normal unit in the game. They also have 6 figures, so its not only a better magic ranged attack, but they are also a bit heartier.

Warlocks are still a great unit. They have the second best magic ranged attack RA=8.4 (second only to the Hgh Men Magicians RA=9.0). And on the first turn they can cast their Doom Bolt spell, for a guaranteed automatic 10 damage. I think the best use for Warlocks is as City siege units. They have Missile Immunity, so they have very little to fear from Bows and they have 4 DEF and 9 RES so they have above average defense against magical attacks. If you can give them Magic Immunity, Invisibility, Elemental Armor, Invulnerability or Lionheart, that would make them the ultimate city siege unit.

Gorgon 05-03-2005 03:33 PM

This game is immense! The variety of spells and monsters is awesome! It's really different game if you change the difficulty level you know.

Lizard 05-03-2005 04:19 PM

Quote:

Originally posted by Detah @ Mar 4 2005, 04:57 PM
Quote:

Originally posted by caesar007@Mar 2 2005, 10:14 PM
doombolts seem good for defense behind a wall , paladins can't attack them so if you place the doombolt where the opening in the wall is you are safe against certain attackers as long as no ranged attacks of course , but stagbeetles will destroy them and doombolts kind of suck if they attack , just my experience
Do you mean Warlocks? 'Doombolt' is not a unit; it is an attack. The Dark Elves' Warlocks have an attack called Doom Bolt. This is the same as the Chaos spell called, Doom Bolt.

In any case, I am not so sure that Warlocks make the best City defenders (or even good city defenders). Warlocks melee attack got nerfed in v1.2, ATT=1! You should definitely use something meatier to defend your cities. Just about every unit in the game is meatier than Warlocks, so you have alot to choose from. But if you absolutely must have a magic ranged attacker as a city defender, go with the High Men Magicians. They are the best ranged magic attack normal unit in the game. They also have 6 figures, so its not only a better magic ranged attack, but they are also a bit heartier.

Warlocks are still a great unit. They have the second best magic ranged attack RA=8.4 (second only to the Hgh Men Magicians RA=9.0). And on the first turn they can cast their Doom Bolt spell, for a guaranteed automatic 10 damage. I think the best use for Warlocks is as City siege units. They have Missile Immunity, so they have very little to fear from Bows and they have 4 DEF and 9 RES so they have above average defense against magical attacks. If you can give them Magic Immunity, Invisibility, Elemental Armor, Invulnerability or Lionheart, that would make them the ultimate city siege unit.
Doombolt is probably best attack in the game.If you have 6 warlocks you can cast 6 doombolts on the first turn(10 damage,regadless of armor) or even 7 if you are chaos wizard.That will decimate a LOT of enemy troops.And then,they are STILL one of the best magical ranged units,so they wouldnt have many problems with survivors... :twisted:
They are definetly better than highmen magicans!

Hkizzle 07-03-2005 04:46 AM

When I played this game and I was about 12 it seemed like the most amazing game I ever played. But I think it lacks certain aspects late game.

Been playing this game on impossible. At the beginning, it is very hard. Start an early war with another Wizard and you are toast, and if you play with magic on powerful, the opposing Wizard can kill your heros at the beginning of the battles.

But I think as with games like Civilisation, it gets too easy once you have decent units. You can just send stacks of 9 Paladin/Turtle/Stag Beetles and they beat the crap out of any army. Any injured units you rotate with fresh units to allow them to heal.

Plus you don't have to kill every single city. Simply find what is usually the biggest city, destroy that and you've banished the enemy wizard. Along the way, many of the enemy units don't even try to stop you.

The most fun part is taking over nodes in Myrran, the monsters in some of these nodes are really difficult.

Hkizzle 07-03-2005 04:51 AM

Having said that. I think this game will be the best game around for multiplayer. With the number of spells and units available, if you had human opponents to play against, it will generate days and days of fun.

Lizard 07-03-2005 12:20 PM

Quote:

Originally posted by Hkizzle@Mar 7 2005, 06:51 AM
Having said that. I think this game will be the best game around for multiplayer. With the number of spells and units available, if you had human opponents to play against, it will generate days and days of fun.
Yeah.But it look like noone want to play it at all.Dunno why :blink:

caesar007 08-03-2005 04:45 PM

hey i still want to try multiplayer as soon as someone helps me with the issue of how to start a game and how the turns go and such ....



and about this doombolt , ok i been fighting against some unit called "doombolt" it looks like a bird i think , so not sure what you are talking about that it is a spell ...


and about the AI , i think the problem is not late game but midgame , once you start taking over cities from wizards they seem not able to reconquer them if you have enough defense in those cities and i have yet to see an attack against my capital in midgame ... but that's probably cause they don't use ships very well as far as i see they make 9 triremes and they are just sitting there doing nothing ... if the AI would use those triremes it would be a whole other story , would be suddenly alot tougher to win i think ...

Lizard 08-03-2005 05:21 PM

Quote:

Originally posted by caesar007@Mar 8 2005, 06:45 PM
hey i still want to try multiplayer as soon as someone helps me with the issue of how to start a game and how the turns go and such ....



and about this doombolt , ok i been fighting against some unit called "doombolt" it looks like a bird i think , so not sure what you are talking about that it is a spell ...


and about the AI , i think the problem is not late game but midgame , once you start taking over cities from wizards they seem not able to reconquer them if you have enough defense in those cities and i have yet to see an attack against my capital in midgame ... but that's probably cause they don't use ships very well as far as i see they make 9 triremes and they are just sitting there doing nothing ... if the AI would use those triremes it would be a whole other story , would be suddenly alot tougher to win i think ...

No No No.That unit was DoomBat.A crappy chaos monster.Doombolt is offensive spell that made 10 damge to each figure in the unit regadless of armor=dead unit(mostly :D )

Hkizzle 09-03-2005 01:25 AM

Quote:

Originally posted by caesar007@Mar 8 2005, 05:45 PM
midgame , once you start taking over cities from wizards they seem not able to reconquer them if you have enough defense in those cities and i have yet to see an attack against my capital in midgame ... but that's probably cause they don't use ships very well as far as i see they make 9 triremes and they are just sitting there doing nothing ... if the AI would use those triremes it would be a whole other story , would be suddenly alot tougher to win i think ...
Whether midgame or late game. Paladins are the most unbalanced units I've ever seen in a game. Stack of 4-5 can beat any army the computer has. Stack of 9 can be rotated so you basically do not lose a single unit in a battle.

I would love to play multiplayer with anyone here. How do we start? Also, bare in mind a multiplayer game will take days or weeks to complete.

caesar007 09-03-2005 01:59 PM

Quote:

Originally posted by Hkizzle @ Mar 9 2005, 02:25 AM
Quote:

Originally posted by caesar007@Mar 8 2005, 05:45 PM
midgame , once you start taking over* cities from wizards they seem not able to reconquer them if you have enough defense in those cities and i have yet to see an attack against my capital in midgame ... but that's probably cause they don't use ships very well as far as i see they make 9 triremes and they are just sitting there doing nothing ... if the AI would use those triremes it would be a whole other story , would be suddenly alot tougher to win i think ...
Whether midgame or late game. Paladins are the most unbalanced units I've ever seen in a game. Stack of 4-5 can beat any army the computer has. Stack of 9 can be rotated so you basically do not lose a single unit in a battle.

I would love to play multiplayer with anyone here. How do we start? Also, bare in mind a multiplayer game will take days or weeks to complete.
you need to download the multiplayer from the underdogs site , the link is somewhere in this thread ... on page 3 or 4 i think .. , i have dled it but i am not sure how to start a game .... it seems quite complicated , but if you want to play then we have already 3 players , just need someone who can tell how it works LOL , maybe on the underdogs site there is more info or so will check ...


if you think you know how to start a multiplayer feel free to either pm me or put it in this thread :D

Borodin 09-03-2005 02:08 PM

Quote:

Originally posted by Hkizzle@Mar 9 2005, 02:25 AM
Whether midgame or late game. Paladins are the most unbalanced units I've ever seen in a game. Stack of 4-5 can beat any army the computer has. Stack of 9 can be rotated so you basically do not lose a single unit in a battle.


Try 8 halflings with +2 enchanted bullets, carried anywhere on the map by the Wind Mage. They can even take on and defeat a wyrm.

Lizard 09-03-2005 04:49 PM

Quote:

Originally posted by caesar007 @ Mar 9 2005, 03:59 PM
Quote:

Originally posted by Hkizzle @Mar 9 2005, 02:25 AM

Quote:

midgame , once you start taking over* cities from wizards they seem not able to reconquer them if you have enough defense in those cities and i have yet to see an attack against my capital in midgame ... but that's probably cause they don't use ships very well as far as i see they make 9 triremes and they are just sitting there doing nothing ... if the AI would use those triremes it would be a whole other story , would be suddenly alot tougher to win i think ...
Whether midgame or late game. Paladins are the most unbalanced units I've ever seen in a game. Stack of 4-5 can beat any army the computer has. Stack of 9 can be rotated so you basically do not lose a single unit in a battle.

I would love to play multiplayer with anyone here. How do we start? Also, bare in mind a multiplayer game will take days or weeks to complete.
you need to download the multiplayer from the underdogs site , the link is somewhere in this thread ... on page 3 or 4 i think .. , i have dled it but i am not sure how to start a game .... it seems quite complicated , but if you want to play then we have already 3 players , just need someone who can tell how it works LOL , maybe on the underdogs site there is more info or so will check ...


if you think you know how to start a multiplayer feel free to either pm me or put it in this thread :D
Three players? Who? O.o
Btw if someone PM you and explains how it works dont forget to PM me and invite me to your game :D

@Borodin Halfing slingers are very strong but I just hate them :ranting:
Ugly,stupid hairy small critters!!! :rant:

nostalgic old git 15-03-2005 02:11 PM

Quote:

Originally posted by DiamondSoul@Aug 23 2004, 07:23 PM
Oh Master of Magic is simply the best game in the world, i've been playing it for years!!

You guys might have some trouble running the game smoothly with sound, but it is possible using only VDMSound and some tweaking to the properties, if anyone needs help making it work i'd be glad to be of assistance, i just got it to work on my computer with sound without DosBox a little while ago.

I haven't sussed dosbox for this game (as in nosound) so if you'd post the vdm solution I'd be grateful, I run on a twiddled to bits xp.

Minti 23-03-2005 05:35 PM

I love this game, one of my absolute favourites.
I always play the orcs, because they can build all the buildings on the cities. (Yeah, who cares about strategy, when you can build magic stables and all!) And when choosing all the powers at the beginning, with the books, I only choose one power, usually Nature, Chaos or Death. I never choose Life. I guess that reveals something about my personality, I just have no idea what it would be. LOL

I remember that for the first few years of playing I didn't understand that the Magic Spirits can meld to the nodes and make more magic. I has that button on the lower-right corner, but I alwasy thought it said 'held'. Then just one day I clicked it and whoopsie, the spirit melted and turned into a cloud of magical stars LOL

Also, funny thing happens sometimes, I guess it's only on the easy-mode or something... when I explore the terrain all around, a small outpost by other wizard appears with only one house in the middle. I attact the city and raze it, and the wizard is destroyed. Easy. But this only works if there is only one house in the town. If there is more, the wizad will stay alive and get very mad.

I have also tried to look for the tales behind the wizards from all kinds of books about mythology. I found some of them, but some are still unknown. The search continues. I have never tried to find them from the internet though. Now I know what I will be doing for the rest of the night. :ok:

I read that MoM walktrough/FAQ someone posted a link to earlier on this thread, and there was some talk about life stealer. What the heck is that? Kills settlers? I have never came across any of those.

another_guest 23-03-2005 07:43 PM

Could that be the life stealing ability of some death creatures? Though I don't remember their names.

Squalid Blaze 24-03-2005 05:09 PM

Quote:

Originally posted by nostalgic old git @ Mar 15 2005, 03:11 PM)
Quote:

Originally posted by DiamondSoul@Aug 23 2004, 07:23 PM
Oh Master of Magic is simply the best game in the world, i've been playing it for years!!

You guys might have some trouble running the game smoothly with sound, but it is possible using only VDMSound and some tweaking to the properties, if anyone needs help making it work i'd be glad to be of assistance, i just got it to work on my computer with sound without DosBox a little while ago.

I haven't sussed dosbox for this game (as in nosound) so if you'd post the vdm solution I'd be grateful, I run on a twiddled to bits xp.
When setting the sound options during the mom setup I choose "old" for the sound blaster type and left the other settings at default. I also used XP's compatability option (via properties) on the exe file, setting it to 98, enabeling hma and putting all the memory settings to auto. It then ran perfectly in DosBox.

ghoul31 24-03-2005 11:55 PM

I always thought the beetles were best. They have a ton of hit points and damage
I always won easily with a beetle army

Guest 26-03-2005 12:23 AM

I just run around with beefed up heroes, but I actually found a difficult battle ... I was fighting two sky drakes ... they have four movement so they reached me after a first round of my shots. i usually could take one out but the second one always got an attack off and killed my hero. these heros (4 of them) were all demi-gods and had all the most powerful items i created. and i had every spell i knew casted on each one ....

i think there might be a glitch or error with the invulnerability spell though it says the first two attacks to a unit with it are completely disregarded. but the drakes attacks still killled my hero.... any1 know whats up with that?

Guest 26-03-2005 10:15 AM

I found a neat thing out ...If you Customize a wizard and choose all Perks and dont actually choose any magic books you can research the two quickest things and after that Spell of Mastery will be available and you will be able to start researching it way before you should... It might be tough to stick it out without having any magic spells but just get some strong units protecting your city and then have another beefed up unit go out exploring it worked for me on Hard. Its easier cause you got many Perks too.

Guest 30-03-2005 04:51 AM

Quote:

Originally posted by Guest@Mar 26 2005, 01:23 AM
i think there might be a glitch or error with the invulnerability spell though it says the first two attacks to a unit with it are completely disregarded. but the drakes attacks still killled my hero.... any1 know whats up with that?
There is an error. After all, as you might have noticed, even the final patched version is still somewhat buggy. And there's no patch anymore, so yes, invulnerability is a pretty useless spell / magic item feature as it does nothing. But Wraithform (or whatever it's called) if pretty useful. ;)

GrayHairedGamer 04-04-2005 05:56 PM

Hello to everyone. Just wanted to post that I have found an easy way to get sound in MOM. Just open the mom Install file with Dosbox. (Replace the mom.exe on last line of Dosbox config with the line Install.exe.) this will open up the sound menu. Select your soundcard, do so twice, once for music, then for effects. Exit Install. Then go back to Dosbox config and replace Install.exe with MOM.exe. Create a shortcut to Dosbox on your desktop and run. Bingo----SOUND!! Actually VDM sound will run the game faster than Dosbox! So after running the Install in Dosbox, just run the game with VDM sound. Hope this helps anyone who needs it.

MoM_Junkie_Verbose 07-04-2005 11:05 PM

Quote:

Originally posted by Guest@Mar 26 2005, 01:23 AM
i think there might be a glitch or error with the invulnerability spell though it says the first two attacks to a unit with it are completely disregarded. but the drakes attacks still killled my hero.... any1 know whats up with that?
My understanding of the invulnerabilty spell (a "rare" life spell) is that it subtracts 2 damage from ANY attack. So if a hero with 10 health and invulnerabilty spell on him got hit by a doom bolt spell (a "rare" chaos spell) it would (in theory) only do 8 damage instead of 10. This would also apply to melee attacks (as I said it supposedly affects all attacks).

As for why your hero got smashed by a great drake... that isn't that surprising. Great Drakes normally have a fire breath attack of 30 and a melee attack of 30. (when at a chaos node, as they often are, the node's aura will boost their attacks by 2). You may also notice (if you happen to right-mouse-click on a great drake in combat) that they are +3 (plus three) to hit. The default "to hit" for all creatures in the game is 30%. A +3 to hit creature is 60% "to hit" (yeah each +1 is actually 10 percent. and yes, I know it is a bit of a silly combat system). So......

The short version is that a great drake (not at a chaos node) would do (on average) :

Fire breath: 30 * 0.6 = 18 damage.
Melee damage: 30 * 0.6 = 18 damage.

For a total of 36 health in damage. (this is why you normally don't want to thumb-wrestle great drakes. Shoot them from far away. And unless your name is Torin, don't fight them in melee).

So invulnerabilty would subtract 2 points from each attack. Making the total (on average) damage done by a great drake 32. This is enough to crush almost every hero easily.

As an aside, (yeah I can ramble forever) defense works in the same way that attack does. If your hero has a defense of 10, he/she will on average block about 3 health from every attack. (10 * 0.3 = 3.33...). The default "to hit" for DEFENSE is the same as the default "to hit" for ATTACK. Very few things modify this defensive "to hit" (essentially how effective each of those little shield icons are). The "lucky" ability (that halflings and some heroes have) is one. The prayer spell (an "uncommon" life spell) is another.


MoM_Junkie_Vebose 07-04-2005 11:35 PM

Quote:

Originally posted by Guest@Mar 30 2005, 04:51 AM
so yes, invulnerability is a pretty useless spell / magic item feature as it does nothing. But Wraithform (or whatever it's called) if pretty useful. ;)
While an invulnerabilty spell will not allow your typical hero to go headbutt a great drake (no spell can, although invisibility spell will at least let him/her throw things at it from a safe distance) neither will wraith form (a "rare" death spell). In fact, wraith form's (one of death magics few "blessing" type spells) defensive aspects are generally only useful on very weak units.

Wraithform gives the target "weapon immunity". This raises a unit's defense to 10 against creatures not using: magic, mithril, or adamantite weapons. Three points here: 1. The defensive bonus is not that great. A defense of ten will only block about three damage on average. 2. Any opponent with the "alchemy wizard skill" (such as Jafar) will have ALL of their units with at least magic weapons. Moreover any town with an alchemists guild will create units with at least magic weapons (and mithril or adamantite if near those mineral deposits). 3. Heroes that live long enough will typically have defenses well over 10.

Wraithform IS USEFUL however in that it makes units (heroes in particular) non-corporeal. The major benefits of this are that the unit is immune to the web spell ("common" nature spell, also used by giant spiders), the cracks call spell ("uncommon" nature spell), and gains both the water walking and pathfinding ability.

Normally water-walking and pathfinding is an ideal way to get around however, non-corporeal units cannot benefit from magic roads. If however, the non-corporeal unit simply travels with a corporeal unit, then they CAN use magic roads.

MoM_Junkie_Vebose 08-04-2005 12:31 AM

Quote:

Originally posted by Guest@Mar 26 2005, 11:15 AM
If you Customize a wizard and choose all Perks and dont actually choose any magic books you can research the two quickest things and after that Spell of Mastery will be available and you will be able to start researching it way before you should... It might be tough to stick it out without having any magic spells but just get some strong units protecting your city and then have another beefed up unit go out exploring it worked for me on Hard. Its easier cause you got many Perks too.
The wizard customization is one of the many truly great features about this game IMHO.

The no spell book route can certainly be tough going. You start on the myrran plane with a myrran race (trolls or dwarves make good selections for this particular setup). You won't be able to cast any spells to help your units in combat (except for dispel magic and disenchant area...). It is true you can find spell books in nodes and some lairs, but those tend to be tougher fights. Moreover while you can START researching the spell of mastery relatively soon, you won't necessarily finish any sooner than you otherwise would.

The research cost of EVERY spell that you RESEARCH (not trade for or find) is subtracted from the research cost of the spell of mastery. So the more spells you research PRIOR to researching the spell of mastery, the less expensive it is when you finally do research it.

That being said, if you want to try the game casting very very very few spells, this is a good way to do it.


Some things to keep in mind:

The difficulty settings. Successful tactics at one setting may not be successful on another. The nodes and lair fights will become progressively more difficult as you go from "intro" to "impossible" settings. Also while the AI does not necessarily get better they certainly get more bonuses as the difficulty setting goes up:

At the impossible setting enemy wizards get several advantages. They start with more initial "picks". Meaning they can start with more spellbooks and special abilities (like alchemy, or archmage, or conjurer, etc). Moreover their "picks" are not bound by normal selection rules. For example, normally you'd need 1 or more spellbook in chaos, nature, and sorcery magic in order to select the "nodemaster" pick. Also, if you've played much on the impossible setting you may wonder how they can afford/feed their vast armies (usually of spearmen or something equally silly... but they DO have a lot of them). The enemy wizards get large "bonus" multipliers to their gold, food, and mana incomes. Spellbooks give you 1 "powerbase" each (the powerbase is just the total of all of your magical "income" from shrines, temples, nodes, certain races (dark elves, draconians, beastmen, high elves), and mineral deposits (mithril, adamantite, and the crystals found in deserts), volcanoes you've raised also add 1 each. The enemy wizards get something like 4 times that for each. This is why it is usually a good idea to keep nodes out of the hands of enemy wizards (the benefit to you is great, but what it takes away from them is greater still). Warp node (a "rare" death spell) is particularly useful in this regard. Particularly when you can "explore" the planes with the earth lore spell (a "common" nature spell).

I am captain typo (Vebose = Verbose) such is life.

MoM_Junkie_Vebose 08-04-2005 01:17 AM

Quote:

Originally posted by Minti@Mar 23 2005, 06:35 PM
I read that MoM walktrough/FAQ someone posted a link to earlier on this thread, and there was some talk about life stealer. What the heck is that? Kills settlers? I have never came across any of those.
Life steal is an ability possessed by some summoned death creatures (and one hero) and is also a "common" (level 1) death spell.

Chaos, Death, Nature, and Sorcery. All have at least one "direct" damage type of attack spell where increased mana into the spell (generally) yields more damage.

Death's is "life drain" although adding more mana supposedly affects how well a target can "resist" each point of life drain.

Chaos has "fire bolt", "lightning bolt", and "fireball" (doom bolt, and warp lightning cannot be "increased" in effect by adding more mana)

Nature has "ice bolt"

Sorcery has "psionic blast" (darn you Jafar, that's the 5th hero you've killed today)


Life drain unlike the others has the interesting property of bringing "Normal units" (not summoned units, like hell hounds, or sky drakes. And not heroes) killed "mostly" through life drain back from the dead to serve in your army. This spell is very useful, especially at the lower difficulty settings. And especially when used against weak normal units in enemy/neutral towns. Undead troops don't heal, but don't have any maintenence costs. They DO however reduce unrest in towns (just like all normal units) by 1 unrest for every 2 normal units.

If you end combat with 9 units (the maximum you can have at any one "tile") then any undead units won't show up. Just like you won't get any "prisoner" heroes from lairs to join you if you have 9 overland units at the end of combat.


The hero I mentioned earlier is actually a "champion" that you can either summon with the summon champion spell or might come around and ask to be hired if you have high enough fame. Although he won't do either if you don't have at least 1 death spell book. His normal name is Ravashack and is a "necromancer". He is similar to the hero Malleus in that he ALWAYS has the arcane power skill (a nice feature for caster types). As already stated, he also has the life drain ability at a range and in melee (although his melee attack is normally pretty pathetic). If you somehow manage to get Ravashack early in the game he can create large armies instantly out of the dying enemies in the neutral and enemy towns. While by no means the most powerful hero in the game, he is certainly entertaining and fun.

The "monsters" or summoned units with the life drain ability are Demon Lords, Death Knights, and Wraiths. Demon Lords and Death Knights are both "very rare" (level 4) death spells. So they normally aren't summoned until later in the game. But wraiths are a "rare" death spell (level 3). So if you begin the game with 11 death spell books you could select them as a starting spell.

Wraiths are basically ideal for conquering neutral towns. (and converting some of the enemy troops there into loyal death units).


BTW spells are grouped into 4 levels for each type. Level 1 or "common" spells are the most common, least expensive to research and cast, and in general the least powerful. Next is "uncommon", "rare", and "very rare". Their are 10 spells of each type at each level. So... their are 10 common death spells, 10 uncommon death spells, etc. etc. Just as their are 10 very rare nature spells... or chaos

Depending on what you select for your wizard during game setup, you can start with vastly different numbers and strengths of spells.

Ten spell books of any one type of spell book will guarantee that you will have research access to ALL SPELLS of that type. So why take 11 books in any one type? Two reason mainly... With more than 7 books in any type, spells of that type cost less to research and cast. But also you can begin the game with ALL of the common spells for that type, two uncommon spells, and one rare spell. This is an excellent way to get an idea of what spells are like for each of the spell books.

If you take less than 10 spell books for a particular type, you are not guranteed to be able to research all of the spells of that type. This isn't necessarily a bad thing. You can also trade for and find spells (of any level) if you have even 1 book of a particular type.

Some fun starting selections:

Take 11 life spell books. Choose "true sight" and "prayer" as your uncommon spells, and choose "Torin" as your rare spell. (this is particularly nasty if Torin has both "agility" and "lucky" skills).

Take 11 sorcery spell books. Choose "flight" and "phantom beast" for your uncommon spells, and choose "invisibility" as your rare spell. Flying invisible heroes are very difficult for most enemies to attack. This works well for ranged magic type heroes. "Spell lock" is also nice for those pesky "dispel" and "disenchant" spells cast by opponents.

Take 3 chaos, 2 nature, 3 sorcery, artificer, runemaster, node master. You start the game with create artifact spell. And more importantly can create artifacts for a profit. (actually any combination that uses the "runemaster" and "artificer" picks will allow you to do this). If you make a sword that costs 100 mana to create, you can break it on the anvil for 200 mana. Once you get a hero (any will do really) you can boost them up with some crazy artifacts.













MoM_Junkie_Vebose 08-04-2005 01:39 AM

Quote:

Originally posted by FreeFreddy@Aug 23 2004, 06:29 PM
Btw, my advise is: choose Myrran-ability and take as race the Night Elves, they produce one magic point per population and their ranged units (magicians, clerics etc.) are more powerful than any of the other races.
Dark elves are great fun. Of particular interest are their night blades. These units cost 2 gold and 1 food to maintain (modest). But have the invisibility ability. Meaning only undead, creatures with true sight spell, (and sky drakes, and (arch?)angels) can see them. They are great for protecting nodes from enemy troops and spirits. They can also make effective "walls" at choke points to prevent enemy troops from freely passing through. And because they are invisible, most enemy troops cannot attack them.

Dark elf priests are powerful to be sure. But one could argue that beastmen priests are better because they have twice as many hit points and only one less magic attack strength. As such they tend to be a little more durable. (enemy wizards tend to target priest/shaman/magician/warlock units with direct damage spells. At only 4 hit points for the typical priest unit, this can mean a short combat career).

When playing dark elves keep in mind that they grow "very slowly" meaning they have a -20 per turn growth rate. If you want to take full advantage of their 1 "magical power" per population point (the highest in the game, followed by draconians, beastmen, and high elves, which all yield 1/2 point per population) be sure to plant your settler units in favorable growth rate areas. Choose areas with rivers if you can. And plains if you can't. Stay away from mountainous areas and deserts if you can. (those towns will grow very slowly). Also spells like "change terrain" (nature; uncommon), "gaia's blessing" (nature; rare) and "stream of life" (life; rare) are all great ways to improve growth rates in towns.

For areas that contain "powerbase" generating minerals (mithril, adamantite, quork and cryx crystals). I like to place dwarven settlers if I can (whether they are my "home" race or not. Dwarven towns grow slowly as well, but a well placed dwarven town can easily generate 10 mana per round as soon as it grows to 1 population. Where it would take a dark elf town many many many turns to reach that mana output. And a miner's guild built in a dwarven town will increase their bonus even more.

(no I can't spell Verbose consistently)

MoM_Junkie_Vebose 08-04-2005 03:23 AM

Quote:

[i]Originally posted by FreeFreddy@ Feb 17 2005, 07:49 PM

Quote:

Originally posted by caesar007@Feb 17 2005, 08:45 PM
are there other normal units that have about the same strength as the turtle dragon ? and it seems that the patches have improved (made them stronger) the heroes that's cool they used to go down way too easy

and i have another question , haven't been able to test this with the version i dled , but on my other comp i couldn't find a single benefit for a city wall , i know it's supposed to protect you but it only seemed to help the opponent and not me ,* does it give extra defense or so cause whenever one of my cities got attacked and i had a wall that wall only made my troops sitting ducks and didn't do anything to add defense* ?

and in combat does it matter on what terrain you are ? is there more chance to not get hit if you are on a space with trees than something else ? or is that just a graphical add on that doesn't make a difference ?

Of the normal units with the very good strength I know of two. First, the Stag Beetle of the klakons. Very strong in combat + fire breath. Second, and this ones are the gods in calculated combat, are the paladins of the humans. Pierce, magic immune, strong enough, protected enough. You'll see. ;)

And about the city wall, I think it's there for the buildings of the city not being destroyed after a combat, should an enemy enter your town during it, but I'm not 100% sure.
strategic walkthrough

MoM_Junkie_Vebose 08-04-2005 03:38 AM

Quote:

Originally posted by Guest@Mar 26 2005, 01:23 AM
i think there might be a glitch or error with the invulnerability spell though it says the first two attacks to a unit with it are completely disregarded. but the drakes attacks still killled my hero.... any1 know whats up with that?
My understanding of the invulnerabilty spell (a "rare" life spell) is that it subtracts 2 damage from ANY attack. So if a hero with 10 health and invulnerabilty spell on him got hit by a doom bolt spell (a "rare" chaos spell) it would (in theory) only do 8 damage instead of 10. This would also apply to melee attacks (as I said it supposedly affects all attacks).

As for why your hero got smashed by a great drake... that isn't that surprising. Great Drakes normally have a fire breath attack of 30 and a melee attack of 30. (when at a chaos node, as they often are, the node's aura will boost their attacks by 2). You may also notice (if you happen to right-mouse-click on a great drake in combat) that they are +3 (plus three) to hit. The default "to hit" for all creatures in the game is 30%. A +3 to hit creature is 60% "to hit" (yeah each +1 is actually 10 percent. and yes, I know it is a bit of a silly combat system). So......

The short version is that a great drake (not at a chaos node) would do (on average) :

Fire breath: 30 * 0.6 = 18 damage.
Melee damage: 30 * 0.6 = 18 damage.

For a total of 36 health in damage. (this is why you normally don't want to thumb-wrestle great drakes. Shoot them from far away. And unless your name is Torin, don't fight them in melee).

So invulnerabilty would subtract 2 points from each attack. Making the total (on average) damage done by a great drake 32. This is enough to crush almost every hero easily.

As an aside, (yeah I can ramble forever) defense works in the same way that attack does. If your hero has a defense of 10, he/she will on average block about 3 health from every attack. (10 * 0.3 = 3.33...). The default "to hit" for DEFENSE is the same as the default "to hit" for ATTACK. Very few things modify this defensive "to hit" (essentially how effective each of those little shield icons are). The "lucky" ability (that halflings and some heroes have) is one. The prayer spell (an "uncommon" life spell) is another. [/b][/quote]
Doh. I read the sky drakes as great drakes. Still the math is similar. Only they have a 20 melee attack (also at +3) and a 20 lightning breath (only the lightning breath is armor piercing unlike the great drakes).

not at a sorcery node:

breath 20 * 0.6 = 12
melee 20 * 0.6 = 12

subtract 2 from each attack (from your heroes invulnerability)

leaves 20 damage (on average). Still a lot, and half that is armor piercing (meaning your hero can only "defend" with half of the number of shields that he/she has)

If the drake didn't have to move more than one move (of its 4 total) to attack you, it would be able to attack twice in one round. (for about 40 damage minus your heroes defense).

Depending on which hero it was at demigod level and which artifacts they were carrying... and the random rolls... it could have gone either way. But I think the crux of it is that invulnerabilty does not work quite how you thought it did (by completely removing attacks).

FreeFreddy 08-04-2005 05:00 AM

Okey, some things to correct here, as I noticed that during playing the game (and I used to play it maaany times ;)).

Life-Leeching
1. First of all, if a unit or a hero has a life-leeching ability (artifact, skill), the increased chance to hit REDUCES the chance to leech the life (thus also reducing the chance of killing an enemy completely with life-leech). Therefore are the Deathknights and heroes not so good to have this ability - little use of it then, as they have good chance to hit. And the better the chance to hit is, the less the possibility to leech life.
2. Second, the ranged attacks DON'T leech life. No, they don't. I tested that many times, especially on Ravashak when he still was weak and had little chances to hit. Didn't work. Also doesn't work with the Demonlord. (This is a bug)
3. Third, ANY unit can be raised from dead through life-leeching. I was able to have a colossus killed with the wraiths once, and I had him after as an undead unit. But, a summoned unit turned to undead state costs additionally 0.5% of mana to their normal mana cost. Thus useless on summoned units, they're better as non-undead then. Also it works on heroes. Oh yes. Got to love this unique Lifepriestess hero when she passed away with help of the wraiths early in the game.
But the during the combat summoned units can't be raised from death after the combat ends. No way. Tried that with Air Elementals and Earth Elementals. Enemy can have them, but players not (this is a bug).

Invisible Units / unexplored terrain
1. Any invisible unit CAN be seen by computer enemy. You have to think, the computer enemy is the computer that runs the game, and as such he knows and sees everything in the game. Yes, the computer enemy players should behave as if they wouldn't see the invisible units, but they don't in this game. They can see and attack invisible units on the map, just that they "can't see" them in combat (at least that works).
2. Also, the enemy computer players don't need the map / player revealing spells (Nature's Awareness, Awareness, Earth's Lore) as such, they can see every player and every place on the map at once. Just think on Jafar, when he casts his Floating Island near your starting city, should be known to everybody, is a common event. He doesn't have any units near your city, neither does he have any terrain-revealing spells cast. So this is also the awareness-cheating of the computer.

Heroes with chance to hit
Some heroes have that skill that increases their chance to hit (forgot the name) additionally. Now, if you create an artifact for them that has the maximum possible bonus value to hit on it and the hero has this chance-to-hit increasing skill AND the hero has a high level like Demigod AND the hero is a melee attacker only - they very often won't hit the enemy anymore. This seems to be also a bug of the game, in that with this combination the chance to hit of a hero goes over into a negative value because of the too high number. How to negate it? Don't add the chance to hit bonus to an artifact for this hero. Should be fine then (was then for me).

With that said, there are many more bugs in the game, like the game crash on casting the Chaos Channels Lycantropy spells sometimes. Or also that the volcanoes converted to mountains and further by the Change Terrain or that very rare Nature global spell spell stop to produce mana. A pity there was no additional patch for that, but this is how the game will remain now seemingly forever...

another_guest 08-04-2005 09:04 AM

Thanks to both of you for your in-depth posts :OK:

I used to play MoM quite a lot, but I've learned a few things from your posts... If I ever get to play it again, that knowledge will come in really handy.

To take out drakes with heroes, I usually sent in two ranged heroes. They should of course be beefed up as much as possible (high attack, chance of hits,...) and preferably have a walking range of 6. It's still not easy to avoid 4 drakes at once, but it's possible, even if half of the turns consist of running without a chance of shooting. It should also be noted that ranged units with arrows and such have a quite limited amount of ammunition, whereas units with magical attack and a decent "mana pool" (or whatever those were called, the MP figure) can easily attack 20 times or more in the same combat. So I preferred sending in heroes with a ranged magical attack.

MoM_Junkie_Vebose 08-04-2005 10:10 AM

Quote:

Originally posted by FreeFreddy@Apr 8 2005, 05:00 AM
Okey, some things to correct here, as I noticed that during playing the game (and I used to play it maaany times ;)).

Life-Leeching
1. First of all, if a unit or a hero has a life-leeching ability (artifact, skill), the increased chance to hit REDUCES the chance to leech the life (thus also reducing the chance of killing an enemy completely with life-leech). Therefore are the Deathknights and heroes not so good to have this ability - little use of it then, as they have good chance to hit. And the better the chance to hit is, the less the possibility to leech life.
2. Second, the ranged attacks DON'T leech life. No, they don't. I tested that many times, especially on Ravashak when he still was weak and had little chances to hit. Didn't work. Also doesn't work with the Demonlord. (This is a bug)
3. Third, ANY unit can be raised from dead through life-leeching. I was able to have a colossus killed with the wraiths once, and I had him after as an undead unit. But, a summoned unit turned to undead state costs additionally 0.5% of mana to their normal mana cost. Thus useless on summoned units, they're better as non-undead then. Also it works on heroes. Oh yes. Got to love this unique Lifepriestess hero when she passed away with help of the wraiths early in the game.
But the during the combat summoned units can't be raised from death after the combat ends. No way. Tried that with Air Elementals and Earth Elementals. Enemy can have them, but players not (this is a bug).

I agree that Ravashacks life draining ability is not as effective as his to-hit ability gets higher. However I know for a FACT that Ravashack the necromancer can AND does life drain using a magic ranged attack. (master of magic patched to version 1.31). A simple example is to take mr. low level ravashack into a wimpy neutral town after ravashack has been damaged. In combat you can actually watch his health go up during combat (no, no healing artifacts. no regeneration. no smoke and mirrors). And have a neutral normal unit animated (raised) and join your army after combat. (just ravashack in your force, no ghouls, no wraiths, no boogie men). I don't doubt that you have played master of magic MANY times (it is a FUN game!), but I can assure you that this is the case. Is life drain bugged? Yes. Can it work at a range? Yes. (if you like I could somehow pass along a saved game file that might better demonstrate this).

Also I agree that many summoned units can be raised through life drain (although as you pointed out it is usually not worth it because of the fact that they can't heal, AND cost 50% more than a normal summoned unit). If I seemed to indicate that this was not the case in my earlier posts it was not my intent. Undead and heroes can be killed by life drain spell, but neither can be raised (become undead in your service) because of dying from life drain. I am not clear if you indicated that your wraiths raised an enemy hero that joined your side. If this is somehow the case this is certainly news to me. As for animating earth elementals or air elementals or fire elementals, phantom warriors, or phantom beasts (or even a demon) save your mana. There is a FAR FAR FAR FAR FAR easier way to have these troops join your armies (and not have them become undead either). Most would call it a bug. Some call it an intended feature:

What you'll need:
1. A unit that can safely avoid combat (an invisible unit that the enemies can't see, a flying unit that the enemies can't reach, or even a really fast unit that the enemies can't reach)
2. The "word of recall" sorcery spell. (common; meaning you could start with this spell if you had 2 sorcery spell books)
3. Any combat summoning spell that you want the creature of.
(Chaos: fire elemental)
(Death: demon lord (which will summon a demon in combat))
(Sorcery: phantom warriors, phantom beast, air elemental)
(Nature: earth elemental)
4. Enough mana and casting skill to both summon the unit and cast word of recall on the summoned unit.

Enter combat with the unit mentioned in #1. Summon the unit. Cast word of recall on it. Don't win combat. (just hit 'D' for done until combat is over. Or move the unit around until combat is over).
After combat you will have your new summoned troops wherever your summoning circle is. The units won't be free (in fact some are expensive) but the casting cost is quite low (just what they cost in combat). Air elementals are the fastest (natural) creatures in the game flying invisibly at a 5 movement points per turn. (great scouts if you can afford to maintain them)

BTW word of recall is one of my favorite spells as it is VERY useful as a troop transport. (as fast as having a magic road connecting any two points). I am a big fan of having a high casting skill. Whenever I conquer a neutral town I deem worthy of keeping, rather than leaving behind any of my combat force, I'll simply cast summoning circle in the new town, and "word of recall" newly created troops from my troop production town(s). This keeps my experienced fighting force intact, and I don't have to create low level unenchanted normal units in the new town, I bring in highly trained and well equipped (mithril or adamantite) troops.

Also word of recall (and recall hero, but recall hero can only be cast on heroes in combat) can transport troops from one plane to another. This is great if you or someone else has the planar seal spell in effect.

MoM_Junkie_Vebose 08-04-2005 10:48 AM

Quote:

Originally posted by FreeFreddy@Apr 8 2005, 05:00 AM
With that said, there are many more bugs in the game, like the game crash on casting the Chaos Channels Lycantropy spells sometimes. Or also that the volcanoes converted to mountains and further by the Change Terrain or that very rare Nature global spell spell stop to produce mana. A pity there was no additional patch for that, but this is how the game will remain now seemingly forever...
On raise volcano spell, I will say that I REALLY REALLY wish that it had a 2% (or whatever the help says it is supposed to have) of leaving behind a new mineral vein. Alas, it doesn't. And as far as them ceasing to produce their mana... they are supposed to naturally convert into mountainous terrain (like 1% chance each turn or some such). In fact raise volcano combined with change terrain is an effective (but expensive) way to make those useless tundra areas into more productive and fertile towns.

I was going to reply with all of the bugs that I know of... but instead throw this link out. (it is probably shorter than my post would have been anyway) :D

http://db.gamefaqs.com/computer/doswin/fil...er_of_magic.txt

One of the more entertaining bugs mentioned in this faq is plane shifting (uncommon life spell) a magic spirit (or guardian spirit) onto a node on the other plane. (earth lore spell is a good way to find them early in the game). The node creatures will still be there, but your spirit can meld with the node.

There are absolutely some mistakes in that FAQ too. (Just as there are probably mistakes in all of my ramblings) If in doubt, ask. I'll be sure to respond with my 8 cents.

Oh, I think they also warn about cloak of fear spell in there. (It reminds me very much of the "to hit" wrapping you were talking about earlier. Put cloak of fear on a normally powerful unit and watch how pathetic they become. (no it isn't supposed to work like that).

MoM_Junkie_Vebose 08-04-2005 12:01 PM

Quote:

Originally posted by another_guest@Apr 8 2005, 09:04 AM
I used to play MoM quite a lot, but I've learned a few things from your posts... If I ever get to play it again, that knowledge will come in really handy.
If you ever play again... some people might find this editor useful for quickly trying out different tactics/spells/combos. I used an earlier version of it a decade ago without problems. You can do some neat things like have both life and death magic (not that this is more powerful than some of the other combos, but it is different, plus you can get all of the champion heroes (the ones requiring life spell books and death spell books)). You can also do cool things like make your opponents very powerful. And change heroes to your particular favorite (instead of reloading for the 10th time to summon "just the one you want")

http://www.inigo.com/momedit/

Please read the readme for it (its short). The interface is simple and clean.

The only thing that may look goofy at first is the casting skills under the wizard info section. Basically if you want a high skill you need to make the number really big. (my first guess would be that this value is the effective amount of power base that has been applied to casting skill in the game. And my understanding of that is that if you have a casting skill of 20 you need to put 20 points into casting skill in order to raise it to 21 (and then 21 to raise to 22, etc). This smacks of a long forgotten math lesson on sequences and simple formulas for converting the casting skill into the total amount trained and vice versa... But the short answer is to play with it.

The entry above that (casting remaining) is a useful number to drop to zero if you notice an opposing wizard casting some spell a little out of their league (like summon champion early in the game). I should say that this is how much mana/casting skill need to be applied to the spell for it to finish (cast). By setting it to zero, it basically casts instantly (the next turn).

Have fun. :xmas:

TipsyMrWiggles 21-04-2005 05:34 AM

Been playin this game many years now :) and its fun to see all the insight on this great game.

My "cheap" unit that I have found nothing to beat is dwarven hammerhands. Just keep starting over till you get placed by some "purple crystals" (dunno the name, been callin em purple crystals forever, adatimate or somethin like that :) ) Well the attack bonus on these puppies and hammerhands make these units crush anything in their way, untouchable when they gain more levels, and if you are a warlord and they can gain that extra level... watch out.

Jay 27-04-2005 09:30 PM

Master of Magic is my most favourite game.

Btw... death magic is also very powerfull... try to choose all death books... and choose wraith spell. The fastest you can, get 300 mana and cast wraiths. You can have them after 30-40 turns. In this state of game... almost nothing can stop them. ;-)
They can fly, are fast, immune to normal weapon, life draining... with a little logic, you can win game very easily.

Jay 27-04-2005 09:31 PM

... and they also raise army of undead in their wake. :)

another_guest 27-04-2005 10:36 PM

I usually prefer casting shadow demons first (at least I think that's how they're called: the purple red-eyed ranged units costing about 250 mana) because of their ranged attack that's quite powerful early in the game.

Edge of Mitra 30-04-2005 07:22 PM

I have beaten this game on Impossible mode with everything but nature. The most imbalanced thing I would say is, Torin the Chosen. That guy is a robust unkillable nightmare, give him some cheesy items and watch him own. As far as units go, my friend played a pretty mean hafling/death combo that he could almost beat impossible with. Haflings slingers are the muck. Sorcery rocks, if you ever get Time Stop off, you can wreak some havoc, sky drakes are decent, the phantoms at the front own, flight is good. Confuse is the best spell for them though, it rocks the house. I beat Impossible very easy with Sorcery, considering I had to pump up Torin to win with Life, though I did that on my first or second try, took me more tries with Sorcery. I was never great with Nature, as far as races go, I'd have to say the dragon race, high men, dark elf, or haflings are the best. All the other races seemed lacking. Chaos magic is fun, you had some many spells that just wasted all of the opponents bases etc, if you got ahead of someone it was easy to win with Chaos, but you have to get spells like Chaos rift etc etc going before its very good, then have a million volcanoes set up to upkeep you spells.
Anyone else have a problem with some of the death spells? Like eternal darkness or something just crashed my game after a few turns of casting it, so was that ever fixed? as fast as heroes I liked to have, any one with noble/sage. I always booted Valana the bard, that bitch crashed my game. Mystic X was a pretty awesome random bit, the necro was good, the drake was decent, the chaos guy was decent, auron was decent, when it came down to hit giving them a platemail of X amount of power was all they needed. ;p I generally always did full books and alchemy for my caster, if I chose Myrran i went with Dark Elf then conquered some Drake cities and used the combination to own some things. Shadow Demons rock at the front, great for pestering opponents weaker cities.

This game rocks the house, hopefully the second one does to.

another_guest 30-04-2005 10:24 PM

As far as I know those errors crashing the game were never fixed, unfortunately...

Valana the bard never gave me trouble, so those errors seem to differ from user to user, to make things even worse :blink:

I usually preferred playing with Nature, though I don't think I've ever tried Impossible, as the level below it was already tediously time-consuming as it was. Nature's got some awesome summoning spells.

Christian IV 01-05-2005 02:44 PM

O.o :OK:
This game take a lot of learning, but the complexity seems worth
it, hard to remember everything.....but it sounds like it gets
easier with practice from readling the posts here. I hope so.
:hello: :hello:

Gamefreak 02-05-2005 05:45 PM

Some powerful but hard way at the begin:
Summon Champion, get Warrax the Chaos Warrior. He has usually arcane power that gives him very good ranged attack, plus his shots pierce (lightning). Create the best staff you're able to with your magic books, that has 6 to attack, 3 to defense and 3 hit. Instead of defense eventually rather additional spell points.

At this point you can use a nice bug in the game. Before selecting the fourth, last ability of the staff, click on the spell charges. Select the spell you like, and the number of it you like. After it is marked as the fourth attribute, DESELECT it again, and choose something different as the fourth ability, like Death or Flaming, whatever. Now, when the staff casting is finished, you get the staff that has not 4 abilities, but all 5, as the charges of the spell remain even after de-selectiing them. :D

Ok, also create the best armor and misc item for him. Particulary flying and regeneration is the best choice for the misc item. Or Wraithform is good for being able to walk on water to the neighbour isles. And always don't forget to choose additional movement as an ability for the armor / misc items. With the best items, though you would probably have now very little gold and mana left, your hero will rock the field. He should now have 9 movement points, which is absolutely necessary. Send him against Sky Drakes or Great Drakes, and run away to far away place on the battlefiled when they're within one round of reachable range to you. And shoot them all to death. But be careful with the Great Wyrms. As they can merge, they'll reach him instantly and kill very fast, no run away there, unless he can fly through the artifact or is invisible. With such a good hero (ranged only, not melee) you can kill anything with little patience. Not only Warrax is necessarily the best, but even any ranged caster with Arcane Power will do. But Warrax usually has the best range of abilities, and he ALWAYS has piercing, which makes him so good.

:bye:

Jay 02-05-2005 10:01 PM

Yea... Warrax is my favourite too.

I think wraiths are better than shadow demons. They can drain very good... so you kill weakest units first, and get very much life. Then, you can kill even great drake with them. Shadow demons can only dream about this. :)
So.. you can go with wraith even to most of nodes. You also get any neutral city very easily... and you will raise army of undead, which can be defense for that city... for no cost! That's why i prefer wraiths.

Borodin 02-05-2005 10:21 PM

Quote:

Originally posted by Christian IV@May 1 2005, 02:44 PM
O.o :OK:
This game take a lot of learning, but the complexity seems worth
it, hard to remember everything.....but it sounds like it gets
easier with practice from readling the posts here. I hope so.
:hello: :hello:

It does. Plus, the AI is pretty poor, which means it's very easy to take advantage of cheese: things that the AI doesn't understand, and you do.

With MOM2 underway, I can only hope nothing of the flavor and complexity of the original is sacrificed, as the AI improves.

Christian IV 02-05-2005 10:52 PM

O.o
Is there really going to be a new MOM2?? I saw hints of that over
the past time, but was not sure it was really happeing.....wow,
that would be quite something. Now i have to learn a whole new
system, while still mastering this one. ah well. it is worth it, for
such a chellenging game.
:OK:

Pot$ 09-05-2005 12:46 AM

Ok i need to get this off my chest, everyone writes how they can get the game running and with sound but for some reason i get the game running with sound in dosbox but it runs slow as hell im running a p4 with 2.88 gig cpu and well its a gaming computer so its all tricked out. now can someone give me a clue on how to get sound running with out performance drop. i tried the lame brain idea on installing to get sopund working and it did. so i run it in vdms and it ran for like 3 seconds and then told me it needed 583 k memory and to shut down all tsr. what ever that is. so instead i ran it in dosbox but it runs like crap so my option is to run with no sound with performance or to run it with sound and crappy performance please help me oh smart mom lords.

another_guest 09-05-2005 09:05 AM

First of all, have you tried increasing the number of cycles in Dosbox to the point where increasing it any further will slow the game down again?

Gamefreak 09-05-2005 06:08 PM

With P4 2.8 Ghz the cpu cycles should be able to increase to around 16.000-18.000 without slowing the emulation down yet. ;)

Ether 18-05-2005 09:45 PM

This is one of my all-time favorite strategy games. I loved it, and I can't believe a sequel has not yet appeared. It is a classic that has many elements that were unique to it and made it stand apart from the other turn-based Civilization-clones.

I loved summoning monsters to walk around and kick behind. And loading up a hero with all of the best items so he rocked. Very cool concept.

~Ether~

www.AutonomyRocks.com

HaaS 06-06-2005 01:51 PM

MoM is the _best_ game ever. I am playing it for nearly a decade. It RoX:)

Try Halflings with full Nature book once... the result is amazing. Halflings have more food, less unrest, and have Slingers... with full Nature you can transorm any lands with your spells in Nature... all your cities grow very fast.

(On the other hand, the first two Sorcery books are essential to be quick enough in the beginning. They give you the Phantom Warriors which is a _very_ useful spell.)

cya,
HaaS

Gamefreak 06-06-2005 09:41 PM

But there should have been anothe patch for the game. Even the final version still has quite some bugs...

KOll8 16-06-2005 05:48 PM

I remember this game... Old favourite... super cool game!

TaySmith 16-06-2005 08:19 PM

I am running WinME (yes I know I should be shot for that) and can get music to play for the game, but I can't configure the digital sound effects correctly for my SB 64 card and the game crashes whenever I try to load it. Anyone have any suggestions? Thanks

Gamefreak 16-06-2005 09:15 PM

Just play the game in DosBox, which you can download from this site. :)

TaySmith 18-06-2005 10:14 PM

I suppose the better question should be how can I find out the correct settings for my sound card when I run the install configuration program?

Gamefreak 19-06-2005 04:30 AM

My settings for the game in DosBox are:
Music - General Midi, adress 330, IRQ 7
Sound - Soundblaster Pro (later), adress 220, IRQ 7, DMA (DRQ) 1

That should work, does for me. ;)

TaySmith 22-06-2005 06:55 PM

Well I am pretty sure that my sound card is on IRQ 5, but how did you figure out which address and DRQ to use? Is there a section in my system manager that will tell me that information? I am pretty sure that I don't need to use DosBox because ME still has its own similar program.

Gamefreak 22-06-2005 08:01 PM

These settings were the default ones for the Dos games from the time of MS-Dos, before Windows 95 and later ones. And these settings are also the default ones in DosBox.
But nevertheless you'll have much less troubles if you'll play the game in DosBox, as Dos games tend usually not to work under newer Windows versions. ;)

blastradius14 22-06-2005 08:02 PM

I would use dosbox anyway, unless you know you have a soundblaster or something.


I loved this game, I like to be the draconians!

Adam_Smith 04-07-2005 03:52 AM

Quote:

Originally posted by Ether@May 18 2005, 09:45 PM
I loved it, and I can't believe a sequel has not yet appeared.*

Too bad the developer thought of updating Master of Orion 2 first. They even predicated MoM2's release upon MOO3's success. The result IMO is a disaster! MOO will never be the same. MOO is transformed into an ugly micro intensive, spreadsheet hugging game.
I hope the same thing won't happen to MoM.

For MoM2, MoM only needs to be improved in two areas:
1. Graphics
2. Multi-player

blastradius14 04-07-2005 04:01 AM

Well yeah. Look what happened to the Civ series... Well, except for winciv and civnet. :OK:

Lonely Vazdru 04-07-2005 04:58 AM

Quote:

Originally posted by Ether@May 18 2005, 09:45 PM
I loved it, and I can't believe a sequel has not yet appeared.
Well it's not officially a sequel, but you should check Age of WOnders 1 & 2. They have lots in common with MOM. ;)

another_guest 04-07-2005 10:45 AM

Quote:

Originally posted by Adam_Smith@Jul 4 2005, 03:52 AM
For MoM2, MoM only needs to be improved in two areas:
1. Graphics
2. Multi-player

Stability, don't forget stability :D

Gamefreak 04-07-2005 12:17 PM

And better KI, too. Most of all better KI. :)

Borodin 04-07-2005 02:01 PM

What is KI? Or do you mean, AI, artificial intelligence?

A. J. Raffles 04-07-2005 02:38 PM

Quote:

Originally posted by Borodin@Jul 4 2005, 02:01 PM
What is KI?* Or do you mean, AI, artificial intelligence?
It might be the abbreviation of 'Küstliche Intelligenz', so it would be the same thing. At least there seems to be some sort of conference on AI which calls itself KI for some reason. :crazy: http://ki2005.uni-koblenz.de

Pike 05-07-2005 08:17 AM

Quote:

Originally posted by Lonely Vazdru@Jul 4 2005, 04:58 AM
Well it's not officially a sequel, but you should check Age of WOnders 1 & 2. They have lots in common with MOM.* ;)
Yeah, I too noticed the similiarity in the Age of Wonders series.

Man, I've been looking for this game for years now. You see, my parents were playtesters for Master of Magic (how awesome is that?), and I have some very fond memories associated with it. One of the game's designers is a friend of the family (hence our playtester status), and I know that he has always wanted to make a sequel to it. I guess we'll all just have to keep our fingers crossed and hope for the best.

blastradius14 05-07-2005 09:35 PM

That would be awesome... hehe If it ever happened, it needs to have multiplayer. The ancient graphics can stay, if a new engine doesn't have to be created. I'm sure they could make something like winciv for it though, using that engine to convert the status to multiplayer.

If your family friend says he's starting work on it and needs help, I'm sure some of the guys here (including me) would love to help out!

Lonely Vazdru 05-07-2005 09:58 PM

Cool avatar Blastradius. Good old Ignus from Planescape Torment. Ah! The memories. :drool:

blastradius14 05-07-2005 10:36 PM

Yes. It's wierd when pyros become spellcasters... then people try to turn your body into a conduit to the plane of fire...

In master of magic you can get the spell immolation. Your heros can literally be on fire!!!

ithkul 20-07-2005 05:11 PM

One of the greatest games ever made indeed. If u are a powergamer and want to beat the game on impossible here is two possible ways to go: :ok:

1.Go full on Light magic and get thorin the chosen one as fast as possible. he's overpowered.

2. or Use starting properties that alowes you to start on the other plane. keep restarting untill your starting city is next to an admantinum mine.

Good luck! you will need it :evil:

p.s. I have not played this game for about 10 years, but i still remeber it like i played it yesterday. will download it now. Hope it works smoother on dosbox than other games i played via dosbox.

Why, oh why, didnt they make a MoM2? :cry:



Gamefreak 20-07-2005 05:33 PM

Quote:

Originally posted by ithkul@Jul 20 2005, 05:11 PM
Why, oh why, didnt they make a MoM2?* :cry:
Look here for fanmade games that are inspired by Master of Magic.
And this one could interest you especially. Looks like the project is dead now, though... :(

blastradius14 20-07-2005 07:48 PM

They thought it wouldn't bring in enough dough if they made one. What a load of bull-honkey! LOL

Anyway, I know people from all over that have played this game. If they were selling this game in 8 different countries, why wouldn't it bring enough cash flow with it?

I like to be the draconians, and I have had a nightshade and one of the special moutain resources at the same time at least 7 times now :ok:

Borodin 21-07-2005 01:03 AM

Quote:

Originally posted by blastradius14@Jul 20 2005, 07:48 PM
They thought it wouldn't bring in enough dough if they made one. What a load of bull-honkey! LOL

Anyway, I know people from all over that have played this game. If they were selling this game in 8 different countries, why wouldn't it bring enough cash flow with it?


Maybe I missed something, but who said a successor to MoM wasn't made because it wouldn't bring in enough money? The problem for Microprose in those years was that it was generally ailling, and everybody knew it. The team who made MoM, SimTex, were very good, but veeeeery slow, and had been placed on a project called Guardians: Agents of Justice. (They literally took four years to do the latter, after which it was shelved because it still wasn't done, and the game was technologically out of date.) Sid Meier had left for greener pastures, and other talented folks were leaving, as well. In the end all they could manage were some lackluster tank sims and a secondrate add-on for Civ II. Very sad.

blastradius14 22-07-2005 01:48 PM

Well, nobody has claimed it and is profiting off of it... Afterall, interactive took the civ series, and MOM is only slightly older than civ1. Shouldn't someone have made it by now?

Borodin 22-07-2005 02:05 PM

Quote:

Originally posted by blastradius14@Jul 22 2005, 01:48 PM
Well, nobody has claimed it and is profiting off of it... Afterall, interactive took the civ series, and MOM is only slightly older than civ1. Shouldn't someone have made it by now?
It is being made. Stardock, the folks that did Galactic Civilizations, have been commissioned to develop MoM2.

blastradius14 22-07-2005 07:03 PM

But they are having problems. Game makers shouldn't be stalled like that.

Borodin 22-07-2005 08:27 PM

Quote:

Originally posted by blastradius14@Jul 22 2005, 07:03 PM
But they are having problems. Game makers shouldn't be stalled like that.
I'm unaware of any delays, and I've been following their work pretty closely. They've had the contract for less than a year. So what problems are you referring to?

Mongi 27-07-2005 12:08 PM

Haven't had time to go through all the posts listed here, so I beg pardon if I'm repeating anyone.

Here is the recipe for the strongest AND Immortal unit:

1.Start as a death mage with high human race
2. Reach the paladins ASAP
3. Cast "Wraithform" on paladins. Bingo. U have the unit with both magic and weapon immunity. That makes them immortal everybody-killer :Titan:

After that game becomes VERY dull as all you have to do is train a couple of those units and conquer both worlds. "yawn"

blastradius14 27-07-2005 03:16 PM

Unless the Guys in myrror cast the block planar travel. I've seen the computers cast spells like that, and armegeddon. Though not at the same time, as I often try to do. If the computer is ever smart enough to do this, your wraithformed paladins won't be of any use to you when your world turns to ruin.

blastradius14 27-07-2005 03:20 PM

"Stardock continues to pursue the Master of Magic license, but development of Stardock's fantasy TBS game, which may be the next MoM, is on hold. Stardock is now focused on completing Galactic Civilizations 2 and the newly announced massively multiplayer RTS, Society."

This, borodin.

Question is, is he building from the ground up on this one? Or is he using graphics and scripting from the last one? Some times you will never know.


I suppose it isnt a problem as far as the game maker is concerned, but the other game to me is a problem LOL

It is rude to behind in LOL

Petter1979 27-07-2005 03:55 PM

Its a really nice game :w00t: , Im playing it atm on my old rig with full sound/speed, same with warlord2, Colonization :ok:

pentium 133Mhz
Sound Blaster AWE64 Value


Borodin 27-07-2005 05:54 PM

"Stardock continues to pursue the Master of Magic license, but development of Stardock's fantasy TBS game, which may be the next MoM, is on hold. Stardock is now focused on completing Galactic Civilizations 2 and the newly announced massively multiplayer RTS, Society."

Bah! That's just plain...evil. :angry:

Question is, is he building from the ground up on this one? Or is he using graphics and scripting from the last one? Some times you will never know.

As far as I know (per a conversation I had with the lead dev about 18 months ago), they were going to include everything in the original title, but focus on AI. Of course, who knows what happened after that?

I was really looking forward to Stardock's MoM2. Pardon me while I sulk and brood.

Chet Danger 29-07-2005 06:21 AM

Been playin MoM fairly steady since it came out. My favorite game of all time despite its flaws. If Stardock even remakes the original - with very little enhancements, you can count me in! This game really cries for a sequel though, I do hope for great AI, 6 (or so) "planes", and it would be super cool to have some of the old heros show up as playable (MOVABLE this time) wizards/warlords ('Ravashack the Lich' and 'Brax the Dwarven WarLord' anyone?) Some old races gave up and went "home" (goodbye knolls and Klackons) and a few new starting races take thier place. of course- a bijillion new spells/units/monsters/artifacts/&multiplay. Sigh...Maybey someday...

blastradius14 29-07-2005 03:26 PM

Moveable? your heros can't move?

This must be a glitch in your software. I have used nearly all of the list of heros.

Off hand I can think of
Brax
Warrax
Serena
X
Fang
The wind wizard guy
Some bard chick
Some sage guy
And a few others

I haven't played within 5 months or so, so perhaps if you were to list the immobile units, someone could help you.


Borodin 29-07-2005 05:19 PM

Quote:

Originally posted by Chet Danger@Jul 29 2005, 06:21 AM
Been playin MoM fairly steady since it came out. My favorite game of all time despite its flaws. If Stardock even remakes the original - with very little enhancements, you can count me in! This game really cries for a sequel though, I do hope for great AI, 6 (or so) "planes", and it would be super cool to have some of the old heros show up as playable (MOVABLE this time) wizards/warlords ('Ravashack the Lich' and 'Brax the Dwarven WarLord' anyone?) Some old races gave up and went "home" (goodbye knolls and Klackons) and a few new starting races take thier place. of course- a bijillion new spells/units/monsters/artifacts/&multiplay. Sigh...Maybey someday...
What do you mean by, movable? I remember having the lich around some time ago, and he moved correctly. Of course, this was back when the game was relatively new on the market.

Chet Danger 29-07-2005 06:32 PM

Wizards must stay in thier fortress, they cannot move in overland or engage in combat the same way as other units do. They can move thier fortress if they cast the move fortress spell or If banished followed by casting the spell of return, choosing the city to place thier fortress.

MOM2 should let them move around.

Ravashack is a Necromancer champion/hero unit. My sugestion for a sequel (MOM2) would follow that all but one wizard, maybe Merlin, was permanantly banished from the two known planes of Arcanus and Myrror. The sequel game's Wizard/Warlord pool could be filled with some of the hero types from the original game,
i.e Rjak is no longer a starting wizard choice, he was banished to an unknown plane
(he may or may not make an appearance in some other plane in MOM2).
Ravashack became a Lich and is now the most powerful of the death magic wizards you can choose as a starting wizard. i.e. 2 - Let's say Roland became a warlord.
Note that Warlords are not necessarily magic users (Warax being one exception),
they would have to team up with a magic using companion, generic or otherwise. Wizards already have familiars that could be given combat/leadership abilities. (or they could team up too). bottom line is there are many places you could go with a sequel - wizards have leggs - use some characters from the original game.

blastradius14 29-07-2005 08:39 PM

Ohhh. Thats what you mean. Your guy isn't a unit, really. Or perhaps the sequel will have wheeled or floating fortresses that count as units themselves. But think of it this way: you are god, and you are only tethered to the planet by one string: that fortress. Now, if someone hacks that string you float away and lose. Because of this, you aren't a unit at all. :D

Squaddie_Anderson 04-08-2005 06:39 PM

Which portrait do you prefer to use for a custom wizard? Myself I like Tauron and Rjak's portaits, but Tauron has a lame snake familiar and Rjak looks like a frail wuss in the spell discovery scenes. Jafar's image is the one I use 3rd most - but it's too mid-east for me but at least he has a nifty little imp familiar. Speaking of portraits, I really hate the tribal look of three of the wizards - you know Thaloc(?), Sharee(?) and Goatskin-Helmet Guy. Those guys are good for nothing but stomping into dust simply for being annoying-looking. Horus looks like a cheeseball. Freya and Merlin are *yawn* and I can't help but offer tribute to Kali. What? I'll Word-of-Recall her over to my summoning circle, *wink wink*. *begins casting Endurance*

blastradius14 04-08-2005 09:53 PM

Sharee is good for one thing: watching her cast spells. Too bad you cant tell much, and she aint so hot anyway LOL

Squaddie_Anderson 04-08-2005 10:46 PM

Sharee begins casting Show Skin.
blastradius14 begins casting Digital Video Capture.
Squaddie casts For Shame! on blastradius14.

Borodin 05-08-2005 02:13 AM

Who was the Wind Mage, again? As I recall, he was the best for my strategy. I always started in the other world, with small amounts of land, and his ability to fly with a party anywhere in a straight line made him invaluable in the early or midgame.

blastradius14 05-08-2005 02:21 AM

I like the wind mage, the sage and fang if I can get them:evil:


rudhraigh 05-08-2005 02:34 AM

I actually still have the t-shirt that came with my original copy. Anyone else remember that?
This game was all about getting the heroes up, casting spells on them to make them special and maing them artifacts. And boy, did it work well.

Personally I liked the Dwarves, they were great builders. But the Night Elves were more fun...

rudhraigh 05-08-2005 03:02 AM

And I believe that it was Jaer the Wind Mage..

Personally I was a Warrax fan, combined with Draco for soem close killin' action and that other mage, the one that begins with "M"

Gamefreak 05-08-2005 08:47 AM

You mean Malleus. They're ok, but I prefer this priestess that you can get when you use Life Magic. She has really many abilities and always heals after combat. Otherwise Warrax is very good and eventually sometimes Mystic X and The Golden One, with lucky attributes.

Borodin 05-08-2005 01:00 PM

Quote:

Originally posted by rudhraigh@Aug 5 2005, 03:02 AM
And I believe that it was Jaer the Wind Mage..


Yes, that's whom I meant. Thanks.

What a shame Stardock has back-burnered it! I wonder if the publisher decided to back off on support. I really can't see the developers doing so without good reason, and they seemed pretty confident at one time that the AI would be easy to implement.

Squaddie_Anderson 05-08-2005 11:17 PM


PIRATE TALE OF ALL OLD FAVORITE GAMES WHO SIT IN RIGHTS-LIMBO FOREVER, NEVER UPDATED OR SEQUELS NEVER MADE

Yar.

Sit back me maties and hear a tale.

Tis a sad tale, sad and oft' told aboard ol' cap'n squaddie's vessel.

Thar was a game of old. On ye bonnie computer.

It was a whale of a game, and pleased all who played her, from swabbie to cook to captain.

Alas, the game was passed by. It was left to the sea with no crew to man her.

She's out there e'en now tho years and years have passed- driftin' and driftin' - never to return to port or have her sails repaired or poop deck swabbed.

The owners and makers of the game have left her for the sea, and never shall we see her like again.

blastradius14 05-08-2005 11:33 PM

Stinks, doesn't it? I think more people would be happy if Stardock would work on MoM2 instead :D

Squaddie_Anderson 08-08-2005 04:43 PM

I just finished a game in which I tried a super-fast strategy I read about somewhere. Started w/ 4 opponents, Impossible difficulty, medium landmass (i think it was medium), 11 life books, high elves. Immediatley summoned a few guardian spirits to scout around for enemy capital cities, Endurance speeds this up quite a lot. As soon as I had 3 spirits running around, I began casting Stream of Life (double population, no unrest) on my city. Once it was complete I raised the taxes to the maximum amount. Research Invulnerability as soon as it is available. Once you've got a enemy capital found, cast Invulnerable on your guardian spirit, and attack! The computer controlled player will probably not know how to handle your incorporal, invulnerable unit. The closest I came to loosing any of my units was when one of Jafar's heros cast psionic blast on it, taking it to red hits - a healing spell fixed me up ok and he never cast it again. Lionheart, Bless, Prayer all make it easier if you have the mana/casting skill for them. I defeated the 4th enemy in 1410 - took a while to find Ariel :bleh:

blastradius14 16-08-2005 03:15 AM

That's a cheap tactic. If MOM2 ever comes out and it is muliplayer, I wouldn't want someone to do that to me...

Mindstorm 16-08-2005 08:51 PM

Quote:

Originally posted by Lizard@Feb 17 2005, 07:57 PM
And dont forget dark elf warlocks....Best normal unit in the game.....
But weakened a bit after last patch (-1 magic attack), as well as Halfling units in general (-1 defense).

Mindstorm 16-08-2005 08:55 PM

Quote:

Originally posted by another_guest@Feb 18 2005, 07:37 PM
The biggest effect from walls is when you're up against ranged attackers (archers and such, or any unit with a ranged magical attack): walls will protect the units inside, though there's quite a random factor included.
Also, if you're defending and one of your units is significantly stronger than the others, place that behind the gap in the wall, forcing all non-flying units to fight your strongest unit first.
Besides, enemy units running around in your town during combat, will increase the chances of buildings being destroyed. Walls help to keep them out.
But honestly, I never bother building any walls :D

Plus, city walls extend scouting range of your city overland.

Mindstorm 16-08-2005 09:04 PM

Quote:

Originally posted by Guest+Mar 1 2005, 02:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (Guest @ Mar 1 2005, 02:52 PM)</td></tr><tr><td id='QUOTE'> <!--QuoteBegin-caesar007@Feb 18 2005, 04:23 PM
wow you were right about the paladins ... they are very strong , i don't have a unit that can match their strength , one paladin destroyed 4 turtle dragons yikes

kind of weird , paladins don't seem that strong but in combat it seems they are very very strong

The palladins' strength is in their 'first strike' ability. They basicly get to deal all their damage before the enemy gets to strike back. So, the four figures would make 8(is this their attack, can't recall?), yeah, 8*0.4*4 ~= 13 damage. That damage is applied, and only then whoever remains gets to retaliate. IF someone remains! ;) They also get magic immunity, so you can pretty much waltz to any ranged magical unit and beat the living hell out of them. Shamans or priests could very well beat even hammerhands if there are enough of them. But one palladin unit wipes the floor with them.

You have to be careful with units that have 'negate first strike' like pikemen, though. And also those with thrown, breath, etc. ability. That's what makes barbarians so kickass. They suck for building or money or research, but they get thrown attack, and if you train and enchant them up enough they can kill things really well. [/b][/quote]
Barbarian melee units with thrown attack don't care about flying opponents, because they don't have to wait to be attacked like most other ones. This is the main advantage of a female hero "Shalla the Amazon". Properly trained, equipped and enchanted, she can easily beat 8 Sky Drakes in AUTO mode. :Titan:

Guest 16-08-2005 09:08 PM

Quote:

Originally posted by Lizard+Mar 1 2005, 06:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (Lizard @ Mar 1 2005, 06:53 PM)</td></tr><tr><td id='QUOTE'>
Quote:

Originally posted by Guest@Mar 1 2005, 03:52 PM
<!--QuoteBegin-caesar007
Quote:

@Feb 18 2005, 04:23 PM
wow you were right about the paladins ... they are very strong , i don't have a unit that can match their strength , one paladin destroyed 4 turtle dragons yikes

kind of weird , paladins don't seem that strong but in combat it seems they are very very strong


The palladins' strength is in their 'first strike' ability. They basicly get to deal all their damage before the enemy gets to strike back. So, the four figures would make 8(is this their attack, can't recall?), yeah, 8*0.4*4 ~= 13 damage. That damage is applied, and only then whoever remains gets to retaliate. IF someone remains! ;) They also get magic immunity, so you can pretty much waltz to any ranged magical unit and beat the living hell out of them. Shamans or priests could very well beat even hammerhands if there are enough of them. But one palladin unit wipes the floor with them.

You have to be careful with units that have 'negate first strike' like pikemen, though. And also those with thrown, breath, etc. ability. That's what makes barbarians so kickass. They suck for building or money or research, but they get thrown attack, and if you train and enchant them up enough they can kill things really well.

Infact magic immunity provides immunity also againts all breath,gaze etc attacks...
That is why are paladins so strong.Units like drakes,chaos spawns etc..That kill almost every unit just with their gazes/breaths MUST enter melee attack with them.And in some causes(chaos spawn) is it their doom.Btw magic immunity enchantment is also resistent to dispel magic spells... :w00t:
Sorcery Rulez!!! :Brain:
Btw one advice to all ranged heroes players.Recuit some missle ranged heroes(tj with bow slot,fo example shuri...)And create bow with haste ability...They will be able to shot twice per turn :max: .Unfortunetly you cant put haste enchantment on staff or wands... [/b][/quote]
It isn't EXACTLY true. Doom Gaze of Chaos Spawns has an effect on paladins or other units with Magic Immunity. :not_ok:

Guest 16-08-2005 09:17 PM

Quote:

Originally posted by caesar007@Mar 2 2005, 10:14 PM
doomDRAKES seem good for defense behind a wall , paladins can't attack them so if you place the doombolt where the opening in the wall is you are safe against certain attackers as long as no ranged attacks of course , but stagbeetles will destroy them and doombolts kind of suck if they attack , just my experience
But try to Chaos Channel Doom Drakes - they always get demon skin effect and then they don't suck so much. Their main strength lies elsewhere - they have 3 flying movement, so produced early (easily done), they can sweep all neutral cities on Myrror very fast in the game, and this is enough to win.

Mindstorm 16-08-2005 09:32 PM

Quote:

Originally posted by caesar007@Mar 8 2005, 05:45 PM
and about this doombolt , ok i been fighting against some unit called "doombolt" it looks like a bird i think , so not sure what you are talking about that it is a spell ...

Not doombolt but doom bat - it looks like a giant, black, one-eyed bat. IMO it is misplaced unit which doesn't fit with rest of legions of chaos. Imagine a vampire bat from death realm of magic, having a vampiric ability instead of immolation. Wouldn't it be neat?

blastradius14 16-08-2005 09:37 PM

Eh, why not give it BOTH immolation and Vampiricism?

If you want to change the world, go help make MOM2. :D

Mindstorm 16-08-2005 10:19 PM

Quote:

Originally posted by FreeFreddy@Apr 8 2005, 05:00 AM
Okey, some things to correct here, as I noticed that during playing the game (and I used to play it maaany times ;)).

Life-Leeching
1. First of all, if a unit or a hero has a life-leeching ability (artifact, skill), the increased chance to hit REDUCES the chance to leech the life (thus also reducing the chance of killing an enemy completely with life-leech). Therefore are the Deathknights and heroes not so good to have this ability - little use of it then, as they have good chance to hit. And the better the chance to hit is, the less the possibility to leech life.
2. Second, the ranged attacks DON'T leech life. No, they don't. I tested that many times, especially on Ravashak when he still was weak and had little chances to hit. Didn't work. Also doesn't work with the Demonlord. (This is a bug)
3. Third, ANY unit can be raised from dead through life-leeching. I was able to have a colossus killed with the wraiths once, and I had him after as an undead unit. But, a summoned unit turned to undead state costs additionally 0.5% of mana to their normal mana cost. Thus useless on summoned units, they're better as non-undead then. Also it works on heroes. Oh yes. Got to love this unique Lifepriestess hero when she passed away with help of the wraiths early in the game.
But the during the combat summoned units can't be raised from death after the combat ends. No way. Tried that with Air Elementals and Earth Elementals. Enemy can have them, but players not (this is a bug). [ANSWER]

Invisible Units / unexplored terrain
1. Any invisible unit CAN be seen by computer enemy. You have to think, the computer enemy is the computer that runs the game, and as such he knows and sees everything in the game. Yes, the computer enemy players should behave as if they wouldn't see the invisible units, but they don't in this game. They can see and attack invisible units on the map, just that they "can't see" them in combat (at least that works).
2. Also, the enemy computer players don't need the map / player revealing spells (Nature's Awareness, Awareness, Earth's Lore) as such, they can see every player and every place on the map at once. Just think on Jafar, when he casts his Floating Island near your starting city, should be known to everybody, is a common event. He doesn't have any units near your city, neither does he have any terrain-revealing spells cast. So this is also the awareness-cheating of the computer.

Heroes with chance to hit
Some heroes have that skill that increases their chance to hit (forgot the name) additionally. Now, if you create an artifact for them that has the maximum possible bonus value to hit on it and the hero has this chance-to-hit increasing skill AND the hero has a high level like Demigod AND the hero is a melee attacker only - they very often won't hit the enemy anymore. This seems to be also a bug of the game, in that with this combination the chance to hit of a hero goes over into a negative value because of the too high number. How to negate it? Don't add the chance to hit bonus to an artifact for this hero. Should be fine then (was then for me).

With that said, there are many more bugs in the game, like the game crash on casting the Chaos Channels Lycantropy spells sometimes. Or also that the volcanoes converted to mountains and further by the Change Terrain or that very rare Nature global spell spell stop to produce mana. A pity there was no additional patch for that, but this is how the game will remain now seemingly forever...

The ONLY way to have your summoned units marching on overland map is to cast Word of Recall on them. You would think it IS a bug, but (surprise!) it isn't, because they have 7 mana upkeep cost :(, not worth the effort for Phantom Warriors. But this way you can quite fast produce quite an army of Demons! :)

Mindstorm 16-08-2005 10:37 PM

Quote:

Originally posted by Edge of Mitra@Apr 30 2005, 07:22 PM
I have beaten this game on Impossible mode with everything but nature.* The most imbalanced thing I would say is, Torin the Chosen.* That guy is a robust unkillable nightmare, give him some cheesy items and watch him own.* As far as units go, my friend played a pretty mean hafling/death combo that he could almost beat impossible with.* Haflings slingers are the muck.* Sorcery rocks, if you ever get Time Stop off, you can wreak some havoc, sky drakes are decent, the phantoms at the front own, flight is good.* Confuse is the best spell for them though, it rocks the house.* I beat Impossible very easy with Sorcery, considering I had to pump up Torin to win with Life, though I did that on my first or second try, took me more tries with Sorcery.* I was never great with Nature, as far as races go, I'd have to say the dragon race, high men, dark elf, or haflings are the best.* All the other races seemed lacking.* Chaos magic is fun, you had some many spells that just wasted all of the opponents bases etc, if you got ahead of someone it was easy to win with Chaos, but you have to get spells like Chaos rift etc etc going before its very good, then have a million volcanoes set up to upkeep you spells.
Anyone else have a problem with some of the death spells?* Like eternal darkness or something just crashed my game after a few turns of casting it, so was that ever fixed?* as fast as heroes I liked to have, any one with noble/sage.* I always booted Valana the bard, that bitch crashed my game.* Mystic X was a pretty awesome random bit, the necro was good, the drake was decent, the chaos guy was decent, auron was decent, when it came down to hit giving them a platemail of X amount of power was all they needed. ;p I generally always did full books and alchemy for my caster, if I chose Myrran i went with Dark Elf then conquered some Drake cities and used the combination to own some things.* Shadow Demons rock at the front, great for pestering opponents weaker cities.* *

This game rocks the house, hopefully the second one does to.

I agree, Sorcery rocks, but is a bit expensive. On the opposite side, you can steal enemy units using Confusion/Word of Recall combo! :evil:

blastradius14 16-08-2005 10:49 PM

Hey bub, you can look at previous posts, copy them and use the quote button in the reply screen. DO NOT triple post. It gets annoying.

Gamefreak 18-08-2005 09:24 AM

I remember there was a useful event (meteor hit town, magicless time, star conjunction) in the game before the last patch - the discovery of a new mine, like mithrill or jewel, near some town. Too bad that doesn't happen in the final patch anymore, that was handy... :(

Borodin 18-08-2005 12:35 PM

Quote:

Originally posted by Gamefreak@Aug 18 2005, 09:24 AM
I remember there was a useful event (meteor hit town, magicless time, star conjunction) in the game before the last patch - the discovery of a new mine, like mithrill or jewel, near some town. Too bad that doesn't happen in the final patch anymore, that was handy... :(
I played the game repeatedly with the final patch for about a year after it came out, and there were still occasional random meteor strikes and mine discoveries. Of course, this was largely on the shadow side of the universe, so if you don't play there, I can't confirm you'll get those effects.

Squaddie_Anderson 18-08-2005 04:50 PM

I play the final patch and get some of the events fairly regularly. Conjuctions for Chaos, Sorcery or Nature. Good or Bad Moons for Life or Death - and the rarer Mana Short. I think I've seen 2 meteor strikes in about 200 hrs of gameplay on the 1.31 version and one was on an enemy city. Other city events I've seen: Earthquake and Plague - and I think something like Population Boom (double pop growth). Other random events in general: Pirates stealing part or most of the treasury, neutral cities joining my kingdom through Diplomatic Marriage, Gift from the Gods: free magic item, Donation of gold from a wealthy merchant... any other confirmed random events anyone has seen?

Note: one Population Boom event hit a halfling city that already had Stream of Life on it :bleh: I had over 900 growth per turn when I changed to housing- but not quite 1000, damn the luck.

Funny Note: the first time I got the Diplomatic Marriage a city in Myrror joined my kingdom. This was on my first game ever - I hadn't read the manual and didn't know what Myrror was. I couldn't figure out why I couldn't find one city from the other when moving my troops around.

blastradius14 18-08-2005 05:59 PM

I get pirates stealing my treasury all the time. Once you get to max cash its either you must alchemize it into mana or you buy stuff. Cause if you don't they will abscond with some of it. It isn't as bad as Birthright: The Gorgon's Alliance where the treasurer can abscond with more than 10000 gold from your treasury...

In myrror, I have had nightshade and gold and some times even another resource near my capital city. This is another game where I prefer to be a single city, and where it doesn't hurt you as bad to be one.

Squaddie_Anderson 18-08-2005 08:18 PM

Arrrrg. I have a mental problem blastradius - I can't build more than one city. It never seems to be a good idea to build those settlers, let alone the units needed to protect the new city, I much prefer to upgrade an existing city. Taking over cities is fine - but I don't like it - I usually end up sitting around improving my city while the rest of the world is populated by the other wizards, then creating my unbeatable army of heros, units or summoned monsters and just go knock some heads. ARRRRg.

Gamefreak 18-08-2005 08:54 PM

Quote:

Originally posted by Squaddie_Anderson@Aug 18 2005, 08:18 PM
Arrrrg. I have a mental problem blastradius - I can't build more than one city. It never seems to be a good idea to build those settlers, let alone the units needed to protect the new city, I much prefer to upgrade an existing city. Taking over cities is fine - but I don't like it - I usually end up sitting around improving my city while the rest of the world is populated by the other wizards, then creating my unbeatable army of heros, units or summoned monsters and just go knock some heads. ARRRRg.
You're almost like me - I build 2-4 cities and that's it. The rest comes from getting a champion and best artifacts for him, taking over all the nodes on Myrror and after there's just the matter of either study up to the Spell of Mastery and finishing the game, or have some fun and watch the barbarians overrung enemy cities or mess around with the enemy, get boring after a while, anyway.

blastradius14 18-08-2005 09:27 PM

Get planar seal and cast Armageddon. A one city civ can manage this :twisted:

another_guest 18-08-2005 11:44 PM

I usually conquer a few cities first in order to build up enough forces to take a few power nodes. After that initial phase, things go rather smoothly in comparison to those first struggles to get hold of some power nodes.

Borodin 19-08-2005 02:33 AM

Halflings: halflings with +2 weapons. On the shadow side. With a quick, surgical strike at your only enemy in that world. Then I work towards casting the spell that seals off access, and set about exploring and conquering the place. Typically, by the time I'm ready to cut my spell and enter the other side, I have three stacks with veteran halfing units, three heroes with wind mastery, and lots of other perks going.

Squaddie_Anderson 19-08-2005 06:20 PM

Quote:

Originally posted by blastradius14@Aug 18 2005, 09:27 PM
Get planar seal and cast Armageddon. A one city civ can manage this :twisted:
Is armageddon the chaos spell that randomly causes volcanos to rise each turn? I don't play with chaos that much - is it possible volcanos will rise within the city limits of your own cities? What about cities protected vs chaos magic?

Borodin 19-08-2005 06:33 PM

As I recall, those world-affecting spells won't target your cities, and any protection against that specific type of magic remains in force. However, if the protection spell is cancelled for any reason--you can guess the rest.

blastradius14 24-08-2005 02:49 AM

Well, Armageddon will not affect your territory. If you are protected from such odd magics, stuff like the meteor spells and stuff will be deflected off the city.

Armageddon can bring enough mana to summon Chaos Drakes and stuff. Wheee.

Guest 24-08-2005 07:32 AM

MoM is a great game, and I hope Stardock makes a good sequel after all.

If you Google around enough you will find a lot of valuable information on how combat works, bugs in the game, etc.

The cheapest winning strategy is 11-Death books, pick Wraiths as your Rare spell, select High Elves, then cast Wraiths IMMEDIATELY. Pump everything you have into Mana production (liquify your starting gold into mana, keep converting gold to mana as you get more of it), because that early on, the bottleneck is NOT Casting Skill but Mana production. Summon ANOTHER group of wraiths as soon as you finish summoning the first; life-stealing wraiths are almost indestructible early in the game (and if they get injured, just eat some low-resistance units to get healthy), and you can usually win the game by 1405. As someone else posted, wraiths also leave behind hordes of undead garrisons for newly-conquered cities, making 11-Death even faster and stronger than the popular 11-Life/Torin the Chosen strategy. This strategy also works well with Life (Torin); it doesn't work that well with Chaos (Chaos Spawn), Sorcery (Storm Giant), or Nature (Gorgons) because those units are weaker in many ways (slower, can't life-steal so you may need to rest them, don't leave undead armies in their wake, and unlike Torin they can't gain experience and items, so you can't get a superboosted Torin-with-Heroism-cast-on-him effect).

The typical starting game at Impossible: liquify gold into mana and summon Magic Spirit as fast as you can; use it to scout around the map. At the same time, keep your starting troops at home and increase taxes as much as you can without having rebels. Like with every other city you will ever build up, build in this order: Builder's Hall, Granary, Smithy, Marketplace, Farmer's Market (after that, it depends.. probably a shrine if you need it, else a sawmill + forester's guild as a precursor to miner's guild + mechanician's guild).

Everybody has their favorite normal unit, apparently. I am firmly in the Paladins camp because Paladins are so efficient (just place them so they always attack, to gain the First Strike benefit, using Flight if necessary). Champion Paladins with adamantium and Holy Arms in the background deal 48 swords at 70% accuracy + armor piercing, and get 8 hearts per figure or 32 hearts for the unit--more than almost anything not named Behemoth. Paladins really only have three weaknesses: they can't fly, they can get picked off by slingers, and Pikemen severely injure them. Flight and Guardian wind guard against Cracks Call and some nasty halflings. Champion-level experience, Charm of Life, Adamantium weapons, and Prayer or High Prayer means that even Pikemen can't severely damage Paladins, though one must be careful around them. (One satisfactory solution is to cast Call Lightning or some other combat spell to kill pikemen while your paladins run around dodging attacks.)

Mortu has my vote for toughest hero, even though I rarely play Death Magic and don't get to use him (Roland is an okay substitute, but has lesser hit points). With proper spells (Iron Skin, Regeneration, Flight, True Sight, Spell Lock, etc.) and items, even an inexperienced Mortu can kill anything in one hit and not have to suffer a counterattack. And with experience or at least a lot of spells/items, he can even take Sky Drake and Great Drake attacks and suffer only a few hit points' damage. This means that you can have Mortu single-handedly taking out tough nodes, enemy fortresses, etc. while your other heroes band together and wipe out the other half of the world, retiring to your fortress to boost your overland casting ability after they get Demi-God status.

As for spell combination, I think an Impossible game I just finished had the best combo: I started off with 4 Life 3 Sorcery Myrran and Warlord, the Myrran part to get Trolls (paladins take too long to get; the idea was to use War Trolls to kill enemy mages quickly so I would have Myrror all to myself). I eventually won 3 Nature books, 1 Chaos book, Node Mastery, and Archmage (making it easier for me to get spells through Counter Magic, and my own spells are twice as hard to dispel, and best of all, +50% bonus to casting skill improvement--very crucial, since casting skill is the main bottleneck in mid-game when you have no mana problems due to Alchemy and gold-producing cities). I also conquered and bartered spells a lot so that most of my spell discoveries in lairs/nodes were spells that nobody else had.

I also had a lot of luck in that I killed my Myrror competitor, Raven, very quickly with a swarm of War Trolls that systematically took over his Dark Elf empire one city at a time. Then I was even luckier when Merlin broke through to Myrror (boo) with High Men and build several big cities next to adamantium mines (yay). The computer develops cities quickly on Impossible, but by the time Merlin cranked out adamantium paladins, I had 43 fame and thus could (and did) summon all 6 high-level heroes (including Torin) and took over his paladin factories. I continued to settle Myrror with as many Dark Elves as possible, because they generate so much mana just by breathing, PLUS they can make most of the advanced structures including Merchant's Guild.

This is why this combo is just about perfect: you get Stream of Life AND Gaea's Blessing (cast them on all your cities, jack up tax rate to maximum, and thanks to Alchemy you will never worry about gold or mana again). Dark Elf cities generate a ton of mana and gold. Warlord + Crusade + Altar of Battle made my two adamantium paladin cities priceless, and I eventually got almost all of the best spells (too bad you can't have both Life and Death, because I love some of the Death spells like Black Prayer):

Flight (gets rid of paladin's main weakness: Cracks Call), True Sight, Invisibility, Magic Immunity, Guardian Wind (no slingers worries!), Spell Lock, Incarnation, Charm of Life, Holy Arms, Crusade, Altar of Battle, Prayer, High Prayer (for paladins and heroes). Also useful are Planar Travel and Plane Shift.

Web, Call Lightning, Regeneration, Iron Skin, Counter Magic (combined with Spell Lock = your heroes have nothing to be afraid of when assaulting enemy wizards' troops), Dispel Magic True, Haste, Dispel Evil, Healing, Mass Healing, Cracks Call, Confusion, Mind Storm, Banish, Creature Binding, Phantom Beast, Phantom Warriors, Air Elemental, Ice Bolt, Psionic Blast (for general combat)

Gaea's Blessing, Stream of Life, Raise Volcano, Change Terrain, Transmute (terraforming/city development--you can even settle what was once the North Pole or South Pole by casting enough Volcano + Change Terrain spells)

Suppress Magic, Time Stop, and the nifty Spell Blast (along with Spell Lock and maybe Magic Immunity, this spell is in a class by itself). Nature's Awareness helped me keep tabs on everybody better than Awareness by itself. There are also some other nifty spells like Earth gate, Wind Mastery, and Just Cause (which not only increases fame by 10, reducing army upkeep costs, but also reduces unrest!) that are not killer spells but are very handy.

By the end, I had every hero except Roland parked in my fortress to help me cast Raise Volcano + Change Terrain faster. Roland was a one-man wrecking crew with Regeneration, Invulnerability, Planar Travel, Iron Skin, and a lot of other spells cast on him; Sky Drakes/Great Drakes did zero or one point of damage against him, and since he can't cast spells anyway, I didn't feel bad having him roaming around.

I can't remember any MoM game I've ever played where I had such a complete package of the best spells; I came close a few times, but I think this was the first time I had all of the great Sorcery/Life spells combined with the Raise Volcano/Change Terrain combo--too bad the game is bugged so volcanoes don't leave behind mineral deposits, ever, but hey, that's what MoM2 is for. ;)

another_guest 24-08-2005 08:26 AM

Reading these strategies makes me want to play MoM again :ok:

You're right about wraiths being a lot more potent than similar creatures from the other magic types, but in a lot of situations a Chaos Spawn or Storm Giant can take out a lot of opponents.
Gorgons are weak indeed, though Nature was usually my favourite type of magic because of the hugely impressive creatures a bit later in the game.

As for heroes, when I was up against sky drakes I always tried to fight them with beefed up ranged heroes who could stay out of reach the entire time.

Guest 24-08-2005 05:16 PM

Quote:

Originally posted by another_guest@Aug 24 2005, 08:26 AM
Reading these strategies makes me want to play MoM again :ok:

You're right about wraiths being a lot more potent than similar creatures from the other magic types, but in a lot of situations a Chaos Spawn or Storm Giant can take out a lot of opponents.
Gorgons are weak indeed, though Nature was usually my favourite type of magic because of the hugely impressive creatures a bit later in the game.

As for heroes, when I was up against sky drakes I always tried to fight them with beefed up ranged heroes who could stay out of reach the entire time.

First, a bit of errata.. Paladins don't have 8 hp at Champion level normally, you need Charm of Life for that.

Also, I forgot to mention some other spells like Spell Binding (allows you to steal anyone else's Global Enchantments) that make the Life/Sorcery/Nature/Chaos combo so lethal.

I agree about the Gorgons (I only once tried an 11-nature Impossible game and won, but it was pretty gruesome and I never tried it again). Storm Giants can't fly, don't leave behind undead garrisons, and take up a ghastly 10 mana upkeep (compared to 5 for wraiths) and often need to be rested to heal. Chaos Spawn are terrific early game, but damn that 1 Flight is so slooooooow... and they don't leave behind undead garrisons, either. They also have high upkeep.

There are many ways to take out drakes, and a ranged assault is probably safest. Roland takes a long time to get strong enough to go it alone, even with Heroism and artifacts and strong spells cast on him. But I tend to cast a lot of spells from my fortress so I like having my lone non-mage out and about while every other hero helps me cast spells back home (even Alorra, who often gets a spellcasting pick as part of her randomly-selected abilities).

blastradius14 24-08-2005 07:10 PM

Get airships and run away while firing rocks. You can kill alot of wimpy things early in the game with these :ok:

another_guest 24-08-2005 07:55 PM

I've never even tried airships, though I've heard quite a few people praising them... Good idea!

Guest 24-08-2005 09:24 PM

hey another_guest I surf with images off but decided to load yours.. I am axident, the person who wrote that long entry that you replied to just now (since when do I NOT write long entries).. fancy running into you here, after the X-Com: UFO thread. I can't for the life of me remember my abandonia pw though so I'm not logged in as axident for the time being. I think it's hilarious that it's over 1900 posts long at UFO now haha

Yeah some people like airships or casting Flight on a warship or whatever; I think it's amusing (especially flying invisible warships and clicking "Auto" and wearing down opponents after a long barrage of rocks), but prefer heroes because they gain more from experience. :)

Gamefreak 24-08-2005 09:32 PM

The dwarven cannons are still better than the airship or the warship, they deal more damage. Just build them with adamantium weapons, cast Chaos Channels on them to make them fly so not everybody can attack them and invinsibility + some other nice spells, and they'll easily enough take down even the Great Drakes (but not Sky Drakes - immunity to illusions, hehe). :D

blastradius14 31-08-2005 11:09 PM

Quote:

Originally posted by Gamefreak@Aug 24 2005, 04:32 PM
The dwarven cannons are still better than the airship or the warship, they deal more damage. Just build them with adamantium weapons, cast Chaos Channels on them to make them fly so not everybody can attack them and invinsibility + some other nice spells, and they'll easily enough take down even the Great Drakes (but not Sky Drakes - immunity to illusions, hehe). :D
What part of early didn't you read? :bleh:

Airships by themselves are cheaper overall than cannons. They may not be as strong, but for low mana purposes you can go farther. It's a good way to cut down on the marauder's forces.

Juason 20-09-2005 12:31 AM

Heh, amazing. Here I've been playing verson 1.1 (the like 8+ disk version) for the past decade. MoM IS the ultimate turn based strategy game. I swear with everything that's come out in the past 10 years, nothing gets me going like a game of MoM. The thought of MoM II coming out someday has me amused. I'd seriously buy 10 copies just to support the project :)

I use Dosbox on a Dell XPS Gen2 laptop running winXP with all the service packs. Plays perfect. Fast, and good sound. I use SB original for both midi and SFX. The midi is slightly choppy every so often, but enabling Roland sound seems to slow the game down a bit (especially during screen transitions). Roland sound is 50x better than SB midi though.. so I might just suck it up and endure slightly longer loading times heh. I used to use VDMSound, but it got a bit clunky. Not to mention VDMSound would cause the laptops CPU to go ape (100% utilization), wheras Dosbox uses only 20% or so. Thanks for an awesome site and good memories!!

Gery 10-11-2005 12:01 PM

HI !
I also think that MOM is the best game ever exists. I'm a professional software developer, and I'm deveoping a very similar game on the web (It will be free to play). If anyone interested on testing, write me a mail. gery@c2.hu You can see my previous work here: http://www.visualchat.hu

laiocfar 12-11-2005 02:13 AM

There is any relation between Civ 2 and MoM? They look to similar.

Gamefreak 12-11-2005 08:39 AM

Actually, there's a relation between Civilzation 1 and Master of Magic, as MoM was made on example of Civilization 1. Civilization 2 came later, after MoM ;)

Borodin 12-11-2005 11:03 AM

Quote:

Originally posted by Gamefreak@Nov 12 2005, 09:39 AM
Actually, there's a relation between Civilzation 1 and Master of Magic, as MoM was made on example of Civilization 1. Civilization 2 came later, after MoM ;)
True: MoM appeared in 1995, and Civ 2 in 1996. One of the worst faults of "Wild Bill" Steadley, who founded and ran Microprose for a number of years, was his inability to understand the value and followup titles--series. The original Civ appeared in 1991, became a huge hit, and didn't capitalize on this with a followup until after Wild Bill had left the company.

M&M was an incredible title. Too bad the AI is so poor!

Guest 13-11-2005 12:56 PM

I started playing this last night, and got so hooked I didn't sleep until 6 am. It took me ages to figre even the basics out mind you, but it was mad good fun.

Thing is, I can't get sound working for the life of me. But i'm just wondering are the sounds worth getting? Anyway, if anyone has any idea how I can get sound then err, please let me know >_> I'm using a Realtrek AC97 audio if it matters.

The Niles 13-11-2005 02:01 PM

Sound is not increadably important but it does add a little. What are you using to run MoM? DOSBox? If you let us know we can help you further.

Guest 13-11-2005 02:18 PM

I'm using Dosbox.

Gamefreak 13-11-2005 03:09 PM

There's a conflict in MoM when you set both the music and sound to Soundblaster Pro. Set music to General Midi, adress 330, IRQ 7, and sound to Sound Blaster Pro (Later) with adress 220, IRQ 7 and DRQ 1. Then I guess it should work

SupSuper 14-11-2005 11:31 AM

I use Soundblaster (orig.) for both music and sound and it works fine.

Sharp 10-01-2006 10:03 PM

Ok, here is a little trick if using DOSBox properly seems hard. Once you have downloaded DOSBox you should get a dosbox.exe file, simply drag the Orion.exe onto the dosbox.exe then the game will load up fine and you can dominate star systems with glee, saved games and everything work fine as well so you can still save and load.

This technique works for a number of games, however when using it, I believe that DOSBox commands do not work such as changing cycle speed, screenshots etc...

laiocfar 14-01-2006 05:35 AM

How to use dosbox?Do as follows

It opens in z and must mount a directory "c:"(u can take anyother) with the games folder

Example of mounting MOO and run it in Dosbox:
Z:> mount c: c:/games
Z:> c:
C:>cd MOO
c:/MOO>master

when wrote " / " i wanna wrote the other diagonal bar.

Gamefreak 14-01-2006 05:54 AM

Quote:

Originally posted by laiocfar@Jan 14 2006, 06:35 AM
when wrote " / " i wanna wrote the other diagonal bar.
Doesn't matter which one is written, either \ or /, both can be used, and not only in DosBox.

Guest 01-02-2006 03:16 AM

As soon as I got the doom mastery enchantment, the enemy wizards fell before my almighty mutant army! HAH!
Love this game.

Guest 21-02-2006 11:32 PM

One of my favorite games of all times!

My favorite setup is to choose at least 2 books from life, chaos, sorcery, then artificer and runemaster. With this combination, you can make artifacts, then burn them into mana for twice what they cost you. A +1 damage sword costs 38 mana to create, and gives you 75 mana when you convert it.

This gives you two advantages:
1. You get as much mana as you have skill every turn. This gets even better when you have heros with spell casting ability, who increase your effective skill for overland spells.
2. You can deck out your heros with superior artifacts.

After my initial selection, you still have three slots to use. You can:
1. add 3 chaos books. This allows you to make weapons with lightning ability, which halves your target armor. Shuri with a lightning bow easily takes out sky drakes.
2. Add 3 life books. You can create armor with invulnerability. This makes your heros very tough, especially in the early going. An Invulnerable Brax will take out all neutral towns, and most light to medium defended nodes.
3. Start on myrror. Always a good thing, gives you more time to create those artifacts, better nodes and ruins to attack, and more mana.

another_guest 24-02-2006 09:45 AM

Agreed :)

Though the monsters on Myrror always seem tougher in the beginning than on the other plane.

Borodin 24-02-2006 04:21 PM

I only wish somebody would remake the damn thing. :D MoM was a superb game, but too complex for any AI to handle. As Stardock has just released its GalCiv 2, maybe they'll return to MoM 2, but I'm doubtful. It sounded as though they'd parted company with MoM's potential publisher at some previous point.

Ell Dschi 07-03-2006 12:24 PM

Hi!
I have got a problem. Every time I try to run master of magic it says "insufficient memory. You need at least 538k free. Try removing all TSR´s"

Yes, I know theres Dosbox, but I have got Win 98, with 650 Mhz. Can anybody help me? Very interesting is, that five years ago I spent hours and hours in playing it- on the same PC. I learned lots of englisch by the trial-and-error
-system, what this spell would do and so on...(my native language is german)
Very interesting riddles often. You cant imagine my surprise when I got my first magic creature! (it was a basilik)


PS: I preferred nature, because of the change Terrain an earth lore spell in the early game. Later the global enchantments were totaly ruling, e.g. wrath of nature or herb mastery.

Gamefreak 07-03-2006 02:12 PM

I can try to help you, but first of all I need few things of you. First is how much memory do you have on Windows 98? Second copy and paste the exact content of autoexec.bat and config.sys of your machine you're using here and I'll modify it for you so that you have enough memory after for Master of Magic. The modified content you can save then in your autoexec.bat and config.sys. Also you'll need to play the game in a Dos shell (that attachment on your desktop or in the start-menu) and not directly out from Windows, then the game should work.
And last but not least - you need to download the program Slowdown here and use it to slow your pc down everytime you play Master of Magic as otherwise you'll get pretty unpleasant sound errors while in the game, and the game will often produce otherwise not available bugs.

Ell_Dschi 07-03-2006 07:20 PM

Wow, that would be great!
The Dos-Shell starts automatically, so thats not a problem. I downloaded the slowdownprogramme, and the memory is 128 MB RAM.

The Autoexec.bat:

SET BLASTER=A220 I7 D1 H7 P330 T6
SET SBPCI=C:\PROGRA~1\CREATIVE\AUDIO\DOSDRV

mode con codepage prepare=((850) C:\WINDOWS\COMMAND\ega.cpi)
mode con codepage select=850
keyb gr,,C:\WINDOWS\COMMAND\keyboard.sys


and the config.sys:

[menu]
menuitem=CD, Computer mit CD-ROM-Untersttzung starten.
menuitem=NOCD, Computer ohne CD-ROM-Untersttzung starten.
menuitem=HELP, Die Hilfedatei anzeigen.
menudefault=CD,30
menucolor=7,0

[CD]
device=himem.sys /testmem:off
device=oakcdrom.sys /D:mscd001
device=btdosm.sys
device=flashpt.sys
device=btcdrom.sys /D:mscd001
device=aspi2dos.sys
device=aspi8dos.sys
device=aspi4dos.sys
device=aspi8u2.sys
device=aspicd.sys /D:mscd001

[NOCD]
device=himem.sys /testmem:off

[HELP]
device=himem.sys /testmem:off

[COMMON]
files=10
buffers=10
dos=high,umb
stacks=9,256
devicehigh=ramdrive.sys /E 2048
lastdrive=z
device=display.sys con=(ega,,1)
country=049,850,country.sys
install=mode.com con cp prepare=((850) ega.cpi)
install=mode.com con cp select=850
install=keyb.com gr,,keyboard.sys


Won't there be any problems if I change them? I always thought that they are essential and should not be changed? Even though thanks a lot for your help!


Gamefreak 07-03-2006 09:19 PM

They can and need to be changed to fit the configuration on your PC to your needs. That's actually the first thing one needs to do after installing Windows 98 or 95 on their PC, if he's playing Dos games on his machine.
Anyway, here are the modified versions (changes are underlined):

Config.sys
[menu]
menuitem=CD, Computer mit CD-ROM-Untersttzung starten.
menuitem=NOCD, Computer ohne CD-ROM-Untersttzung starten.
menuitem=HELP, Die Hilfedatei anzeigen.
menudefault=CD,30
menucolor=7,0

[CD]
device=himem.sys /testmem:off
device=emm386.exe RAM
devicehigh=oakcdrom.sys /D:mscd001
devicehigh=btdosm.sys
devicehigh=flashpt.sys
devicehigh=btcdrom.sys /D:mscd001
devicehigh=aspi2dos.sys
devicehigh=aspi8dos.sys
devicehigh=aspi4dos.sys
devicehigh=aspi8u2.sys
devicehigh=aspicd.sys /D:mscd001

[NOCD]
device=himem.sys /testmem:off
device=emm386.exe RAM

[HELP]
device=himem.sys /testmem:off

[COMMON]
files=20
buffers=10
dos=high,umb
stacks=9,256
devicehigh=ramdrive.sys /E 2048
lastdrive=z
devicehigh=display.sys con=(ega,,1)
country=049,850,country.sys
install=mode.com con cp prepare=((850) ega.cpi)
install=mode.com con cp select=850
install=keyb.com gr,,keyboard.sys

Autoexec.bat
SET BLASTER=A220 I7 D1 H7 P330 T6
SET SBPCI=C:\PROGRA~1\CREATIVE\AUDIO\DOSDRV

mode con codepage prepare=((850) C:\WINDOWS\COMMAND\ega.cpi)
mode con codepage select=850
lh keyb gr,,C:\WINDOWS\COMMAND\keyboard.sys
mode con: rate=32 delay=1
LH path:\MSCDEX.EXE /D:mscd001 /L:X /E

Remark - in the line with mscdex.exe the path is where your mscdex.exe is located (for example c:\windows\mscdex.exe), you need to find where it is if it's not in your Windows folder, and /L:X - X is the letter of your CD drive, replace X with that letter. Also loading mscdex.exe is essential to have CD-Rom access after quitting Windows and restarting in Dos-mode. If you never restart in Dos-mode, you don't need to load mscdex.exe and can remove the line.
mode con: rate=32 delay=1 is just for faster keyboard repeat-rate and shorter delay while typing something in Dos-shell or in Dos-games.
Ansonsten viel Glück! :ok:

Guest 20-03-2006 09:05 AM

Quote:

Originally posted by Guest@Feb 22 2006, 12:32 AM


Quote:


My favorite setup is to choose at least 2 books from life, chaos, sorcery, then artificer and runemaster.* With this combination, you can make artifacts, then burn them into mana for twice what they cost you.* A +1 damage sword costs 38 mana to create, and gives you 75 mana when you convert it.

This gives you two advantages:
1. You get as much mana as you have skill every turn. This gets even better when you have heros with spell casting ability, who increase your effective skill for overland spells.
2. You can deck out your heros with superior artifacts.


For the noobs here, point 1, refers to the 'cheat' where the combo of runemaster +arifier allows you to make an artifact for X, and get back effectively 2x on breaking it.

A good thing to do at the start of the game, when you don't need to cast many spells You can start bootstrapping your mana upwards, by first building cheap sword+1, break it to get the mana, then repeat with a more expensive item, and so on. Of course, you could just keep building cheap stuff, but I find it takes a lot to micromanage. On the negative side, making expensive stuff that you don't intend to use and tie up your spell casting ability.


Quote:


After my initial selection, you still have three slots to use. You can:
1. add 3 chaos books. This allows you to make weapons with lightning ability, which halves your target armor. Shuri with a lightning bow easily takes out sky drakes.
2. Add 3 life books. You can create armor with invulnerability. This makes your heros very tough, especially in the early going. An Invulnerable Brax will take out all neutral towns, and most light to medium defended nodes.
3. Start on myrror. Always a good thing, gives you more time to create those artifacts, better nodes and ruins to attack, and more mana.

Or, get 3 more socery books. So you can get access to magic immunity+ guardian wind.

Arm your heroes with archery or ranged magical attacks with misc items that provides flight.magic immunity,guardian winds and you can spend 99% of each battle happily shooting at enemy wizards troops inside cities (not nodes or ruins) without any risk.

They seldom have flying units, except for summons, and most of them like shadow demons, demon lords don't attempt to close for combat.

I actually won at impossible using this combo.






guest2 20-03-2006 09:25 AM

Quote:

Originally posted by Guest@Aug 24 2005, 07:32 AM


Quote:


Everybody has their favorite normal unit, apparently.* I am firmly in the Paladins camp because Paladins are so efficient (just place them so they always attack, to gain the First Strike benefit, using Flight if necessary).* Champion Paladins with adamantium and Holy Arms in the background deal 48 swords at 70% accuracy + armor piercing, and get 8 hearts per figure or 32 hearts for the unit--more than almost anything not named Behemoth.*

Or Hammerhands! Champion Hammerhands with adamanitum and Holy arms beat Paladins with the same despite armor piercing plus first strike.

Overall magic immunity makes Paladins more flexible in most situations, but Hammerhands are much easier to get, from your capital city , all you need is fighter's guild and you are off!

Ditto for slingers.

Quote:

As for spell combination, I think an Impossible game I just finished had the best combo: I started off with 4 Life 3 Sorcery Myrran and Warlord, the Myrran part to get Trolls (paladins take too long to get; the idea was to use War Trolls to kill enemy mages quickly so I would have Myrror all to myself).

Interesting combo.

Quote:


This is why this combo is just about perfect: you get Stream of Life AND Gaea's Blessing (cast them on all your cities, jack up tax rate to maximum, and thanks to Alchemy you will never worry about gold or mana again).

Huh? You started with 4 life, 3 sorcery, how did you get Gaea's blessing? You can't be sure you will find a nature spellbook in nodes.

Quote:


Dark Elf cities generate a ton of mana and gold.* Warlord + Crusade + Altar of Battle made my two adamantium paladin cities priceless, and I eventually got almost all of the best spells (too bad you can't have both Life and Death, because I love some of the Death spells like Black Prayer):


Flight (gets rid of paladin's main weakness: Cracks Call), True Sight, Invisibility, Magic Immunity, Guardian Wind (no slingers worries!), Spell Lock, Incarnation, Charm of Life, Holy Arms, Crusade, Altar of Battle, Prayer, High Prayer (for paladins and heroes).* Also useful are Planar Travel and Plane Shift.

Web, Call Lightning, Regeneration, Iron Skin, Counter Magic (combined with Spell Lock = your heroes have nothing to be afraid of when assaulting enemy wizards' troops), Dispel Magic True, Haste, Dispel Evil, Healing, Mass Healing, Cracks Call, Confusion, Mind Storm, Banish, Creature Binding, Phantom Beast, Phantom Warriors, Air Elemental, Ice Bolt, Psionic Blast (for general combat)

Gaea's Blessing, Stream of Life, Raise Volcano, Change Terrain, Transmute (terraforming/city development--you can even settle what was once the North Pole or South Pole by casting enough Volcano + Change Terrain spells)

You did ALL this in one game? Seems like overkill :)

Quote:


By the end, I had every hero except Roland parked in my fortress to help me cast Raise Volcano + Change Terrain faster.* Roland was a one-man wrecking crew with Regeneration, Invulnerability, Planar Travel, Iron Skin, and a lot of other spells cast on him; Sky Drakes/Great Drakes did zero or one point of damage against him, and since he can't cast spells anyway, I didn't feel bad having him roaming around.

Honestly, why not simply put the AI out of its misery? with 6 champion heroes not to mention adamanite champion paladins, you don't need to cast raise volcano +change terrian





Guest 20-03-2006 09:59 AM

Here are some tricks that perhaps are not so well known or less well known to less experienced players in MOM.

1. Adjusting tax levels. A lot of hints talk about casting just cause and or stream of life and then raising tax rates. In fact, in most cases, it makes a lot of sense to raise tax rates even before you cast those spells. Additional unrest of 1 rebel in most cities is often worth it for the extra gold, particularly if you don't need the production points which is typically true for most cities in your empires except for the capital and various paladin/slinger etc factories. In 99% of the cases, the extra gold from higher tax rates can speed up building anyway when needed and you still come up ahead.

2. Skill/research/mana/gold management. A lot of players know that there is little point in keeping lots of gold reserves (500 is the max for heroes to come calling if you want that), and given how fast gold accumulates (even at normal default tax rates), a lot of players use their mana sources solely to channel into skill and research while using alchemy to fuel mana reserves.

This is usually the right move, even without alchemy skill. However, in many cases, at the start, it is actually better to focus on Mana and Skill instead of research. Particularly when you need to cast quick spells.

3. Trading spells with wizards. If you are a none-specialist wizards with picks in several realms (2 or more, but 3/4 is better), you should trade spells aggressively. You can often trade the same spell several times with different wizards, or use a spell you just trade for from another wizard, to trade for yet another spell for a third wizard.

You can often tell if on first contact, the wizard will quickly declare war (no or little common spellbooks, predominatly death when you are life etc,capitals are on same contientent), so in such cases you should quickly trade spells before he declares war.

Don't worry if you are trading an expensive rare spell for a common spell, in many cases the later can be useful too either on it's own, or for trading with another wizard.

At hard/impossible level most wizards have 1 or 2 picks in some realm of magic, this creates a HUGE possibility of exchange because you can be advanced in one realm, which he isn't.

Done correctly, you can even keep pace with some wizards on impossible level without doing a lot of research.

Some spells i try not to trade because i find them irriating (counter magic!) but normally i trade almost everything. I even trade cracks call/web at times.

4. Banishing Wizards. Sometimes you might actually want to keep banishing wizards over and over again , just to get spells from capturing his wizard's tower. Probably applicable at higher difficulty levels when they have a lot of spells.


5.Summoning circle +recall unit to move units quickly. One of the fastest way of transport is by moving the summoning circle and then attack with the unit you want transported, and cast recall unit in combat.

Used correctly this is a very powerful tactic, since getting troops where you need them quickly is a big part of strategy games.


Variations of the trick.

* Heroes when hired (not by casting summon heroes/champions), appear at your capital city, even if the summoning circle has moved. In many cases, you want the hero to quickly join the other killer stacks (heros+super unit) so he can gain experience. But the killer unit is probably half the world away , if not in another plane. So what do you do?

It might be a good idea to keep a monster lair nearby so you can quickly move the new recruited hero to attack it, then recall unit. Suitable lairs do not include shooters,casters or teleporters units that can damage your hero of course on their first turn. Also obviously before that you need to move the summoning circle to a suitable spot

*Summon circle +recall unit defeats planar seal. Requires that you have a city on the necessary plane of course.

6. Sharing artifacts. There is a 20 mana cost to teleport artifacts from one hero to another. If you have an artifact that grants High movement bonuses, flight, etc it actually makes sense to incur the mana cost but to allow heroes to share the item just for the extra speed. Of course it works too for combat related stuff, but i find being able to quickly move heroes even more critical.












Sboy 21-03-2006 01:17 PM

Hey guys, I just played the game for my first time using Dark Elves in Myrran (won the game in 21 hrs!) on easy. I have a couple questions:

1. I realize that you start with 11 picks, and if you choose myrran, you can go there. How many life books do you need so that you can get stream of life (I found it in a node eventually)? Also, is there a max. number of books you can have? I know I had 4 chaos books and 3 life books (plus sage and some other special power), but I found 2 sorcery books and 1 life book (something like that). Is it possible to have more than 11 books? Also, I take it you can only find only nature/sorcery/chaos books, because I don't know if you can find life/death nodes. So should I go for more life books and less chaos books because I can pick them up later?

2. If you put your hero in any town, does their casting ability help you research/cast spells?

3. I saw some posts about adamatium or something, I know sometimes my troops couldn't kill some creatures (weapon immunity I think), and I had to rely on magic. What is this about adamatium mines? or weapon/armor?

4. About random events, I had a city that a random event always happened, it was plague (happened twice in a row!!) and then suddenly it got health boom (double pop increase). Also, I conquered a lot of crappy towns, and they had very high rebellion rates, so I put 8 troops to try to minimize their uprising, but some of my other towns suddenly rebelled (my own dark elf towns nearby) and just became independed, so I had to go back and whack them. I solved that problem using stream of life on the rebelling towns. (and then figured out the max tax thing with stream of life on everytown). I found that drakes are damn powerful... too powerful, but what are these "behemoths"?

5. What is this banish spell to banish a enemy wizard? Do you sometimes get free spells? How about free books?

This game is real awesome, but little bit laggy.

I think if you want to win on impossible playing a fair game, you'd need a huge huge number of towns (for dark elves) and maybe some sorcery magic to spell blast any 'bad' spells. I found allying with trusty computers was good because they don't suddenly attack you.

another_guest 21-03-2006 05:08 PM

It's been quite a few years since I last played Mom, but already some response on your questions, no doubt some other people in here can explain in far more detail... Edit: note that there's also a link to the manual here on abandonia :D

1. There's indeed a limit to the # of spell books. 11 in normal cases, but I seem to remember there were exceptions (amongst other depending on your initial characteristics?)...

2. (Some) heroes can boost your spellcasting ability regardless of their location, I believe it's their spellcaster ability that matters. Damn, I suck at explaining this, but it's all become so vague with time :)

3. Adamantium and mythrill: can only be obtained by building cities near the appropriate mines (crystal-like icons on the map, hover your mouse over the tiles and they'll give you the explanation of what's on that tile). Units trained there will get quite a boost from this. Basically it's a free and continuous power-up, especially valuable early in the game when you don't have access to all-powerful creatures and your heroes aren't that impressive yet.

4. Aren't behemoths the bordeaux/purple magical creatures? Tough, quite a powerful attack but I'd still prefer drakes. Think you have to be into nature spells in order to cast behemoths (except through the usual alternative ways of acquiring some spell). Some races are far more likely to rebel, a.o. dark elves. Choose your buildings in conquered towns wisely, that helps a lot (e.g. some buildings lower the unrest).

5. Banishing spell: one way to get rid of an enemy wizard, though he can return. In any case it takes him out for quite some time. Takes a lot of time to research though. You'll be warned whenever an opposing wizard starts researching it.
You can get free spells and books from conquering nodes (though you have to be really lucky + it's usually the best guarded nodes that offer the greatest reward) or of course trade spells with other wizards.

Scatty 21-03-2006 05:51 PM

Quote:

Originally posted by another_guest@Mar 21 2006, 06:08 PM
3. Adamantium and mythrill: can only be obtained by building cities near the appropriate mines (crystal-like icons on the map, hover your mouse over the tiles and they'll give you the explanation of what's on that tile). Units trained there will get quite a boost from this. Basically it's a free and continuous power-up, especially valuable early in the game when you don't have access to all-powerful creatures and your heroes aren't that impressive yet.

5. Banishing spell: one way to get rid of an enemy wizard, though he can return. In any case it takes him out for quite some time. Takes a lot of time to research though. You'll be warned whenever an opposing wizard starts researching it.
You can get free spells and books from conquering nodes (though you have to be really lucky + it's usually the best guarded nodes that offer the greatest reward) or of course trade spells with other wizards.

3. You also need to have the Alchemist's Guild to be built as only after you've built it the units produced in that city have magical weapons, or mithril-/asamantium-ones in case of their deposit near the city.

5. What is the Banishing Spell? I never saw such a spell in the game, neither through playing the game (and I played it a lot) nor through searching through hex-editing. There is Spell of Mastery but that one, once cast, banishes all opponents permanently without any return and you win the game. If the enemy gets it first and casts is successfully then you're banished instead.
There's also an option for you or the enemy players to cast a Spell of Return, choosable just as an option if one's capital city has been conquered, but only if one has yet more cities left to return to. And if you destroy all cities of that enemy then you banish him again and this time permanently as there's nowhere for him to return anymore.

Life & Death books usually can't be found in nodes but after the battles with strong Life and Death creatures like Angels or Demon Lords. Mostly to find in temple-shaped spots or the towers.

iami3rian 22-03-2006 03:02 AM

thanx for quick response. I will try that now and get back t o you

IamI3rian 22-03-2006 06:19 AM

After a few hours of reading i've managed to get it working. Even got sound :)
Can't wait to play my first game.
Love you guys keep up the good work. Especially you laiocfar. I have to type with alt + numbers or character map but i might post some strats later anyway.

blastradius14 22-03-2006 06:41 PM

Its fun to get planar seal, and lock your enemies out of your realm.

Gamefreak 22-03-2006 06:47 PM

Quote:

Originally posted by blastradius14@Mar 22 2006, 07:41 PM
Its fun to get planar seal, and lock your enemies out of your realm.
You can expect it to be dispelled few turns later though. The enemy wizards try all the time to dispel global enchantments that were either casted by player or other computer wizards so in the end it's a matter of whether you have chosen the bonuses that make your spells harder to dispel or not. Therefore global enchantments need to be recast once in a time if you want to keep them :tai:

Guest 23-03-2006 09:31 AM

Quote:

Originally posted by Sboy@Mar 21 2006, 02:17 PM





Quote:

1. I realize that you start with 11 picks, and if you choose myrran, you can go there. How many life books do you need so that you can get stream of life (I found it in a node eventually)?
Stream of life is a rare spell. So you need at least 2 life spell books to have a chance of getting it. Either it is already in your spell book (unlikely with only 2 spellbooks), or you trade it , or you find it.

If you have only one life book, you can never get rare life spells, unless you find another life book.

Of course with only 2 life books, you get only one rare spell researchable in your spellbook, so chances are you won't have it.


If you devote all the remaining 9 books to life, you will have access to research 9 rare spells. There are 10 rare spells, so there is a small chance stream of life won't be in your initial spellbooks.

Quote:

2. If you put your hero in any town, does their casting ability help you research/cast spells?
Heroes add half their spell ability to your Skill (though they cannot add more than 100% of your base skill). They don't help research, unless they have sage ability.

Quote:

3. I saw some posts about adamatium or something, I know sometimes my troops couldn't kill some creatures (weapon immunity I think), and I had to rely on magic. What is this about adamatium mines? or weapon/armor?
Weapon immunity is pretty wimpy. It raises your shields to 10, against units without magical/holy/admanite/mithral etc weapons. If the unit has this almost of defense or more it doesn't do anything.

Still If you start with Alchemy, all your normal units start with magical weapons and +1 to hit. Units built in cities with alchemist guild's also gain that perk.

Better yet, start a town with access to Mithril or adamantium mines, then build an alchemist guild this gives even bigger bonuses.

Mithril weapons - +1 attack , +1 defense
Admanitum weapons +2 attack, +2 defense

This is per figure !!








Also, is there a max. number of books you can have? I know I had 4 chaos books and 3 life books (plus sage and some other special power), but I found 2 sorcery books and 1 life book (something like that). Is it possible to have more than 11 books? Also, I take it you can only find only nature/sorcery/chaos books, because I don't know if you can find life/death nodes. So should I go for more life books and less chaos books because I can pick them up later?[/quote]

Guest 23-03-2006 09:49 AM

Quote:

4. About random events, I had a city that a random event always happened, it was plague (happened twice in a row!!) and then suddenly it got health boom (double pop increase). Also, I conquered a lot of crappy towns, and they had very high rebellion rates, so I put 8 troops to try to minimize their uprising, but some of my other towns suddenly rebelled (my own dark elf towns nearby) and just became independed, so I had to go back and whack them. I solved that problem using stream of life on the rebelling towns.
Dark elves rebel like crazy, when they conquer other races, or when they are conquered. Halflings are best if you don't want to worry about rebels.

Any way is to cast Just Cause, that reduces rebels by one in all cities. Also build shrines,temples etc of course.


As far as i know which cities rebel and become independent is a random event. It can happen even if the city has no rebels. Only 3 types of city can't be hit by this event.
Cities with your wizard tower, cities with where you have more fanastic creatures than normal units, and cities with heroes.


Quote:

5. What is this banish spell to banish a enemy wizard? Do you sometimes get free spells? How about free books?
As far as I know there is no spell to banish a wizard, unless you mean Spell of Mastery which banishes all wizards and end the game straight away. Alternatively If you capture the enemy wizard's tower, he can return by casting the spell of return if he has mana reseves.



Quote:

I think if you want to win on impossible playing a fair game, you'd need a huge huge number of towns (for dark elves) and maybe some sorcery magic to spell blast any 'bad' spells. I found allying with trusty computers was good because they don't suddenly attack you.
Or kill the enemy fast. At impossible levels, I find the wizards turn on you pretty fast anyway.[/quote]



Quote:

Also, is there a max. number of books you can have? I know I had 4 chaos books and 3 life books (plus sage and some other special power), but I found 2 sorcery books and 1 life book (something like that).
The absolute maximum number of books you can have is 13. Once you reach this limit you cannot find more spellbooks. You are also limited to 5 retorts I think.

Quote:

Also, I take it you can only find only nature/sorcery/chaos books, because I don't know if you can find life/death nodes.
No you can find life and death books too (but not both obviously). Life books can be found in fallen temples and lost temples. Death books can be found in dungeons,abandon keeps and anicent ruins. Wizard's towers, monster lair, mysteries cave can contain any type of spell book.

What treasures you get is based randomly and on the strength of the opposition, nodes tend to have stronger opposition, so you tend to get more good stuff there.



Guest 23-03-2006 09:52 AM

Quote:

Originally posted by another_guest@Mar 21 2006, 06:08 PM
It's been quite a few years since I last played Mom, but already some response on your questions, no doubt some other people in here can explain in far more detail... Edit: note that there's also a link to the manual here on abandonia :D

1. There's indeed a limit to the # of spell books. 11 in normal cases, but I seem to remember there were exceptions (amongst other depending on your initial characteristics?)...

2. (Some) heroes can boost your spellcasting ability regardless of their location, I believe it's their spellcaster ability that matters. Damn, I suck at explaining this, but it's all become so vague with time :)

3. Adamantium and mythrill: can only be obtained by building cities near the appropriate mines (crystal-like icons on the map, hover your mouse over the tiles and they'll give you the explanation of what's on that tile). Units trained there will get quite a boost from this. Basically it's a free and continuous power-up, especially valuable early in the game when you don't have access to all-powerful creatures and your heroes aren't that impressive yet.

4. Aren't behemoths the bordeaux/purple magical creatures? Tough, quite a powerful attack but I'd still prefer drakes. Think you have to be into nature spells in order to cast behemoths (except through the usual alternative ways of acquiring some spell). Some races are far more likely to rebel, a.o. dark elves. Choose your buildings in conquered towns wisely, that helps a lot (e.g. some buildings lower the unrest).

5. Banishing spell: one way to get rid of an enemy wizard, though he can return. In any case it takes him out for quite some time. Takes a lot of time to research though. You'll be warned whenever an opposing wizard starts researching it.
You can get free spells and books from conquering nodes (though you have to be really lucky + it's usually the best guarded nodes that offer the greatest reward) or of course trade spells with other wizards.

Quote:

It's been quite a few years since I last played Mom, but already some response on your questions, no doubt some other people in here can explain in far more detail... Edit: note that there's also a link to the manual here on abandonia :D

There's also an excellent official strategy guide , if you are lucky enough to own it. :)


Privateer 23-03-2006 04:27 PM

That's strange. I seem to recall 13 as the maximum number of books you can have. :blink: True, you can only start off with a maximum of 11, but the AI can start with more on higher difficulty settings, and you can get more books in nodes and ruins up to the maximum of 13. That's why it may be a good strategy to start with fewer books and more retorts, hoping to find a lot of extra books and boost it to 13 anyway eventually. Of course, you can find retorts as well, but I don't think they are interchangable with books, so if you conquer a node that is supposed to have books in it, but you already have 13 books on hand, you get nothing, AFAIK.

Gamefreak 23-03-2006 05:01 PM

Yes the retorts may be found instead of books, it's just a matter of always saving before a node battle and if you don't like what you get, load and try again. Usually if you don't have full number of books yet you'll get books mostly and the retorts only when you have all books full. Sometimes there's a chance though to still get a retort if you don't have all 13 books or 1 retort and 1 book after battles with especially many powerful enemies, but the chance is small.
In any case you'll get always something out of the nodes or life/death enemies unless you have all 13 books AND maximum possible number of retorts which is 5 or 6, I believe.

Guest 23-03-2006 05:31 PM

Quote:

Originally posted by Gamefreak@Mar 23 2006, 06:01 PM
Yes the retorts may be found instead of books, it's just a matter of always saving before a node battle and if you don't like what you get, load and try again. Usually if you don't have full number of books yet you'll get books mostly and the retorts only when you have all books full. Sometimes there's a chance though to still get a retort if you don't have all 13 books or 1 retort and 1 book after battles with especially many powerful enemies, but the chance is small.
In any case you'll get always something out of the nodes or life/death enemies unless you have all 13 books AND maximum possible number of retorts which is 5 or 6, I believe.

Maximum retorts is 6. Maximum number of spellbooks is 13.

You basically need only 3 spellbooks in 4 schools = 3*4=12 spellbooks to gain access to very rare spells of all 4 schools + arcane.

Ultimate setup would be something like this.

SSSSLLLNNNCCC + 6 retorts of your choosing

Say

1)Warlord
2) Divine Power
3) Channeler
4) Myrann
5) Articier
6) Sorcery Mastery

That's 13+2+2+2+3+1+1 = 24 picks!

Guest 23-03-2006 05:37 PM

Quote:

Originally posted by Guest+Mar 23 2006, 06:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (Guest @ Mar 23 2006, 06:31 PM)</td></tr><tr><td id='QUOTE'> <!--QuoteBegin-Gamefreak@Mar 23 2006, 06:01 PM
Yes the retorts may be found instead of books, it's just a matter of always saving before a node battle and if you don't like what you get, load and try again. Usually if you don't have full number of books yet you'll get books mostly and the retorts only when you have all books full. Sometimes there's a chance though to still get a retort if you don't have all 13 books or 1 retort and 1 book after battles with especially many powerful enemies, but the chance is small.
In any case you'll get always something out of the nodes or life/death enemies unless you have all 13 books AND maximum possible number of retorts which is 5 or 6, I believe.

Maximum retorts is 6. Maximum number of spellbooks is 13.

You basically need only 3 spellbooks in 4 schools = 3*4=12 spellbooks to gain access to very rare spells of all 4 schools + arcane.

Ultimate setup would be something like this.

SSSSLLLNNNCCC + 6 retorts of your choosing

Say

1)Warlord
2) Divine Power
3) Channeler
4) Myrann
5) Articier
6) Sorcery Mastery

That's 13+2+2+2+3+1+1 = 24 picks! [/b][/quote]
Ah. A mistake, you can actually get 25 picks because famous is worth 2 picks.

SBoy 23-03-2006 07:59 PM

Thanks for your replies to my huge question. One more question, what is a retort used for?

Privateer 23-03-2006 10:39 PM

Quote:

Originally posted by SBoy@Mar 23 2006, 08:59 PM
Thanks for your replies to my huge question. One more question, what is a retort used for?
It depends on what the specific retort is. Basicly a 'retort' is like a special skill of your wizard, such as Artificer, Alchemy, Warlord, etc.

Of those 3, Artificer halves the cost of creating artifacts through a spell and starts you off with the artifact creation spell from the begining; Alchemy lets you convert mana to gold at a ratio of 1:1 instead of 2:1, which means you no longer lose half of the resource when you convert from one form to the other; and Warlord makes all your normal (i.e. non-magical) units be 1 level higher than usual, which is very useful (that's why it costs 2 picks).

Richrf 24-03-2006 02:17 PM

This is the best game ever!!!

You get a lot more from it , if you study the manuals...

Though 1.31 changed a few things, it's still mostly valid.

grumbolt 03-04-2006 11:42 AM

For a challange in game play, try taking only a single book of magic or try conquering the world with only a single city!
:Titan:

Gamefreak 03-04-2006 12:26 PM

Why, I can conquer the world, though with two cities and not one :P And with all nodes on Myrror being my :whistle:

another_guest 03-04-2006 02:17 PM

Quote:

Originally posted by Gamefreak@Apr 3 2006, 12:26 PM
Why, I can conquer the world, though with two cities and not one :P And with all nodes on Myrror being my :whistle:
What difficulty setting? Hats off if it's more than easy :)
I must say I have to expand a bit early in the game to get some cash flow... Only 2 cities would make my advance a lot slower I reckon.

Gamefreak 03-04-2006 05:01 PM

I tried that once, on the second-hard difficult setting, 4 opponents, strongest magic node effects and medium land-size (hate the opponents to have too many cities, slows game-turns down). It is safe enough as long as you start on Myrror. I chose a city with a good bonus, preferably 1 adamantium + 1 gold / jewel mine in it's radius, and being on water shore is great as well for those nations that can build merchant's guild (requires two ship buildings before can be built). All you have to do is to plunder few easiest lairs around you with the two starter units, then position them in the city for the case of attack of neutral city or plundering monsters. And from the first round on comstruct buildings, build them all.
When I have them all up to wizards tower (therefore already have alchemists's guild) I start to build the best units (while dismissing the starting ones), one or two each for city defense and to plunder harder lairs, for example with High Elves - 1-2 Elvenlords (the ones with piercing attack like Paladins), 2 Longbowshooters (with adamantium they're good killers) and 1-2 Magicians. After they're built I set the city to produce gold through converting build-strength (the hammers) for gold (with all of the gold-bonus increasing buildings that gives a nice boost) and set up a second town.
With the units I plunder the more advanced lairs and preferably at least one magic node if there's one nearby and reachable, and meanwhile study spells up to be able to create artifact and summon a champion, not hero. He either joins the "elite army" or waits in town until the best, most powerful artifacts for him are created. When he has them all he can try himself on all but the hardest lairs/nodes, gains levels through experience unless he was cast Chaos Channels / Black Channels upon (then he doesn't get exp from battles), gathers fame that decreases the gold-cost of units and most important - conquers the magic nodes and spell-books/mana-increasing retorts (save-reload until you have what you want). With each node more in my possession I grow in power rapidly so already soon the enemy wizards are not a threat anymore, unless one of them was lucky and managed to rise high in power while I was trying the same. But even then there're no real problems anymore, it's just a question of some time and lots of fun before he's eradicated, my meanwhile powerful champion will quickly decrease his army and number of his cities, and weak he's not a threat.

All you actually will have to do from then on is to study spells up to Spell of Mastery, cast that spell and win. The AI is quite weak so there's not much challenge anyway, but on the difficulty-level Impossible it's quite difficult while doesn't really increase fun.

blastradius14 04-04-2006 04:01 AM

I've beaten it on hard with one city when starting on Myrror. Just lock em out and go for armageddon!


Summoning volcanoes and owning all the nodes on your side of the world really helps your power to keep the enemies from dispelling your planar seal.

another_guest 04-04-2006 09:48 AM

Quote:

Originally posted by blastradius14@Apr 4 2006, 04:01 AM
I've beaten it on hard with one city when starting on Myrror. Just lock em out and go for armageddon!

Summoning volcanoes and owning all the nodes on your side of the world really helps your power to keep the enemies from dispelling your planar seal.

Lately I feel more like starting on the regular plane (i.e. not Myrror) because it's happened a bit too often that my first city was overrun by rampaging monsters from a nearby node that was too powerful to conquer thus far.

Volcanoes never seem to work for me, whenever I cast them I don't see any increase in mana per turn :blink:

I usually go for lots of magic and a relatively small army (compared to enemy wizards), with a few beefed up heroes/champions with ranged attack. Plus a few powerful beasts to take care of the toughest nodes.

Gamefreak 04-04-2006 11:33 AM

Quote:

Originally posted by another_guest@Apr 4 2006, 09:48 AM
Volcanoes never seem to work for me, whenever I cast them I don't see any increase in mana per turn :blink:

I usually go for lots of magic and a relatively small army (compared to enemy wizards), with a few beefed up heroes/champions with ranged attack. Plus a few powerful beasts to take care of the toughest nodes.

Volcanoes add 0.5 to your spell power points (in that magic-menu above) which is then divided between your mana, research and casting skill accordingly to how you raised the three bars. If you you leave them at their default values you should notice increase in mana per turn for every two volcanoes. And don't forget that volcanoes have a % chance to convert back to hills and stop producing mana after that, so never rely on volcanoes as your firm mana source unless you have Armageddon in effect, then there appear more new volcanoes than them stop to exist, although there's a limited amount of volcanoes that can be existing.

another_guest 04-04-2006 01:40 PM

Quote:

Originally posted by Gamefreak@Apr 4 2006, 11:33 AM
Volcanoes add 0.5 to your spell power points (in that magic-menu above) which is then divided between your mana, research and casting skill accordingly to how you raised the three bars. If you you leave them at their default values you should notice increase in mana per turn for every two volcanoes. And don't forget that volcanoes have a % chance to convert back to hills and stop producing mana after that, so never rely on volcanoes as your firm mana source unless you have Armageddon in effect, then there appear more new volcanoes than them stop to exist, although there's a limited amount of volcanoes that can be existing.
Many thanks for the explanation! I expected it to be 1 mana per volcano.

Then volcanoes aren't such a great spell after all, if you look at mana output compared to casting cost.

Gamefreak 04-04-2006 03:12 PM

Well, it's still good to harm enemy's cities (as it destroys buildings when cast) and ruin the landscape around them. And if you have already many nodes under your control and can cast Armageddon in a matter of two-three rounds it will still boost your mana quite noticeable.

another_guest 05-04-2006 01:43 PM

Quote:

Originally posted by Gamefreak@Apr 4 2006, 03:12 PM
Well, it's still good to harm enemy's cities (as it destroys buildings when cast) and ruin the landscape around them. And if you have already many nodes under your control and can cast Armageddon in a matter of two-three rounds it will still boost your mana quite noticeable.
True, though for that casting cost I can think of spells than can do a lot more harm to an enemy's cities :D

Anyway, currently I'm returning to my usual nature spell books, but this time combined with barbarians... Long live the berserkers!

blastradius14 17-04-2006 05:06 AM

You can always blight the enemies to death if you don't like volcanoes. AI isn't too strong at doing lots of things at once, so the more blight and destruction you put on the enemy, the more overall they won't be able to assault you properly until they fix it.


If you have enough mana and your city has a nightshade you can make your city invulnerable to magic and able to defend from even the strongest foes.

another_guest 19-04-2006 08:21 AM

Quick question: any tips on how to speeden up your advance early in the game, regardless of the chosen race or wizard picks?
I do the usual stuff, exploring ruins whenever the monsters aren't too strong, building smithy, granary, marketplace, barracks, armory (or is the first building a fighters guild?). Then I boost my city's defenses by training a few halberdiers or similar.
Next, farmers market, shrine, etc.
Once that is in place, 2 settlers for new cities nearby.
And of course I spend most of my gold to finish buildings earlier.

However I notice that even on "normal" difficulty it takes me a few decades to catch up with the enemy wizards... Even when I build shrines and such as early as possible, and try hard to claim a few nodes, I'll see most enemy wizards having more power than me when I look at the graphs.

Any brilliant tactical advice?

Japo 20-04-2006 12:03 AM

Quote:

Originally posted by another_guest@Apr 19 2006, 10:21 AM
Any brilliant tactical advice?
Not really, but here's some stuff. :) I don't think it makes sense to postpone your expansion until your single city is all-mighty. I like to build as many settlers in each city as it's needed to occupy all surrounding terrain, just like in Civ, which was much like this game (no secret here).

And even talking exclusively about mana, all your cities will need a shrine very early in their development. Many cities with only a shrine each (and at least some of them will be more developed) create more mana than a single one with all the advanced buildings. Each city will pay for its building, and still grant a positive balance to pay for more soldiers, even if these are advanced units built in the capital (or capitals). And if you started with a Myrran race or conquered one, its very population creates mana for you, so the larger your empire the more mana you get.

another_guest 20-04-2006 06:57 AM

I'll give that a try, though I'm always annoyed when I've just built a few settlements early in the game and they're being overrun by monsters I can't take on yet (because at that point I've only had time to train like 2 halberdiers/similar for each city).

Usually I start building a shrine once it takes less than 100 turns as first indication (of course it won't take 100 turns because the city's production increases over time) or whenever I get rebels at 2% tax rate. Mana is usually not much of a problem, since for most types of magic I don't use the very basic creatures, so I spend little to no mana early in the game.

Before I liked to play on Myrran, but lately I prefer the regular plane because the nodes and such are not as hard to conquer... Well, at least some of them.

Japo 20-04-2006 07:37 PM

If you expand energetically don't worry about losing one of your outposts, it may perfectly happen but it wouldn't be a tragedy. And remember that the mana you manage to create goes not only to spell casting, but also to research and skill increase.

Richrf 21-04-2006 08:38 AM

Quote:

Originally posted by Japofran+Apr 20 2006, 12:03 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (Japofran @ Apr 20 2006, 12:03 AM)</td></tr><tr><td id='QUOTE'> <!--QuoteBegin-another_guest@Apr 19 2006, 10:21 AM
Any brilliant tactical advice?
Not really, but here's some stuff. :) I don't think it makes sense to postpone your expansion until your single city is all-mighty. I like to build as many settlers in each city as it's needed to occupy all surrounding terrain, just like in Civ, which was much like this game (no secret here).
Many cities with only a shrine each (and at least some of them will be more developed) create more mana than a single one with all the advanced buildings. Each city will pay for its building, and still grant a positive balance to pay for more soldiers, even if these are advanced units built in the capital (or capitals). And if you started with a Myrran race or conquered one, its very population creates mana for you, so the larger your empire the more mana you get. [/b][/quote]
Quote:

I like to build as many settlers in each city as it's needed to occupy all surrounding terrain, just like in Civ, which was much like this game (no secret here).
I personally disagree with this. I think it's better to concentrate on taking down neutral cities. This makes scouting very very important so you can find them. These netural cities will be usually very well developed compared to what you can do.

I find that if you can quickly capture netural or other wizard cities, you have a quick boast towards winning. By comparison taking down nodes are less important.

Certainly for very slow growing races like dwarves , they grow too slow for it to be worth building new cities. Each settler unit hurts your capital city pop, and unlike in the original civ, each settler unit that builds a city doesn't become immediately productive, but must pass through several turns as an outpost. If you are unlucky it can take a long long time, before it becomes a full fledged 1 pop village.

Halflings grow the fastest.

Quote:


And even talking exclusively about mana, all your cities will need a shrine very early in their development.

It depends on what you mean by early. Certainly at the point it takes around say 90-100 turns to build (less with slow development), it's pointless.

It's hard to give general advise, since it depends on your setup but i find that neutral cities are the key to winning. If you capture them early, you can even keep pace if not exceed "hard" level opponents.

Heck a early blitz against impossible level opponents, can even allow you to keep pace with 'impossible' just by taking over the empire of one opposing wizard.

another_guest 21-04-2006 01:37 PM

In my experience, neutral cities are quite hard to conquer early in the game on harder levels. I've seen some that have 4 units of swordmen (4 swordmen in each unit) at the very beginning, and quickly increase to 6 and more units. Maybe I'm still a slow starter, but damn these cities can be difficult, since their troops have much more experience than your own newly created ones...

laiocfar 22-04-2006 03:17 AM

Quote:

It's hard to give general advise, since it depends on your setup but i find that neutral cities are the key to winning. If you capture them early, you can even keep pace if not exceed "hard" level opponents.
When it say impossible its really imposible. At least to me.

Richrf 22-04-2006 01:10 PM

Quote:

Originally posted by another_guest@Apr 21 2006, 01:37 PM
In my experience, neutral cities are quite hard to conquer early in the game on harder levels. I've seen some that have 4 units of swordmen (4 swordmen in each unit) at the very beginning, and quickly increase to 6 and more units. Maybe I'm still a slow starter, but damn these cities can be difficult, since their troops have much more experience than your own newly created ones...
Quote:

In my experience, neutral cities are quite hard to conquer early in the game on harder levels. I've seen some that have 4 units of swordmen (4 swordmen in each unit) at the very beginning, and quickly increase to 6 and more units. Maybe I'm still a slow starter, but damn these cities can be difficult, since their troops have much more experience than your own newly created ones...
True, but they are all of the same type, so you can beat them using the right kind of troops. For example with an army of spirites against mere swordman you can hurt them very badly. or better yet use slingers.

Guest 23-04-2006 12:46 PM

Quote:

Originally posted by laiocfar@Apr 22 2006, 03:17 AM
Quote:

It's hard to give general advise, since it depends on your setup but i find that neutral cities are the key to winning. If you capture them early, you can even keep pace if not exceed "hard" level opponents.

Quote:


When it say impossible its really imposible. At least to me.

The computer cheats like crazy.

*Computer Wizard has 15 picks

*Population growth is 3X

*Production point/Gold/Food/Mana production is 2.5X

*Spell research is 1.25X

*Upkeep is 0.5X

It's winnable, but you have to be really good and know all the tricks. I found it unwinable a few months ago too short of using 11 book strategies, but now I managed to win three times , using 'normal' strategies.

And there are a lot of much better players who can win impossible fairly easily.

Personally i find that proper adjustment of tax rates is the key, most players probably don't touch it, or set it too low. Even if tax rates cause some unrest in some cities it might still be worth it overall.

Guest 03-05-2006 05:46 PM

One thing I find about master of magic that can keep it interesting, is the computer players are occasionally able to get a very rare spell quite early -- myrran computer wizards can sometimes clear a tower after 30 turns, for example. With save/reload and an editor like momedit you can make the computer player get whatever very rare spell you find the worst -- for me and my 11 death books it's great unsummoning, followed by another computer player getting life force, and suppress magic after that, time stop... That can even things up, sometimes, even if one is an expert player. In addition, in theory it is possible to start on a tiny island with room for only your land-locked capital city, and it's also possible to have no neutral cities on your plane, and it's possible to have chaos rift cast on your capital, and it's possible your plane has only 11-book opponents, it's possible the computer player's unsummoning and life force spells always dispel whatever you cast -- so one game in a billion all these things, and more, can happen at once! In theory, there is no formula to win every single game, even though you might reasonably expect to win every game you happen to play. Somewhere out there a billion monkeys who are perfect master of magic players are playing, and one of them is losing due to an incredible confluence of unfortunate events.

Dan Hanegan 17-05-2006 07:14 AM

Quote:

Originally posted by laiocfar@Apr 22 2006, 03:17 AM
When it say impossible its really imposible. At least to me.
I find that the key to winning on impossible level is to grow quickly. You want a race with a good population bonus and cheap settlers. You also want a decent military unit that doesn't require a ton of infrastructure to build.

To me, the barbarians are ideal. +20 population growth, 60 point settlers, and the awesome berserker unit.

The berserkers are almost too good, they seem like cheating. 6 figures per unit, thrown attack 4, melee attack 7, these guys have more offense than paladins and are way easier to produce. With 3 hearts per figure they also soak up damage well.

Warlord ability is crucial. Expand rapidly to 4-6 cities then send your berserker armies out to crush everything in their path :Titan: . You only need 1 or 2 cities producing military units, the rest are only needed for taxes and food to support your armies.

After your first 2-3 berserkers are built pause production long enough to build an alchemists guild, this will give your units magic weopons, which affect creatures with weapon immunity (like shadow demons) and get +1 to hit. Be sure to stack a shaman with each army so damaged units heal quickly.

I have never been able to win on impossible with a Myrran race, they all grow too slowly. Even if I manage to survive the wandering raiders, by the time I really get anywhere some enemy wizard is casting the spell of mastery :tomato: .

another_guest 17-05-2006 07:33 AM

I used to prefer berserkers too, but lately I really like stag beetles (don't remember the according race right away). Though I must add I haven't tried impossible yet...
However these stag beetles were produced quite early and were ideal to take over both nodes and neutral/enemy cities. Plus it was the fastest I ever wiped out an enemy wizard (on hard level).
What's really annoying is when an enemy wizard starts shattering every decent spell you're casting...
And I have to agree, while Myrran provides quite some opportunities, I find the environment is so tough compared to Arcanus that it slows you down early in the game. Which is deadly on the higher difficulty levels.
I've been much into casting Gorgons lately. Before I considered them way too expensive for what they did, but against the right enemy they can be very impressive.

laiocfar 17-05-2006 12:46 PM

Quote:


I find that the key to winning on impossible level is to grow quickly. You want a race with a good population bonus and cheap settlers. You also want a decent military unit that doesn't require a ton of infrastructure to build.

Yep, just like civ but when doing that in impossible i found that my 5th city is more a trench than a city + i take a big army to capture a node and lost it to a magic spirit.

another_guest 17-05-2006 02:45 PM

Quote:

Originally posted by laiocfar@May 17 2006, 12:46 PM
...
Yep, just like civ but when doing that in impossible i found that my 5th city is more a trench than a city + i take a big army to capture a node and lost it to a magic spirit.

True, very annoying when you can't cast guardian spirits!
There's a reason why the computer usually stacks up quite an army on his own nodes if they are only guarded by magic spirits.

Oldschool gamer 01-06-2006 03:22 AM

I first played MoM when it first came out in the 90's. I've been looking for it again since i lost the copy years ago. There has never been another stratgey game to compare to it, past or present.
However, i was never a fan of the Myrran races. THe strongest was High Men with Life magic. Once Paladins have invulvnerability, you can't loose.

Ahnassi 01-06-2006 04:22 AM

<div class='quotetop'>QUOTE(sarua @ Aug 26 2004, 07:56 AM) [snapback]10524[/snapback]</div>
Quote:

Quote:

Yeah, now you have that jewel of the game here! Have fun with it, anyone! :D
Btw, my advise is: choose Myrran-ability and take as race the Night Elves, they produce one magic point per population and their ranged units (magicians, clerics etc.) are more powerful than any of the other races.[/b]
Also every Dark elf unit has ranged atack. But other Myrran races also are extremly tough. Trols with their regeneration are almost imortal when yuo cast few spels on them. Dragon untis can fly so they don`t need ships.
[/b]
I am always choose Myrran, Race=Draconian, face=Sss'RA, magic books Life=2,Nature=2,Sorcery=2,Chaos=2. Starting spells: holy armor,stone skin,confusion,eldritch weapon.

The reason that I love Myrran is that you have only one opponent on your plane. This give you time to make your heroes a real behind-kicking monsters. :). Also you can concentrate on your cities development instead of producing spearmens for defence.

Then I fly around the capital with 2 units separately (spearmen starts at 12 o'clock, swordsmen at 6 o'clock, then move by spiral clockwise). When i enter a lair with Great Wyrm or another non flying MegaMonster I start cast confusion on those creatures,
after several tries you can take them under control. And get a cool stuff at start of the game.

Having a lot of different magic books helps to change spells with almost any wizard and you can find a lot of spells of different realms in ruins.

Also I take a neutral cities of non-flying races. Just Fly and Confuse.


Gamefreak 01-06-2006 05:44 AM

<div class='quotetop'>QUOTE(Ahnassi @ Jun 1 2006, 04:22 AM) [snapback]233575[/snapback]</div>
Quote:

The reason that I love Myrran is that you have only one opponent on your plane. This give you time to make your heroes a real behind-kicking monsters. :). Also you can concentrate on your cities development instead of producing spearmens for defence.[/b]
That's only true up to difficulty level normal, on difficult or impossible there're often additionally other wizards besides Sss'ra starting on Myrror, or they set up cities later in the game there and spawn across their area of land.

Ahnassi 01-06-2006 06:34 AM

<div class='quotetop'>QUOTE(Dan Hanegan @ May 17 2006, 06:14 PM) [snapback]230926[/snapback]</div>
Quote:

Quote:

Originally posted by laiocfar@Apr 22 2006, 03:17 AM
When it say impossible its really imposible. At least to me.
I find that the key to winning on impossible level is to grow quickly. You want a race with a good population bonus and cheap settlers. You also want a decent military unit that doesn't require a ton of infrastructure to build.
........
I have never been able to win on impossible with a Myrran race, they all grow too slowly. Even if I manage to survive the wandering raiders, by the time I really get anywhere some enemy wizard is casting the spell of mastery :tomato: .
[/b]
I am using Item Make program (supplied with MoM) to edit first 255 items to make it really cool
Make every 2nd staff to have a FlameStrike X 4. Plus Good hero. And you will win even at Myrran.

There is a whole site dedicated to Heros and thier roles in the game. I have a copy of this site.
Write me and I can send you that manual

Raasted 02-06-2006 06:02 PM

Quote:

first played MoM when it first came out in the 90's. I've been looking for it again since i lost the copy years ago. There has never been another stratgey game to compare to it, past or present.
[/b]
Well - Age of Wonders 2 is probably the game that matches MoM best - it lack a lot of the charm of MoM - but basically it's the same game (with a lot of small differences)....It isn't as complete a game as MoM - I mean, a game from the early 1990s that features brilliant strategic and tactical gameplay, some (rather good) role-playing elements, great music, okay sound effects - and Civilization at the same time....damn :kosta:

/Raasted

blastradius14 07-06-2006 04:37 AM

If you manage to just simply spell banish the other wizards of the face of the earth in impossible, then that must be the hardest victory.

Ahnassi 09-06-2006 01:50 AM

<div class='quotetop'>QUOTE(Gamefreak @ Jun 1 2006, 04:44 PM) [snapback]233586[/snapback]</div>
Quote:

<div class='quotetop'>QUOTE(Ahnassi @ Jun 1 2006, 04:22 AM) [snapback]233575[/snapback]
Quote:

The reason that I love Myrran is that you have only one opponent on your plane. This give you time to make your heroes a real behind-kicking monsters. :). Also you can concentrate on your cities development instead of producing spearmens for defence.[/b]
That's only true up to difficulty level normal, on difficult or impossible there're often additionally other wizards besides Sss'ra starting on Myrror, or they set up cities later in the game there and spawn across their area of land.
[/b][/quote]
I am always play on Impossible
4 opponents.
I played many times and only once or twice I had 2 opponents on Myrran

BTW who knows what is "-4 spellsave"? what does it make?

blastradius14 09-06-2006 02:13 AM

Its a replica of D&D type spell saves, or a resistance modifier to casted spells. Your character (depending on his/her level has a chance to resist whatever spells in some manner or another, and a -4 to this could be devastating when the enemy casts stuff that can kill you. Spell immunity however, is unaffected by such things.

Or at least thats what your situation may be about.

Japo 09-06-2006 03:12 AM

<div class='quotetop'>QUOTE(blastradius14 @ Jun 9 2006, 04:13 AM) [snapback]235375[/snapback]</div>
Quote:

Its a replica of D&D type spell saves, or a resistance modifier to casted spells. Your character (depending on his/her level has a chance to resist whatever spells in some manner or another, and a -4 to this could be devastating when the enemy casts stuff that can kill you. Spell immunity however, is unaffected by such things.
[/b]
So -4 is bad and +4 would be good, or vice versa?

Ahnassi 09-06-2006 05:26 AM

<div class='quotetop'>QUOTE(blastradius14 @ Jun 9 2006, 01:13 PM) [snapback]235375[/snapback]</div>
Quote:

Its a replica of D&D type spell saves, or a resistance modifier to casted spells. Your character (depending on his/her level has a chance to resist whatever spells in some manner or another, and a -4 to this could be devastating when the enemy casts stuff that can kill you. Spell immunity however, is unaffected by such things.

Or at least thats what your situation may be about.
[/b]
So when I Create an Artifact and choose a "-4 spell save" I am doing a bad thing for my heroes? or for enemy armies?

Let's make an example:
I gave Malleus stuff Flaming, "+6 attack","+4 to Hit","-4 spell save".
cast on them invisibility or flight or chaos chanel(wings)
And sent him to the lair with Great Wyrm.
This mean that Great Wyrm will have 8 resistance instead of 12?

Magic immunity gives resistance equal 32 or 25 - can't remember excatly.

Scatty 09-06-2006 06:31 AM

<div class='quotetop'>QUOTE(Ahnassi @ Jun 9 2006, 05:26 AM) [snapback]235397[/snapback]</div>
Quote:

So when I Create an Artifact and choose a "-4 spell save" I am doing a bad thing for my heroes? or for enemy armies?

Let's make an example:
I gave Malleus stuff Flaming, "+6 attack","+4 to Hit","-4 spell save".
cast on them invisibility or flight or chaos chanel(wings)
And sent him to the lair with Great Wyrm.
This mean that Great Wyrm will have 8 resistance instead of 12?

Magic immunity gives resistance equal 32 or 25 - can't remember excatly.
[/b]
Spell save -4 in Create Artifact Menu is a positive thing that lowers the resistance of the enemy you're casting spells on. Doesn't have an effect on summoning or positive spells on yourself or friendly units. About attacking with the ranged magic attack, not sure there. But chance to hit is very helpful on ranged attack.

Richrf 13-06-2006 10:46 PM


<div class='quotetop'>QUOTE(Dan Hanegan @ May 17 2006, 06:14 PM) [snapback]230926[/snapback]</div>
Quote:


I find that the key to winning on impossible level is to grow quickly. You want a race with a good population bonus and cheap settlers. You also want a decent military unit that doesn't require a ton of infrastructure to build.
........
I have never been able to win on impossible with a Myrran race, they all grow too slowly.
[/b]
LOL, trying to win the game by out colonising the AI using a myran race obviously won't work. You need to abuse the killer units of the myrans! I agree about the barbarian strategy and it probably works for the halflings too, but you can't play the slow growing dwarves like barbarians obviously.

<div class='quotetop'>QUOTE(Ahnassi @ Jun 1 2006, 06:34 AM) [snapback]233587[/snapback]</div>
Quote:

I am using Item Make program (supplied with MoM) to edit first 255 items to make it really cool
Make every 2nd staff to have a FlameStrike X 4. Plus Good hero. And you will win even at Myrran.
[/b]
You need to surivive long enough for the merchant to show up and make plenty of $$$$.


Quote:

There is a whole site dedicated to Heros and thier roles in the game. I have a copy of this site.
Write me and I can send you that manual
[/b]
http://mom.diaspora.ru/txt/heroes.doc/index.html

Ahnassi 14-06-2006 12:43 AM

<div class='quotetop'>QUOTE(Richrf @ Jun 14 2006, 09:46 AM) [snapback]236577[/snapback]</div>
Quote:

LOL, trying to win the game by out colonising the AI using a myran race obviously won't work. You need to abuse the killer units of the myrans! I agree about the barbarian strategy and it probably works for the halflings too, but you can't play the slow growing dwarves like barbarians obviously.
[/b]
Well-armed Hero makes no difference which race do you play.

<div class='quotetop'>QUOTE(Richrf @ Jun 14 2006, 09:46 AM) [snapback]236577[/snapback]</div>
Quote:

You need to surivive long enough for the merchant to show up and make plenty of $$$$.
[/b]
Nope. Imaging a lair with 1-4 great wyrms. There's no doubt that this lair have something valuable (for example one of your hand-made staffs). If you have flying unit/spell ,confusion spell, mana, and patience then you surely win and get all cool stuff in the lair.

<div class='quotetop'>QUOTE(Richrf @ Jun 14 2006, 09:46 AM) [snapback]236577[/snapback]</div>YES! this is it! I am glad that it still alive.

Japo 14-06-2006 12:50 AM

Ahnassi's tactic for defeating otherwise nearly invincible -utterly so without terminator heroes- Great Wyrms is quite interesting indeed. Thanks.

Ahnassi 14-06-2006 06:43 AM

<div class='quotetop'>QUOTE(Japofran @ Jun 14 2006, 11:50 AM) [snapback]236586[/snapback]</div>
Quote:

Ahnassi's tactic for defeating otherwise nearly invincible -utterly so without terminator heroes- Great Wyrms is quite interesting indeed. Thanks.
[/b]
Here is an ideal lair
http://www.geocities.com/ajirra/goodlair.jpg
I have 1 Draconian swordsmen with resist magic and resist elements cast on it

here is a confused Great wyrm and a bunch of war "puppies" >:)

http://www.geocities.com/ajirra/confusedw.gif

here is what is left after confusion takes the great wyrm under my control
http://www.geocities.com/ajirra/conf_1st_time.gif

all war bears made a suicide. and both wyrms is half damaged. at next time when confusion works
they will annihilate each other. So i won 2 fame and a cool artifact(As I said before you need to work with ITEMMAKE on first 255 items to make guarded artifacts really cool).



Ahnassi 15-06-2006 01:30 AM

here is the edited ITEMDATA.LBX
ITEMDATA.LBX edited with ITEMMAKE utility and packed with ARJ

Scatty 15-06-2006 05:56 AM

It's nice for you to upload it, but keep in mind that others might want a different setup of the items in it. It would be maybe wiser to upload itemmake.exe instead for those who don't have it in their Master of Magic directory :whistling:

Ahnassi 15-06-2006 06:31 AM

<div class='quotetop'>QUOTE(Scatty @ Jun 15 2006, 04:56 PM) [snapback]236917[/snapback]</div>
Quote:

It's nice for you to upload it, but keep in mind that others might want a different setup of the items in it. It would be maybe wiser to upload itemmake.exe instead for those who don't have it in their Master of Magic directory :whistling:
[/b]
Yap! Agree!
This File is for those who do not want to spend a lot time making their own items and for others as an example.
It is doubtful to me that somebody does not have this utility.

If somebody does not have this program with the game please send me PM.
I am posting a link ITEMMAKE . the Microprose utility for making items for Master of Magic

Guest 19-06-2006 05:38 AM

Quote:

As far as i know which cities rebel and become independent is a random event. It can happen even if the city has no rebels. Only 3 types of city can't be hit by this event.
Cities with your wizard tower, cities with where you have more fanastic creatures than normal units, and cities with heroes.
[/b]
Actually, once my capital city of dark elves rebelled, thus resulting in "Raiders take over -Wizard's name- fortress" or "Raiders banishes -name-. It does not happen often because people tend to let the capital more defended.

Ahnassi 20-06-2006 01:49 AM

Some time ago I have read on some forum a tricky tactics that allows you to gain an unlimited fame.

Unfortunately I can't rememeber it.

I know how to gain fame from banish.
You can banish wizards many times but it give you only 5 fame per banich.
Suppose that you banished a wizard then you storm all his cities except 1 or 2 small cities.
After he cast the spell of return you can banish him again. If wizard have only 2 cities then you should give him a 1000gp so he can return faster. But then you need to wait some turns while he produces a settlers and sends it to make outpost then to wait some turns while his outpost grows into hamlet. It takes a lot of time in the game. The reason to get a lot fame is to get score about 150%. The score consists of fame, year when you finished, population,spells researched and a score for casting a spell of mastery. The bonus for time is the biggest. So you need a fame boost to cover up your waiting. So usually you can banish each wizard 4 times before you clear the map and found new cities all over the world. Total 4*4*5=80 fame for banish and 3*10=30 fame for defeat. You need to keep 1 wizard at the end of the game to have a possibility of casting the spell of mastery.

But that was another tactics described on that forum.

My maximum score was 109%.

Who knows how to gain a lot of fame in a short time?


Scatty 20-06-2006 05:41 AM

<div class='quotetop'>QUOTE(Ahnassi @ Jun 20 2006, 01:49 AM) [snapback]237991[/snapback]</div>
Quote:

Who knows how to gain a lot of fame in a short time?
[/b]
Quite easy - you get a champion, create the best artifacts and set him out on rampage on lairs, ruins, temples and nodes. It should bring you already around 40 fame somewhere in the middle of all covered places. Shorter than that I don't think there's a way.

Ahnassi 21-06-2006 07:01 AM

<div class='quotetop'>QUOTE(Scatty @ Jun 20 2006, 04:41 PM) [snapback]238014[/snapback]</div>
Quote:

<div class='quotetop'>QUOTE(Ahnassi @ Jun 20 2006, 01:49 AM) [snapback]237991[/snapback]
Quote:

Who knows how to gain a lot of fame in a short time?
[/b]
Quite easy - you get a champion, create the best artifacts and set him out on rampage on lairs, ruins, temples and nodes. It should bring you already around 40 fame somewhere in the middle of all covered places. Shorter than that I don't think there's a way.
[/b][/quote]
hmm. lairs cannot regenerate. once you explore it disappears. That was some other renewable source of fame.

who knows what is the difference between:
1)magic weapon
2)adamantium weapon
3)mithril weapon

magic weapon gives +1 to hit.
What give the rest two?

I noticed that once you build an alchemist guild you can produce units only with magic weapons even if there're adamantium mines near the city.

Scatty 21-06-2006 08:31 AM

The difference between magic, and mithril and adamantium weapons is that mithril increases the attack strength by one and adamantium by two besides the +1 chance to hit, while magic weapons don't increase the attack strength.
Once you've built the alchemists guild you can produce units with mithtril and adamantium weapons if the appropriate mines are in the city's cover area which is 2 blocks in each straight direction and 1 block in diagonal directions, I think.

Ahnassi 22-06-2006 07:54 AM

<div class='quotetop'>QUOTE(Scatty @ Jun 21 2006, 07:31 PM) [snapback]238379[/snapback]</div>
Quote:

The difference between magic, and mithril and adamantium weapons is that mithril increases the attack strength by one and adamantium by two besides the +1 chance to hit, while magic weapons don't increase the attack strength.
Once you've built the alchemists guild you can produce units with mithtril and adamantium weapons if the appropriate mines are in the city's cover area which is 2 blocks in each straight direction and 1 block in diagonal directions, I think.
[/b]
oops this means that something wrong with my copy of the game.
i checked yesterday : no alchemist guild in town but a adamantum mine is 2 blocks below. result - unnit with magic weapon :(

Can you help me to determine which file is corrupted. Can you post a file list with file size and dates?
like "c:\games\mom\DIR /on /n /l >mylist.txt" ?

The Fifth Horseman 22-06-2006 09:29 AM

Are you able to build the Guild, Ahnassi?

another_guest 22-06-2006 09:47 AM

For Adamantium & Mithril mines I thought your city had to be located ON the same square, whereas for food, gold, silver, ores, etc it's enough to be within the 1-2 blocks range described by Scatty

Scatty 22-06-2006 04:58 PM

<div class='quotetop'>QUOTE(another_guest @ Jun 22 2006, 09:47 AM) [snapback]238708[/snapback]</div>
Quote:

For Adamantium & Mithril mines I thought your city had to be located ON the same square, whereas for food, gold, silver, ores, etc it's enough to be within the 1-2 blocks range described by Scatty
[/b]
No, they can be all located within the city's reach area and bring bonuses, only that for getting weapon bonuses from adamantium and mithril mines you need that alchemist's guild to be built. Otherwise they only bring bonuses to the magic, which are increased through building the mountaineer's guild just like the other mineral bonuses like gold or diamonds.

blastradius14 23-06-2006 02:05 AM

may be your sorcerer person. Some of them are alchemists or something like that, so they can do the direct resource thing without a guild.

Scatty 23-06-2006 12:59 PM

Ah yes, you mean choosing or finding the Alchemy ability which provides all built units automatically with magic weapons. I never took that ability so far so can't judge if it provides the mithril or adamantium weapons to the built units without the Alchemist's guild.

Guest 27-06-2006 04:05 AM

<div class='quotetop'>QUOTE(Scatty @ Jun 23 2006, 12:59 PM) [snapback]239110[/snapback]</div>
Quote:

Ah yes, you mean choosing or finding the Alchemy ability which provides all built units automatically with magic weapons. I never took that ability so far so can't judge if it provides the mithril or adamantium weapons to the built units without the Alchemist's guild.
[/b]
No it doesn't. Alchemy just gives all your troops magic weapons (acting like a normal Guild without resource mines). If you want to use the mithril or admantium mines you need to build Aclhemist Guild even if you have the alchemy retort.

Guest 27-06-2006 04:09 AM

<div class='quotetop'>QUOTE(Scatty @ Jun 21 2006, 08:31 AM) [snapback]238379[/snapback]</div>
Quote:

The difference between magic, and mithril and adamantium weapons is that mithril increases the attack strength by one and adamantium by two besides the +1 chance to hit, while magic weapons don't increase the attack strength.
Once you've built the alchemists guild you can produce units with mithtril and adamantium weapons if the appropriate mines are in the city's cover area which is 2 blocks in each straight direction and 1 block in diagonal directions, I think.
[/b]
A minor point is magic weapons like mithril and admantium count as magical, so it bypasses any unit that has weapon immunity. Not that weapon immunity is a big deal, it just raises the unit defense to 10, if it is below that. If the unit already has defense higher than 10, it does nothing else.

another_guest 27-06-2006 05:26 AM

Well, magic weapons are nice when you encounter those pesky air elementals :) Air elementals will wipe out your troops but will be slaughtered by a couple of basic berserkers with magic weapons.

laiocfar 28-06-2006 03:19 AM

How i hate these elementals grrrr!!!!

another_guest 28-06-2006 09:05 AM

I tell you, send some berserkers (or similar units from other races) with magical weapons, and those elementals are finished :)
But they are surprisingly strong sometimes, really dangerous to bump into.

Scatty 28-06-2006 09:47 PM

And make sure the berserkers attack the elementals first, only then their high attack strength comes into play, if they're defending when attacked then not their weapon strength counts but the strength of the shields is calculated for the damage they do, and berserkers have 'really' little shields.

Japo 28-06-2006 10:46 PM

But even when defending units counterattack or something, right? Even if it's after some have already been killed. Anyway I fully mastered Civ and Col, but for some reason I'm not that good at this one, even though I completed it even at Impossible difficulty level --conquering the enemies' capitals to paralize all their units...

Scatty 29-06-2006 05:29 AM

When units counterattack not the strength/number of their swords count but the strength of their shields, and also units who have special additional attacks like throwing weapons or first strike can't use them when counterattacking, therefore it's usually better to attack first than to be engaged in counterattack especially with those additional attacks. But not always, attacking Phantom Warriors first for example is worse than defending and letting them come, strangely, though if there's first strike or throwing weapons available then attacking first is still better as then they're killed without even harming the attacking unit. So I'm not entirely sure of the entire mechanism.

another_guest 29-06-2006 06:01 AM

An additional reason why attacking first is often better, is that you can have several of your units gang up and take out an enemy unit completely.

spanner 03-07-2006 04:54 PM

<div class='quotetop'>QUOTE(Scatty @ Jun 29 2006, 05:29 AM) [snapback]240381[/snapback]</div>
Quote:

When units counterattack not the strength/number of their swords count but the strength of their shields
[/b]
Nonsense.

When 2 units with no first strike or gazes or thrown weapons etc, attack each other, both attacks are resolved simultaneously.

Attacker attacks with his swords, hits are blocked by the defender shields

at the same time

Defender attacks with his swords, hits are blocked by defender shields.

After that figures die.

Why then should you attack first?

Because abilities like thrown, first strike,breathes etc only come into play if you are the attacker. The only exception is gazes (doom,stoning,death) these work also if you are defending.

So if you have any of these abilities you should attack. Or if the opposing unit has any of these abilities, you should attack first to prevent them from using their abilities.


Quote:

But not always, attacking Phantom Warriors first for example is worse than defending and letting them come,
[/b]

No. Assuming that your unit has no special abilities that apply only when you are the attacker, it makes no difference.

Phaton warriors do have illusionary attacks that ignore shields , so it is not wise to engage them in melee, but if you do choose to do that, attacking first or not makes no difference.


Quote:

strangely, though if there's first strike or throwing weapons available then attacking first is still better as then they're killed without even harming the attacking unit. So I'm not entirely sure of the entire mechanism.
[/b]
What's so strange. Only attackers get to use first strike and thrown abilities. These abilities occur prior to the normal melee, so if these attacks kill the Phantom warrior before the oridinary melee stage your units don't get hurt.


Here's a timing table.

Phase 1 : Breath*, Thrown*, Gaze (attacker)

Phase 2 : Gaze (defender)

Phase 3 : First strike

Phase 4 : Normal melee (attack/defense) , also life stealing attacks, poison, touch attacks, ,


*Applies to only attacker (i.e the unit initating the melee).





Scatty 03-07-2006 10:12 PM

The fact is still that if you attack phantom warriors first, your default units that you can build at the cities will be damaged badly, but often if you don't attack and let the phantom warriors attack first the unit takes less damage while the warriors are often killed instead. This isn't usually the matter with the high-level heroes with good items as they can deal great damage and have a better chance to hit. Just try it out yourself, you'll see that defending and letting phantom warriors attack is better than attacking them first. I didn't take it out of my imagination, you know, but from playing lots of times and noticing.

rubbish 05-07-2006 07:58 PM

<div class='quotetop'>QUOTE(Scatty @ Jul 3 2006, 10:12 PM) [snapback]241312[/snapback]</div>
Quote:

The fact is still that if you attack phantom warriors first, your default units that you can build at the cities will be damaged badly, but often if you don't attack and let the phantom warriors attack first the unit takes less damage while the warriors are often killed instead. This isn't usually the matter with the high-level heroes with good items as they can deal great damage and have a better chance to hit. Just try it out yourself, you'll see that defending and letting phantom warriors attack is better than attacking them first. I didn't take it out of my imagination, you know, but from playing lots of times and noticing.
[/b]
Sure sounds very anecdotal to me! You need to carry out numerous specific experiments to even come close to proving what you are saying. Selective observation is a very tricky thing when it comes to probabilities.

In any case even if I grant your observations of phantom warriors, what you are proposing (that units counter attack on strength of shields) is unreasonable.

It's possible that illusionary attacks might be a bit loopy in counterattacks, but certainly what you propose makes no sense .


Scatty 05-07-2006 08:41 PM

Oh really? Then why it is so that if you attack the berserkers for example with the hammerheads (or whatever they're called in English), the hammerheads almost don't take any damage while the berserkers are killed in the process? If the berserkers would counterattack with their attack strength which is pretty strong for them too, then the hammerheads would be hurt quite noticeably too, right? But the berserkers usually stand no chance against middle or good units attacking them first in melee, while when the berserkers attack they're 'the' killers (mostly because of the thrown weapons, but also because of the strength of their swords).
I'm all ears to your counter-arguments.

Japo 05-07-2006 09:50 PM

The game manual or something didn't provide information about in-game mechanics?

Scatty 06-07-2006 06:55 AM

Yes you're right, it's lying before me here and it's all covered there. Sorry, the dispute is solved.

Japo 06-07-2006 03:07 PM

I just asked, I didn't know. Now I see there's a link here in Ab to download the manual, and that's what I'm going to do right now. :D

More nonsense. 10-07-2006 01:00 PM

<div class='quotetop'>QUOTE(Scatty @ Jul 5 2006, 08:41 PM) [snapback]241746[/snapback]</div>
Quote:

Oh really? Then why it is so that if you attack the berserkers for example with the hammerheads (or whatever they're called in English), the hammerheads almost don't take any damage while the berserkers are killed in the process? If the berserkers would counterattack with their attack strength which is pretty strong for them too, then the hammerheads would be hurt quite noticeably too, right?
[/b]
LOL, you don't state what levels the units are, so let's assume base level green Hammerhands have 3 defense , beserkers 6 swords. That's only 0.9 hits on average! And given that you are not systematically doing experiments ..... And what do you mean by "almost don't take any damage". Is 2 hearts considered that? what about 3? 4? Or do you just look at whether the health status is green or not? LOL.

Quote:

But the berserkers usually stand no chance against middle or good units attacking them first in melee,
I'm all ears to your counter-arguments.
[/b]
Funny how you are the only brilliant MOM player to notice such things that no other expert MOM player who has played hundreds of games have ever seen.

As I said, you want to convince people, give us exact stats of the attackers. defenders, what level they are at (eite whatever) what spells there are etc.. the exact circumstances, the number of times you played each scenario, and then we can see how likely what you claimed happened is.

Saying things like , "almost do no damage" ,"usually stand no chance", is impossible for people to verify.

Quote:


while when the berserkers attack they're 'the' killers ,(mostly because of the thrown weapons, but also because of the strength of their swords).
[/b]
You already answered your own question here. Thrown weapons are very powerful, because they occur prior to melee attacks.




To Mr. Nonsense 10-07-2006 10:39 PM

Go and play the game, and see for yourself if you need some proof instead of argueing here. People play games to have fun with them and not to set up experiments, and if that's not the case for you then you're thinkably wrong here.

Mr nonsense 18-07-2006 04:04 AM

<div class='quotetop'>QUOTE(To Mr. Nonsense @ Jul 10 2006, 10:39 PM) [snapback]242571[/snapback]</div>
Quote:

Go and play the game, and see for yourself if you need some proof instead of argueing here. People play games to have fun with them and not to set up experiments, and if that's not the case for you then you're thinkably wrong here.
[/b]
My dear friend, Scatty was the one that made claims, without having evidence to back him up. The rest of us who knows how the combat system works as stated in both the manual and the Strategic guide as well as the unofficial FAQ, should not be the one who needs to bring evidence.

For the record, I did a quick experiment. With a recruit spearman with iron skin, holy armor which leads to a shield of 1+2+5 = 8 and a swords of 1. I also modded the spearman to have movement of 5 to aid testing.

I brought it up against a warbear.

My friend claims that the defending unit counterattacks using his shields instead of swords.

It's simple enough, under his hypothesis, it is obvious that if you use your spearman to attack it will do less damage then letting the spearman counterattack (8 shields will be used to calculate damage according to him).

I won't bore you with the results, but basically whether I attacked first or the spearman attacked first, the bears suffered the same amount of damage (between 0 to 2 hits). This is very unlikely if the spearsman counterattacks with shields since shields are *8 times* that of swords.

Guest 18-07-2006 04:07 AM

<div class='quotetop'>QUOTE(Scatty @ Jul 6 2006, 06:55 AM) [snapback]241796[/snapback]</div>
Quote:

Yes you're right, it's lying before me here and it's all covered there. Sorry, the dispute is solved.
[/b]
??? I thought you were claiming both the manual, the official strategy guide was wrong?? So you are now saying your observations are wrong?

Scatty 18-07-2006 07:02 AM

I didn't claim such a thing, I actually forgot that I had it :P

Mr nonsense 27-07-2006 02:41 PM

<div class='quotetop'>QUOTE(Scatty @ Jul 18 2006, 07:02 AM) [snapback]243714[/snapback]</div>
Quote:

I didn't claim such a thing, I actually forgot that I had it :P
[/b]
Well you put pretty strong claims on your theory about how defense is used for counter attacks... No reminder in the form of quotes needed I trust?

Please note that the manual isn't completely clear on the mechanics with regards to multi figure combat (e.g is it total swords * figures or does each figure take a seperate swing (sometimes it matters), do units defend with total defense* figures or do they defend indidivually each trying to block the damage inccured etc). , the MOM official strategic guide gives a much clearer version but whether that is 100% accurate, I don't think anyone has had the patience to test.

But your theory about how defense is used for counterattack is patently wrong despite all your protests. Here's a sample.

Quote:

Oh really? Then why it is so that if you attack the berserkers for example with the hammerheads (or whatever they're called in English), the hammerheads almost don't take any damage while the berserkers are killed in the process?[/b]




Jim 29-07-2006 02:05 AM

Does anyone know why I can't get Master of Magic to save a game? I am running it with dosbox(latest version) and I have copied everything from my cd to a folder on my harddrive. If it makes a difference, I am running windows XP.

One thing I do notice is that my computer defaults my "magic" folder to 'read' only in the attributes section, even after I try to uncheck it. Does anyone know how to prevent this or how to "make" in not read only? Thanks for your help.

Jim

Szaemon 03-08-2006 11:34 AM

<div class='quotetop'>QUOTE(FreeFreddy @ Aug 24 2004, 03:02 PM) [snapback]9891[/snapback]</div>
Quote:

Even in it's unpatched state? Heh, the unpatched state is there to make troubles only - better you patch it. :wink:
[/b]
Hello, this is another question which I'm certain most of you will find laughably simple. How do you ...apply.?? a patch to a game? I have downloaded both the game and the patch. I read the read me file, but I didn't see any clear and simple instruction for the computer illiterate folks like me.
Would someone please help me with this?
Thanks in advace.

The Fifth Horseman 03-08-2006 12:25 PM

Quote:

Would someone please help me with this?[/b]
But of course, especially since you asked so nicely. :)

Looking at the patch archive, it looks like an "overwrite" style patch, ie one where you have to replace the files in the game directory with those from the patch archive.

Just unpack the contents of the archive with the patch to where you have unpacked the game, and choose "yes to all" when prompted about overwriting files. Simple like that.

Have fun:)

Szaemon 03-08-2006 03:19 PM

Thanks again Horsman! You are quickly becoming my Knight in Shining Armor!

The Fifth Horseman 03-08-2006 03:53 PM

No problem. If you need any more help with any other games... just ask. :)

Biesiuss 04-08-2006 06:01 AM

I was playing it today, I love this game since day I play it....

Keeping the things simple and experimenting, this game have a HIGH replaying level)....

The funny thing is: today I get something I call "The Flying Dutch" unit.....

And of course: is a YAB :whistling: :bleh:

I dont know, I have a archmage with 2 life books, 6 or 7 books of Chaos and 1 of nature (wich I find in a Keep), .I was advanced in the game (normal level, I dont have enough experience to deal with immpossible level), also I was Myrrean and Dark Elf Civ, also extermined the other mage in myrra (Ss´ra) and I have the other 4 mages alive, I have a good mixture of spells and found the Artificer and Runesmaster artifacs in some Lair too...

I was having a good time when a Dark Elfs Galleon wich I build to pick a captured-then-settled Halfings isolated in a isle to traslade to a few lone continent (I wanna more Farms) then suddendly and without explication the Galleon becomes WindWalker/DemonCaster/Invissble/immune to Poison, fire, death, and a lot of more stuff I cant rememeber/have Death precence or something (have a Skull item in his propeties)/"Corrupting Soil" stuff and having a lot of swords, shields and crosses.....and Plane Travel included...

When I see that thing i said "Wow, Davy Jones is in the house" LOL

Obviously I use to get into the most powerfull mage continent and have some fun....until I cast Crusader and
the thing was unstoppable, Shamans and lesser units (this saved game sucks cuz everyone have packs and packs of Klaklon bugs).....

The flaws this Black Pearl have: never send it against a city, he dont move at all and the game defeats u and lost the unit.

A pack of 9 Fire Breathing elite Battle Bugs ruin his paint, if u not cast anything to help him, of course...

If anyone wanna see it send me a mail to biesiuss2 (at) yahoo.com

Master of Magic Rules the planet....

Something cool characters development to add to a MoM2 or Fanmods can be:

Hero afinnity: a Chaos Hero can develop better with a Chaotic Archmage than a LifeArchmage one...

The Hability of at certain level the Heroes can be independent (LOL) exp:
Making the Heros have "Life Time", Example, Jars serve u for 30 "Arcanum or Myrran" years then retire or jubilate, This make more Heroes available (ok im tired of having Bagthru on my door every time I play) and rotate and renew the possibilities.

When u leave a certain Hero in a mid-developed city, then other mage induces him to his side, he betrays u and join the other Mage. Also u can do that with other Mage Heros, so some features to keep your Hero can be greated, like Nobelity issues or Magic/Gold rewards.

To Extend the playing Game u can "Jubilate" a certain Hero after a reasonable time of service, making him regent or something of certain number of cities.... This can help to avoid rebellions for a certain time. Dreaming a little u can creat "Bloodlines".

Made these regular "Ultra Elite" or "Champion" units generate a Hero, example:

I have a pack of Longbows garrisoned in the Main City from the beguinning, for one or another reason they survive all the game and When I finish they still there, at highest level. Why not a "special" Building available when you have a certain number of Capitals or certain monetary level and buildings where u send a Ultra Elite or Champion´s to train adn get a Hero?, maybe a skill of the Archmage can be "Wizard Trainer or Hero Trainer".

That and some campaing mode can be great in this game, even If still in low res graphics what I plead is a good storytelling Game....

Thanks for having it here!







Szaemon 10-08-2006 01:16 PM

<div class='quotetop'>QUOTE(MoM_Junkie_Vebose @ Apr 8 2005, 09:31 AM) [snapback]92344[/snapback]</div>
Quote:


At the impossible setting enemy wizards get several advantages...
[/b]
This brings up an interesting point. Does anyone know how to "break into" the game and give ourselves some unfair advantages?

The Fifth Horseman 10-08-2006 02:17 PM

I might if I had enough data to process.

But I don't feel like working on that.

Scatty 10-08-2006 03:34 PM

<div class='quotetop'>QUOTE(Szaemon @ Aug 10 2006, 03:16 PM) [snapback]247752[/snapback]</div>
Quote:

<div class='quotetop'>QUOTE(MoM_Junkie_Vebose @ Apr 8 2005, 09:31 AM) [snapback]92344[/snapback]
Quote:


At the impossible setting enemy wizards get several advantages...
[/b]
This brings up an interesting point. Does anyone know how to "break into" the game and give ourselves some unfair advantages?
[/b][/quote]
Simply, look here - Dirty Little Helper
All you need yet is a hex-editor and some basic knowledge with it.

GrimFang4 10-08-2006 03:47 PM

The "Flying Dutch Unit" is so cheap. Well, I guess a lot of things are cheap in this game. They're not as cheap since there's no real multiplayer mode yet. I like using Dark Elves for their Warlocks' special Doom Bolt. Ten hits instantly like that will kill nearly anything. A full army of Warlocks can take out anything (without Magic Immunity, right?).

another_guest 10-08-2006 10:53 PM

Exactly, you wouldn't want to try that against one or more sky drakes...

Szaemon 11-08-2006 03:22 PM

Quote:

Simply, look here - Dirty Little Helper
All you need yet is a hex-editor and some basic knowledge with it.
[/b]
Thanks Scatty. In fact I have no knowledge (basic or otherwise) regarding hex editing...but this is the kind of game that inspires a quest for knowledge....

The Fifth Horseman 11-08-2006 03:40 PM

It's easier then it seems, really. The hardest part will be to get familiar with the hexadecimal numbering system.

For a decent editor, I recommend Hex Workshop. Maybe not the best there is, but I've been using it for seven years now and didn't have any complaints so far. Plus, it includes a numeric converter from decimal to hexadecimal values and vice versa.

Szaemon 12-08-2006 01:23 PM

<div class='quotetop'>QUOTE(the_fifth_horseman @ Aug 12 2006, 12:40 AM) [snapback]247980[/snapback]</div>
Quote:

It's easier then it seems, really. The hardest part will be to get familiar with the hexadecimal numbering system.

For a decent editor, I recommend Hex Workshop. Maybe not the best there is, but I've been using it for seven years now and didn't have any complaints so far. Plus, it includes a numeric converter from decimal to hexadecimal values and vice versa.
[/b]
Thanks again! you answered my next question before I could ask it. I hope you're right about it being easier than it seems. After my first glance...well, I guess I don't have to tell you how it seems...

The Fifth Horseman 16-08-2006 03:03 PM

If you have any problems with using it, just PM me and ask.

ljubishan 27-09-2006 02:15 PM

This is my favorite game! I thought that I am the only one still playing this old game, but as I see now...
MoM RULES!!!

My best strategy I tried is based on Shadow demons unit. I choose all death books and Shadow demons, Black prayer and Wrack spells. I summon Shadow demons as soon as I gather enough mana (They cost 195 with all death books). About four units can explore both planes (planar travel) and conquer many cities and lairs. They can use murran roads so you can use murran roads to travel on arcanus.

My capitol race is Halflings - that way other cities don’t have too many rebels + they have a food bonus.
Using this strategy I finished the game in year 1404 several times (impossible level).
There is no time for expanding with settlers, there will be enough cities conquered in both planes.

Other wizards can be defeated by taking their capitol city first, before they declare war (sometimes don’t, but if you play fast they don’t have too much cities).
Power drain spell is useful to cast on wizard you are about to attack (drain up to 150 mana and hopefully prevent opponent spells).
………

I tried using the confusion spell trick someone explained earlier, really cool to take some powerful units under control in early stage of the game.
I’d like to try some more ideas you have because I LOVE THIS GAME !!!

Guest 27-09-2006 04:26 PM

<div class='quotetop'>QUOTE(ljubishan @ Sep 27 2006, 02:15 PM) [snapback]257767[/snapback]</div>
Quote:

Power drain spell is useful to cast on wizard you are about to attack (drain up to 150 mana and hopefully prevent opponent spells).
[/b]
The Power Drain spell is unfortunately the most unuseful spell in the game, because the opponent wizards cheat and always have enough mana for at least weaker spells. Even if you drain the 150 mana with the spell, next round they have enough mana again already. Doesn't even matter if they have no nodes under control, but with them of course they have more opportunities.

Guest 27-09-2006 04:52 PM

<div class='quotetop'>QUOTE(Guest @ Sep 27 2006, 04:26 PM) [snapback]257796[/snapback]</div>
Quote:

<div class='quotetop'>QUOTE(ljubishan @ Sep 27 2006, 02:15 PM) [snapback]257767[/snapback]
Quote:

Power drain spell is useful to cast on wizard you are about to attack (drain up to 150 mana and hopefully prevent opponent spells).
[/b]
Even if you drain the 150 mana with the spell, next round they have enough mana again already.
[/b][/quote]

Of course. But it costs 30 (with all death books) and if you can cats it instantly when next to a oponent capitol you can enter a battle in same turn. 30 skill is not that hard to get.
I used power drain only in those moments and it helped to finish them off fast. :butcher:

marko river 01-10-2006 09:18 PM

Just something i noticed: it says that game was released in 1995, which is wrong.
Games was published in 1994 surely. On HOTU they even say 1993 but i think they are wrong too. I remember when this game was reviewed in PC Gamer and in one magazine from my country. I still have them in fact, surely 1994. March or April in 1994.

retarde 03-10-2006 04:58 AM

Im new to this forum but not new to this game. The reason to why I even found it was that I was wondering what Spell Save was.
My favourite way to win at impossible is to pick 11 books of Life and Highmen. I choose Stream of Life, the lower tier spells is not very important but I usually pick plane shift and true sight. I immediatly start casting Stream of Life in the beginning of the game and boost mana to the max. When I have it active on my city I boost the taxes to 100% since noone will strike with Stream of Life activated. I go for bank as fast as possible and then I just start spamming settlers and put Stream of Life on every city.
With the huge amount of taxes I can just use alchemy to cover the mana cost. If you have come this far you just about won since you get more income than you can spend and you will have alot of RP coming in with all the highmen cities. Buy lots of buildings, you won't get low on cash. Then just cast Incarnation as soon as possible and kill everything you can with Torin+paladins.

Another strategy that is really good is to pick 11 Death books and choose wraiths as the high tier spell. Summon them as fast as possible and take every town you can. If you can, kill the other wizards when you find them. You will get loads of guarded cities with nice defense since all the troops you kill will become undead. This means no upkeep so it is basically free defense for all your towns.

Now, this is arcanus of course and I would really like to know some good strategies for beating 4 opponents as myrran on impossible without modifying the game by for example changing the items that you will loot. Long post, but I am so excited to see that I'm not the only one loving this game.

Edit: 11 books=)

ljubishan 03-10-2006 02:15 PM

13 life books (???), there are 11 picks on start, the other two you probably got wining some lairs and nodes. Anyway the reason is to get the spell cast discount (40% with 11 books), but if you pick Myrran you use 3 picks so choosing 8 books (any same type) can get you only 10% discount. That’s why I pick Warlord, and different type of books to get wide range of spells to use.

My opinion is that the key for wining when starting in myrror plane is to eliminate competition in myrror as soon as possible because they grow quickly.

I usually use draconian race to explore with swordsman and spearman. Surveyor (F1 key – that gives info about terrain) can direct scouts to a nearby city (city can be in unexplored area, searching the borders of the explored area with surveyor will tell you if there is a city three squares away). Doom drakes aren’t so bad and they need only stables to build.
Find the enemy’s capitol city. Win it... and the rest is much easier.

Also, finding a dwarwen city would be useful. Dwarwen engineers are so efficient in building roads. Two engineers together can build road in one turn on every square except mountains (two turns). Connected cities need fewer units to defend and give mobility to your attacking groups. Also everywhere I see the area rich in minerals (crysx and gems) I send a dwarwen settler. Once I had a 1 pop. dwarwen city with 3 crysx mines... 30 mana production.

another_guest 03-10-2006 03:41 PM

But roads on Myrror can also work to your disadvantage. I'm mostly thinking of rampaging monsters as particularly on Myrror they can be quite dangerous in the early stages of the game.

Also why I don't always like Myrran, on Arcanus it's quite easy to take control of a few nodes early on whereas on Myrror these are often guarded by worms and drakes, which means quite a drawback to your mana production.

Guest 11-10-2006 09:48 AM

:blink: Sound. The nemesis of all classic-gamers. I'm running a 266mhz Windows 98se laptop. The sound won't work, and the install files will not run. I generally use SB Pr0 (220, 5, 1).

I really like the look of this game (layout remarkably similar to the later Master of Orion 2), but would prefer some sound... Any ideas?

Guest 11-10-2006 10:40 AM

You need to load the sound drivers in Ms-Dos, before Windows 98 loads, or you won't have sound when ending Windows 98 and starting in Dos-Mode. As for Windows 98, there usually won't be sound for Dos games while you're playing them in Windows.

levethian 12-10-2006 12:30 PM

<div class='quotetop'>QUOTE(Guest @ Oct 11 2006, 10:40 AM) [snapback]260636[/snapback]</div>
Quote:

You need to load the sound drivers in Ms-Dos, before Windows 98 loads, or you won't have sound when ending Windows 98 and starting in Dos-Mode. As for Windows 98, there usually won't be sound for Dos games while you're playing them in Windows.
[/b]
Ah. I've never yet quit windows and entered Dos to run sound in a Dos-based game (World of Xeen, Arena, Wolfenstein, etc). The only games I've met so far in which the sound doesn't work in Windows is Master of Magic and Discworld, though I've just downloaded them so I hope the problem will be resolved.

I'm just concerned that Master of magic has no install file or setup/config file that allows me to tell the game which sound card I have... I suppose I should learn to use Dos :)

Japo 12-10-2006 03:53 PM

I never managed to run MoM in Win98 normally, but its "DOS mode" did the trick. If you sound card is as old as your computer seems, but newer that a SBAWE32, those came with SB16 emulation drivers which Win98 took care of loading in normal and DOS mode. For the parameters (Adress, IRQ and DMA) look in AUTOEXEC.BAT.

Chizm 13-10-2006 01:21 AM

I tried with both DosBox and VDMSound and had no luck. This was one of my favorites in college and I'd love to play it again. I think I have my original disks?/CD? around here somewhere. Any help getting it to work would be much appreciated. I could dust off the old P3 laptop I have in the closet if I need to bring out the artillery...Or commandeer the old P1MMX-233 I gave to my mom to not use many years ago. I'm running a high-end system now.

<div class='quotetop'>QUOTE(DiamondSoul @ Aug 23 2004, 07:23 PM) [snapback]9835[/snapback]</div>
Quote:

Oh Master of Magic is simply the best game in the world, i've been playing it for years!!

You guys might have some trouble running the game smoothly with sound, but it is possible using only VDMSound and some tweaking to the properties, if anyone needs help making it work i'd be glad to be of assistance, i just got it to work on my computer with sound without DosBox a little while ago.
[/b]

Guest 13-10-2006 06:37 AM

<div class='quotetop'>QUOTE(Chizm @ Oct 13 2006, 01:21 AM) [snapback]260971[/snapback]</div>
Quote:

I tried with both DosBox and VDMSound and had no luck. This was one of my favorites in college and I'd love to play it again. I think I have my original disks?/CD? around here somewhere. Any help getting it to work would be much appreciated. I could dust off the old P3 laptop I have in the closet if I need to bring out the artillery...Or commandeer the old P1MMX-233 I gave to my mom to not use many years ago. I'm running a high-end system now.[/b]
What do you mean, you had no luck with DosBox? On an high-end system DosBox should work flawlessly, as long as you increase the CPU cycles with CTRL-F12 for the game to run fast enough.

another_guest 13-10-2006 06:57 AM

Exactly, even a 5-year old 1.6 GHz laptop with 256 MB ram could run it. In that case I would suggest skipping 1 or 2 frames though, that also helps quite a bit.

However note that especially during combat MoM can crash (particularly when summoning lightning or demons) so remember to SAVE OFTEN :)
Though all in all it only happens once in every that many hours.

Japo 13-10-2006 11:24 AM

An important thing, for DOSBox or pure DOS or whatever, you must enable EMS to play this game.

The Fifth Horseman 13-10-2006 01:55 PM

Quote:

I could dust off the old P3 laptop I have in the closet if I need to bring out the artillery...Or commandeer the old P1MMX-233 I gave to my mom to not use many years ago. I'm running a high-end system now.[/b]
You could also buy a cheapie second-hand 486 or 586 system (if you wonder: 586 is the "true" name for Pentium 1 processors and their AMD equivalents).
These things aint really expensive, I got one last year.

Japo 13-10-2006 06:15 PM

I was said once by a teacher, God knows if it's true, that the new chips were named Pentium instead of 586 because in order to patent something it needs a name not made up entirely of numbers. So 286, 386, 486 chips had been copied with impunity, and so Intel came up with the name Pentium because it didn't want that to happen again. /OFF TOPIC OVER

I once installed DOS 6.22 in a P3 450 MHz and no game run too fast or anything, everything went smooth as silk. A few games didn't even work while they worked under DOSBox or even Win98 (DOS7), or just didn't work under any system *on my machine*, but that random stuff was already common in the old days of DOS (There was a much greater number of games that didn't work under Win98 but did under DOS6 though.) Besides you can then install DOS in one partition and Windows in another, thus making operation easier. (For example my hat is off to you if you can download a game from Abandonia using DOS, but with both installed in two partitions of the same computer, you can download it under Windows, then reboot and play it under DOS.)

But this game works under DOSBox, if you enable EMS.

levethian 14-10-2006 01:52 PM

(From the manual)
"As part of the installation process, you are promted to select a few settings for your sound configuration..."

What installation process? Is there no way to let this game know what sound card I have? :wallbash:

Japo 14-10-2006 02:51 PM

Pirate copies of games (which includes abandonware) are usually already installed so you don't need to go through another installation process. In order to configure the sound card run INSTALL instead of MAGIC.

Guest_bug_* 02-11-2006 08:52 AM

One of the most underestimated features is the WARLORD ability!!!

Some Ultra Elite Stagbugs- almost nothing can stop them.... :w00t:

Japo 03-11-2006 12:54 AM

I used to pick Warlord. Ultra Elite High Elven Longbowmen dude.

PherdnutChiken 03-11-2006 01:25 AM

Underestimated? That has to be the most popular pick.

I'll bet alchemy is more underestimated. Most probably pick it for the magic weapons but that's just gravy. The massive production boost you can get from shunting magic over to gold early on is considerable. It's also handy for those emergency situations where you need mana before a big fight. I frequently combine it with warlord.

Underestimated race? I'd say lizardmen. Javalineers are fan-freaking-phenomenal and you can build them very quickly. Unlike other strong ranged attackers they're also quite potent at melee so you'll never have one of those "aw-crap-9-skeletons" moments like you do with with longbowmen and slingers. And no, you don't BUILD CITIES with lizardmen. You take other people's. They are a raider race designed for quick build-and-conquer. You can capture high men and build paladins 300 turns later. In the meantime you can take an 8-stack of javs and grab all the towns, nodes and dungeons at your leisure.

another_guest 03-11-2006 10:13 AM

I nearly always pick alchemy, indeed to switch easily between mana and gold shortage/reserves in the different phases of the game. And of course later on when producing magical items.

Lizardmen really allow for really quick expansion over water, rather than having to wait for the island spell or being able to build boats.

PherdnutChiken 03-11-2006 09:04 PM

I've been messing around with full magic strategies. Life seems to have the best ones. Invulnerable/enduranced guardian spirit (it's deliciously cheap) seems like the fastest possible way to win the game and stream of life on your first city is a hoot. Sure everybody else might be on their third or fourth colony but you'll have a full economic powerhouse in that time ready to spit out the best possible units. Works well with high elves and high men.

Best all-death strategy seems to be wraiths but they aren't indestructable and at a serious advantage fighting enemies that are immune to death effects since they rely on life-steal to get health back. Still, a pretty nasty method for gobbling up city defenders that are near you. I didn't realize that the undead they leave in their wake cost no maintenance. I wish black channels was the same way.

The best thing you can do with Nature seems to be basilisks, which are tough but not indestructable. It's kind of like getting early stag beetles, basically. Although I haven't tried to see if I can make gorgons affordable yet.

I haven't found a happy early rare spell chaos setup yet. Those beholder things are nasty but slow and not invulnerable and a lot of the best stuff you can do is available with less than full books. Chaos summons seem to work best when enhanced with magic from other colors, unfortunately. Corruption is a sweet way to slow other wizards down but that's hardly a tough spell to come by.

Sorcery has weaker versions of most strategies without full books so I'm not really blown away by it but early windwalking can really help you clean out neighboring irritants, nodes, and dungeons quickly once you have a decent army and any unit with move 2 or more ready to go. Still, you can pretty much get the same thing with pathfinding. I think sorcery is the coolest of the five but going full books doesn't seem worth giving up useful retorts. I suppose magic immunity might be nice against sprites, but it doesn't help you against most earlier opponents.

LingonKungen 23-11-2006 10:25 AM

hey we owned the game once a long time ago... and it´s the reason i joined abandonia and all that... so could anyone let me know how i work the patch..... I unzipped it in my c:\dos\cdrive\mom folder that i chosed to call the game folder.... but am i to install it? i didn´t find a installfile of any specifications..... so i wonder what to do... cause the game isn´t locking any more beutiful then it did before.....

sry for all bad spellings...

The Fifth Horseman 23-11-2006 12:41 PM

Run it in DosBox. DosBox has a couple things that can slightly improve the graphics, like ADVMAME3x scaler.

Guest 23-11-2006 05:02 PM

<div class='quotetop'>QUOTE(LingonKungen @ Nov 23 2006, 11:25 AM) [snapback]268383[/snapback]</div>
Quote:

hey we owned the game once a long time ago... and it´s the reason i joined abandonia and all that... so could anyone let me know how i work the patch..... I unzipped it in my c:\dos\cdrive\mom folder that i chosed to call the game folder.... but am i to install it? i didn´t find a installfile of any specifications..... so i wonder what to do... cause the game isn´t locking any more beutiful then it did before.....

sry for all bad spellings...
[/b]
Just copy the files of the patch over those in the MoM folder

LingonKungen 23-11-2006 08:21 PM

iM ALREADY running it in DosBox... but there is nothing i need to do about hte patch?

thx anyways... it´s not that it´s bad looking... Im just a little to used to playing DoD source nowdays...


Nickybird 05-12-2006 05:51 AM

Hey...I realize this is probably hopeless but is there anywhere I can download this game? The first time I got it I played it for about 8 hours straight over and over..and I really miss it. I love it still more then any of the current eye candy games out there...download, or buy for something besides 50 bucks on Ebay?...
Please?

Help a game addict girl?
Nickybird

Guest 05-12-2006 05:58 AM

<div class='quotetop'>QUOTE(Nickybird @ Dec 5 2006, 06:51 AM) [snapback]270326[/snapback]</div>
Quote:

Hey...I realize this is probably hopeless but is there anywhere I can download this game? The first time I got it I played it for about 8 hours straight over and over..and I really miss it. I love it still more then any of the current eye candy games out there...download, or buy for something besides 50 bucks on Ebay?...
Please?

Help a game addict girl?
Nickybird
[/b]
Never mind. Sister thought it said Strategy GUIDE...

bw 11-12-2006 01:06 AM

Runs fine in DosBox on WinXP, thanks for the cool old game... couldn't get the manuals though.

Mighty Midget 11-12-2006 02:32 AM

You can find the manual and the spell book at replacementdocs.com :) I just checked.

The Fifth Horseman 13-12-2006 03:17 PM

<div class='quotetop'>QUOTE(Nickybird @ Dec 5 2006, 07:51 AM) [snapback]270326[/snapback]</div>
Quote:

Hey...I realize this is probably hopeless but is there anywhere I can download this game? The first time I got it I played it for about 8 hours straight over and over..and I really miss it. I love it still more then any of the current eye candy games out there...download, or buy for something besides 50 bucks on Ebay?...
Please?

Help a game addict girl?
Nickybird
[/b]
From Abandonia, of course. ^_^

Seiat 18-12-2006 08:34 PM

I have a question... Probably will go unanswered, but here goes.
There used to be a really sweet master of magic editor (might have been a hex editor), where you could do awesome things like for example, change it so Sky Drakes were 2 units instead of just 1 unit, or you could have 6 Hell Hounds in one unit instead of 4. I think you could do a whole bunch of other neat things with it too.
Unfortunately, I can't find it anywhere. It used to be found at the Master of Magic Resource Center, but now that it's gone under I can't find it anywhere else. I don't even remember what it's called it's been so long.... it makes me want to bash my head against a brick wall, as shown here ---> :wallbash:

If anyone has any information at all, like where i could find it, if something similar exists (change number of units), or even the name of this editor, I would greatly appreciate if you were to tell me! Please post or e-mail me at ' the_afro_is_back@hotmail.com ' if you know anything at all about this editor. Thank you! ^_^

Sincerely, Jonny B.

Phoenix Harper 20-12-2006 05:58 AM

This Game is one of THE GREATEST!! I played it back in 1995 till my eyes hurt and my hands were about to fall off! There is one thing though that bugs the hell out of me.....WHY IN GOD'S NAME DIDNT MICROPROSE MAKE A SEQUEL????? WHY?? :angry: :wallbash: Sigh...It is ALWAYS the older games that are much, MUCH better than the newer stuff that is out there now.

Saphire 20-12-2006 09:57 PM

Well not always, there are some good new games too. It's just the memories that are connected to a certain time period, which we don't want to see going. Though in one thing I agree with you - the "great time of boom of the games" has passed, it became harder to find new ideas for games and eventhough there're still good (yet) games coming out, they're not as great as those of some years before, and many games are simply coming out for financial reasons, not game fun.
But instead of complaining about lack of a sequel - why not make something good yourself? :ok:

laiocfar 21-12-2006 12:21 AM

something like.... A FAN´S SEQUEL???

niceguysfinishlast>:P 21-12-2006 06:45 AM

Could someone please help me out and tell me the procedure for applying the patch?

Pluvius 02-01-2007 10:15 AM

Is there anyway i can improve my dosbox..help appreciated

1)increase the hard disk size of my virtual c: in dos box.The default is 100++ mb.

2)Im trying to play masters of magic.but its real damn slow and glitchy.

3)Im tryin to use this dosbox to play LORDS 2 and other games released during the pentium 1(133 mhz) and pentium pro era (166 MHZ).Maybe ill be experimental with games like warcraft too.However,my game glitches and suddenly,it hangs..any help is apppreciated

Pls email to [BEEEP]@yahoo.com thanks ..if u wish to reply via this website for everyone to read.,pls email me to stating so,with the url,where u replied in.

The Fifth Horseman 02-01-2007 01:24 PM

You might want to check out the official DosBox FAQ for this kind of info. All the things you asked about are there.


another_guest 02-01-2007 01:30 PM

Since that email has probably been cleaned up by the moderators, I'll post my reply here...
What are the specifications of the pc you are using?
Have you tried:
- increasing the number of CPU cycles (depending on your pc this will probably have to be between 15000 and 20000)?
- add a frameskip of 1 or 2?
- changing the virtual memory settings (32 MB should be enough, never tried 63 so far; allow the use of EMS and XMS if necessary)?

Beltstains 04-01-2007 03:22 PM

It's been way to long since I last used dos programs, I admit I knew quite alot about it as a kid but I can't remember the slightest thing about it except c: and dir commands. X_x

I have the program already unziped into a file but I have no idea how to access it, I did mount the drive and file but I don't know how to access or open files, I did get into the MOM file but from there I don't know what to do and the game has yet to be installed.

All I really need to know is how to open the file and the command that is needed to do so....to be honest I can't remember much at all. X_x

anyway you can e-mail me about it at [BEEEP]@hotmail.com and if not I'll just check back on this forum some time later.

Guest 05-01-2007 11:48 AM

MOM is one of the best games i ever played. I played it for years after i bought it. To bad that they never made a new version.

A hint if you play it the first time:
Choose High-Elves, Life-Magic and "Warlord". Master-of-combat-longbow-elves are very funny to play with. especially with some improving spells on them.... ^^

Beltstains 05-01-2007 05:43 PM

I remember using lizard people, they had some unit knows as lizard dragons I can't remember exactly but they used to pack a punch and had high defense....then I would train up some hero's remember getting a demi god but never actually got to train them to be gods.....requiered to much exp. X_x

Singularity 05-01-2007 07:27 PM

The name was "Dragon Turtle". Nice at first, but little to do against mere Pikemen.

Beltstains 05-01-2007 07:35 PM

<div class='quotetop'>QUOTE(Singularity @ Jan 5 2007, 08:27 PM) [snapback]273487[/snapback]</div>
Quote:

The name was "Dragon Turtle". Nice at first, but little to do against mere Pikemen.
[/b]
Yeah that's the name, I remember having a little problem with pikemen....but if you make it strong enough it can even over come them....with great pain but still. D:


Beltstains 06-01-2007 03:04 AM

Omg. D:

I got it to work....who would of known all I had to do was type magic. -.-

William 07-01-2007 05:08 PM

I just downloaded the game, but i can not seem to get it to install... Windows Xp...
i select install but it says check invalid program name check pif file.

help?

Scatty 07-01-2007 08:35 PM

Just use DosBox for Dos games instead of running them in Windows XP.

Guest 08-01-2007 02:29 AM

computer AI is really low... I started to learn this game by choosing Impossible level and there proves out to be little challenge.

If you want a quick victory against computers(or maybe even other human players), choose pure nature magic (11 picks) and then make sure to select Stone Giant spell as well as Pathfinding spell... Then put all your power into mana and start summoning a stone giant at the first turn. When it is summoned put pathfinding on him, and start your conquer by flagging as many neutral towns and ruins/wonders as possible. When you have enough mana supply get a second stone giant... and also if possible try to get a huntress and team her up with the two stonegiants...... You will soon be able to claim most lands while the enemies are still struggling to build low-level units.


Scatty 08-01-2007 08:40 AM

You'll actually archieve the same, if not better result, with Death magic and Wraiths, and maybe 1-2 Shadow Demons added to them. Since Wraiths steal life, the regenerate and also create zombies after the battle who don't cost anything at all to upkeep, thus can be assigned to guard the city and remove the unrest.

Guest 30-01-2007 01:26 AM

This may test your patience, but I need a little help installing my MOM download (I'm not very good with computers yet). Oh I used to play this lots back in the day but have been away from computers for way too long. I just downloaded the game and the 1.31 patch and don't know what to do next. I have Windows XP. Can I use that? Any help would be great. Thanks :)

The Fifth Horseman 30-01-2007 10:05 AM

Use DosBox to run the game. You can download it here.

You might want to check out the official DosBox FAQ, and particularly this part of it. It is quite helpful for users unfamiliar with DosBox.

guest Osk 09-02-2007 09:00 AM

i didnt see anyone who liked lizardmen in the first few pages

they more or less have the same strategy as gnolls: dont bother with too many buildings, just get slave races. Your units are stronger and tougher than most units of the same tier and you can walk anywhere. Javelinmen are decent ranged units AND melee units and it doesnt take much construction to be able to produce them

Guest 10-02-2007 04:21 PM

quick tactics quistion: how do you beat air elementals at a sorcery node without having sorcery spells? other spells fail most of the time and most creatures cant beat invisible oponents

Guest 10-02-2007 05:45 PM

One sure way is to have Node Mastery, thus making you immune to the dispelling power of the nodes. Or it helps to have a mastery of one of the magic schools, which makes it twice as hard to dispel the spells of that school, additionally there's also Archmage pick which makes the spells together with the Mastery of a magic school almost undispelable.
Another choice would be to enchant your units with necessary spells already before entering the node, then there's not as much need to cast any spells.

another_guest 11-02-2007 02:05 PM

Indeed, cast any unit enchantments before entering the node.
Some non-magical units (non-ranged) do quite well against air elementals, try paladins or berserkers... Just make sure you send a lot of them in at once.
Or some big green creatures, again preferably a few at the same time. I'm not sure but I think some of the firebreating red creatures also did well against air elementals.

Guest 11-02-2007 05:16 PM

Hehe, to send a firedrake (the firebreating red creature) against air elemental is like to send a modern high-tech tank against a squirrel - owned. Same about the sky drake, they both will squash 5 or more air elementals without much trouble.
The basilisk though isn't as good against them, not that strong although with few enchantments he'll do fine too.

Guest 12-02-2007 04:54 PM

I found that out now too, after a looong time, but mostly because i conquered a lot of nodes lairs ets and finaly got node mastery retort and great drake spell :P

to rephrase my question: is there an easy way to defeat air elementals in the early game? even with node mastery and unit enhancement its usualy not a good idea, i think, or is it?

another_guest 12-02-2007 05:31 PM

Well, like I said, some non-magical units (non-ranged) do quite well against air elementals, e.g. paladins or berserkers... That's quite an easy way and it can be done relatively early in the game :)

Guest 13-02-2007 05:13 AM

paladins, early?

Guest 13-02-2007 06:38 AM

Early enough, at least, after you have built everything in the main city and it's ensured to be well protected against rampaging monsters and eventually neutral units. That's when it's about time to go conquer few lairs and maybe a nearby node to help with mana.

another_guest 13-02-2007 05:19 PM

And early compared to great/sky drakes ;)
And I said *relatively* early. Really early in the game you may want to stay away from nodes guarded by air elementals...

Old-school Master of Magic 13-02-2007 10:48 PM

<div class='quotetop'>QUOTE(Guest @ Feb 12 2007, 05:54 PM) [snapback]278958[/snapback]</div>
Quote:

I found that out now too, after a looong time, but mostly because i conquered a lot of nodes lairs ets and finaly got node mastery retort and great drake spell :P

to rephrase my question: is there an easy way to defeat air elementals in the early game? even with node mastery and unit enhancement its usualy not a good idea, i think, or is it?
[/b]
The llife spell True Sight, cast it on a unit before entering. Anything that stop invisisbility, cause otherwise the air elemantal aint any'ting special

Scatty 13-02-2007 11:01 PM

The spell also makes the unit immune against illusions, which is handy for fighting phantom warriors or phantom beasts (which are often in team with air elementals). Air elementals have weapon immunity though, so they're still little hard to hit with units without magical/mithril/adamantite weapons or Flame Blade cast upon them.

Osk 15-02-2007 05:57 PM

melee heroes with flame blade or eldritch weapons had to do it... Playing dark elf limits the number of strong melee you have

Saphire 15-02-2007 06:06 PM

But you always can take over a neutral city and get the better melees from there.

Gary 16-02-2007 05:10 AM

<div class='quotetop'>QUOTE(Saphire @ Feb 15 2007, 07:06 PM) [snapback]279429[/snapback]</div>
Quote:

But you always can take over a neutral city and get the better melees from there.
[/b]
Guys, I've downloaded the game and the patch. How do I use/install/run the patch?

Newbie Novice

Edski 18-02-2007 01:32 PM

In my opinion, draconians are the best race in the game. Once their fighting unitse reach veterancy status, they really can kick some behind, provided that they're in lagre-enough masses. Another plus is, that they can fly, and so can cross water.

Guest 21-02-2007 04:22 AM

Please, can anyone explain how to install the game ? when i press intall, nothing happens, and with magic or wizards files i received a "install the game" message. I overwrited the original games files with the batch.
But nothing happens. Thanks in advance. :crybaby:

another_guest 21-02-2007 06:53 AM

Have you tried running the magic.exe file through Dosbox (or VDSM)?
I believe it was not necessary to install the game.

The Fifth Horseman 21-02-2007 01:18 PM

Use DosBox or VDMSound to run the game. Whichever works better on your system.
You can get VDMSound from our programs page, and most recent version of DosBox can be downloaded here.

Guest 21-02-2007 03:42 PM

So i downloaded the game and the patch files again, also dosbox and vdmsound to see which one work better. Now the magic file says "you must have at least 2700k of expanded memory". Oh, my, :sos: looks like i am back to my good old 486 days. :wallbash:

The Fifth Horseman 21-02-2007 03:47 PM

Does it show that error message in DosBox or in VDMSound?

Guest 21-02-2007 04:50 PM

<div class='quotetop'>QUOTE(the_fifth_horseman @ Feb 21 2007, 04:47 PM) [snapback]280352[/snapback]</div>
Quote:

Does it show that error message in DosBox or in VDMSound?
[/b]
Thanks to the quick reply. Now i´m able to play the game in dosbox, but with no sound. Can you explain me how to tried the game with vdmsound ?
And by the way, the patch files, what i should do with them ? overwrite the original ones ?

Japo 21-02-2007 07:27 PM

However you run it you must configure your Sound Card parameters executing INSTALL.EXE. DOSBox emulates by defect a Sound Blaster 16 (compatible with Sound Blaster Pro is there's no option for 16) at port 220, with IRQ 7 and DMA 1. The parameters emulated by VDMSound must be displayed somewhere in it as well.

Guest 21-02-2007 10:07 PM

<div class='quotetop'>QUOTE(Japofran @ Feb 21 2007, 08:27 PM) [snapback]280373[/snapback]</div>
Quote:

However you run it you must configure your Sound Card parameters executing INSTALL.EXE. DOSBox emulates by defect a Sound Blaster 16 (compatible with Sound Blaster Pro is there's no option for 16) at port 220, with IRQ 7 and DMA 1. The parameters emulated by VDMSound must be displayed somewhere in it as well.
[/b]
I´m playing Master of Magic in dosbox with sound !!! Thank you so much. :brain:

Just a final question: at full screen, the sound gets some interference and the picture loses quality. How can i improve this ?

Japo 22-02-2007 12:02 AM

Those sound like two separate issues. Do you get sound interference only when playing fullscreen or always? And what do you mean exactly by "interference"? Some scratching sound like in a radio, or just that the sound is choppy, not playing at times during a fraction of a second?

I don't think it's the first one since I haven't experienced it myself but if it's so for you let me know with more details. If the sound is choppy, just increase the cycles in DOSBox pressing Ctrl+F12 repeatedly, oddly enough this game is quite demanding in this regard. There's a limit to how many cycles your machine can emulate, to double it change the emulated core to "dynamic" mode --there's a number of other things you can do to decrease the cycles needed. It's also possible that the game works poorly because the cycles are too high instead of too low, if it gets worse every time you press Ctrl+F12, try decreasing cycles with Ctrl+F11 instead.

The picture quality is because DOSBox has to make an aspect correction if it's trying to display a 640x400 image in your Windows resolution. The obvious alternative is playing in a window.

The Fifth Horseman 22-02-2007 12:30 PM

Quote:

The parameters emulated by VDMSound must be displayed somewhere in it as well.[/b]
VDMS defaults are same as DosBox defaults.

Quote:

Just a final question: at full screen, the sound gets some interference and the picture loses quality. How can i improve this ?[/b]
As Japofran said, increasing the cycles and changing Core to dynamic (open Dosbox.conf to do that, you can also change the starting number of cycles and how much CTRL+F11/12 increases/decreases them) should help.

Quote:

The picture quality is because DOSBox has to make an aspect correction if it's trying to display a 640x400 image in your Windows resolution.[/b]
Incorrect. The aspect correction is disabled by default.

What I suggest to do is change the following in DosBox.conf:
output=surface --> output=ddraw
fullresolution=original --> fullresolution=1024x768
aspect=false --> aspect=true

Guest 19-03-2007 01:07 PM

A lot of people are talking about MoM II. Isn't Age of Wonders almost
MoM II?
Hardcore MoM fans, please don't kill me for this.

Guest 25-03-2007 06:52 PM

everybody on this site talks about running games through "dosbox" i downloaded dosbox but i dont know how to actually run a game through it. can somebody please help me with this?

The Fifth Horseman 26-03-2007 12:33 PM

You might want to check out the official DosBox FAQ, and particularly this part of it. It is quite helpful for users unfamiliar with DosBox.

I suggest you also read the pages about command line, internal programs (very important!) and the config file.

If that stuff is a bit too much for you, you might consider using one of the multiple frontend programs available.

It's all easier then it seems. So remember:
DON'T PANIC!!! ^_^

danhanegan 11-04-2007 07:37 PM

The "Russian" Master of Magic website is a cool collection of reference information for MoM. Try this link. If that doesn't work just use google or your favorite search engine to search for "russian master of magic". This includes all the information from the numerous manual appendices and spellbook in a convenient linked format with graphics.

I referred to this site often when it was only available with Russian text, even though I have the printed manual and spellbook and don't read Russian; its that good. :kosta: Recently, I noticed an English translation is available, which makes it even spiffier (though the grammar is a bit spotty in the translation).

I haven't read every post on this thread, my apologies if I am duplicating another post.

faeornran 19-04-2007 12:20 AM

Sorry in advance if this is necroposting- I couldn't find anything that defined this as being such. Also sorry if this is the wrong area to post this, I wasn't sure where else to.

I just hit 20 posts and decided to fly through your ISO collection on the forum. I noticed that MoM wasn't on there. Does anyone want me to rip an ISO of the MoM CD that I have for it?

On that note, how about some other games? I could probably give the ISOs of a few others, such as Bioforge (if it's abandonware- I don't remember).

Cheers,

Fae


Edit: Bah, I think I see where I ought to have put it. I didn't notice there was a "requests" sub-forum there where I ought to have posted.

Guest 19-04-2007 08:19 PM

Hopefully this won't be a triple post---

I followed Moonsword's guide to getting MoM working with VDMsound, but still get the "You need at least 2700k of expanded memory" message.

I've tried fooling with making the amount bigger and smaller in both the VDMsound shortcut and the windows .pif to no avail.

The Fifth Horseman 20-04-2007 10:32 AM

How about trying to use DosBox to run the game instead?

faeornran 20-04-2007 08:01 PM

Have you tried using both Magic.EXE and Wizards.EXE?

Anym 20-04-2007 09:23 PM

I really enjoy Master of Magic, but something has always bothered me: Is there a limitation that towns can always only produce twelve different troop types or is a way around that limit? Am I missing something?

For reference: I'm playing version 1.31 of the game. I couldn't find any mention of such a limitation in the game's manual, although maybe I didn't look hard enough (as I certainly didn't read all of it).

For some races, like barbarians for example, this isn't a limitation at all, as even a fully developed barbarian city can only produce ten different types of units (berserkers, bowmen, cavalry, galleys, settlers, shamans, spearmen, swordsmen, triremes and warships).

On the other hand, if I have an orc city with an alchemists guild, an animists guild, an armory, a builders hall, fantastic stables, a mechanicians guild, a miners guild, a sawmill, a ship wrights guild, a shrine, a smithy, stables, a university and a wizards guild, I will be able to build twelve different units (bowmen, catapults, cavalry, engineers, halberdiers, settlers, shamans, spearmen, swordsmen, triremes, wizards and wyvern riders). However, if I now build a shipyard in this city, allowing me to build galleys, the wyvern riders will drop of the list, leaving me with only twelve, albeit a different set of twelve, units again (bowmen, catapults, cavalry, engineers, galleys, halberdiers, settlers, shamans, spearmen, swordsmen, triremes and wizards) and it appears as if I can't build wyvern riders anymore unless I sell one of the other troop producing buildings. Or can I?

Guest 20-04-2007 09:33 PM

Yeah dosbox works for me but my laptop moves a little slow on that one.

Just gave it a whirl with wizards.exe and got the same effect. I don't need anybody to wrack their brains or anything ;), but was just wondering if anyone had similar troubles that required further tweaks that they remember.

thanks for the replies!

Japo 21-04-2007 12:07 AM

<div class='quotetop'>QUOTE(Anym @ Apr 20 2007, 11:23 PM) [snapback]287761[/snapback]</div>
Quote:

I really enjoy Master of Magic, but something has always bothered me: Is there a limitation that towns can always only produce twelve different troop types or is a way around that limit? Am I missing something?[/b]
I'm pretty sure you're not missing anything. I hadn't notice anything whatsoever.

Well coding linked lists in C is a pain in the behind so you could go for a simple array plus the memory usage wouldn't ever go over the roof. The case is, I guess, that olde games were rather limited on available resources, especially low memory. Gotta love playing the perfect game in Colonization, being too badass to declare independence and end the game, conquering instead the whole map for his Royal Highness who steals 75 per cent of your income, being convinced that you'll never get tired of playing until you take every tile of the map... Until you learn that you can't create the next unit because you're out of low memory, then you quit playing for good.

another_guest 21-04-2007 11:05 AM

<div class='quotetop'>QUOTE(Anym @ Apr 20 2007, 09:23 PM) [snapback]287761[/snapback]</div>
Quote:

I really enjoy Master of Magic, but something has always bothered me: Is there a limitation that towns can always only produce twelve different troop types or is a way around that limit? Am I missing something?
[/b]
Never noticed that limitation, but in that case I would suggest you build your least advanced unit in a neighbouring city, and leave your main "military production city" to build the advanced ones for which you need the whole range of expensive buildings.

Symbolic 28-05-2007 05:22 PM

Just a quick note after reading the review and don't know if it's already been mentioned in this thread or not. Played this game since it came out and still pick it up about every other year for another go, but there is definitely a game (or two) that could essentially be called its sequel: Age of Wonders and AoWII. Every inch of those games screams MoM and not just in a "wow, this game totally stole everything from Master of Magic" sort of way, but rather a "Holy hell, they've made an awesome, modernized version of MoM and managed to add what few elements I ever would have thought to append or change from the original, and do it without sacrificing the spirit of it all!" At least I think so.

-Paul

Guest 03-06-2007 06:40 AM

Hey guys, quick question about using mineral ore to improve weapons. I've built a city within 2 squares of some adamantine ore and was expecting to see the units build in that city suddenly have +2 attack from the adamantine, but I see no difference whatsoever -- what am I doing wrong? The adamantine shows up in the clear, not-grayed-out portion of the cities farmed tiles, and it's only 2 tiles away so it *is* one of the tiles in the city. Shouldn't I therefore get adamantine weapons on units I build in that city? Or do I have to make a road to the adamantine or something, a la civ? (That would be difficult as the only races I've thus far got access to are Trolls and Dark Elves, neither of which can make engineers =/.) Help please! ^^

Guest 03-06-2007 06:48 AM

Ah ... the manual helped me out. Apparently ... one needs an alchemist guild in one's city before one gets the benefits from Adamantium -- super! Now there's just the fact that I'm freaking TROLL and can't make freaking alchemist guilds to worry about! whoopie? So I'm left with having made a troll city near the only source of adamantium in sight and not being able to make any other city near it (it's on the coast). So even if I *wanted* to make a dark elf settler and send it over to the adamantium, I couldn't. What am I to do, then? Is there any way to disband a city already made?

Guest 04-06-2007 12:00 AM

<div class='quotetop'>QUOTE(Guest @ Jun 3 2007, 07:48 AM) [snapback]292745[/snapback]</div>
Quote:

Ah ... the manual helped me out. Apparently ... one needs an alchemist guild in one's city before one gets the benefits from Adamantium -- super! Now there's just the fact that I'm freaking TROLL and can't make freaking alchemist guilds to worry about! whoopie? So I'm left with having made a troll city near the only source of adamantium in sight and not being able to make any other city near it (it's on the coast). So even if I *wanted* to make a dark elf settler and send it over to the adamantium, I couldn't. What am I to do, then? Is there any way to disband a city already made?
[/b]
yes there is, but it takes a while. You have to create settlers until the last habitant leaves.

Scatty 05-06-2007 08:02 AM

That's not entirely correct. You can never lower a city's population below 1 figure, no matter how many settlers you produce. So once you built a city in Master of Magic, it will stay there unless an enemy runs over it and decides to destroy it, which computer players never do, but neutral raiders do if the population is really low.
Another way would be to hex-edit your savegame and set the city's race to another one, this list should help you in that - Link.

Jorge 22-06-2007 04:49 PM

The manual link on replacementdocs didn't seem to work. Any idea where I can get a copy?

-Jorge

Japo 22-06-2007 06:44 PM

You could try later at a time with less trafic, replacementdocs lacks bandwidth but for me sometimes it doesn't work sometimes it works.

danhanegan 23-06-2007 02:32 AM

Quote:

Apparently ... one needs an alchemist guild in one's city before one gets the benefits from Adamantium -- super! Now there's just the fact that I'm freaking TROLL and can't make freaking alchemist guilds to worry about! whoopie?[/b]
Your trolls can have adamantium weopons if you use a spell pick to get the alchemy retort when you cutomize your wizard. With this retort, all units are built as though an alchemist's guild is present, wether the city can actually build one or not.

Scatty 23-06-2007 09:48 AM

That's right, but this retort gives new created units only magic weapons, the benefits from Mithril or Adamantium mine aren't considered. Those are added only if you have an alchemist's guild in your town.
Actually you can hex-edit your savegame to add any building you want to any city regardless of race, but that would spoil the fun of the game rather quickly.

Tonga 24-06-2007 12:30 AM

<div class='quotetop'>QUOTE(caesar007 @ Feb 18 2005, 05:23 PM) [snapback]68600[/snapback]</div>
Quote:

wow you were right about the paladins ... they are very strong , i don't have a unit that can match their strength , one paladin destroyed 4 turtle dragons yikes

kind of weird , paladins don't seem that strong but in combat it seems they are very very strong

haven't had a chance to fight a warlock though , guess i will have to try them myself and pick the other world to start a game ....

are there people here who would want to play a multi-player game ? and how many can join a multi-player game ? can you also play with 2 real players and 3 AI's ?
[/b]
Paladins are strong because they have First Strike ability which usually deal damage before being retaliated by the enemy.

Scatty 24-06-2007 07:14 AM

Don't forget their pierce ability, which reduces enemy armor to it's half. Combined with the First Strike, Palandins deal a lot of damage first that way, without even being attacked back.
Not as strong, but for that with better chance to hit are High Elven Lords, they have also First Strike and Pierce, but no Magic Immunity like Paladins. I actually usually prefer High Elves due to their Longbowmen and their racial +1 chance to hit which is a good benefit in combat, and of course their 1/2 Mana per 1 population figure is also pretty nice to pick up along the way.

Maerryji 24-06-2007 09:56 AM

The game looks like the mixture of my most favourite strategies (I think there is no need to name them here). Having notable advantages over both. It was really great to find it.

But I have one important question: Is there indeed a multiplayer mode? I could not find it... (I know that probably answer to this question is available above in the thread, but I am now at the early stage of exploring the game and do not want to get all the spoiler-advices listed there.)

Borodin 24-06-2007 09:17 PM

No, no multiplayer mode. Also very limited AI. There are all sorts of cheesy things you can do that defeat your opponents.

A shame a deal fell through for Stardock to design a MoM II. I'm sure they could have done justice on the AI front.

Scatty 25-06-2007 08:13 AM

Yes there is a multiplayer option, though it requires a use of a separate program, and is said to be quite terrible. But if you still want to check it out, you can download it here: Multiplayer Shell v3.0 (search for it at Documentation / Extras)

Maerryji 25-06-2007 12:29 PM

Thank you! It looks somewhat terrible indeed, but I will probably try to use it.

Guest_Desi_* 27-06-2007 05:47 AM

I was wondering if anyone else was having an issue with this, perhaps I missed something but I can't get past the intro movie, it goes back to DOS and says "Wizards.LBX [entry 0] could not be found". Any suggestions would be appreciated ^_^ I'm dying to play this game again, hehe

another_guest 27-06-2007 04:03 PM

<div class='quotetop'>QUOTE(Guest_Desi_* @ Jun 27 2007, 05:47 AM) [snapback]296602[/snapback]</div>
Quote:

I was wondering if anyone else was having an issue with this, perhaps I missed something but I can't get past the intro movie, it goes back to DOS and says "Wizards.LBX [entry 0] could not be found". Any suggestions would be appreciated ^_^ I'm dying to play this game again, hehe
[/b]
Hm, I can still play the intro movie, but you can skip past it by left-clicking or perhaps even with 'enter'. You may have to click a few times though. At least I always used that to bypass the intro to save time.

Noctis 30-06-2007 07:33 AM

Okay, I've like drained Goggle dry from all search results regarding Master of Magic, I've searched a ton of file libraries and FTPs, many of them don't function properly anymore, but I can't find the editors for MoM anymore. Seems like the fall of one of those old fansites has dragged all of the good MoM editors with 'em. There used to be a race editor, a unit editor and a win32 graphical savegame editor capable of editing the map to the fullest extent.
Does anyone have any of those anymore or know where to get 'em?

If you have or know where to find any of those, drop me a email at 4e6f6374697300(at]gmail.com
We can't let quality software disappear completely.



- Noctis

Iluvalar 14-07-2007 11:26 PM

I've played for years this game !
and i continu playing til today
Maybe my favorite game ever

schlechtj 17-07-2007 01:55 PM

Good to see people still interested in Master of magic. I still love the game and play it all the time. Yes, most of the pages are gone. Perhaps people can post the old dead links here. Here is the secret to old dead links: The internet archive has been saving webpages for years. Go to www.archive.org and type the old url into the wayback machine. You cant download stuff but text files etc... are available.

Now about the Unit editor and race editor. I wrote those. If anyone is interested.... I can create a simple web page and post them. I also have a few old save game editors and instructions on how to edit master of magic files. Email me if interested at schlechtj@gmail.com.

_r.u.s.s. 17-07-2007 01:58 PM

<div class='quotetop'>QUOTE(schlechtj @ Jul 17 2007, 03:55 PM) [snapback]299882[/snapback]</div>
Quote:

www.archive.org[/b]
wow thanks

Guest_Eddie_* 20-07-2007 05:20 AM

Hey guys I loved this game, boy I wish it were more balanced though. Seems like the main problem is how one decent hero with waterwalk/flying/pathfinding and +movement gear can basically take over the whole world. The problem seems to be with how poweful high defense is against regular units.

Anyway here are my favorite exploits don't read them if you want to keep the game somewhat balanced, you probably already several of them.

Choose custom wizard at the begining, choose 11 life books then you can select summon Torin as one of your beginning spell. Also be sure to choose prayer. Prayer is extremely effective with Torin especially when he's vunerable at the begnining. Put all you magic into mana and you can summon Torin by like turn 20. On impossible he's strong enough to kill some of the weaker lairs and smaller towns by himself at first. Once he gains a level or two he's unstoppable in most situations. Get items/heros for +movement and flying/water walking/pathfinding and you just won the game good job.

Choose Myyor + High Elfs = Longbowmen + adamantium + heroism = GG Get at least 2 Nature books for water walking and make sure you get enough life books for heroism. You now have an unstoppable unit as soon as you find adamantium and can build a town with sawmill and alcamist guild. Use regular longbowmen until you get that city going.

Dwarf Hammerhands these units are amazing. 8 attack 6 guys per unit 4 hit points each. Sadly thats really all the dwarfs have so build them soon and try to take everything over.


Anyway I find that I've finished the game before I can use the more advanced units. Paladins do rock though, I'll wait around and build up just so I can use them.

danhanegan 21-07-2007 04:52 AM

<div class='quotetop'>QUOTE(Guest_Eddie_* @ Jul 20 2007, 12:20 AM) [snapback]300360[/snapback]</div>
Quote:

Choose custom wizard at the begining, choose 11 life books then you can select summon Torin as one of your beginning spell.[/b]
Unfortunately, this was only possible in the early versions of the game. In the 1.31 release that abandonia downloads, only common spells can be taken as starting spells (1 per spellbook after the first). I forget wether the spell that summons Torin is rare or very rare but it doesn't matter, you can't start with it. This was apparently implemented to eliminate a lot of rather broken early game strategies, some more abusive than the one you mention.


Quote:

Choose Myyor + High Elfs = Longbowmen + adamantium + heroism = GG[/b]
I love High Elves but wouldn't reccomend depending on longbows. In the 1.31 version, pretty much all ranged units suck compared to the same units in the original release. This is because they now only get to fire once per turn, and firing missles takes up their whole turn. In the original release firing only took half a turn, and the unit could either fire a second volley in the other half turn or use the 1/2 movement point remaining to move a space to open or close the range as desired. Longbows were particularly nerfed because the long range attribute was removed from them. When playing in the 1.31 version, longbows are mediocre at best; I prefer the excellent elvish cavalry.


Quote:

Dwarf Hammerhands these units are amazing.[/b]
Hammerhands are nice, but berserkers are better. :titan:

droma 21-07-2007 09:24 AM

Quote:

Hammerhands are nice, but berserkers are better. :titan:
[/b]
and chaos channeled berserkers are even better.

When it comes to heroes artifacts are the key, this is why I generally take artificer at the beginning. This cuts your enchanting costs and gives you both artifact creating spells right off the bat. Also worthwile would be warlord, paired with enough life spellbooks and a casting of crusade all your units are able to obtain Champion veterancy. Couple this with either High Men paladins or High Elf Elven Lords and youve got one nasty army. The only ranged units that are really worth the time (outside of heroes of course) are magicians or halfling slingers.

Early in the game, if your chosen race has access to them your best friends are cavalry. These can generally subdue any neut towns and have fair sucess against those roving phantom warriors.

Dont bother with choosing Klackons, Lizardmen, Gnolls, Orcs or Trolls. These either grow too slow, are unruly, or have poor high end units. Orcs are just boring.

High Men are nice as they can build just about everything and they get Paladins. High Elves are nice for thier forester and bonus to hit as well as the Elven Lords and magic power per pop bonus. Halflings are nice for thier food bonus (I dont think im making this up, been a year or so since I played) lucky, and thier slingers, but not really worth picking as your race. Nomads are nice early game because of thier gold bonus and they have good units. Dwarves are nice for thier production bonus, good engineers, hammerhands and stone golems. Draconians are nice but ehh, I dont play them too often.
and thats just some random information I just felt like imparting... :whistling: Hmm, I think im gonna go play a bit now.

Guest 22-07-2007 04:36 AM

Hey Dan, I do have v1.31 installed (at least that's what it says on the game screen) and normally you can't pick higher level spells except if you pick all 11 in one school. If you pick all 11 then you start with all of the common spells and it let's you pick a few higher level ones.
As for the longbowmen I seem to have games were I don't have time to build up to very advanced armies and I've found having a horde of 8 longbowmen to be just amazing. Especially if you stick with them and they gain experience. All units only have a base of 10% to hit from a distance so the elvish +1 to hit effectively doubles the longbowmen's abilities. Also I like that they have 8 ammo instead of the only 4 that priests have. I think that 8 longbowmen could kill 8 calvary or maybe even 8 lords if you could cast something to slow them down.
Beserkers huh? I haven't really used them before.
Hammerhands are 8 -attack 4- defense 4 hearts (regular)
Beserkers are 7 -attack 3- defense 3 hearts (regular) BUT they have 3 Thrown.

Hmmm they are pretty close.... I think that one on one the hammerhand would win because of his extra hit point but actually Beserkers are only 120 to build while hammerhands are 160. So yea I think you're right that all around the Beserker is a better unit. Add to that the fact that the
-Thrown attack will kill a few guys before they can counter
-Thrown attack can attack flying units
-Dwarfs are available only on Myyor

and I can see what you mean.

Anyway thanks for posting it was interesting.

-Eddie

PS droma and others what's up with Chaos channels? When I get the "+2 defense" bonus I find that in some battles this bonus is as much at +5 defense!!!!!!
I'm trying to play the game without exploiting it and this seems like an exploit

droma 22-07-2007 02:18 PM

If im not mistaken, and I could be, chaos channels also turns the unit into a chaos creature. This gets them the chaos node bonus of extra attack/defense. Aha, just checked manual:

"In addition to being a valuable source of magic power, nodes can
affect creatures within their spheres of influence. Creatures from the
same magic realm as a node have enhanced attack strengths and
defenses when in combat on squares from which the node draws its
power (the same squares that are covered by a visible aura after a spirit
melds with a node). See Magic Nodes for more details."

So, thats a 2 armour bonus from being chaos channeled and a 3 armour bonus for being under a node's influence.

*Although you dont often find yourself fighting under a chaos node's influence on a regular basis, so there could be a bug here or something as well.

Computer Illiterate! 24-07-2007 03:37 AM

<div class='quotetop'>QUOTE(DiamondSoul @ Aug 23 2004, 08:23 PM) [snapback]9835[/snapback]</div>
Quote:

Oh Master of Magic is simply the best game in the world, i've been playing it for years!!

You guys might have some trouble running the game smoothly with sound, but it is possible using only VDMSound and some tweaking to the properties, if anyone needs help making it work i'd be glad to be of assistance, i just got it to work on my computer with sound without DosBox a little while ago.
[/b]
I need help with this....it keeps telling me to Configure....can you help?

Guest_Eddie_* 24-07-2007 03:38 AM

Yea I think you're right about turning it into a chaos creature (although I don't remember getting a bonus to my attack just defense), what I didn't realize was that a node's bonus powers extend into adjacent squares as well.

I just did a game with the longbowmen and they work extremely well in many situations. For example with 2 longbowmen with heroism and alchemy (+1 to hit magical weapons) I was able to kill a Sorcery node with 2 phantom beasts and about 6-8 phantom warriors. The longbowmen killed the phantom beasts in 2 shots. This is because they have very low armor. The longbowmen don't work well against guys with high armor. Still I was able to kill hydra & friends in one case and a demon lord & friends in another case with only 4 or 5 longbowmen.

Next I want to try those beserkers out and also warlord with the cursade so I can have elite +2 guys.

droma 24-07-2007 10:13 AM

The node's influence extends to all squares covered by the glittering (your colour) squares when a node is taken over. Ranged units like the longbowmen are often the best against phantom warriors/beasts with thier ignore armour, and low armour. I generally prefer to rely on quick cavalry with maybe 1 or 2 ranged units, preferably slingers or magicians. But in your stated cases theres nothing wrong with using the longbowmen. :ok:
Youll love the berserkers im sure, thrown is one of the most underappreciated unit abilities/skills, and its not something limited to the berserkers, barbarian spearmen are real nasty too with thrown.


Scatty 25-07-2007 10:39 AM

Berserkers have not +3 thrown attack but +7 on Ultra-elite level, while all other melee units of Barbarians have only +3 thrown attack. So taken that into account, berserkers should be able to kill hammerheads without much harm, if they attack first. As for longbow men, if they have the adamantium bonus on them they're real killing machines, except on summoned demons and skeletons as these have missile immunity (magicians are killers on those).
Chaos channels spell seems to have a bug on it, as if you have any chaos channels effect applied to an unit, it seems always to be getting +2 defense bonus in combat no matter which chaos channels effect is applied to it. In case of +2 defense bonus a unit has even +5 defense in combat as I noticed few times when I had that spell. Maybe it's just some kind of bonus though, if the player has enough chaos books available.

kevin 29-07-2007 05:28 PM

<div class='quotetop'>QUOTE(Hyosho @ Dec 9 2004, 06:22 PM) [snapback]35351[/snapback]</div>
Quote:

I played this game... ooh, ages ago, but I could have sworn there was an option to create a new wizard, or at least customise them (selecting their schools of magic, special abilities etc) am I wrong, or is it here somewhere?

I see the itemmake command is still there for creating absurdly powerful artefacts tho...
[/b]
<div class='quotetop'>QUOTE(The Niles @ Sep 2 2004, 10:36 AM) [snapback]11964[/snapback]</div>
Quote:

Master of Magic has an absurdly high conventional memory requirement. There is no way you could get it to run under any version of windows because of that. You will need a fairly good computer to get it to run smoothly under DOSBox. I'dd say a 1.2 Ghrz will do the trick.
[/b]

u can get it to run in windows xp without sound by setting expanded(EMS) memory to max on a right clicked magic.exe

<div class='quotetop'>QUOTE(Hyosho @ Dec 9 2004, 06:22 PM) [snapback]35351[/snapback]</div>
Quote:

I played this game... ooh, ages ago, but I could have sworn there was an option to create a new wizard, or at least customise them (selecting their schools of magic, special abilities etc) am I wrong, or is it here somewhere?

I see the itemmake command is still there for creating absurdly powerful artefacts tho...
[/b]

its as simple as selecting custom on the character selection screen man

<div class='quotetop'>QUOTE(Guest @ Dec 29 2004, 01:04 AM) [snapback]42894[/snapback]</div>
Quote:

Hi, somebody know how to play this game in multiplayer?
the Review says that the game includes a multiplayer feature, but i can`t find it.

Sorry for my english, I`m argentinian (that country in south america) so i only know English from games, internet, and television.
[/b]

back in the day I played this game on a still dos based computer with an unsupported unlicensed program that let u play with people in a hot seat system(they don't look at your screen when your playing) and you had to let the computer play your defending units on auto

Mighty Midget 29-07-2007 05:49 PM

Kevin: Could you please use the "Quote" button instead of the "Reply" button? This way all the posts you want to quote will appear in one post instead of several, and this topic becomes much more tidy.

Camille2005 31-07-2007 04:58 PM

Hello with all and all,

I love really well Master of Magic that j'en east make a site (http://masterofmagic.free.fr) and a forum in French language. They are not yet complete because I discover new things with each part.

There is new Master of Magic, or l'on will be able to play there under XP and in networks (http://www.roughseas.ca/momime/)

Veiled, j'espère that the regulators will not remove my a little advertising message...

_r.u.s.s. 31-07-2007 05:01 PM

maybe a little dictionary next time

(but thanks for the link to the xp version)

Dave 31-07-2007 06:15 PM

nah...she's lovely without dictonary :wub: LOL

_r.u.s.s. 31-07-2007 06:18 PM

well i must admit that this realy made me burst in to laugh LOL
<div class='quotetop'>QUOTE(Camille2005 @ Jul 31 2007, 06:58 PM) [snapback]302152[/snapback]</div>
Quote:

I love really well Master of Magic[/b]
i know, my mind is sick =/ but at least i didnt ask how good is he

Erinautical 31-07-2007 10:26 PM

I installed this, mounted via DosBox but it tanks after the intro, saying it can't find "wizards.lbx" and sure enough, no such thing exists in the directory. I patched but it still doesn't work. Any ideas?

_r.u.s.s. 31-07-2007 10:57 PM

must have been corrupted download or unpdated winzip cause i have the file in my masters of magic directory.

reuploaded selfextracting archive if you wish http://www.sendspace.com/file/gaqxfj

Erinautical 31-07-2007 11:18 PM

Great, thanks a lot. I'll try it.

danicus 11-08-2007 08:31 PM

I have played MOM a lot and even got to the point where I would bust out the old D&D dice and randomly pick spell books, race, color, special abilities and even the picture of the wizard I would use. Had some real fun games and got my behind kicked often. One of my all time favorite games is when I was trolls and had sorcery (red) magic. Got the Minotaur units and then cast Chaos Channels on them, it would give them flight, or stone skin, or another Chaos upgrade (can't remember the third possibility at the moment). Any way with Stone Skin a Minotaur unit is pretty tough and they regenerate ... got’ta like that.

One of the toughest to take (or try to beat) is a High men/ Sorcery combination. Sorcery is the toughest magic – killer overland spells, summoning sky drakes, invisibility, flight … the list goes on.

High men – fast engineers (dwarves are faster), paladins, over all economic and population growth is good.

The ability to customize, and control your empire/ army/ magic is what makes this one of the best games ever made!

I'd be happy with an update of the game with just two minor(?) changes: a build list so that you could direct your chancellor in a specific direction with out having him stop the game asking, and then be having you tell him, “No I don’t think a Trireme is the best choice right now.†And the other thing would be some kind of multi-player availability. Nothing can take the place of a human opponent.

This is all IMHO of course.

Scatty 12-08-2007 12:22 AM

<div class='quotetop'>QUOTE(danicus @ Aug 12 2007, 06:31 AM) [snapback]304266[/snapback]</div>
Quote:

One of my all time favorite games is when I was trolls and had sorcery (red) magic. Got the Minotaur units and then cast Chaos Channels on them, it would give them flight, or stone skin, or another Chaos upgrade (can't remember the third possibility at the moment). Any way with Stone Skin a Minotaur unit is pretty tough and they regenerate ... got’ta like that.[/b]
I think you confuse few things here.
First of all, Sorcery magic is blue (with Phantom Warriors and all that), red is Chaos magic.
Second, the Trolls don't have a Minotaur unit but War-Mammoths, and
Third - the Mammoths don't regenerate. The Beastmen have the Minotaurs, but those don't regenerate either.

The third Chaos Channels bonus was Fire Breath +2, btw.

12turtle12 12-08-2007 01:38 AM

Now I wish I would've practiced all the French I learned in school.....
Did I hear correctly that there is a sequel to MoM?

Guest 12-08-2007 08:27 PM

Scat T- you are right on all points: it was Chaos magic, the third possibility of Choas Channels is Fire-breath and it was beastmen, and they don't regenrate. I stand corrected!
It takes a big man to admit he's wrong. Unfortunately, I not a big man.
Dang, I'm going have to bust out MOM and play some more ... I use it w/ DOS bow and it runs real slow.

cazgot - At the moment there is no sequel, I was speaking in an "what if only" kind of wistful thinking mode there.

All - another thing to update would be some more "generic magic" spells gray or brown (I think the nuetral cities / armies were brown). And the ability to upload a picture of myself or one of my creation for dipolmacy and such.


another_guest 13-08-2007 08:23 AM

<div class='quotetop'>QUOTE(Guest @ Aug 12 2007, 08:27 PM) [snapback]304344[/snapback]</div>
Quote:

...
Dang, I'm going have to bust out MOM and play some more ... I use it w/ DOS bow and it runs real slow.
...[/b]
You can always try to skip 1 or 2 frames, usually doesn't change the gameplay but makes things go faster.

Guest 14-08-2007 05:34 PM

Dos Box recently upgraded to version .70 which is much faster than the older versions try that also

Mighty Midget 14-08-2007 05:36 PM

It's latest version is 0.71. Give that a try too ;)

Japo 14-08-2007 06:20 PM

If you still have speed problems don't use scaling nor aspect correction and I think overlay should be the faster rendering method in Windows according to the DOSBox official FAQ.

danicus 15-08-2007 07:44 PM

I went and downloaded the latest version of DOSBox (7.1 something) and was going to load the lastest version of Defend, u kno the frontend, and found that it has been taken down by the author. :( So I tried DOG frontend and it is working very nicely. I'm still experimenting with the frame skipping and other tweeks mentioned here. (thanks all). But I'm having a blast playing MOM again! :titan:
I was looking for some free icons to import to the DOG icon folder, but was too impatient to look for long, afterall I do have a world to conquer.

12turtle12 15-08-2007 09:05 PM

If anything, it would be nice to petition Wizards of the Coast (or whoever owns the Magic TG franchise now) to make or allow an updated version, wouldn't it? Could even be multi compatible and such... :ok:

kevin 16-08-2007 11:34 AM

<div class='quotetop'>QUOTE(Mighty Midget @ Jul 29 2007, 06:49 PM) [snapback]301837[/snapback]</div>
Quote:

Kevin: Could you please use the "Quote" button instead of the "Reply" button? This way all the posts you want to quote will appear in one post instead of several, and this topic becomes much more tidy.
[/b]

I'm not understanding. I go to try to use quote INSTEAD of reply and the quote button clicks on or off with a plus or minus sign. I can't seem to use it instead. i'm all for the cleanliness of the topic i'm just at a loss here.
please explain I guess

kevin
Quote:

[/b]

Mighty Midget 16-08-2007 11:38 AM

With the "quote" button, you can quote several posts. Just click "quote" on the posts you like to quote, and press "add reply". All the quotes will then appear in the reply box :ok:

With the "reply" button, you only quote that single post you reply to.

kevin 16-08-2007 11:45 AM

<div class='quotetop'>QUOTE(cazgotsaved @ Aug 15 2007, 10:05 PM) [snapback]304768[/snapback]</div>
Quote:

If anything, it would be nice to petition Wizards of the Coast (or whoever owns the Magic TG franchise now) to make or allow an updated version, wouldn't it? Could even be multi compatible and such... :ok:
[/b]
I believe its hasbro that is the owner of WOTC. while I admit there are similarities and that apparently one got something from the other ( a chicken and the egg kinda thing) I think they wouldn't do it because of the time period between then and now. like if they fixed every bug ,added some new features(multi), and gave us new sounds or graphics, the problem is selling a $9.99 (maybe $19.99)master of magic 2 they couldn't get too rich off it. there is my two cents
kevin

12turtle12 16-08-2007 04:17 PM

Two Words then: Fan Mods.

danicus 16-08-2007 05:43 PM

cazgot: Here's two words that sum up your idea for me (at least): lacking skills.
Others: When I hit "reply" here it always puts the previous reply inside the dialogue box. I simply highlight it and delete - seems easy enough ... :whistling:
also the observation that there is no big $$ to be made in the remake is, undoubtedly and sadly, dead on.

another_guest 25-08-2007 09:05 AM

Not so sure, there seems to be enough potential in the strategy game market. They should build on the MoM idea, not just a remake with a stable engine and better graphics --> compete with all those "Age of Empires" and other clones/follow-ups out there.

Guest_Matt_* 29-08-2007 01:56 AM

Ok, I'm trying to run MOM on an XP pro machine, I've tried the DOSbox .72, and I cannot get it to run at all...

I've tried, mounting C:, mounting the CD rom that I installed it off of, changing properties, everything I could think of...

Could one of you kind souls email me at [BEEEP]@gmail.com with some help? It may spawn a game of email tag or an IM conversation, but I've been wanting to play this game since I lent it to a friend years ago and it never came back...

Thanks in advance!

Guest_Matt_* 29-08-2007 02:08 AM

(con't from above)

I'm getting a "Could not find CD volume mpsmagic._cd" message even when I install using dosbox.. GRR!!

Mighty Midget 29-08-2007 05:49 AM

No email adresses in these forums, please.

Tell us exactly what you typed when trying to mount the hdd and the cd drive. Also, tell us the full path (in Windows) of your folder where you have the game.

Japo 29-08-2007 07:31 AM

You own the original CD, right? Have you used the parameter "-t cdrom" when mounting it? What's the label of the CD?

Guest 29-08-2007 03:08 PM

First, sorry about the email, I thought it would be a quicker way to get this issue resolved...

Ok, when trying to mount dosbox I typed: mount c c:\

It yelled at me, saying that mounting c: is not a good idea, and that I needed to include the specific file path, so I restarted dosbox.

Typed: mount c c:\mps\magic
C:
magic

Got: File->findcd.c, Line->56
Could not locate CD

Cd error, so I restart dosbox.

typed: mount d d:\ -t cdrom
mount c c:\mps\magic
c:
magic

Got: Could not find CD volume mpsmagic._cd

Searched the CD there is no such file on the CD.

And no, it is not an original CD, my original got gacked. I THINK this is a copy of an original that a friend burned for me...

Full path in windows is c:\mps\magic. Quick and easy to get to. ;)

Thanks for the help.


_r.u.s.s. 29-08-2007 03:25 PM

<div class='quotetop'>QUOTE(Guest @ Aug 29 2007, 05:08 PM) [snapback]307504[/snapback]</div>
Quote:

First, sorry about the email, I thought it would be a quicker way to get this issue resolved...[/b]
put a reply header in to your mail client

Japo 29-08-2007 06:07 PM

It's not that you email disturbs anyone, it's that if you post it all over the Net you're likely to get more spam. ;)

It sounds like a copy protection check. Sometimes it's not enough with "-t cdrom". Try adding "-label" plus the CD's label. If it's a copy of the original CD (not merely containing the same files) you should be able to see the label browsing the CD's properties in Windows.

Guest_Matt_* 30-08-2007 03:51 AM

Eh, doesn't work....

Any other suggestions?



Scatty 30-08-2007 06:24 AM

If your Master of Magic CD is burned, as you say, and not the original one, it might miss some files, that all have to be on the CD, upon which the game doesn't find the original CD.
But in case you still have the full original (just burned) CD, don't mount the folder of the game but the C: drive instead like you already did before. Like this:

mount c c:/ (if you don't want the advise at the start of DosBox, use / instead of \)
mount d d:\ -t cdrom -label DISCNAME (replace DISCNAME with the name of the CD, and don't use / here, only \, otherwise only limited CD-Rom support which causes the game to be not able to find the CD)
c:
cd games\m_magic
(assuming you installed the game into folder with such name)

Hope that helps in running the game

oea 18-09-2007 04:13 AM

well not sure if this will work since i am not replying to anything but... help! i want to find the manual to mom but the replacement docs site does not seem to be able to link me to their manual so... does anyone know anywhere else i can find a mom manual?

The Fifth Horseman 18-09-2007 06:45 AM

:whistling:
(click me!)

oea 25-09-2007 02:42 AM

<div class='quotetop'>QUOTE(the_fifth_horseman @ Sep 17 2007, 11:45 PM) [snapback]311525[/snapback]</div>
Quote:

:whistling:
(click me!)
[/b]
once again replacement docs is not able to link to the manual for download! is there any place else to get the mom manual?

The Fifth Horseman 25-09-2007 07:57 AM

I pointed you to the news for a reason. They've posted a workaround there. ^_^

Da-dum:
ftp://ftp.planetmirror.com/disks/11/replacementdocs/
ftp://ftp.planetmirror.com/disks/11/repla...Manual_-_PC.pdf
ftp://ftp.planetmirror.com/disks/11/repla...llbook_-_PC.pdf

another_guest 25-09-2007 08:02 AM

http://enigmastation.com/~cislyn/misc/MoM/mommanual.pdf

Google is your friend...

marko river 10-10-2007 02:07 AM

I've been thinking about MOM for quite some time now, but if i'm to start creating game on my own it would take me too much time. I'm not alone in this, but it's better to work on smaller games until we manage to gather the proper funds.
Well, either making a clone of MOM or buying a licence, huge amount of rescources is needed, and some small group of fans won't exactly be able to make a comercial game. On the other hand, huge companies better like some already checked game basics to invest.
As for some sort of fan-made-free-MOM, i guess it's possible, but i also get to think about time passed. There were a lot of people thrilled with this game but it was long time ago. I doub that those people have that much time to spend playing MOM now, therefore fan mode may be under consideration.

Anyway, this is one of my all time favourites. Besides Elite for C64, there was no other game that got me hooked up that much, not on PC for sure. If fans start working on freeMOM, give me a call, i'm in. I would be the happiest guy to start working on new MOM tommorow, but it's too unrealistic. I heard of guy who works on his own, completely alone, with the same graphics, but i don't know much really.

guest 10-10-2007 03:15 AM

great topic.

Guest 14-10-2007 08:18 AM

I love this game, soo much fun getting a hero thats really powerful and just tromping the whole map.mu ha ha ha! :-)

steven Lambert 22-10-2007 04:04 PM

<div class='quotetop'>QUOTE(Pluvius @ Jan 2 2007, 12:15 PM) [snapback]272991[/snapback]</div>
Quote:

Is there anyway i can improve my dosbox..help appreciated

1)increase the hard disk size of my virtual c: in dos box.The default is 100++ mb.

2)Im trying to play masters of magic.but its real damn slow and glitchy.

3)Im tryin to use this dosbox to play LORDS 2 and other games released during the pentium 1(133 mhz) and pentium pro era (166 MHZ).Maybe ill be experimental with games like warcraft too.However,my game glitches and suddenly,it hangs..any help is apppreciated

Pls email to [BEEEP]@yahoo.com thanks ..if u wish to reply via this website for everyone to read.,pls email me to stating so,with the url,where u replied in.
[/b]


hi

i saw online where you had requested help making DOSbox work faster with master of magic. did you ever get any help with that? mine is also annoying slow

i'd really appreciate any help!

thanks so much

steven

The Fifth Horseman 22-10-2007 04:10 PM

What are your hardware specs?

Talix_splinterscale 30-10-2007 09:04 AM

I was wondering if there was a good map editor for MoM?
looked through the posts but didn't find anything..
i have Momedit 2.2 and it's good for editing stats gold mana ect.. but no map edit :wallbash:

Much thanks in advance :ok:

Scatty 30-10-2007 09:46 AM

I don't think there was ever a map editor for Master of Magic, probably for the simple reason that every time you start a new game, the world is generated randomly, so there's not really a point for such editor.

Talix_splinterscale 30-10-2007 09:53 AM

<div class='quotetop'>QUOTE(Scatty @ Oct 30 2007, 11:46 AM) [snapback]317745[/snapback]</div>
Quote:

I don't think there was ever a map editor for Master of Magic, probably for the simple reason that every time you start a new game, the world is generated randomly, so there's not really a point for such editor.
[/b]
Ah well then thank you ^_^
guess i'll just have to keep mucking around with EDMAP.EXE
it's good for changing bonus's like iron, coal ect..
has the potential to modify other values.. but i will have to figure that out :blink:

Anywho good hunting to all who enjoy this classic!
and to the Fifth Horseman keep up the great work :ok:

Guest_Sean_* 10-11-2007 02:14 AM

I love this game, and how I even got to actually play it is a long story on its own. Long story short, I saw it played when it was still new, I asked the name, but forgot it and back then I didnt have an internet connection so my resources were very limited. Then one day, about six or eight months back from today, I'm looking around Abandonia for nostalgia, and I click Master of Magic. Jubilations and huzzahz and all that :)

Anyway, I love this game, but yknow, I suck royally at it. I can't even beat 1 computer player on easy mode. Can someone please help me out? :sos: to finalvoid@hotmail.com

Scatty 10-11-2007 05:40 AM

Why don't you take a look through this thread instead and read the advises and hints that people offered in here? I bet they would help you out a lot ;)

Guest 11-11-2007 01:22 AM

mom is the best game ever! period

_r.u.s.s. 11-11-2007 10:02 AM

LOL sorry i couldnt help it

Deathsangel 23-11-2007 08:25 AM

Gravedigging, but I have to add my opinion this is one of the best games ever. Still in my top 3 list and I used to play it under true dos on a increased 286. Great game.
I can even win on impossible level with magic powerful. :D

Scatty 23-11-2007 11:14 PM

What? You've played it on a 286? How did you manage that? :confused:
It would be even pretty slow on a 386-DX25, with only a 486-DX50 being reasonably fast inbetween the opponent's moves.

Deathsangel 29-11-2007 01:12 PM

Quote:

Originally Posted by Scatty (Post 312236)
What? You've played it on a 286? How did you manage that? :confused:
It would be even pretty slow on a 386-DX25, with only a 486-DX50 being reasonably fast inbetween the opponent's moves.

Was slightly slow, but I managed. At that time I knew diddly squat about computers but my dad used to a programmer. The 286 was build in with more stuff and resembled is some ways a 386. And a very special start menu had to be made just for the game. Dad was real nice it costed him a day or two :)
It did have a good tendency to crash, but I don't know if more than the others, after all without patch it is a bit unstable, so to say.
What can I say I loved the game back than already so much I just went with it... it is the only strategy of its kind this well done in fantasy setting and which I can play the highest level and still win. How I wish for a MoM2, but I saidly I only know how to code expansions for the Infinite (BG2 etc.) engine.

Scatty 29-11-2007 11:32 PM

Quote:

Originally Posted by Deathsangel (Post 312695)
but I saidly I only know how to code expansions for the Infinite (BG2 etc.) engine.

There's a way open for wishes ;)

piemaster 30-11-2007 04:28 PM

life long love
 
This truly magnificent game is the one closest to perfection that I ever played.
I've been playing it since the year it was published, and will continue to play it as long as i live.:D

Deathsangel 02-12-2007 07:23 PM

Quote:

Originally Posted by Scatty (Post 312736)
There's a way open for wishes ;)

I am afraid I don't understand what you mean with this... :confused: sorry :(

Scatty 03-12-2007 11:08 AM

You could code a mod of Master of Magic, using the Infinite Engine. Of course, that would be a lot of work :)

Mr. Svinlesha 15-12-2007 10:26 PM

Hey,

I just managed to get the game to work with DOSBox, I've never played it before, it looks like great fun. One question: can I get it to run full-screen? I've scanned the last ten pages or so of this thread but haven't found an answer to that question yet.

Any help greatly appreciated.

S.

Scatty 16-12-2007 06:37 AM

Press ALT+Enter while in DosBox, that should switch it to full screen. Or change the dosbox.conf file with Notepad under:

[sdl]
fullscreen=false


to

[sdl]
fullscreen=true


to start DosBox each time in full screen.

Mr. Svinlesha 16-12-2007 06:51 AM

Great!

Thanks for the tip.

Driderman 17-12-2007 08:10 PM

You guys know what sucks?
Finding spellbooks for a new school of magic AFTER you started researching the Spell Of Mastery. Which will take me another 260 turns to complete, approximately. THEN I can research web :rolleyes:

On another note, my game seems to run slowly, even though I'm using the newest version of dosbox and so forth. I've tried adjusting speed with ctrl+F12 but it's still rather sluggy. Any suggestions?

Scatty 17-12-2007 11:08 PM

Is your computer the newest and fastest too?

Japo 18-12-2007 04:12 PM

Quote:

Originally Posted by Driderman (Post 314134)
On another note, my game seems to run slowly, even though I'm using the newest version of dosbox and so forth. I've tried adjusting speed with ctrl+F12 but it's still rather sluggy. Any suggestions?

First of all, use dynamic mode instead of normal for core emulation.

Driderman 18-12-2007 05:38 PM

Quote:

Originally Posted by Japofran (Post 314194)
First of all, use dynamic mode instead of normal for core emulation.

Would it reflect poorly on me if I said I have no idea what you're talking about? :o

Japo 18-12-2007 08:00 PM

Yes you're banned. :P

No, just edit dosbox.conf and change "core=auto" to "core=dynamic", then save. A few games crash sometimes in dynamic mode, but not MoM as far as I know.

There are other things you can do to get more speed, for example setting "aspect=" to "false".

Driderman 18-12-2007 08:46 PM

Right, I did as you said. Not yet sure if there's any change, as I just booted up the game but I'll soon find out. I've encountered a somewhat odd error, to say the least.
I play as High Men and have just built myself a shipyard, wanting to build a galley. But when I click the galley it is shown as an invisible ship and to have all sorts of weird abilities, like regeneration, resistance to all and meld with node, among others. When I leave the city screen, my gold and food are set to 0, my mana to -228!!! and my when I click on my cities I can't access as they register like neutral or enemy cities does.
As long as I don't click the galley there's no problem, but I'd much prefer galleys to triremes... Any ideas?

Scatty 18-12-2007 11:32 PM

That might probably happen if you already can build the paladins. Not sure if that's the reason, because in the latest version of the game you simply can't see any galleys or warships anymore to be selected, but it has to do with too many units to be available for producing and not all of them fit into the selection on the right side. That happens only with High Men and some other race yet, can't remember which right now, all other races have no such problem.
Try to sell the military buildings until you can only build the pike men, and eventually the Wizard's Tower too, and see if that solves the problem with the galley.

Driderman 19-12-2007 12:04 AM

Problem is, this isn't at my main city. This city doesn't even support building pikemen yet, just spearmen and swordsmen...

pepe4158 19-12-2007 12:23 AM

I just know it is possible, cuz my nehew (my tech) lol was able to by editing my windows registry.

Yeah just wanted to add, that if your a true war game strategist.this is one of the all time greatest with such a diverse economy and city placement (with growth) at will.

If I remember, it was actually programed by Sid Meir....a strategy gaming legend lol........doubt he will ever make a sequel as Real time strategy is the thing now...and Sid is to busy with his Civ series thats crying for tactical combat like this had....its a fantasy Civ with tactical combat......can I say anymore?...a true wargamers paradise!

The only think posibbly lacking is the old world tactics of pikeman kill calvery......as speed of units here is essential even though its turm baised combat....no pikeman rows will cut down any strong mounted charge, youl probably watch in dismay as your troops trying to form a phalanx are cut down lol, but this is a fantasy world and Alexander or Julias never faced a basilisk charge lol

Quote:

Originally Posted by Symbolic (Post 284077)
Just a quick note after reading the review and don't know if it's already been mentioned in this thread or not. Played this game since it came out and still pick it up about every other year for another go, but there is definitely a game (or two) that could essentially be called its sequel: Age of Wonders and AoWII. Every inch of those games screams MoM and not just in a "wow, this game totally stole everything from Master of Magic" sort of way, but rather a "Holy hell, they've made an awesome, modernized version of MoM and managed to add what few elements I ever would have thought to append or change from the original, and do it without sacrificing the spirit of it all!" At least I think so.

-Paul



Thks Paul....i so want this game you mentioned! looking fore it now as sometimes I am out of the knowledge loop of good strategy games

Quote:

Originally Posted by pepe4158 (Post 314224)
Thks Paul....i so want this game you mentioned! looking fore it now as sometimes I am out of the knowledge loop of good strategy games



Hmmm looking this AOW over now online....my first imression is MoM is better

Quote:

Originally Posted by Driderman (Post 314134)
You guys know what sucks?
Finding spellbooks for a new school of magic AFTER you started researching the Spell Of Mastery. Which will take me another 260 turns to complete, approximately. THEN I can research web :rolleyes:

On another note, my game seems to run slowly, even though I'm using the newest version of dosbox and so forth. I've tried adjusting speed with ctrl+F12 but it's still rather sluggy. Any suggestions?


Lol yeah Drider it does, but either run for all the dark plane nodes early....or use the editor to cheat a wizard brislling with books lol

Quote:

Originally Posted by pepe4158 (Post 314225)
Hmmm looking this AOW over now online....my first imression is MoM is better


Hmm can anyone thats played this AoW give me advice....looking it over now online n dont want to waste $ if its not what I want.

It does look a bit like Mom...as far as heroes, items, and building units.....but it doesnt have the old Civ flare of building cities and a diverse economy.

IM0 the true genius of MoM was it was a fantasy Civ clone, with tactical combat and a more diverse economy that Civ games are desperatly lacking, AoW seems to fall far short here to as I dont build settlers and place cities as I choose do I?

Sorry I am spamming this thread so much, but glad I found you guys cause this is the all time greatest strategy game IMO and I love war strategy games...the new stuff is garbage...just who can click the fastest... BS thats not strategy....although the Tottal war series is starting to get a little better even though its RTS which usually isnt real war game straegy IMO
The new Napolean version yhey aree realeasing might even be decent...still wont be as good as a new MoM would be tho lol

Ok.......tho...was wondering if you guys know where I can get an editor....n what does the 3.1 patch here fix... I forgot?

The Fifth Horseman 19-12-2007 12:37 PM

Quote:

Originally Posted by pepe4158 (Post 314223)
I just know it is possible, cuz my nehew (my tech) lol was able to by editing my windows registry.

Eh? :confused: What is possible?

Quote:

Originally Posted by pepe4158 (Post 314223)
Sorry I am spamming this thread so much,

You can add new text to a post you made. Just use the http://www.abandonia.com/vbullet/ima...ttons/edit.gif button.

I've merged the repeated posts you made in this topic into a single one, but from now on please use the edit function.

Quote:

Originally Posted by pepe4158 (Post 314223)
Ok.......tho...was wondering if you guys know where I can get an editor...

Map editor or savegame editor?
The former plain doesn't exist, but something could be done about the latter.

pepe4158 19-12-2007 07:43 PM

Thks 5th; yeah Im on-the-road working now, so my connection is really laggy and slow using an air card for my lap-top, so I didnt see the edit command, see it now finnally as I am in a little better reception area :p

Yeah I just downloaded a dos hex editor and was playing with it. I had forgot how easy it was with just a simple editor to add books and attributes to my wizard lol....nothing like maxing my books out to start lol

Wow your in Poland? ...um hows the weather? LA is a nice 70F but you use celsius huh?

Scatty 19-12-2007 10:53 PM

Regarding hex-editor, this list with hex values on DLH might be useful to you - link

pepe4158 20-12-2007 04:39 AM

Thks Scat....I had a little hard time following what he was saying tho

This is what I do, you can use any type of hex editor

Create a custom wizard....and add say 4 or 5 attributes

Say Channler, warlord, etc

This will only allow you a few picks for books

So go and say pick 1 life, 1 nature, 1 sorcery, and 1 chaos

Start the game and on your first turn just save and exit.

open u your save1.gam file with your editor and search for your custom name wizard
Say its mightymega just do a search

When you find him shortly after your name, you will see in the row, something like 00 01 00 01 00 00 00 01 00 01

those are the numbers for your books

change the to a higher # (be carefull dont get too carried away or may crash lol)

I changed to 05 00 02 00 03 00 04


and I had 5 nature books, 4 life, 3 sorcery, and 2 chaos

I think I couldve fit another but didnt want to push my luck lol plus all those attributes....I took warlord, artificer, node astery, and channler I think....a wizard brislling with power for sure lol

Scatty 21-12-2007 03:51 AM

Actually I wouldn't add any books to your wizard through hex-editing if I was you, because adding more books does not automatically enable more spells to be researched with that school (the amount is only set at the beginning and is only modified when you find a book in some lair), and because of increased amount of added books that you have you won't be able to find that many books anymore (because there's a hard limit for maximum of books that you can find) to allow for large enough pool of spells to be enabled for research. The only benefit you would have from hex-editing yourself more books is for more special abilities in Enchant Item and Create Artifact spells.

pepe4158 30-12-2007 02:03 AM

he-he.......true scat.
thats why in my game i edited the magic.exe, but if done wrong you will corrupt your game and it wont run

Say if they ever had made a muti-player...what type of wizard would you guys make?

I love playing a nature n life myself, but for just killing other wizards obviously chaos and sorcery are best i think.

If you threw in node mastery you would really screw with the other guys nodes....n have just one life book maybe so you could steal their nodes and guardien spirit them lol

Lord help them if you ever got flame strike n the sorcery spells like spell blast would be a constant thorn in their side.

but for a peacefull one human player nature n life seem the funnest

another_guest 30-12-2007 11:22 AM

Oh yes, I usually preferred choosing 1 life spellbook just for the guardian spirit...
Nature doesn't have to be peaceful though, imagine some hydras, basilisks or similar big creatures rampaging. I used that tactic even more than beefed-up heroes.

Scatty 31-12-2007 12:23 PM

Well the Nature realm has one nice creature to command - Colossus. +3 to hit, 20 melee / ranged, though only 2 shots, and add to it first strike which will deal enough damage to most units / creatures before they even can counter-attack. My personal favorite.
Giant Worm is also not bad, but not as strong as Great Drake (Chaos) or even Sky Drake (Sorcery). Cockatrices can actually be deadly, as Gorgons also sometimes. But generally Chaos, Sorcery and Death realm are the better ones for interesting summoned units.

pepe4158 01-01-2008 03:30 AM

Yeah Scat...the Drakes are nice n move fast on the grid, speed is a must sometimes.
But did you ever put flight on a wyrm?......thats fun...a hard hitting unit that moves fairly fast over terrain....as good as a sorcery drake easily I think.
Say another...I have to respectfully disagree that a summoned unit is as good as a fully developed demi-god hero especially the best heroes...and I will explain a little what I mean.
After plaaying a while I noticed some heroes were better then others, I thought it was their names....but thats not it ..its their ATTRIBUTES lol
I divide them into 3 classes for my own understanding
The fighter who meles, the ranged firing mages, and the archers

True some are a mix but those are the three classes I think you want to look at

For your fighters...its the ALL important agility attribute....I have had high level fighters with agility single handly kill a drake....if you get a champion look to be supliment your agility with blademaster, might or constitution

For your mages ....the all important ARCANE ability....this governs how hard your hero shots hurt others.....they mix it up each game....the one constant is Malleus always seems to come with arcane (maybe im wrong their) n plus he has that lethal flame strike...they tented to imbalance him a bit...hes always the hero I name as my alter ego lol

Hmm archers....dont know whats best cuz their seem to be only 4 archers...marcus, share. n the noble one ..um forgot his name....and at the champion level the one elf girl

Scatty 01-01-2008 06:30 AM

Archers are not as good as the spell shooters though, IMHO, because with higher levels the spell shooters get a lot of magic spells and hence a lot of shots, while archers always have like 15 / 20? ammo and there's no way to increase that amount, so once the archers are drained they're useless.
As to which spell shooter is better or not, well, I prefer Warrax the Chaos Warrior, since his shots are armor piercing and thus quite more effective than those of other mages. Besides he often also has Arcane, with Agility and Might thrown in frequently, either of which is enough to make him a moving machine of destruction with good artifacts..

another_guest 01-01-2008 09:07 AM

True, no summoned creature can take on a fully developed demigod hero (at least not a ranged one) but sometimes I prefer summoning a couple of creatures for the same cost as creating weapons/... for a hero.
Especially if your opponent starts casting cracks call I'd rather see a behemoth disappear than my precious mage/archer with 6000 worth of magical items ;)
It's just a different tactic just like there are people who stick to berserkers or paladins all the way.

pepe4158 01-01-2008 12:30 PM

Yeah Warrax rocks Scat!.....Ive never been dissapointed with him as a summons.
What I cant understand..is why they gave Malleus the flame strike spell, and not Warrax....Warrax is called the Chaos warrior for crying out loud!
The only thing I can figure is Sid didnt really know how strong a spell flame strike would be against the computer when he fills his cities full of low rank units...n Malleus can burn them all in one spell round almost.....so im a nature n life mage burning towns with chaos fire...go figure?

Yeah true, another...its a personal prefrence, summond units are the quicker way to power and dont require long drawn out carefull develoment. A high level summond unit can just go out n wop ass from day one.....where heroes demand carefull development n raise dead or rez is a must.

Yeah if hes cracked called that bites....my cheated mage almost always gets flight tho, thats the obvious counter as I have never seen cracks call work on a flying unit (unless he webs it :p) What I always loved about this games is their are countless strategies and countless counters.

For example if you know you are facing a nature mage with cracks call...have your flight n counter magic (to avoid being webbed) ready.

Oh yeah....just a quick mention on units....you all know that without a doubt....the haflings are the easiest to play and get off the gound fast?.......who would have fiqured.....within the first 25 turns or so these lowly halflings could be a force to be reackoned with ...if you have slingers and a heroism spell :p....yeah Frodo Baggins screwed up, he shouldnt have taken a sword against that giant spider in LoR...shouldve been a sling lol from what Ive seen of MoM
Ive cut apart a node full of phantom beasts with heroic slingers and their unbalanced lucky attribute :p ...for a game that prides itself with balance you can see once and a while a few slip ups Sid made in the balance as lowly halfling slingers rip apart so many units; they tend to be an I win button

If there ever was a multi-player version out....doubt ever :( I would definitly go with my chaos and sorcey books....one life, and take the node mastery perk....and play as the halflings, getting off the ground fast would be easy and you would be a tough kill for sure. The computer opponents can be ruthless; think how much harder humans would be tho ...so just ensuring my survival would be the key and a quick start with the halflings and the ability to defend and hit back with sorcery and chaos books would seem a must.

If you think your going to have time to develop...the dark elves seem the way to go though; The warlocks and ther doom-bolt spell can make a city impregnable....even if demigod Warrack and Malleus attacked together, they would not survive one round of multiple doom bolts hitting them, but the darkelves take sooo long to gete off the ground and grow so slowly, and their early units are piitfully weak that if a troll opponet hit you with his early units, youd be a goner.

Borodin 02-01-2008 01:28 PM

If there ever was a multi-player version out....doubt ever

No, though there was an attempt made at a Master of Magic II, about 2 years ago. A company largely known for the excellent AI of its turn-based strategy titles was approached to do it by the current holder of most Microprose licenses, Atari. The deal looked good, everybody on both sides was happy about it, and then Atari's accounting got involved. The contracts stipulated that--get this--Atari would own the code of the new game in all respects, and could do with it whatever they wished. Also that the game actually developing the game not only lost ownership of their own, completely new title, but had no say whatsoever in marketing (they currently do their own very successful online marketing), and could not produce any followups.

There were a number of other clauses that were amazing, but those were the most important. Basically, the developers were being asked to start from scratch, write a new game based on MoM's great old ideas, and that they wouldn't even own the result. They backed out swiftly.

The good news is that the company in question is now developing an RPG/strategy hybrid very similar in some respects to Master of Magic, as well as to their own current space-based strategy title. Which should go beta towards the end of this year, if all goes well--and with them, it usually does.

Scatty 02-01-2008 03:20 PM

Quote:

Originally Posted by pepe4158 (Post 315057)
If you think your going to have time to develop...the dark elves seem the way to go though; The warlocks and ther doom-bolt spell can make a city impregnable....even if demigod Warrack and Malleus attacked together, they would not survive one round of multiple doom bolts hitting them

The two heroes would just need to have a Magic Immunity spell cast on them, either before entering the city (enchantment) or after entering (unit spell), or to wear artifacts that give that ability, and the city would stand no chance whatsoever. Only Paladin units (High Men) might help there out.
No, against a strong hero with mighty artefacts and ranged attack (like Warrax) there's only two potential threats in the game, and that's 3-4 Sky Drakes or 5-6 Fire Drakes (movement speed dependent), once they reach him he's fried meat.

another_guest 03-01-2008 07:59 AM

I've heard the same news, not sure whether they would include a multiplayer section though, seeing how they didn't implement that in their space-based strategy title?
In any case it would be great to see something MoM-like with improved AI.

Quote:

Originally Posted by Borodin (Post 315181)
... The good news is that the company in question is now developing an RPG/strategy hybrid very similar in some respects to Master of Magic, as well as to their own current space-based strategy title. Which should go beta towards the end of this year, if all goes well--and with them, it usually does.


Borodin 03-01-2008 07:12 PM

Quote:

Originally Posted by another_guest (Post 315308)
I've heard the same news, not sure whether they would include a multiplayer section though, seeing how they didn't implement that in their space-based strategy title?
In any case it would be great to see something MoM-like with improved AI.

I have no idea about the multiplayer aspect, but the CEO did tell me that there would be a ton of things being evaluated by the computer AI beyond the next moves, while you're making your turn. He said the current space title has only the tip of that.

It would also go into open beta, so we'd all get to test it. This sounds very good, indeed. :)

My only criticism is that he wanted to avoid multiple alliances. I'd like to see it in, but he did say that if players really wanted it, the feature would be included. His company has a history of doing just that, so we'll see.

another_guest 04-01-2008 03:05 PM

Well, I guess we're talking about the same company... Their current space title is already a hard AI nut to crack except for a few holes that could be exploited; it would be impressive to see an even better one. It's already a huge leap forward from the usual cheating AI's.

True, I haven't seen any software company so far that listened so closely to their fanbase/customers, which makes it of course all the more promising if some of us can influence the development, learning from titles such as MoM.

Scatty 05-01-2008 12:57 AM

Maybe you would be interested to share the name of this wonderful and glorious company with us poor fans who have no idea? :)

Borodin 05-01-2008 03:00 AM

Quote:

Originally Posted by Scatty (Post 315515)
Maybe you would be interested to share the name of this wonderful and glorious company with us poor fans who have no idea? :)

Don't have permission. I can talk about what happened, but not about the players. Wish I did, but stuff gets passed along in confidence before and after an actual interview takes place. Sorry. :(

another_guest 05-01-2008 10:47 AM

Well, at http://www.masterofmagic2.com/ you'll find some info about potential candidates to release if not a sequel to MoM, at least something in the same vein :)

Borodin 05-01-2008 05:27 PM

Well, hell, it appears that Brad's since decided to go on the record about MoM2, and Atari's bungling. That being the case: yes, that's exactly what I was referring to. And the game Stardock's currently working on is the fantasy-based strategy title that is effectively their answer to MoM.

I should mention that Brad also doesn't intend to allow players to choose how many "books" of an individual spell school they want to max in at the start of the game. The books, he says, will be found while playing. But he again admits this is up for grabs, and if players in the open betatest want something else, he'll give way.

A bit of trivia: when Brad's wife was in labor with their first kid, he was so engrossed playing a game in the waiting room that he never came in to take part in the birthing. Pure (if benevolent) geek, that man. I'm surprised his wife let him back in her bed. :)

pepe4158 06-01-2008 05:47 AM

Quote:

Originally Posted by Scatty (Post 315197)
The two heroes would just need to have a Magic Immunity spell cast on them, .

Yes....if you are a sorcery mage lucky enough to get that spell....n no quatantee you would have those coveted magic immunity items....um coorrect me if I am wrong tho...doesnt Torin sometimes come with magical immunity?...swear he did...now thats a match up lol Torin vs Warrack

Doombolt still manages to do some damage...maybe a bug ...dunno, but they made that one to powerfull.

Yes intersesting topic about this MoM part-clone released in 2009?....so a new hybrid clone is better then nothing eh?

Well what I meant was there would be no real 100% Mom II....due to Sid Meirs antics, probably just as well, when he finally sold the rights to master of orion, to make a third, that company just screwed it up so bad they lost their fan support, would hate to see it happen to MoM....so Stardock wont suffer the same fate huh?

Scatty 06-01-2008 01:09 PM

Quote:

Originally Posted by pepe4158 (Post 315588)
Yes....if you are a sorcery mage lucky enough to get that spell....n no quatantee you would have those coveted magic immunity items....um coorrect me if I am wrong tho...doesnt Torin sometimes come with magical immunity?...swear he did...now thats a match up lol Torin vs Warrack

Well there are enough default artifacts offered by merchants or found in lairs that have the Magic Immunity Attribute. Of course, you can also use the program itemmaker.exe, supplied with the game, to modify the list of default artifacts to be found in the game events.
As about Torin, I don't know if he randomly gets Magic Immunity but probably not. There's only one hero I know who always (and probably as the only one too) has Magic Immunity and that's this paladin hero you can summon if you have at least 1 Life book, but he's just a melee one. He's quite nice too, is a Healer, has the armor piercing attribute just like the Paladins units but unfortunately no First Strike.

Borodin 06-01-2008 09:38 PM

Quote:

Originally Posted by pepe4158 (Post 315588)
Yes intersesting topic about this MoM part-clone released in 2009?....so a new hybrid clone is better then nothing eh?

Latter part of 2008 for open beta. 2009 for release.

Quote:

Well what I meant was there would be no real 100% Mom II....due to Sid Meirs antics, probably just as well, when he finally sold the rights to master of orion, to make a third, that company just screwed it up so bad they lost their fan support, would hate to see it happen to MoM....so Stardock wont suffer the same fate huh?
Sid's done worse, lending his name to some really dubious titles, like that remake of Railroad Tycoon. Terrible game, good graphics, and about one-third the features of Railroad Tycoon II. As for MoO: I think the third release wasn't anywhere near as bad as some people made out, but the construction and battle AI was inept. Still, that's no worse than MoM. We love it, anyway. :D

pepe4158 20-01-2008 02:36 AM

Quote:

Originally Posted by Scatty (Post 315599)
Well there are enough default artifacts offered by merchants or found in lairs that have the Magic Immunity Attribute. Of course, you can also use the program itemmaker.exe, supplied with the game, to modify the list of default artifacts to be found in the game events.
.

Yes that would work in a single game, but was refering to a multiplayer...would your opponets agree is the question?


Well just one question, I think more amid at Boro...I really think its a moot point though about hoping for an actual MoM 2....what i meant before is i think the only obstical would actually be Sid Meir....but you were saying its Atari?
I was saying Sid cause they used his engine to create MoM...and if I remember right gave him some kinda deal n cut in their company for it, niw wuth that company gone...I would think anyone could just use the title?...only sid would block it for using his engine?...or am i wrong here?

littlenog 20-01-2008 02:46 AM

Of all the games here this one I think has the highest user rating of all the games at 4.1 :)

Scatty 20-01-2008 12:17 PM

It is a timeless game too, after all

marshal99 20-01-2008 12:53 PM

Why did Simtex fold anyway ? They only had a few titles but those titles (MOO , MOM) were very popular and i'm sure sold a lot to have make a tidy profit for the small company.
Their 2 impending titles were highly anticipated before they folded , Mech Lords & Guardian : heroes of justice sounded fantastic and would no doubt proven to be a success. It's such a shame that both projects will never see the light of day. :(

Mech Lords
http://www.youtube.com/watch?v=ns0hjjdCH5E

pepe4158 21-01-2008 12:35 AM

Yeah dunno Marshal why they folded.....wish someone knew exactly?

I just heard from rumors, that when they had programmed MoM, Sid Meir had allowed them to use his Civ 1 engine as a starting point in exchange for a share of the company or something like that, and you can obviously see the similarties.

Sid then changed the Civ. games out of the city screen, and never made a tactical combat for it, both mistakes in my opinion, but even so, Civ 4 is a great game.

What I am getting at is, at least I would bet, for there to be an actual MoM II, using a similar, but updated game engine, one would have to get by Sid Meir first cuz hed probably sue to stop it.......but dunno if thats the real case?

Borodin 21-01-2008 05:07 AM

The Civ engine wasn't Sid's. He was responsible for the AI, and in any case, the engine (and title) were owned by Microprose. So when MoM was made, Sid didn't have to be involved, because MoM was also a Microprose title.

do54 05-04-2008 02:33 AM

installing MOM
 
can anyone help me out? i downloaded the game and unzipped it. what do i need to do to make it work?

thanks

dosraider 05-04-2008 06:18 AM

This:
A beginner's guide to DOSBox

Zaru 10-05-2008 02:10 PM

Hi there.
I wonder if anyone encountered a problem that I had. In certain moments during the game (i.e. when you acquire an item from dungeon or when certain event occurs) the game freezes but the player is able to move the cursor. The in-game buttons do not respond to clicking. This happens both while MoM is working under DosBox and WindowsXP with VDMSound. I can't find a way to fix that.

Scatty 10-05-2008 05:59 PM

Does it help if you increase the CPU cycles in DosBox with CTRL+F12 to 24000?

Zaru 10-05-2008 11:37 PM

Hi, Scatty.
I always use cycles set to max for maximum efficiency. The problem happens on my Toshiba laptop, a quite old piece of machinery I must say (celeron). I'll try to wait over this 'semi-lock-up', maybe it's just a matter of time.
This problem didn't yet occurred on my desktop rig.

PS. I didn't mention it before but I tried to manipulate with CPU Core settings by trying the Normal core instead of Dynamic - with no effect. I don't quite think that it could be a problem of DosBox settings because, as I have written before, it occurs also when MoM is launched under XP with VDMS.

Scatty 12-05-2008 05:25 PM

Maybe you have a corrupt copy of the game. Did you download it from Abandonia?

Deathsangel 02-07-2008 08:02 PM

As post from someone that can finish the Impossible, Powerful Magic, 4 opponents mode (so toughest).

Yeah, there is a modification (actually two) out there that allows multiplayer. I have a modification (at least not the second, maybe the first, I may have yet another...) and I have included a link where you can download it. It was not originally in the game.

What is the advantage of Archers over Mages and visa versa?
Archer can hit units with magic immunity - Sky Drake and Sorcery spells can give this.
Mages have no trouble with protections from arrows again. - like skeletons are immune, and some magic items give.

This site has loads of information to get started, and some insanely scores which you can read if you let the last wizard live as being quick does not yield as much points for your score as your inhabitants and stuff.

Robsie 03-07-2008 06:00 PM

Using Master of Magic with the latest DosBOX version i encounter no problem during the gameplay, with the correct cycles according to my system it even plays smoothly with sounds.

But, i notice that the waiting between 2 turns is strangely long, even when playing with only 1 AI wizard against mine.

Is this normal ? or is this related to this version of DosBOX, as i noticed some DosBOX versions runs some games better than other.

Scatty 03-07-2008 07:27 PM

Hmm, I don't know, I have long waiting times between turns with all 4 opponents in advanced stages of the game only, when they've built up their cities and many units which they're moving along the map. Otherwise it's pretty smooth.
How many cycles have you set while playing the game? If it's less than 20000 that might explain it, set it to 24000-25000 if possible and that should help it.

Robsie 03-07-2008 08:50 PM

I was just at +/- 8000 cycles, as the games felt smooth (out of the waiting time during 2 turns) at that point, i will try to see if by increasing it i can lower that waiting time.
Thanks

ajoin007 06-07-2008 04:36 PM

i can't run the game, i first gave 5000 exopanded memory (got that far) but then when i want to start it gives a black screen and stops any hints what to do?

The Fifth Horseman 06-07-2008 04:46 PM

Try running the game in DOSBox.

ajoin007 06-07-2008 07:21 PM

well when i start the game without sound, it works in dosbox. When i press install and then wtart the game it doesnt work nemore.
I always take pro soundblaster (later)

ajoin007 06-07-2008 07:26 PM

ok when i turn of all the sound the game works what should i take for having sound?

Eagle of Fire 06-07-2008 07:37 PM

Use DOSBox, or if it's only a sound issue VDMSound can work too.

dosraider 06-07-2008 07:41 PM

Or on a default dosbox config:
choose Sb original
hit the 'configure card' button and set params to:
adr220 hex
IRQ7
DRQ1
Works fine.
For music ànd digitized effects.

ajoin007 07-07-2008 10:16 AM

No When I Enter A Soundcard It Crashes

dosraider 07-07-2008 10:46 AM

Then you did something wrong.
Not 'a' soundcard, SB original for music and effects.
Also hit the 'configure' button, and set params properly for music AND effects.
Works fine for me, really, default dosbox config file, nothing altered.

Did you correctly unpacked? You should have some 123 files in you game dir.
Maybe you would better delete the game folder and start over from scratch, can help.


[Edit]
There you'll find the two config files for MoM in dosbox 0.72.
Overwrite the old ones.

http://www.abandonia.com/vbullet/showthread.php?t=17514

Should you still have problems, reply there and give ALL your mount lines, fully detailed please.

ajoin007 08-07-2008 10:19 AM

1st sorry but i cant post there i dont have the privelege of the admin or something like that.

2nd still not working. the only lmine i can see in dos is reconfigure hardware options

dosraider 08-07-2008 10:51 AM

Hmmm, you can't download an attached file aslong as you have that n/a thing it seems...
There, on 4shared it will work for you:
http://www.4shared.com/file/54341463...e9/momcfg.html
Put those two files in your MoM folder, overwrite the old ones.
Works in dosbox 0.72.
BTW, think you would better delete the old folder, and startover from a fresh one.

MrShadow 15-07-2008 03:49 AM

I've been playing Master of Magic daily for the past 3 weeks.

I am lucky to have an older computer (Pentium 200Mhz) on which the game runs smoothly, but still crashes sometimes.

My favorite race is High Men. They have the best unit, Paladins. In my current game, just 2 Paladins (aided by 2 Gorgons) vanquished the heavily defended capital cities of two enemy wizard who had the audacity to occupy the same continent as me!

Second favorite race is Nomads. They can build Griffins (which are nearly as good as Paladins) and Rangers are nice with Pathfinding and decent missile attack.

Another good race is High Elves. The Elven Lords are almost as good as Paladins and are quicker to build, but High Elves can't build Priests, which are useful to purify corrupted lands. Pegasai are expensive scouts, but don't fight too well.

Many like Halflings, but while Slingers are very good, I find the race itself very boring to play because they can only make 5 different units (spearmen, swordsmen, bowmen, shaman and slingers)

I always raze cities of the following races: Klackons, Gnoll and Orc. I sometimes keep Barbarian cities, because their Beserkers are useful.

Other races I like, but not as main race: Dwarves, Beastmen and Dark Elves.

Magic:

Nature magic has the best summons: Great Wyrm, Colossus, Gorgons.

Death magic also has some very good summons and I play it often enough: Death Knights can kill anything except Chaos Spawn and Gorgons. Also good are Shadow Demons, Wraiths, Demon Lords and Night Stalkers.

Chaos magic had the best offensive spells... Flame Strike hits all enemy targets and make winning fights easy. Doom Bolt and Disintegrate also hurt the enemy bad. Creature summoning is almost tops with Chaos too: Great Drake (not as good as Sky Drake, but still worthy), Hydra (slow but deadly), Chimeras, Fire Giants and Doom Bats.

Sorcery has some good summons: Sky Drake (the best in the game) and Storm Giants. In combat you get: Phantom Beasts and Air Elementals to crush the enemy. If you get Wind Walking, you can cover a lot of territory fast.

Life magic gets you the best hero: Torin.

I don't know it anyone here posted this link already:
http://faqs.ign.com/articles/372/372466p1.html
It's a great MOM strategy guide. Check it out for great info.

Master of Magic is my all-time favorite game.

nvrmre 15-07-2008 04:45 AM

I just started playing this game the other day, and so far I like it. It reminds me a bit of one of the older Civ games with a fantasy twist (both good things in my opinion!).

I've noticed that this game seems to have a real following, so I'm curious to venture further.

CorruptMylar 16-08-2008 09:35 PM

I have a question if someone would like to offer an opinion/advice.

There is a place that I'm looking to settle. I can get 4 piles of crystals if I settle in that spot. Also,if I settle there I can get 16 max pop. Not bad. With my dwarfs I can maximize their potential as well.

However, just north is a river bend where I can get 20 max pop. But it will run into the prime location for getting the crystals.

So I ask thee, would it be better to max out the population and build an ancillary city to take advantage of the specials or try to average population and terrain specials.

Here is a screenshot.
http://img501.imageshack.us/my.php?i...dcity16mx4.jpg

And in general, are little cities even worth it. Is it good strategy to completely spam the land with settlers like the computer does?

Scatty 17-08-2008 06:23 AM

Well generally, the higher population of a town, the more gold it will produce for each round. Keep in mind that the maximum population of a town will also be raised once you've build the granary and that food market or whatever it's called (I have a German version).
But building a town with so many crystals nearby will boost the mana per round for at least 6 points which is something. I would suggest though you build the town just one tile to the east on the same horizontal length so you get the gold ore as well, then it would be the best solution as long as the maximum population won't be less than 14. Shouldn't be though since it's close to the river, and besides it will get one more plain tile instead of a desert tile.

Borodin 17-08-2008 09:13 PM

Quote:

Originally Posted by nvrmre (Post 330960)
I just started playing this game the other day, and so far I like it. It reminds me a bit of one of the older Civ games with a fantasy twist (both good things in my opinion!).

When the game first came out, we were all struck by how much it appeared to be Civ in a fantasy world setting. That was a part of its charm. The screen was deliberately set out to imitate Civ, which was possible because Microprose was the publisher for both games.

jasonmloh 27-08-2008 08:39 AM

The copy of Master of Magic found here requires a patch (patch 1.31). The one I am having is the final retail version (doesn't require a patch and no bugs, although I am not to sure). I have been playing this game for several months and not a single problem, except that it runs slow in dosbox 0.72. I would like to upload this final version to this website but I need to know if it's ok to do so (Kosta, all admin and moderators I hope you are reading this).
________
Lovely Wendie99

The Fifth Horseman 27-08-2008 09:21 AM

Yep, we'd love to have it on Abandonia :D

Borodin 29-08-2008 03:01 PM

Final retail was much earlier than 1.31. The game was only released once, and the patches were added later.

BenShami 21-10-2008 05:59 PM

Well Sid Meiers worked on both Civ and Master of Magic at Microprose

Borodin 22-10-2008 03:21 AM

Quote:

Originally Posted by BenShami (Post 340654)
Well Sid Meiers worked on both Civ and Master of Magic at Microprose

No, Meier didn't. You may be thinking of the original Civilization, which
the city screen in Master of Magic is deliberately patterned after, but Sid had no involvement in MoM.

iris030380 25-10-2008 06:03 PM

Problem with this game...
 
Hi.

I've been playing this for a while now, but after reinstalling Windows I found a problem. The game will no longer let me save. If I quit out of the game and run wizards.exe then I can carry on where I left off, sort of an autosave, but going to the disk menu in-game the "save" button is no longer availible. I am running under DOSBOX 0.72, same as before. I have tried 3 different downloads of the game, including my original that I was playing before. The one from the Underdogs is broken, so I can't try that. Any advice? No save option makes the game very difficult to win.

Thanks

PS. Other great old games to try ...

Terminator : Skynet
Terminator : Future Shock
Dune 2
Death Rally
Redneck Rampage

Japo 26-10-2008 01:57 AM

I think it's a feature, not a bug. You can start the game with magic.exe instead and you should be able to save and load.

ManicLurker 27-12-2008 02:37 PM

Vdms
 
Quote:

Originally Posted by DiamondSoul (Post 8662)
DosBox is amazing, but sometimes the speed in the game doesn't adjust to the sound of it so it runs kind of clunky (as is the case in Master of Magic), it doesn't run as smooth as it can on just VDMS. Problem is, it's kind of tricky to get the settings for it to actually run without DosBox, but the effort is well worth it for this game :)

How do I do this... I'm not big into the 'messing around with DOS', and never was.

DrakonSan 30-12-2008 06:10 PM

Master of Magic Map Editor
 
There was at one time a pair of map editors for MoM, but neither was ever completed. One allowed you to pick and place tiles via GUI, but only for Arcanus. No node or lair movement was allowed, no road editing, no special features, but you COULD place basic terrain with no problem and it functioned properly in game.

The other map editor used numbers and symbols to represent basic terrain, features, lairs, nodes, and roads for both Arcanus and Myrror. However, only the terrain features seemed to work. I could never erase those blasted roads the game makes at world creation.

If anyone knows where I could pick up either editor, I would greatly appreciate it. Sadly, the "magic smoke" escaped from the Win98 machine these editors were on, and the HDD is inaccessible.

Also, does anyone know how to extract the map tile graphics from any of the .LBX libraries?

Erich Zann 20-02-2009 12:36 PM

Best game ever, bar none.

danielsrt 22-02-2009 09:22 PM

help with sound
 
this is a great game, i have an old compaq presario intel with win95, i can play the game perfectly without sound but i dont know how to configure the soundcards or any way to play it with sound, i dont even know what soundcard i have on the computer. anybody knows how i could make the sound work? when i've tried to make it work it tells me i dont have enough memory and to delete non essential TSRs, what are those?

The Fifth Horseman 22-02-2009 10:06 PM

Quote:

i dont even know what soundcard i have on the computer. anybody knows how i could make the sound work?
To begin with, you'll need DOS drivers for that soundcard. And, of course, identification of what exact soundcard is that. There's a program called "EVEREST" (google for "Everest Home") that's pretty good at identifying older components.
Quote:

when i've tried to make it work it tells me i dont have enough memory and to delete non essential TSRs, what are those?
Reboot into DOS mode and run from there.

The memory issue most likely refers to Expanded/Extended memory (DOS-specific ways of handling larger amounts of RAM - for a given value of "larger").
TSR = Terminate and Stay Resident = a very limited form of multi-tasking used in DOS.

Eagle of Fire 22-02-2009 11:06 PM

This thread may prove quite usefull. Read carefully the quoted guide too.

danielsrt 23-02-2009 03:22 AM

thank very much, i'll try all the options, i've actually been waiting and trying to find a way to play this game since i saw my cousin play it aproximately 8 years ago, i already played it a while without sound and its amazing, i don't believe there's a strategy game today that compares to this one, this is kind of like a strategy civ building rpg, hopefully with this i'll make the sound work, vdmsound works for win95?

dosraider 23-02-2009 05:16 AM

Quote:

Originally Posted by danielsrt (Post 353669)
... vdmsound works for win95?

Nope, W2K, XP and Vista, won't work in any W9X.

Eagle of Fire 23-02-2009 05:30 AM

Exactly as Dosraider said. But since you are using Win95 then read the quoted guide like I said. It's made especially for you and I used it myself quite often when I was still running Win98SE. :)

danielsrt 23-02-2009 06:12 AM

the sound works in the intro now and I managed to configure the sounds cards but it doesnt let me play the game, it still tells me I need more memory. I tried to edit the config.sys like the (excellent) guide told me but each time i tried it said I needed either more conventional memory or expanded memory the exact quantities varied from 583k to 2700, any thoughts?

Eagle of Fire 23-02-2009 06:17 AM

Did you try section 2.1.1 and 2.1.2?

If you don't have those files installed they should be hidden somewhere on the Win95/98 installation CD.

Edit: Also, the readme.txt file coming with the game give out quite a fair amount of hints toward configuring sound and memory in a DOS environement.

Japo 23-02-2009 05:58 PM

If there isn't enough conventional memory, try running the game "in DOS mode" (rebooting). If there isn't enough yet, take out the drivers for CD-ROM support for example. You can find all the options in the executable's properties.

GiacomoLar 25-02-2009 05:52 PM

settlers
 
hi, i don't know if this is the right section of the forum, but i'm going to try.... someone should me explain how to use the settlers?
sorry for my terrible english
thanks

Giacomo

esgmaster 26-02-2009 02:43 AM

If I recall correctly it should be the build button.

GiacomoLar 26-02-2009 06:06 AM

but the build bottom is not active in every places...
i have to choose a paticular type of ground?
thanks

Giacomo

esgmaster 26-02-2009 05:05 PM

No you don't have to choose a paticular type of terrain, it has to be 3 squares away from a town. I think you click on the settlers before you move then I believe, then hit the build button.

Japo 26-02-2009 05:54 PM

True, but you want to look for particular spots. One of the advisors (F1 I think) tells you the idoneity of each tile, there are great differences for maximum populace, trade, and production. River mouths are specially good for trade.

laiocfar 27-02-2009 01:04 AM

Build them on grassland and if there is a river, better.

another_guest 27-02-2009 06:00 AM

Or of course special mines. And it's always a tough choice whether to go for 2 cities without special bonuses versus 1 city with a decent gold or food bonus but a lower total population cap.
I very much favor rivers as well or squares with deer, makes for a nice food bonus that helps you to speed up your production early on.

shui 28-02-2009 02:41 PM

hhheeeelllppp

I've downloaded it but can't get it to work or instal or anything and I don't know how the hell dosbox works :(

[edited]

Mighty Midget 28-02-2009 02:44 PM

For DOSBox http://abandonia.com/vbullet/forumdisplay.php?f=90

Feel free to ask around in the troubleshooting section of these forums, if you still have questions.

Also, please don't post your email address on these forums.

CrybKeeper 22-03-2009 02:09 PM

MoM Saved Game Editor
 
Quote:

Originally Posted by Scatty (Post 309783)
I don't think there was ever a map editor for Master of Magic, probably for the simple reason that every time you start a new game, the world is generated randomly, so there's not really a point for such editor.

Just a heads up everyone, There actually was a hastely made editor for MoM PC version:

I found and used this game/trainer/editor. It doesn't take long to figure out using the Item maker, or general MoM Editor, but the Map editor will take you some time to understand, unless you really know your DOS. You can edit both planes!

It works in DOS mode, with the standard DOS commands. There are two EXEcute files and Includes a somewhat helpful, help file. This editor allows you to, edit the map(EDMAP.EXE), or edit your spells, gold, attributes,plus more(EDMOM.EXE), of any previously saved games. Simply drag the chosen EXE file into DOSBox and open your previously saved game.

LINK: http://www.mofunzone.com/game_traine...of_magic.shtml

Also, the manual and spell book are still avialable for download, as mentioned here in this thread, a couple years back.

LINKS:

SpellBook(pdf):http://www.replacementdocs.com/download.php?view.642

English Manual(pdf):http://www.replacementdocs.com/download.php?view.641

EDIT:

Apparently, I'm using an old version of DOSBox.
Anyways, use that F1 key, to understand how most of this editor works.
If there is anyone willing to figure out the MAP editor, good luck on that and please let us know how it works?

This image is of the EDMOM.EXE screen. I have tested this one out, for the most part. The basic stuff, does save and change in game, successfully.

I edited my gold in this shot, from around 1000gp, to 11,000 or so. It Works quite well!

http://i489.photobucket.com/albums/r.../copluy45i.jpg

FINAL EDIT: In case anyone is interested, I can write a nice tutorial on how to use this editor. It is working quite well for me, including the Map Editor. I have been saving screenshots as I discovered all the uses of this editor. Also some bugs, that aren't too serious, but could be annoying. Only wish I could find the original creator and get permission to continue hosting the app. It could also be tweaked, to run a little smoother.

argaven 12-06-2009 04:28 PM

unable to run Master of Magic
 
Quote:

Originally Posted by Kosta (Post 8622)
Feel free to comment and discuss this game here. Also, if you have any useful tips or tricks don't hesitate to share them with the others! Thanks!

Review and Download (if available)

Hi, I just downloaded MoM, and neither the "magic.exe" nor the "install.exe" will run. When I try "magic.exe" I see a brief dos screen which then closes itself. When I attempt "install.exe" a dos screen opens and reports
"invalid option: Magic/install.exe"

What should I try next?

Simoneer 12-06-2009 04:36 PM

:doh:

Use DOSBox.

argaven 12-06-2009 06:56 PM

Quote:

Originally Posted by Simoneer (Post 369701)
:doh:

Use DOSBox.

Simoneer, Thanks, I installed dosbox and it runs fine. I configured it as instructed, but when i try to run the 'magic.exe' i get the message "run install to configure Master of Magic". Running install.exe from dosbox lets me configure sound options, but thats all it does. Afterwards I'm still unable to start the game and I keep getting the "run install" message. Any suggestions?

Simoneer 12-06-2009 06:59 PM

No problem. And sorry for the negativity that facepalm brought.

Are you sure you configured the sound options properly?

Tell us what exactly it is you're doing, in detail.

argaven 12-06-2009 08:41 PM

Quote:

Originally Posted by Simoneer (Post 369722)
No problem. And sorry for the negativity that facepalm brought.

Are you sure you configured the sound options properly?

Tell us what exactly it is you're doing, in detail.

NP on the facepalm, it's only as much as newbs deserve..

I have all my MoM files in a folder called "Magic" in my "oldgames" directory in my c drive. I then open dosbox and at the z prompt type "MOUNT C C:\OLDGAMES and it displays "Drive C mounted as local directory C:\OLDGAMES\

I then I switch to the c drive, and type in cd magic. It then displays C:\magic>

At this point, when I type in "magic" it SHOULD start the game. Instead, it tells me to run the install program. I do, and it has me configure the sound options. Since all the sound options are archaic and not available on my computer, I didn't choose any of the options on either list. I'm then instructed to either configure sound again, read the "readme.txt" file or exit the install program, which I do.

dosraider 12-06-2009 08:57 PM

Quote:

Originally Posted by argaven (Post 369735)
Since all the sound options are archaic and not available on my computer, I didn't choose any of the options on either list. I'm then instructed to either configure sound again, read the "readme.txt" file or exit the install program, which I do.

:no:
Dosbox's emulated sound settings, not the ones of your hardware.
Dosbox default settings are:

SB or SB Pro
Adr 220
IRQ7
DMA1
HDMA5

argaven 12-06-2009 09:49 PM

Quote:

Originally Posted by dosraider (Post 369736)
:no:
Dosbox's emulated sound settings, not the ones of your hardware.
Dosbox default settings are:

SB or SB Pro
Adr 220
IRQ7
DMA1
HDMA5

Thanks dosraider, it seems to be working now, but it's on a very small screen and TERRIBLY slow. Any way to speed this sucker up a bit?

P.S. Seeing all those little soldier icons again and all the building choices after 15 years is like coming home...what a thrill.

argaven 12-06-2009 09:52 PM

Quote:

Originally Posted by sarua (Post 9305)
Also every Dark elf unit has ranged atack. But other Myrran races also are extremly tough. Trols with their regeneration are almost imortal when yuo cast few spels on them. Dragon untis can fly so they don`t need ships.

How do you get to pick your special ability again? I just started the game and I wasn't offered a special. Where exactly is that?

El Quia 13-06-2009 12:15 AM

To go full screen, you need to press alt+return. And to speed up things, ctrl+F12 is your friend. Although I wouldn't go insane with that, because past certain point, it will degrade performance, depending on your specifications. I recommend you to set cycles=max in your dosbox .conf file.

Simoneer 13-06-2009 12:17 AM

Isn't it CTRL + F12? Or if it was ALT + F12?

The Fifth Horseman 13-06-2009 10:45 AM

It's CTRL, yes.

argaven 13-06-2009 03:32 PM

Quote:

Originally Posted by El Quia (Post 369759)
To go full screen, you need to press alt+return. And to speed up things, ctrl+F12 is your friend. Although I wouldn't go insane with that, because past certain point, it will degrade performance, depending on your specifications. I recommend you to set cycles=max in your dosbox .conf file.

Hmmm, I don't see a .conf file in my dosbox folder. Where can I access that file?

_r.u.s.s. 13-06-2009 04:08 PM

you are probably using the latest dosbox, they moved the config file to user directory because of issues with vista

it's located in the folder with your name (where your documents are), in local settings\application data
or there is this button called "edit dosbox configuration" in your start folder, in dosbox directory

argaven 13-06-2009 05:20 PM

Quote:

Originally Posted by _r.u.s.s. (Post 369861)
you are probably using the latest dosbox, they moved the config file to user directory because of issues with vista

it's located in the folder with your name (where your documents are), in local settings\application data
or there is this button called "edit dosbox configuration" in your start folder, in dosbox directory

Found it, thanks. It's set to "max" now, but i dont detect any performance change. Probably because I'm in the middle of a game...

Simoneer 13-06-2009 05:21 PM

Then do it manually with CTRL + F12, for now.

Scatty 16-06-2009 02:12 PM

Or set the cycles in dosbox.conf under the [cpu] section to the amount you need for it to be set each time you run DosBox.

CrybKeeper 18-06-2009 06:26 PM

I play this gem religiously. Ctrl+F12 and tap the F12, 4 times to set cycles to 5000 and the game runs fairly fast. This is probably due to my processor, but I have tried 6000 and all was well for about an hour and then the game went bonkers and froze. Happened twice, so I set DOsBox0.65, to 5000 and all is well. My CPU is not running hot. P4 2.3gig.

Guest 23-06-2009 08:12 PM

How to Save?
 
For some reason the "Save" option does not come up when I play. Any idea how to save a game? The installation did not make a save folder. Is there a folder I need to make for saves? (I tried to make a "save" and a "saves" folder. Neither one worked.)

zirkoni 23-06-2009 08:18 PM

Click "Game" and then one of the empty boxes that appear.

Guest 24-06-2009 12:12 AM

Quote:

Originally Posted by zirkoni (Post 371998)
Click "Game" and then one of the empty boxes that appear.

Ok, I see. Thanks for the help.

evil_heights 06-07-2009 07:19 AM

I can't get this game to work
 
No one has posted in here for a couple years but, I can't get this game to run. I have DOSBox and it says it can't run it

Icewolf 06-07-2009 07:28 AM

Quote:

Originally Posted by evil_heights (Post 374177)
No one has posted in here for a couple years but, I can't get this game to run. I have DOSBox and it says it can't run it

Like - what does it "say" "EXACTLY"? :sneaky:

evil_heights 06-07-2009 07:43 AM

Quote:

Originally Posted by Icewolf (Post 374179)
Like - what does it "say" "EXACTLY"? :sneaky:

It automatically mounts the directory and goes to the c prompt but where do i go from there?

evil_heights 06-07-2009 08:06 AM

Nothing works. everything is "unable to change" when i cd magic. Or says "illegal command" for magic

Icewolf 06-07-2009 08:09 AM

Quote:

Originally Posted by evil_heights (Post 374184)
Nothing works. everything is "unable to change" when i cd magic. Or says "illegal command" for magic

Did you drag the excutable over the DosBox-icon? :huh:

Did you try "dir" in DosBox?
If your directory-name is longer than eight characters it does something like this with it:
C:\magic~1\

Check it out! :D

kip68 06-07-2009 10:32 PM

I first got Master of Magic out of a bargain bin for less than $5 back in 1995. I instantly fell in love with the game. I have since sold that CD Rom on Ebay for a crazy profit and still continue to play the game until this day. MOM is quite possibly my favorite game of all time.

evil_heights 07-07-2009 05:29 AM

Quote:

Originally Posted by Icewolf (Post 374186)
Did you drag the excutable over the DosBox-icon? :huh:

Did you try "dir" in DosBox?
If your directory-name is longer than eight characters it does something like this with it:
C:\magic~1\

Check it out! :D

ThX been playing it all day. now I need to speed it up

Scatty 07-07-2009 08:37 AM

Which you can do with increasing the CPU cycles in DosBox by pressing CTRL+F12 (CTRL+F11 decreases them). But do that better before you start the game.

Icewolf 07-07-2009 09:16 AM

Quote:

Originally Posted by Scatty (Post 374455)
Which you can do with increasing the CPU cycles in DosBox by pressing CTRL+F12 (CTRL+F11 decreases them). But do that better before you start the game.

I'd like to add that you can preset the cycles when you look into the "DosBox.conf"-file.
You can reach it over the windows start menu (assuming that you use WIN) in the DosBox-folder.
It's commented quite thoroughly so that you should not have problems editing it. :OK:

Xfieldok 07-07-2009 01:31 PM

Impossible Level
 
Hi
Has anyone managed to complete a game on this level? I used to play regularly, and sometimes win, before I upgraded it.

Now I generally get hit with something like Ammageddon and attacked by 9 wraiths within the first 20 moves or so. I don't think I have ever got past about 50 moves.

:mad:

carriath 07-07-2009 11:55 PM

Sharree
 
My cousins would like to get started on this game, but their parents would freak if they saw Sharree with her nothing but a loin cloth, even though it's pixelart.


I've already swapped her with Merlin under Wizards.lbx and Wizlab.lbx

Any Lbx editors know which one to edit so that in the losing vortex she is swapped?

you can e-mail me at [Edited]

I may not be monitoring this post very often

Borodin 09-07-2009 08:18 PM

Quote:

Has anyone managed to complete a game on this level?
On what level? I've beaten the game on the highest level, but only on my terms--that is, with halflings in the dark side of the universe, near a nice deposit of +2 stone for mining.

another_guest 09-07-2009 08:44 PM

Quote:

Originally Posted by Borodin (Post 375082)
On what level? I've beaten the game on the highest level, but only on my terms--that is, with halflings in the dark side of the universe, near a nice deposit of +2 stone for mining.

Xfieldok mentioned "impossible level" in the title of his post, I also missed it the first time :)
I can't comment, never tried that difficulty level...

malthusis 12-07-2009 05:46 PM

Unoffical Expansion
 
I found a very interesting unoffical patch that looks like it rebalances the entire game (Klackons are now good? :laugh:) and partially fixes some bugs by taking away the offending spells and replacing them with better ones as well as make some spells better/worse.

Here's a download link:

http://www.dragonsword.com/magic.php

(Note: Since you're replacing some .lbx files from the old game, you may want to make a brand new folder to try this out).

Enjoy!

Japo 12-07-2009 07:32 PM

Back in the time I managed to beat the game in Impossible. My strategy was moving against the enemy capitals as soon as I had a suitable army, disregarding everything else. IIRC when a wizard is defeated, his cities turn barbarian (brown flag) and they never take any initiative. They won't move against you, and you can take the cities one by one whenever you feel like.

Yes Or Nay 12-07-2009 08:17 PM

Well attacking as soon as you have the needed supplies is, I am afraid, the only approach with which you can beat the game on Impossible. If given enough time (which is not that much on Imp), they will amass huge armies and attack you, and this attack is very fast, because the computer seems to automatically know where exactly you are on the map. :)

Xfieldok 19-07-2009 04:22 PM

Thanks for the info on impossible, I think I will stick to hard.

Can anyone tell me how the scoring works? Some is obvious but how do the Years work?

And what's the highest score you have heard of?

MoMguru 12-08-2009 04:31 PM

re: Impossible level
 
Quote:

Originally Posted by Xfieldok (Post 374542)
Hi
Has anyone managed to complete a game on this level? I used to play regularly, and sometimes win, before I upgraded it.

Now I generally get hit with something like Ammageddon and attacked by 9 wraiths within the first 20 moves or so. I don't think I have ever got past about 50 moves.

:mad:

Just finished winning an impossible game. Impossible level was fairly easy in the original release, but the 1.31 upgrade makes it much harder. Enemy wizards do not die when their tower is destroyed (on impossible level), they are merely banished for a few turns. To finish off an enemy wizard you must take every last city from him. His forces will actively defend while he is banished, but cannot use spells.

I like to take runemaster and artificer, this lets you create magic items for half the mana you get back when destroying them, which really pumps your mana early game. A semi-exploit, I suppose, but on impossible you need all the help you can get. Warlord is also very helpful. I don't play on Myrros at high difficulty, growth is too slow to be worthwhile. I don't have a lot of faith in heroes or summoned creatures, I prefer developing the high end military units as soon as possible. Stacks of 8 magicians + 1 paladin work well against most enemy wizard cities. My favorite races are barbarians, high elves, and high men.

Smiling Spectre 12-08-2009 07:58 PM

I think, this game is too easy even on Impossible. I beat it, like, five-six times on Impossible without any speeding. I like to explore everything and only then kill enemies - or don't kill, but cast Spell of Mastery. :)

Two keywords: Regenerations and Diplomacy. :)

And yes, it was 1.31. :)

Borodin 16-08-2009 04:40 AM

Quote:

Originally Posted by Smiling Spectre (Post 379452)
I think, this game is too easy even on Impossible. I beat it, like, five-six times on Impossible without any speeding. I like to explore everything and only then kill enemies - or don't kill, but cast Spell of Mastery. :)

Two keywords: Regenerations and Diplomacy. :)

And yes, it was 1.31. :)

What makes it easy--and I know this has been said, before--is that the AI is too stiff in its rules. They simply made a wonderfully complex game, and had trouble making an opponent that could handle all the parameters. Stardock's opponents are much better at that, and if you want to see a really fantastic AI, try Cryptic Comet's Armageddon Empires.

I know Stardock is working on a fantasy-based strategy title with some MoM-like elements. That will be interesting to see, though I admit I like the Civilization-style interface in MoM better than what Stardock does. Still, if they can reproduce a lot of those classic elements and produce a great AI, who am I to complain?

Oh, and Cryptic Comet is producing a fantasy-based strategy title set in Milton's Hell. That should be ready in about a month.

Smiling Spectre 16-08-2009 07:40 AM

Yes, AI broke MoM, that itself is fantastic (or else I would not trying to beat it so much times. Most games have 1 try for me. Or lesser. :)

The same problem plagued, for example, Space Empire IV and, for less extent - Alpha Centaury. Amazing technologies, that broke gameplay, because opponent cannot properly handle it. :( (In case of SE4 battle AI of opponent is impressive. It is diplomacy, that broke game completely).

BTW, site of Stardock's Elemental: War of Magic worth to see. Especially it's journals. I cannot say anything about interface, because Frogboy repeated now and again "everything on move now". :)

Stardock's GalCivs have very impressive diplomacy, but, in turn, it is very hostile one (at least in GalCiv1). For me it is the same problem as with Civilization 3: you need non-stop military rush, or else you will be crushed by your former allies. It haven't place for peaceful diplomat, as me. :)

Armageddon Empires is solid game. But too clumsy in interface with way too clever opponents (or it seems such for me, while I battle interface :) I gave it about six tries, then gave up: when you feel your own stupidness now and again just because you discover new "simply" feature, that put everything upside down... it is not very cool. And "permanent death after capital fall" not cool too... but I can live with it. :)

So just now my strategy favorite is Dominions 3. AI is strong enough to beat me, haven't diplomacy flaws (and diplomacy at all :)) but map is so large (if you want it), that you can react and tune army for every opponent. :)

another_guest 16-08-2009 08:45 AM

I'm also curious to see how Elemental turns out, this is the first game since MoM that actually has a good chance of bringing improvements over MoM. Unlike all those failed clones/copies that brought a weaker, simplified, far less fun version with updated graphics.

I can't remember how GalCiv 1 was like but I would say it's definitely possible to play peacefully in GalCiv 2, thanks to many diplomatic elements that can help to get good relations with other races. Plus you can bribe other races into going to war with each other, which leaves you in peace :whistling:

That's the main point where I expect Elemental to be quite different from MoM: the diplomacy section. For all MoM's great qualities, I always felt the diplomacy was its weakest point, with allied wizards suddenly becoming hostile for no apparent reason.

Still have to check Armageddon Empires, I downloaded the demo months ago but haven't gotten around to trying it...

Smiling Spectre 16-08-2009 12:08 PM

Quote:

Originally Posted by another_guest (Post 379683)
For all MoM's great qualities, I always felt the diplomacy was its weakest point, with allied wizards suddenly becoming hostile for no apparent reason.

Actually, I never seen such situation - after some degree, of course. :) Most wizards have degrading relations with you, but simultaneously relations improved, when you have treaty and greatly improved, when it is alliance. :) Usually treaty is enough to keep them in one state, and alliance supress problems completely. So I simply bought they free will up to needed degree. :)

But! There is one exclusion: if your any unit in "warning" area (3 squares all-around) from any opponent's city, then "warning counter" starts and opponent says "remove it!". After three turns, if any unit of yours (not necessary the same, also not necessary staing in range all this time) will be found in warning range - it will be counted as "war" from your side, and you will receive message about your treachery. :)
Quote:

Still have to check Armageddon Empires, I downloaded the demo months ago but haven't gotten around to trying it...
Take theirs manual - you will need it. :) Game is very tangled even with it, but without manual it became near to impossible. :)

CrybKeeper 16-08-2009 02:28 PM

CHEAT??? Wanted to post this one more time...
 
Quote:

Originally Posted by Scatty (Post 309783)
I don't think there was ever a map editor for Master of Magic, probably for the simple reason that every time you start a new game, the world is generated randomly, so there's not really a point for such editor.

Just a heads up everyone, There actually was a hastely made editor for MoM PC version:

I found and used this game/trainer/editor. It doesn't take long to figure out using the Item maker, or general MoM Editor, but the Map editor will take you some time to understand, unless you really know your DOS. You can edit both planes, by simply clicking 'Tab'.

It works in DOS mode, with the standard DOS commands. There are two EXEcute files and Includes a somewhat helpful, help file. This editor allows you to, edit the map(EDMAP.EXE), or edit your spells(hit F5), gold, attributes,plus more(EDMOM.EXE), of any previously saved games.
Simply drag the chosen EXE file into DOSBox and open your previously saved game.
It will be something like this - 'edmap save7.gam'

LINK: http://www.mofunzone.com/game_traine...of_magic.shtml

Also, the manual and spell book are still avialable for download, as mentioned here in this thread, a couple years back.

LINKS:

SpellBook(pdf):http://www.replacementdocs.com/download.php?view.642

English Manual(pdf):http://www.replacementdocs.com/download.php?view.641

EDIT:

Apparently, I'm using an old version of DOSBox.
Anyways, use that F1 key, to understand how most of this editor works.
If there is anyone willing to figure out the MAP editor, good luck on that and please let us know how it works?

This image is of the EDMOM.EXE screen. I have tested this one out, for the most part. The basic stuff, does save and change in game, successfully.

I edited my gold in this shot, from around 1000gp, to 11,000 or so. It Works quite well!

http://i489.photobucket.com/albums/r.../copluy45i.jpg

another_guest 16-08-2009 06:45 PM

Quote:

Originally Posted by Smiling Spectre (Post 379699)
...
Take theirs manual - you will need it. :) Game is very tangled even with it, but without manual it became near to impossible. :)

Thanks for the advise! I already looked at the manual when I downloaded the demo and indeed it doesn't look easy to get into - probably the reason why I haven't tried it yet :)

kggoh 20-08-2009 07:52 AM

Quote:

Originally Posted by Xfieldok (Post 374542)
Hi
Has anyone managed to complete a game on this level? I used to play regularly, and sometimes win, before I upgraded it.

Now I generally get hit with something like Ammageddon and attacked by 9 wraiths within the first 20 moves or so. I don't think I have ever got past about 50 moves.

:mad:

Yes, I manage to win "Impossible level", I used Drawf (Golem + hero) that time i got night elf as neutral neighbour and they are week, i conquered them and built some warlocks (but this is later in the game). My books in beginning is 3 life, 3 nature. Warlord, Myarran. That time was lucky to get an hero in the beginning that has Agility* (3 gold upkeep) forgot his name.

Another thing is i am choosy on my starting place. I was lucky to have ath mine (magical weapons), wonderful rivers which boots my gold + growth, and i have a tree (which will dispel magic onto my city) and this come as a great help in later game, while the opponent wizards cast lot of spell on my home city.

I use a trick to see where my opponent are, alt-rvl to view map first, and decide what i need to do first then of course i will reload the game after i view the map, lucky another wizard in Myrran with me, and there is a land gap which i can block his troop from coming to my city with two units, and i did block it. So the only way he can come to my land is by air or by sea. Then i will make treaty with all wizard when i meet, non agrression pack with them. After get the pack up, every turn tried threathen the wizards for spells, even you're weaker as compare to them, sometimes they are willing to give in, don't ask me why. So is best to have your opponents to have scorery, choas, life, nature books (at least 5 each), later you can get some books from the node, to make 3, 3, 3, 2 books. i choose to have only 2 choas books. Now, by getting those spells from your enemy + ruins, I eventually have all spells even very rare. Is abit tough before i get Suppress magic up. But once i got it up + detect magic, i basically have everything in control, since if my enemy cast global spells, i have a chance to dispel it, if i failed to dispel it, i reload the game.

But i recommend you to get 3 life (a must) in beginning with a reason, so you can get incarnation from ruin, once u get that spell, cast it and summon Torin. Then if u can Invulnerability second, after u have that, get guardian spirit with Invulnerability + endurance. Then you can have a assasin. To get incarnation first or Invulnerability first, up to u but these should be the first two spell you should get from ruin. How do u know if u will get this spell on ruin? The trick is, if u win by fighting in a ruin, it gave u a spell, eg. u have 3 life books. The ruin gave u a rare life spell eg. Stream of life, ie. this ruin will give u incarnation, why? because both of these spell fall under rare. If u don't get what u want, reload game.

There are too much to explain, you have to try out your own. I have tried many times and won using this method. But now i want to try something else. All i must say is it depends on much on your luck.

Smiling Spectre 20-08-2009 03:08 PM

Hmm... I feel, I must replay this game another time. You made such hard strategies, and I usually win with several heroes and one army of trolls... %) Almost without reloads, yes.

Borodin 21-08-2009 04:51 AM

Quote:

Originally Posted by Smiling Spectre (Post 379678)
The same problem plagued, for example, Space Empire IV and, for less extent - Alpha Centaury. Amazing technologies, that broke gameplay, because opponent cannot properly handle it. :(

Absolute agreement. The AI simply can't handle everything i can build and do. Too bad, because it's probably the finest game of its kind (IMO).

Quote:

BTW, site of Stardock's Elemental: War of Magic worth to see. Especially it's journals. I cannot say anything about interface, because Frogboy repeated now and again "everything on move now". :)
That was the Stardock game in development I was referring to, above. Thanks for the website! I wasn't aware they had one for it, yet. I'm really eager to see how this turns out. You know Frogboy was originally supposed to develop an MoM II, right? Only the owners of the current rights insisted on so much control over the new game that Stardock backed out.

Quote:

Armageddon Empires is solid game. But too clumsy in interface with way too clever opponents (or it seems such for me, while I battle interface :) I gave it about six tries, then gave up: when you feel your own stupidness now and again just because you discover new "simply" feature, that put everything upside down... it is not very cool. And "permanent death after capital fall" not cool too... but I can live with it. :)
The interface for Solium Infernum looks better, if not exactly immersing. I expect the AI to be as good as AE's, which means it will be incredibly difficult to beat. Cryptic Comet makes *good* AI. :)

Quote:

So just now my strategy favorite is Dominions 3. AI is strong enough to beat me, haven't diplomacy flaws (and diplomacy at all :)) but map is so large (if you want it), that you can react and tune army for every opponent. :)
You obviously are a person of taste, and a noble scholar. :D Yes, that's one of my favorites.

Smiling Spectre 24-08-2009 08:01 PM

Quote:

Originally Posted by Borodin (Post 380252)
You obviously are a person of taste, and a noble scholar. :D Yes, that's one of my favorites.

Thank you. :)

BTW, last two days I spend in MoM.

Guys, you manage to found problems, where it is nothing. :)

I take custom wizard. It was one book of each: Nature, Life, Chaos and Sorcery, so research would be simple and short. :) Then Charismatic for diplomacy and heroes, Famous for the same thing and Warlord for one not-so-useful battle skill. Two picks remained, so I taken Node Mastery and one green book for last pick.

For race I take Halfings. It have little for buildings and even less useful units, to say the least. :)

And yes, it is v1.31, Impossible, four opponents, large earth and normal magic.

Well, beginning as slightly hard. I lose two towns for rampart monsters and one for neutrals before learn to build at least one spearman before building anything else. And halfling seasoned spearmen is surprisingly good against first level monsters!

Then I receved my first hero - Healer - and problems became easier.

Then I received second - Wind Mage - and with his Wind Walking all lesser lairs bows before this pair. Strenghten with two swordmen and two spearmen. :) Yes, several neutral towns fell too. :)

Then other players surfaced. Well, I made wizard pact with S'sra, and play some time with neutral Lo Pang and Freya. I managed to exchange lot of useful spells from this three, but no one harmful, except Phantom Warriors. After that Freya decide to kill me and was shrinked to one capital before agreed to made peace->wizard pact with me. Lo Pan was annoying, but never gave problems - four or five cities don't count. :) He made war - agreed to peace - made war again countless time, but his forces was not enough even to get city with three spearmen from me. And he even didn't tried, actually. :)

By this time S'sra manage to shift his capital to Myrran and Seal Planes. Here he become superstrong. I dispel his enchantment... and meet last wizard, Tauron. Uh-oh, this guy don't like jokes! He have ugly combat chaos spells like fireball and fire strike and several times he manage to start Armageddon and Great Wasting before I received Spell Blast). He and S'sra is way ahead of us, three other wizards... at least, so they thinked. :)

In that moment S'sra decide that he is overstrong, and proclaimed war to me. Ok, then he lose last four cities on day plane. :) But on the same time Tauron takes two other my cities. But he is chaotic. He starts wars, he stop wars. Not too much deal. And all Arcanus is mine at this time!

So I began to destroy S'sra on Myrror, taken Tauron cities, when I could. Tauron, in his turn, began to destroy this cities just before I manage to defend it good. But I have whole plane, with paladins and wizards (units), and he lose and lose his influence...

At that time I decite to stop playing. I have about thirty cities on Arcanus, about ten towns on Myrran and neverending stream of good units. And Tauron have great magic (not much help against paladins) and diminished stream of battle units. Winner is obvious, as for me. :)

Resuming: Game is easy, even in most harmful conditions. :) But you must remember several states:

1. Diplomacy work here two ways: when you are too weak, and opponent don't consider you as threat, and when you are comparable or mightier than he. In-between he treats you as threat :) and don't agree to pact (but not necessary proclaims war). Playing on Myrran is much easier for good diplomat. When you first going to Arcanus, you already have such force behind your shoulders, that all diplomacy became easy thing.

2. Don't be over-agressive. Never threat, attack enemy cities or proclaim war, if you are not sure! Until you attack enemy, most time there is no war. And no war means "every city is safe, even when two thousand enemy units near to it". You will lose one-two settlers and engineers, though, but nothing too big. Better defence mean less reason to war for enemy. And in my case "better" was 1-2 spearmen and city walls. :) It is not work for actual war, of course, so you must have one-two middle-sized army. It will capture several enemy cities, and if you'll ask polite ;) enemy will be glad to stop war.

Note: any army, except Settlers, treats like threat if it is in two squares all-around from enemy city. It harms your relation more than even capturing this city! (if you are in war, of course, else it still harmful, but capturing this city automatically starts war, so it is even more harmful).

3. Enemy wizards is over-stupid about nodes. No one captured any node in my game. Except me, of course. :) It means total domination in magic beginning from middle-game against anyone, except chaos/death wizards, who received mana from Armageddon and Dark Rituals, or diminish it with Great Waste or something like that. :)

Rude Mike 30-09-2009 12:27 AM

sorry people... but i can't run this game!! i downloaded it easily, but can't figure out how to work it! do you actually need the CD?

The Fifth Horseman 30-09-2009 04:40 AM

http://www.abandonia.com/vbullet/showthread.php?t=14406

Smiling Spectre 02-10-2009 07:47 AM

Quote:

Originally Posted by Rude Mike (Post 384322)
sorry people... but i can't run this game!! i downloaded it easily, but can't figure out how to work it! do you actually need the CD?

There is one trick (except obvious DOSBox :). You can start game three way. Some .com file (magic.com? I don't remember) will check for CD. It not needed. Magic.exe will start game from the beginning. And wizards.exe will send you right into last auto-save. :)

Crimson4421 15-10-2009 07:22 PM

Cycles
 
Just to help some ppl out that are saying its choppy and slow ive found 12000 cycles to be the perfect speed.. not choppy or anything(still loads slow but nothing can be done bout that).

Oskatat 16-10-2009 07:09 PM

there is just one problem with this game: any opponent who has mastered cracks call. But yeah, there are several "easy paths":
mine are:
easier?


.....

I'm sure others found many more

Tharios 16-10-2009 09:57 PM

Stupid Question?
 
I might be crazy, but I swear I saw it somewhere once...

Is there any known way to disable the Spell of Mastery? I don't have any trouble beating the other wizards to it, but I'd rather crush them militarily instead since it's more satisfying, and I'd rather not be in a hurry, since I'm a sadist.

I could be wrong, but it would be great if I'm not.

LordLydon 17-10-2009 06:04 PM

If you want to disable the Spell of Mastery, the only way I know of is with this editor.

Go to the MoM fansite; www.dragonsword.com and download the SaveGame Editor #3 by Richard A DiBlasi. You can read the included "Readme.txt" but it's pretty straight forward.

Seems to work, have fun... or whatever sadist do!

Smiling Spectre 18-10-2009 05:08 PM

Quote:

Originally Posted by Oskatat (Post 385665)
there is just one problem with this game: any opponent who has mastered cracks call.

It is basically not a problem. Cracks call don't work on flying opponent. :) Also with high magic resistance it have little of use. :) And Mana counter prevent opponent from using Cracks Call at all. Missile immunity negates range weapons, etc., etc.

Another question, that computer opponents cannot use all of this very effective. :(
Quote:

Originally Posted by Tharios (Post 385675)
Is there any known way to disable the Spell of Mastery?

Why? If you don't want, you may decide do not cast it. If OTHERS cast it - well, there is military dominance and Dispel.

Oskatat 22-10-2009 01:10 PM

it doesnt work on flying opponents, true, so you need to be able to enchant items with flight or cast the spell and not have it disspelled. as to magic resistance.... thats the catch. it has a flat chance on working, no extra luck or whatever

Smiling Spectre 26-10-2009 01:04 PM

Quote:

Originally Posted by Oskatat (Post 386147)
it doesnt work on flying opponents, true, so you need to be able to enchant items with flight or cast the spell and not have it disspelled. as to magic resistance.... thats the catch. it has a flat chance on working, no extra luck or whatever

I dunno, because it was about ten years already, when I last checked it, but... Is Regeneration for Cracks Call don't work too? Also, you can Dispel magical beings, you can Disintegrate anyone, and you can Raise fallen heroes... Is it not enough to counterweight one single Cracks Call? :)

Scatty 27-10-2009 06:03 AM

Cracks call destroys a complete unit if successful, so to speak a unit of War Trolls which consists of 4 trolls would disappear completely through the spell. If the side they were on wins the fight though they will reappear in the army at the end again.
You can't disintegrate units with Magic Immunity btw., but Cracks Call works on such units like Paladins.

Smiling Spectre 01-11-2009 05:26 PM

Ah, then I remember it right. :)

1. Cracks call didn't destroy whole units - it destroys individual creatures. So it is possible to destroy whole troll squad, but not very likely. :)

2. If Regeneration works, it is never a problem. :) You can wait for end of battle, or resurrect units right away (losing all enchantments, though). So nothing too troublesome. :)

Oskatat 11-11-2009 05:22 PM

it destroys great wyrms (very usefull at nature nodes) and heroes. If you dont collect life books, it is near impossible to get those heroes and their gear back

Scatty 13-11-2009 08:45 AM

Actually I noticed that the enemy wizards, since they keep summoning heroes and champions all the time, manage to get their shortly slain developed heroes back with the same higher levels and stats but without the artifacts, without any life books.
I think you have to summon the hero or champion soon after he died as long as another player didn't summon that one yet, which would keep his level and experience so far. If he's been summoned in the meantime already by someone other, you'll get only the basic version of him again, with chances that the other opponent will get you strong developed hero instead. Same applies to you as human player, you can sometimes get the opponent's stronger, just slain, hero summoned instead of the generic level 1.

Oskatat 13-11-2009 08:02 PM

so you will still lose equipment and experience in them... good tradeoff. And if your observation is about the more difficult settings.... well, the AI cheats, just a little. They dont observe hero, upkeep and other rules as much as you do

how does it show? attack a town. if you didnt capture it, but left only 1 unit alive, it will often have a full garison again pretty soon. by money? but it was 15 last time i looked at diplomacy. Movement? its an outpost, do the maths. Magic? unless he got something detect magic cant see and spellblast cant cure

Scatty 13-11-2009 10:30 PM

The computer opponents receive periodically every now and then moderate boosts of mana which they probably spend in exchange for gold and to upkeep and summon their units. If you ever saw the weakest of the opponents who's laughable at best positioning 5-6 sky drakes or 5 death knights in their capital city you know where the wind is blowing.
It is cheating indeed, cheap replacement for the lack of good AI, but that's the way the game continues to stay challenging (a bit at least) and interesting anyway. Noticed the same thing already long ago in Transport Tycoon, seems to have been a usual tactic to program the computer opponents back then when making a good AI would otherwise make a huge game.

Smiling Spectre 16-11-2009 11:04 AM

Quote:

Originally Posted by Oskatat (Post 387794)
it destroys great wyrms (very usefull at nature nodes) and heroes. If you dont collect life books, it is near impossible to get those heroes and their gear back

Come on, you have Flight (and in gear in can be priceless), and you have Regeneration. Blue and green. You also have Diplomacy,that can give you practically everything, that opponent can offer. My last game was four books of four colors - and when opponent learned Cracks Call, I had Resurrection, Regeneration, Flight and... darn, I forgot, what spell resurrect hero outside of battle?.. Anyway, with this four spells my heroes very rarely abandons me. :)

BTW, interesting notice for munchkins:

1. Computer didn't count spells and gears on hero.
2. Outcome for terrain battle (node, chapel, ruins) often (if not ever) depend of ratio "enemy army:your army" (it definitely was here for every battle, but I don't remember, was I experimenting with that before 1.31 or after, sorry :(
3. One overhyped hero can slay almost any node guardians single-handed.

1+2+3=Any terrain battle means lot of fame, with very good chances for several spellbooks, prisoners and very rare artifacts. :)

Of course, it works only for late game, when you have powerful spells, and nodes have powerful guardians. And of course, slaying must occur from first attempt - outcome counts only for current army. If you killed seven wyrms, retreated and killed single bear for second battle, you will receive reward for that bear only. :)

Zaru 19-11-2009 12:46 PM

Quote:

Originally Posted by Smiling Spectre (Post 385820)
It is basically not a problem. Cracks call don't work on flying opponent. :) (...)

Yeah, but if the enemy wizard has Cracks Call, he will very likely have Web spell that can bring down flying units back on the ground for the entire battle. And if he casts it, guess what's coming next...

Smiling Spectre 19-11-2009 05:48 PM

I know. But now we speak about not very frequent situation: "He have Web, Cracks Call, he have time for all of this, and we have unit, that under Web (or without Fly), and needed exactly in that combat" (Because Flight is way of counter Cracks Call, but Recall Hero, Regeneration, Raise Dead and Resurrect counters it too - but hampers combat possibilities). Anyway - what made Cracks Call ultimate spell, that overcome somewhat like Meteor Strike, Disintegrate, Lightning Storm or Fireball? :)

krokots 05-12-2009 11:47 AM

Hi, i have problem with sound - it does not work. And when i launch install.exe there is no configuration button. What to do now?

The Fifth Horseman 05-12-2009 12:33 PM

Are you running the game in DOSBox?

krokots 07-12-2009 07:08 PM

Yes

Nivm 30-12-2009 01:59 AM

Self-breaking game
 
I wanted to ask if the 1.31 patch is the newest one? The game is still very buggy; from stacked units getting random loads of abilities all of a sudden, to the screen getting scrambled whenever I view a tile of changed terrain. Both of which crash the game shortly. If no official patch has been made, has anyone tried making their own patch?

Borodin 31-12-2009 07:16 PM

Quote:

Originally Posted by Nivm (Post 391953)
I wanted to ask if the 1.31 patch is the newest one? The game is still very buggy; from stacked units getting random loads of abilities all of a sudden, to the screen getting scrambled whenever I view a tile of changed terrain. Both of which crash the game shortly. If no official patch has been made, has anyone tried making their own patch?

1.31 is it. Mind you, I've never experienced any random ability loads, or screen scrambling with it. Perhaps others have.

Nivm 18-01-2010 01:28 AM

Re: Tweaking suggestions?
 
What system do you run? I have a Windows 2000 with the "patched" version from here. My system can only run the basic 640x400 resolution option, although fullscreen=true makes the point moot. Do you know of any more options I might be able to tweak to get it working properly?

On the list of glitches, I'm very sure now that what causes the "ability overflow" is when I stack any group with numerous abilities (my main 3-hero, 2-magician, 2-cavalry team) with a boat or other transportation device (including when they are just passing through). Many of the abilities listed shouldn't exist, like Lionheart +{insert ridiculously large number}, and going into battle with them or examining them crashes the game. This makes my main group of troops totally useless.
The "spastic lines and shapes" seems to happen in places where something should refresh, but doesn't correctly for some reason. It first happened when I used "Change Terrain", the terrain in question began randomly flickering between all possible terrain types and causing everything to slow to a crawl when it was viewed, while simultaneously causing vertical lines of near-random color to appear. Because of this, it's not worth it to ever use that spell (transmute works fine though, but Gaia's Blessing is dangerous), and my main priority is to find and wipe out any nature opponents before they can use it.
There is a second, although less common, time when the "spastic graphics" appear; when I am about to select a new spell for research. All but the mouse freezes up and and the color-lines start dancing along the screen left or right, while the letters for each spell get randomly scrambled. Luckily, it only happens about 2-4 times per game, so I can ignore it.

Scatty 18-01-2010 06:35 PM

As for those bugs listed, I think raising the CPU cycles of DosBox should help with most of them. Though I have a different version of Master of Magic than this downloadable on Abandonia I also was encountering some of these problems earlier until I decided to raise the cycles to 27000, since then it happens only rarely that these bugs (especially the bug with Raise Volcano when the game stops responding) appear.

Philos73 23-03-2010 01:17 AM

Soundproblems under native DOS
 
Hi guys,

I'm just about to start this great TBS. Did read the manual and the spellbook.
Got a lot of extra info (strategy guide etc.). Looks just great but having trouble with the setup. I usually tend to play all my old DOS-games on my old Pentium II - so the machine is too slow for DOSbox - but I don't want to screw up my other system with too many games. I have a separate DOS7-Partition on that Pentium II (derived from Win98SE - but with no Windows left in it. Added some stuff from DOS 6.22 to get a complete DOS7 running - works just fine). Win98 FE is running in another partition.

Finally managed to configure the memory to get the game started (that was quite a pain - I actually lack 1878 Bytes of conventional memory - and have done everything I know of to free up conventional memory - but even with just 579 KB of conventional free I can now start the game.

The problem with not getting more conventional memory may actually be due to me using DOS7. I also have another DOS partition with DOS 6.0 on that same machine - but haven't tried with that one yet because I put the game itself on a FAT32 partition where I have more space. That FAT32 partition is actually drive F when booting DOS7.

Only real problem left is the sound. I have a Soundblaster 128 PCI (16 Bit sound system). On the Soundcard it says that it's a CT4810 - but Everest Home Edition tells me it's actually an Ensoniq 5880 with a Creative Soundblaster chip. I've heard that Ensoniq cards - even though they run under the name of Soundblaster and come with Creative drivers - are not 100 % Soundblaster-compatible.

I have the Soundblaster DOS-Driver installed. In the Autoexec.bat ist says
SET BLASTER=A220 I7 D1 H7 P330 T6.

So I think the IRQ should be 7 and the DRM should be 1, base being 220.

But if I enter those settings in the game install screens and then start the game in native DOS then I get "Reconfigure hardware options" error. I do not
get that error when setting all options to "no sound". So it's definitely a sound problem.

If anyone has managed to get the sound in MoM to work under native DOS with this type of soundcard then I would like to hear from you.

Some more info on the system: Mainboard is a Gigabyte 2000 BX (the one with dual BIOS chip). The BIOS is actually somewhat buggy on that mainboard
but it has no onboard sound (which otherwise might interfere with the soundcard). The CPU is a 400 MHZ Pentium II (Slot CPU) - not overclocked.
The machine has 512 MB RAM. Installing so much RAM on that mainboard is a bit tricky but I managed to fool the BIOS into accepting the RAM (officially it would go up to 1GB of RAM but that would be even harder to do on that board and Win98 would not like that too much....). Apart from that the machine is running very well - even plays some H264 movies - which I did not expect when building this system from used parts. Graphiccard is an Ati 7000 - entry level AGP card with only 32 MB graphic RAM. Not too bad for old DOS games though.

I might end up playing the game without sound (as I do with most DOS-games) but remembering the good forum here on Abandonia I decided to post here before giving up on the sound installation.

Scatty 23-03-2010 07:26 AM

Just a site notice - if you're mostly using that Pentium II for Dos games, 512MB RAM is far too much and can cause troubles with some games, 128M is usually a normal maximum with 64MB RAM being the optimum.
Also by using EMM386=RAM HIGHSCAN in config.sys you should be able to free up a bit more conventional memory, though the HIGHSCAN setting often causes troubles with later versions of that program and Pentium class machines (those being hang-ups at loading after starting the PC). There're few other tricks also to shuffle loadable things around and optimize memory to be freed up at maximum possible size, one of them being loading MSCDEX.EXE with the /E switch for it to place most of loadable program code into extended memory, for example.

About the Soundblaster 128, try setting SET BLASTER=A220 I5 D1 H5 P330 T6 and if you have a plug & play setting program from the drivers CD with that soundcard, try running it and configure the plug & play settings to load at these values above during each start. However you would have much less troubles altogether if you get either Soundblaster Live! which does offer 99% compatibility with early Soundblaster standard (99% because of slight sound disagreements with very few games only) and Dos drivers for that, or a Soundblaster 16 PCI which is the standard.

However those two posts of you and me belong either into a separate thread in Troubleshooting than here.

yoga 23-03-2010 07:54 AM

Hi,

Well respected Scatty is absolutely correct.

If you may remove some chips of RAM -for example if it is possible to remove from 4 x 128 MB RAM configuration 3 chips x 128 MB , or from 2 x 256 MB RAM - 1 x 256 MB RAM) i think You will not have any problem..
The requirements of game are very simple..
Pls, slot 1 must be with RAM chip, not empty.

I played Master of Magic and this is very nice game.
Mind, that you must hurry to go to another word before opponent(s) seal the entrance..

Ty.

yoga

hunvagy 23-03-2010 08:14 AM

Also, you could tug most every driver you load into high memory with LOADHIGH in the autoexec and LH in the config.sys. I hope I didn't mix those two up, it's been a loong time :)

The Fifth Horseman 23-03-2010 08:24 AM

You might try running the game itself with loadhigh. It helped me with another title I had an issue like that with just yesterday. :)

Scatty 23-03-2010 11:13 AM

Quote:

Originally Posted by hunvagy (Post 400752)
Also, you could tug most every driver you load into high memory with LOADHIGH in the autoexec and LH in the config.sys. I hope I didn't mix those two up, it's been a loong time :)

DEVICEHIGH for config.sys :)
LH is the same as LOADHIGH though and can be used both in autoexec.bat for loading TSR's (Terminate and Stay Resident, programs that stay in memory after being run once) and for starting some normal programs.

Smiling Spectre 24-03-2010 04:43 PM

1. DOS 6.22 have GREAT program - Memmaker.exe (it need several other modules, I cannot remember exact names, but all of that in DOS-directory anyway). This program allows you to get maximum lower memory, configuring everything in optimum settings and moving to high memory.

2. As I vague remember, there is a bug in himem.sys of Win98 (i.e. DOS7). It takes about 200Kb instead proper 10-20. It is usually "fixed" by replacing it with "proper" DOS 6.22 version. But you can check yourself with MEM /C command (if I remember keys of MEM right) - if himem.sys significantly more than 20Kb, something is wrong. :) Also you can see with MEM all this TSR-modules that can say to you what is not needed here. :)

3. There is usually not enough to have SB card in system. Usually there is DOS-drivers with it, that must be activated for card's work. Usually such drivers have some sort of tuning utility to make everything right.

Philos73 25-03-2010 06:23 AM

Oh, quite a lot of replies in that short time! Did not expect to get
that much attention...

First of all I have become a bit more careful in trying out things because
DOS7 crashed when changeing the sound settings with the Install.exe once
more.

Nonetheless I have started playing the game (more on that later).

I need more information about a few things before trying out further
sound settings.

I read somewhere else, that the install.exe can sometimes screw up the configuration files of MoM - by failing to properly overwrite them when changeing settings. I think this is what may have happened when DOS7 crashed after trying to change those setting again.

So I decided to delete the MoM folder, clean up that partition (by running Norton Speeddisk to overwrite the empty space) and reinstall. But before reinstalling the game I realized I do have enough space in my DOS7-Partition to install the game there. Now I have to say I mostly do not like installing games directly in my OS-Partitions. I usually prefer installing them in separate data partitions - but sometimes games do not like that.

So figuring that installing in Drive F might cause some problems with the game being so finicky about hardware settings, I decided to install it directly in the DOS7 partition. That partition is 300 MB large and I had only used 80 MB prior to installing MoM - so it would not hurt much to put it there - spacewise.
I think that putting the game in an extended partition may actually have used up a tiny bit of conventional memory too - usually not a problem but with MoM, where every byte seems to count, it might make a difference.

What I did this time was to install without sound right from the start - just to see whether the game would run without issues that way. It does. The feeling when running the game without sound directly from the DOS7 partition is clean. No error messages. And it runs fluently. I will make an Image of that partition with the game running like it is now (just for safety - in case I screw up anything later).

Now what I need to know is where the game puts the info about the sound setup after running the Install.exe and doing adustments. I might want to
make backups of those files and then be able to make changes by shuffling the files instead of going to the install.exe every time.

What I have seen are the two following files: config.mom and install.dat.
Does anyone know whether these two files contain the whole settings? So for instance if I back them up with my settings without sound if anything goes wrong with new settings I could replace them with the backed up versions. Would that get me back to a clean situation? Or are there any more files to be considered?

The next thing that I suspected is that having the Creative DOS-Drivers installed might actually conflict with the game sound-settings. I think the game uses it's own sound drivers (not sure though). So having sound settings in the Autoexec.bat might actually cause problems. I now put "REM" in front of those two lines with the Soundsettings in the autoexec.bat. Also I suspect that these soundsetting might be another reason for why DOS7 crashed when trying to change settings with the install.exe again. I did not get that "insufficient-memory" error any more when setting up the game without sound this time - even though I still only have 579 KB of free conventional memory.

Regarding your hints about moving stuff to higher memory by activating EMS plus RAM plus Highscan and using Loadhigh and Divicehigh - I've already done all of that.

The one thing I did not do is trying to use another Himem.sys file. Presently I do not have DOS 6.22 installed anywhere. I had it installed some time ago but did not like it (I prefer DOS 6.0 and DOS 7.1). I still have a few old hard disks lying around - so if everything else fails I might do an install of DOS 6.22 on one of them but the BIOS of my Pentium II always takes a bit of time of adjusting to a differetn hard disk (giving me wide range errors for a while even if the disk is recognized properly). Lately I did not have them so often as I used to when putting the system together initially. So that is not one of the urgent things I'd try out. But I DO have DOS 6.0 installed in another partition. And I have the Device=Setver.exe (loaded high actually with memmaker) in my config.sys anyways - so trying the Himem.sys from DOS 6.0 might be an option. But I would first like to know what others have to say about that.

Getting a Soundblaster Live is an option in the longrun. I was considering that already but I'm a bit low on the money side presently so I'm postponing buying hardware for now - even if it is used. Yet the info that a Soundblaster Live should have a higher Soundblaster-compatibility is new for me - I did not know that.

As for the 512 MB Memory I have - I also use this PC for the internet, rather
than my faster system - because I like to clean up in DOS-mode after having been on the web. Even though I have XP installed on the other machine, I still prefer Win98 for surfing the web since the DOS-cleanup that I use is much more effective than anything you can do with Firewalls and Antivirus programs on XP. Also Win98 has a much lower footprint when it comes to making images of the OS-partition. My Win98-partition-Images are usually just about 1GB each - that's not so hard to tug away on an external harddisk - and is also fast for recovery. So those 512 MB RAM are actually being well employed - when running Win98-stuff.

There is another question though. In the MoM Install.exe there are three Sounblaster cards to choose from: Soundblaster 16 (original), Soundblaster Pro (early version) and Soundblaster Pro (later version). I don't know which one of those would be closest to the Soundblaster 128 PCI that I have. Also the Installer.exe has the option to set MIDI for Music (then supposedly using base 330 instead of base 220). I'm not sure whether that would be a good idea or not. It would still require choosing one of the Soundblaster cards for the FX-Effects. So MIDI wouldn't help with those.

Also Scatty, could you give me more info on why choosing Interrupt 5 would help when the Creative DOS-Driver installer usually tends to set the Interrupt to 7 for my card. Also you were refferring to the line in the Autoexec.bat. I'm not sure whether the game is using it's own sounddrivers or is making a call on the Creative DOS-Driver. Of course if I need to have to use the Creative DOS driver I would have to enter the same values in the MoM Install.exe as I have in the Autoxec.bat (this is what I did first - using Interrupt 7 and DRQ 1 - but getting the error "Reconfigure hardware Options"). I had the two lines in the autoexec.bat untouched when trying to install with sound enabled. I have remmed them out now. Another thing to consider is whether I would have to change the interrupt settings in the BIOS as well when changeing them in the autoexec.bat. Remember that I'm also running Win98 in a separate partition on that machine. So changeing interrupts would also affect Win98 - and I might end up continuously having to change the interrupt settings when changeing between the OSes....

Scatty 25-03-2010 09:28 AM

God you're piling yourself a mountain of complexity. An entire book here...
First of all, the file MoM saves it's settings into is config.mom. Install.exe doesn't corrupt anything, something's wrong - run it again, re-configure and save again.
Second, if you set an incorrect IRQ or DMA the game does crash because of hardware conflict with the soundcard settings. Nothing to worry about there, boot up the system again.
Third, the game shouldn't care at all where you install it since it's a Dos game and doesn't require a CD when installed and running, so juggling with the partitions isn't necessary. It does help though if you run it on earlier Dos version than 7.1 since this one is less compatible with the earlier ones. Particularly 6.22 is the best for any Dos games, earlier again like 6.0 and 5.0 are worse due to lack of good programs and older, less efficient versions of memory managers to load.

Another thing is that without Dos drivers for the soundcard to load and stay in memory most games don't recognize any Soundblaster, so you have to load those up at booting. Why I proposed IRQ 5 and DMA 1 instead of the ones you use is because both settings (the ones you use and ones I proposed) are standards for Soundblaster settings in Dos, so if one setting doesn't work, try the other one.
Having Windows 98 being actively used and a disagreeable BIOS that isn't very configurable also causes often lots of troubles between Dos, soundcard settings and games which don't find any normal settings to use. A clean Dos system is much better for Dos games than Windows 98 unless one has a very good knowledge about old systems and how to work on all of their hardware / software settings. That said, the system you mention doesn't seem to be very optimal for Dos games but heavy-aligned towards Windows 98 instead.

The game does use MIDI music so choose Soundblaster MIDI (OPL2 / OPL3) for music. The installer usually automatically sets the default adress for MIDI which should usually work, too, since it changes only in rare cases.
About which Soundblaster to choose, the models of Soundblaster cards from earliest (worst) to latest (best) in ascending order - Soundblaster, Soundblaster 2.0 (few games only differenate between the two), Soundblaster PRO (earlier), Soundblaster PRO (later, with Stereo), Soundblaster 16. Those are the Soundblaster standards used in Dos games, so obviously choosing Soundblaster 16 is the best option if you have that or a later Soundblaster card.

Smiling Spectre 25-03-2010 05:03 PM

I mostly agree with Scatty, but I want to add. :)
Quote:

Originally Posted by Philos73 (Post 400882)
The next thing that I suspected is that having the Creative DOS-Drivers installed might actually conflict with the game sound-settings. I think the game uses it's own sound drivers (not sure though). So having sound settings in the Autoexec.bat might actually cause problems. I now put "REM" in front of those two lines with the Soundsettings in the autoexec.bat. Also I suspect that these soundsetting might be another reason for why DOS7 crashed when trying to change settings with the install.exe again. I did not get that "insufficient-memory" error any more when setting up the game without sound this time - even though I still only have 579 KB of free conventional memory.

1. Of course, you get rid of memory problem - you completely disabled sound system, so requirements are lessen. :) But it still could rise later, so I still suggest to free memory.

2. If you disabled SB-drivers, you must receive more memory. As it is not a case, I suspect, you simply didn't anything meaningful. :)

If you want to use SB128 (hey, it is my old soundcard! :), you need to tune it with setup. After that you must receive two lines in autoexec: one is set system variables (SET BLASTER is it) - it didn't anything by itself, it is only point system, where you card is. Second (I suspect, it must be named SBINIT.COM) initialized card itself, and without it card will not work.
Quote:

Regarding your hints about moving stuff to higher memory by activating EMS plus RAM plus Highscan and using Loadhigh and Divicehigh - I've already done all of that.
It could be not enough. Some programs will conflict and will not go in upper memory with simple adding "loadhigh". So I again recommend MEMMAKER.EXE. It will check everything and rearrange programs to fit in the upper memory perfectly.

Again, check memory with mem /c/p to see what is remained in lower memory.

My old DOS-system usually had about 620Kb without sound and something like 605 after sound activating.
Quote:

And I have the Device=Setver.exe (loaded high actually with memmaker) in my config.sys anyways - so trying the Himem.sys from DOS 6.0 might be an option.
Setver is not needed. It is for windows only.
Quote:

Another thing to consider is whether I would have to change the interrupt settings in the BIOS as well when changeing them in the autoexec.bat. Remember that I'm also running Win98 in a separate partition on that machine. So changeing interrupts would also affect Win98 - and I might end up continuously having to change the interrupt settings when changeing between the OSes....
Interrupting not needed, as sound installer must set it itself. AFAIR, my card was on IRQ10 "in reality", but installer gave it IRQ5, and everything worked. But I could be wrong, so you can still need to fiddle with BIOS. Anyway, it is for DOS only - Win98 will tune itself for new IRQ automatically.

---update---
Checked my old SB128 drivers. Actually, there is four lines for autoexec:

SET BLASTER=A220 I5 D1 H5 P330 T6
SET SBPCI=C:\DOSDRV
C:\DOSDRV\SBLOAD
C:\DOSDRV\SBINIT.COM

First two setup variables, second pair loads drivers and initialize card.

Philos73 26-03-2010 01:22 PM

Hello guys,

first of all I have been playing the game without sound yesterday and today. No problems with that configuration. That at least works - and getting the game to run at all was the higher priority of course. Sound is a bit of a luxury question but I will check a few things out.

@The Fifth Horsemen: Never thought about using loadhigh outside of the autoexec.bat. So it can be used just like every other DOS command - sort of like "LH C:\MoM\magic.exe"? If that would really load the game into upper memory that would certainly end all probs with not having enough conventional RAM.

Regarding setver.exe: No, that has nothing to do with Windows. DOS checks for the version info of DOS programs/libraries and rejects them if they belong to another version of MSDOS. But sometimes they can be made to work using setver.exe. Because DOS7 is lacking quite a few components I took them from other DOS versions - mainly DOS 6.22 but also some from even earlier versions. And I need setver.exe for those components. OTOH using a different Himem.sys would have a downside. In that case setver.exe would have to be executed *before* Himem.sys gets executed - then setver.exe could not be loaded high, thus consuming conventional memory. So that's not a good approach. Loading the game itself high as The Fifth Horseman suggested would be an interesting option if it works.

@Smiling Spectre: Your info about sbload.exe and sbinit.com is the best clue so far! I have three different Soundblaster 128 PCI cards actually. There were also different drivers for these (Soundblaster 128 PCI was a family of soundcards, not just a single model). But non of the DOS-installers of these drivers ever put those two lines regarding sbload.exe and sbinit.com into the autoexec.bat!! That might actually be what is missing!!

So I will have to try to install the sounddriver with those additional lines and then have to use memmaker again to load high sbload.exe and sbinit.com as well. I do have those two files in the dosdriver folder of the soundcard. Just never realized I needed extra lines in the autoexec.bat to load them. Will keep me busy for a while to check all that out...

Btw I already used memmaker for loading things into higher memory even prior to posting here (had to do it for Master of Orion quite a while back).

Regarding the game itself:

This is a bit like when I started to play Age of Wonders way back when! I just love Age of Wonders but I've played it too much; so I was looking for something else that comes close to it. Seeing what MoM looks like, I now realize that Age of Wonders is heavily based on MoM in a lot of ways (MoM is the older game). MoM has something from a lot of games I have played (Civ1, MOO, AoW). There is no tactical combat in Civ1 and I really love tactical combat but a lot of games have a screwed-up tactical combat. In MoM it's well done though - that definitely is one of the strong sides of the game.

What I would love is a complete list of all the creatures in the game - their abilities and maybe some comments about them. Neither the Spellbook nor the Manual give much information about the many creatures in the game. The "complete Strategy guide" mentions some of them but by far not all of them. If any of you have ever seen something like that (list of all MoM creatures and their attributes) on the web please give me a link for it.

Another thing that would be neat would be a more comprehensive review of the spells. The spellbook lists them in alphabetical order - but for memorizing them a list that sorts them by type of magic would be better - possibly with some extra comments. Have not found anything like that for MoM. Also there is no "Spell techtree info" - ie. what spells are required for being able to get to research the more advanced spells. For instance both in Master of Orion and in Civ when deciding which tech to research there is always a consideration about what other techs will be available after that. The MoM spell system seems to be much like the tech trees in Civ and MOO but it's not well documented where the branches of the tech-tree (aka Spell-tree) lead to.

Also if any of you know about other forums where the game is being discussed in depth that would be much apprediatied. This looks like a game I will be playing for years.

Maestrotogo 27-03-2010 08:42 PM

Go Rjak!!! :rocks:

Love playing death magic...with illusion a close second...I miss Microprose...:(

nivm 28-03-2010 10:41 AM

Quote:

Originally Posted by Philos73 (Post 400970)
Also there is no "Spell techtree info" - ie. what spells are required for being able to get to research the more advanced spells. For instance both in Master of Orion and in Civ when deciding which tech to research there is always a consideration about what other techs will be available after that. The MoM spell system seems to be much like the tech trees in Civ and MOO but it's not well documented where the branches of the tech-tree (aka Spell-tree) lead to.

There reason there is no mention of the tree is because it doesn't exist. Your spells come from your books, and they are randomly (weighted low) selected at the beginning of the game. 10 spell books means you can eventually research all spells in that school, and each new opportunity of research is randomly (weighted low) chosen. It tends to just give you better spells to choose after you've researched the lower ones; just clearing spaces on the list. There was one game I had where "Altar of Battle" became available with only two light spellbooks and 6 spells researched. Although, I thought you would have gathered all that from the manual and playing the game...

kyrubb 05-04-2010 09:48 PM

Quote:

Originally Posted by Philos73 (Post 400970)
Also if any of you know about other forums where the game is being discussed in depth that would be much apprediatied.

(Read the unofficial faq if you did not do it yet.)

Forums:
You should check dragonsword.com.
Some solid info is on the gamespot forums as well.

Pex 06-04-2010 07:18 AM

I've been playing this game during the last few days and I have to say that I found it very interesting. I played it back in 90ies, but I didn't have the patch back then so the game would often crush (a couple of cases I remember were when there were a wraight or arch angel involved in the combat). It tended to be annoying especially if I forgot to save the game, so I believe I eventually gave up on playing it.

So far I finished the game at the lowest difficulty level and than the next one (easy?). In the first case it was absolutely no challenge, but in the second I actually had to load an older saved position and change a few things in order to pass that beginning stage when you are the most vulnerable. That happens to be a trait of the game at that level - you start really weak, but if you survive first 20 or so turns (and destroy the closest neighbour wizard in the process), you become soon invincible.

As for other observation, AI is decent but could've done with some improvements, both when it comes to the behaviour of enemy wizards and that of opponents during the tactical combat. In the case of wizards, they would sometimes attack me with much weaker force than mine to no obvious gain. Or they would leave me 'camping' next to their capital while I bring in enough reinfs to crush them instead of crushing the troops I have there first. As for tactical map, enemy is obviously programmed to go after missile troops first, which can be used agaist them by positioning your troops and casting a few chosen spells (earth to mud for example). I wonder if AI improves with the difficulty level, or is it just that lairs/nodes/towers/etc are defended by more units or more powerful ones.

But I guess I'm going to discover it soon, since I'm planning to try the game on some more difficult levels.

Japo 06-04-2010 09:50 PM

AI was the weak spot of Microprose strategy games, it's always very dumb, and higher difficulty levels are attained simply by granting AI opponents cheats more or less gross depending on the level.

Borodin 08-04-2010 03:58 AM

Quote:

Originally Posted by Japo (Post 402078)
AI was the weak spot of Microprose strategy games, it's always very dumb, and higher difficulty levels are attained simply by granting AI opponents cheats more or less gross depending on the level.

To be fair to Microprose, they put out incredibly complex strategy titles and didn't have the benefits of incredibly fast processing power and huge amounts of memory. Consider how dumb comparable chess games were at the time, and how much better they are, today. When the AI can process a far greater number of rules and judge possible outcomes much faster, the AI appears "smarter." That explains to an extent why Civ IV seems more intelligent than CIV I or II, despite the fact that Sid Meier was a superb AI creator.

The Fifth Horseman 08-04-2010 09:30 AM

Not only that, but Civ IV had the advantage of hindsight. It's not just how much possible outcomes the AI can analyze or how complex are the rules dictating its' behavior, but also how much data and experiments are those rules based on. With enough verification, they can be refined to be more effective and make the AI appear "smarter".

Pex 08-04-2010 12:57 PM

I agree with your points about AI. I wasn't really complaining about it - it was more of the whishful thinking ;) It would be harsh to judge that game based on today's standards.

I beat the game on Normal difficulty level. I gave myself a slight advantage, customizing the character and selecting to by Myrrian. Since Sss'ra was not one of the opponents wizards, I had the whole world to myself for development before I came out and crushed the opposing four. I still managed to get only 26% of success, though (comparing to 19% when playing on Easy). I guess I could've waited 30 more turns to finish Spell of Mastery and see what happens, but I was powerful enough to destroy the last wizard (I was actually taking my time there), so I thought to go for it.

Do you get more points for finishing Spell of Mastery?

Japo 08-04-2010 07:21 PM

Dunno, I don't think we need to be so forgiving on a poor AI, it wasn't warranted by processor power alone. And the fact it was substituted for with cheats by the computer opponents. There are older games with good enough AI.

Microprose has been the gaming software company whose titles were of best quality overall, hands down, in my opinion. But the quality wasn't uniform across the board. I bet Meier could have programmed the best AI (he did program a Johann S. Bach simulator); but Microprose experienced chronic financial problems until it finally ruined, and almost all games had to be released before they were really finished. That's why Microprose games were buggy even though they were brilliant as games.

kyrubb 09-04-2010 05:46 PM

Quote:

Originally Posted by Japo (Post 402234)
Dunno, I don't think we need to be so forgiving on a poor AI, it wasn't warranted by processor power alone. And the fact it was substituted for with cheats by the computer opponents. There are older games with good enough AI.

Could you name a few of them?

There are different approaches to AI in 3 Microprose games I love - in Master of Orion 1, in MoM, and in Ufo defense (X-com).

The AI in X-COM is totally pre-defined, mechanic, which is covered by the fact that the opponents are "THEM", do not use the same logic as mere humans. It really works, or worked at the time I played the game.

The AI in MoO is very simple and it is driven by the personnalities and the races. It works surprisingly well (bar a few exploits), mostly due to the fact that the game rules ARE very simple, not complex (like the AI knows exactly where the human fleet is going to attack in 3 turns). They did a very poor job on AI, making it random and intentionnally sub-standard, but dependent on the AI race. It's interesting - it works for me quite well (better than the plastic "super AI" from Galciv). But, in fact, they could do a much better job on MoO if they tried a tiny bit more.

The AI in MoM is the most complex (by several levels) of the three games, but it is found out times and times again. The game simply has incredibly complex rules for its time, several strategical levels. Believe me, this was a lost war from the beginning for the Microprose. The tactical combat itself could use half of the exe (with all the rules, spells, units, combos, exceptions). The omnipresent exceptions are the killer. No way they could put all this inside AND make the game exe small enough to be playable under the machine restriction of the time. Maybe if they changed the memory conception.

But you are right they were probably overwhelmed. And they left a lot of bugs inside as well, so even with the buffs the AI is not good enough. This is a pity.

Japo 09-04-2010 10:44 PM

Quote:

Originally Posted by kyrubb (Post 402322)
Could you name a few of them?

Sim City (although the AI isn't the antagonist)... But most chess games even sub-par ones rank well above Civ in terms of AI.

Scatty 10-04-2010 09:27 AM

Quote:

Originally Posted by Japo (Post 402330)
But most chess games even sub-par ones rank well above Civ in terms of AI.

I would say chess though is more simple than all the possibilities in Master of Magic. While the latter offers nearly unlimited combinations of units, computer personalities for diplomacy (however little of use it is in game), spells and random dungeons (towers / nodes etc.), terrain and ressources layout while the latter three alone can heavily determine how fast and good the opponent can develop, chess offers only, how much? 20 * 20 moves for black depending on how white moves and 20 * 20 the other way around, from which it's just a matter of calculating the possible outcomes and counter-moves and choosing the most optimal outcome for continuing.
While it is getting increasingly complicated soon, I think it's still much more simple than all the available possiblities in Master of Magic.

Pex 10-04-2010 10:40 AM

I finished the game two more times on Normal level. First time I waited till I researched and casted Spell of Mastery (although I was able to destroy the last opponent long before). I got some extra points for the spell, but at the same time lost some points for finishing the game later. All in all, made it to 29%.

I did some experimenting with custom wizards, trying to see which is the best combination. So far, I'm happiest with Chaos Realm, due to very powerfull offensive/combat spells. It's also very useful to select Channelling as ability if you prefer dealing with combats by casting a lot of spells.

I also like to select Fame, cause it makes heroes come to you quickly. So far my favorite hero is Fang the Draconian - after he gets a few levels and a few chosen items, he becoms pretty much invincible (only a group of drakes/wyrms or phantom beasts can take him out, though at really high levels, only phantom beasts unless you have an item to make him resist illusions).

Alchemy is useful early in the game when you have either too much gold and not enough mana or vice versa, but after that it's only waste of a point. Other skills have their obvious use. I'm considering selecting Warlord next time I play, but the truth is that in the end, I tend to use almost exclusively heroes, sometimes supported by summoned creatures, so that makes the idea of being a warlord a bit useless.

The part of the game I enjoy the most is those first 100 turns or so (maybe more, cause it's easy to lose track especially at the beginning when you spend so many turns just to reach the nearest city/lair/node with your two troops). I like it because you still explore and you can still get defeated easily - you pretty much have to stay away from most of the nodes/lairs and cant even consider conquering a Tower. Once you get a few powerful heroes, the only thing that limits you is how fast you can get to the last enemy city.

I might give it a go on Hard level, just to see if it gets more challenging or simpy too frustrating - sometimes it's a thin line to balance between those two.

Japo 10-04-2010 11:38 AM

Quote:

Originally Posted by Scatty (Post 402342)
I would say chess though is more simple than all the possibilities in Master of Magic. While the latter offers nearly unlimited combinations of units, computer personalities for diplomacy (however little of use it is in game), spells and random dungeons (towers / nodes etc.), terrain and ressources layout while the latter three alone can heavily determine how fast and good the opponent can develop, chess offers only, how much? 20 * 20 moves for black depending on how white moves and 20 * 20 the other way around, from which it's just a matter of calculating the possible outcomes and counter-moves and choosing the most optimal outcome for continuing.
While it is getting increasingly complicated soon, I think it's still much more simple than all the available possiblities in Master of Magic.

A chess AI can be as complicated as you want, depending on the moves in advance that you want to calculate, so much that Deep Blue was a dedicated supercomputer. Anyway you're right in part, but that only means that that the AI in MoM or Civ _would_ be good _if_ it took into account all those factors--but it doesn't.

Enemies attack you with their units as soon as they make them regardless of your defences, letting you recuperate, instead of mustering as many forces as necessary before the attack like the dumbest human player does. Computer opponents in early Microprose strategy games have all the same personality: Gengis Khan if they're stronger than you, and Gadafi if they're weaker. They didn't choose good spots for their cities, so much that often I abandoned conquered cities so I could re-found them one spot away. And even the pathfinding algorithm responsible to move your own units with the "goto" function failed very often around gulfs.

I don't doubt Microprose could have done better, but sadly these games were released before they were really ready.

Borodin 10-04-2010 03:38 PM

Quote:

Originally Posted by Japo (Post 402350)
A chess AI can be as complicated as you want, depending on the moves in advance that you want to calculate, so much that Deep Blue was a dedicated supercomputer. Anyway you're right in part, but that only means that that the AI in MoM or Civ _would_ be good _if_ it took into account all those factors--but it doesn't.

It really couldn't, not at the time. The complexity of the rules in MoM had to take into account personalities, separate spellbooks for different leader AIs, many distinct races with their various abilities and drawbacks, many buildings, heroes, all in a bewildering combination that goes far beyond chess or even the Civs. I remember reading through the spellbook and manual when MoM arrived for review and thinking, "AIs with completely different spellbooks? So many choices? This is strategic heaven for fantasy gaming!" Then I saw the other side of the coin when I observed as the AIs fumbled.

Each to their own, but I personally don't think the problem lies so much in poor AI in MoM as in designing a game whose strategic complexity meant the developers bit off far more than computers could chew back in the day. If they'd been able to release MoM as a realtime, pause-able game with the AI thinking while you considered your next move, that would have helped, but I still feel that they really needed far more processing power to get a lot more rule-crunching by the AI done in an appropriate amount of time.

(Parenthetically, Chris Crawford carefully kept the strategic complexity of his games down so the AI could handle everything competently, and he was touted for brilliant AI. What made his games fresh and interesting wasn't complexity, but a careful number of strategic elements that mimicked human emotion, and therefore, behavior.)

yoga 10-04-2010 04:53 PM

Did YOU meet hungry situation?
When your units are starving?
Hmmm

Scatty 10-04-2010 05:24 PM

Not really, always watched that I have less units than food requirement so there's space left for new units ;)
To guard cities it's usually enough to have 3-4 different units in a city, and you can always change workers to farmers to produce more food and vice versa.

kyrubb 10-04-2010 10:20 PM

Quote:

Originally Posted by Borodin (Post 402376)
It really couldn't, not at the time.

Quote:

Originally Posted by Japo
sadly these games were released before they were really ready.

Both are true, I think.
They decided to make a game of epic scope, but the ceiling (I guess) were more the financial side of making it than the machine limitations. Seeing how much bugs they left in the game, the game was finished in incredible haste. In 1.0 they had problems with the sheer game functionality, AI worries being miles away! In 1.2 the enemy stacks started to "not be frozen" on the map. Incredible.

It seems that they just could not afford to go on with 1.3 (or they realized how long it would take to make the game AI significantly better in such a complex game).

As a good comparative measure of how good / apalling AI is in different Microprose games we may use the "cheating" bonus on Impossible (for X-COM it is not really a comparison, because human player never plays the Aliens):

X-COM ............................ 1.4 x normal (stats of the Aliens) - IIRC
Master of Orion I ............... 1.6 x normal (research points) - IIRC
Master of Magic ................ 3.0 x human research, production...

That is quite telling. They had to increase the bonus from 2.0 after version 1.2 was released because the game was still not competitive enough.

---

(As for the chess comparison, Moo is much closer to it (it has only X defined clash positions, Y planets to be settled, X*Y possible movements...). And it was much simpler to make a seemingly good AI, with almost no effort.

Pex 11-04-2010 02:59 AM

Well, so far playing on Hard level was more frustrating than challenging...

I realised what you meant by AI cheats - opponent wizards have more 'starting' points than me, they seem to generate more mana than what is possible considering the size of their cities and the buildings within them - they have heaps of summoned creatures on their side.

But the general AI remains the same - they would pass by my city with absolutely no troops in it only to attack a bunch of my troops that they have no chance defeating in the first place, and obviously because those troops are in their way. It turned out that the land mass was formed so there is a bottleneck/causeway connecting two bigger parts and I made a point of guarding it. The wizard ignores my cities on his side of the bottleneck and keeps throwing away their troops by trying to attack those guarding it. Funny enough, he doesn't consider just flying around my troops with several units of sprites that he has, probably because he grouped them with land units and can't think of separating them.

Yet, that is not the frustrating part about game. What annoyed me was that I literally had to raise a small army to capture a node guarded by a single unit of giant spiders and even then I suffered considerable losses. I couldn't even consider conquering nodes with more units present and that's where the unfair advantage of my opponent generating more mana than possible comes into play.

Like I said, it's just wishful thinking for AI that would challenge you by mimicing a real opponent rather than making it difficult by having those unfair advantages. But I'm not giving up, though. I'll try some different wizard combos to counter difficulty, or maybe I get lucky by having no opponents too close at the beginning ;)

Scatty 11-04-2010 07:36 AM

Quote:

Originally Posted by Pex (Post 402409)
Yet, that is not the frustrating part about game. What annoyed me was that I literally had to raise a small army to capture a node guarded by a single unit of giant spiders and even then I suffered considerable losses. I couldn't even consider conquering nodes with more units present and that's where the unfair advantage of my opponent generating more mana than possible comes into play.

Attack the single unit of giant spiders with a single unit of paladins and the spiders should stand no chance. With elven lords it should work too but while they have additionally a natural +1 bonus to hit, paladins have magic immunity. It's all a question of right units vs. certain units.

Pex 11-04-2010 02:19 PM

Quote:

Originally Posted by Scatty (Post 402414)
Attack the single unit of giant spiders with a single unit of paladins and the spiders should stand no chance. With elven lords it should work too but while they have additionally a natural +1 bonus to hit, paladins have magic immunity. It's all a question of right units vs. certain units.

That's a fair call, but it takes a while to develop the city enough to produce paladins or elven lords, while a node is something I desperately need as soon as possible to be competitive with computer opponents that (as we agreed) obviously cheat on the higher level. Also, sometimes you don't have the option to produce every single unit if the race is not present on the world.

I started another game this time at hard level but with only two wizard opponents. I was lucky that both of them had Myrran as the speciall ability so I was left alone to conquer, hmm, can't remember the name of that normal plane. So, my position is very strong now before I move to the other plane. Just wished more heroes offered their services to me - for the first time I actually had to summon them ;)

kyrubb 11-04-2010 06:41 PM

Quote:

Originally Posted by Pex (Post 402443)
while a node is something I desperately need as soon as possible to be competitive with computer opponents that (as we agreed) obviously cheat on the higher level.
....
Just wished more heroes offered their services to me - for the first time I actually had to summon them ;)

There are a few important tricks that make the game much easier (you probably know them already) :

1. Immediately after the beginning set the tax to 2.0 gold per population and put it down only if the unrest is unsupportable.

2. Use Alchemy a lot to get a) 100 or even 150 quids early, to have a lot of offers of heroes. b) a lot of mana in the mid / late game. Alchemy trait feels almost like an exploit here. Heroes are crucial.

3. Use Magic spirit as a scout + use F1 surveyor reports to find out where are located the nearby cities. Attack neutral towns as soon as possible to overtake them and use their stregth for expansion.

....

555. Diplomacy - Use spell gifts if you need to maintain good relations (works until turn 100, than useless due to a bug). Avoid nearing cities for 3 turns = war. After turn 100 you can usually be closer to the AIs in terms of economy.

999. (This are no real tricks) + Build Granary, Marketplace, Farmer's market early in all your cities. Nothing beats the utility of these buildings. + try using shooters a lot, they are THE power of the game. + Every spell colour has some "must have" early spell(s) that make your life much easier, Heroism, Confusion, Web, Hell hounds, Phantom warriors.

kyrubb 11-04-2010 06:47 PM

Oh I forgot this one:


5. Power distribution: early on, forget about research (if you have some starting spells already), concentrate on building up your skill quickly and (secondary) to have enough mana to cover the upkeep! Later move it slowly into the research. - Investing in the mana on the power screen is generally not much reccommended, you can have tons of mana later thanks to alchemy.

....

779. For nodes, Node mastery is incredibly useful trait, because it allows casting your powerful early spell at the node. Much much better.

Pex 12-04-2010 01:29 AM

Quote:

Originally Posted by kyrubb (Post 402481)
1. Immediately after the beginning set the tax to 2.0 gold per population and put it down only if the unrest is unsupportable.

Actually, I didn't know about this one. I kept the tax on default 1gp for the whole game. But I can see logic behind it early in the game when you don't have as many pop per city to worry about unrest.

Quote:

2. Use Alchemy a lot to get a) 100 or even 150 quids early, to have a lot of offers of heroes. b) a lot of mana in the mid / late game. Alchemy trait feels almost like an exploit here. Heroes are crucial.
Doesn't seem to always work. Like usually as soon as I get up to 150gp a hero approaches me, but then after that I can have heaps of gold and it may take ages for the next hero to come. That's why I like to choose 'famous' trait, but it costs 2 points and on hard level there's so many things you want/need. It's hard to strike the balance.

Quote:

3. Use Magic spirit as a scout + use F1 surveyor reports to find out where are located the nearby cities. Attack neutral towns as soon as possible to overtake them and use their stregth for expansion.
Yep, that's given. F1 rocks when it comes to scouting ;) Unfortunate bit is that many of those cities are often in such a stupid place - not only they don't use the local resource (being just a square too far) but spoil the location for the better city. Then there's a dilema - raze them and get the better location, but have to start from the beginning + build settlers and wait as many turns as the settlers need to get to the location, or keep the city that will never grow to be as efficient as you'd like it to be? If I choose to raze it, I save the game before the 'siege' and proceed with razing only if it costs me no fame. Fame is precious. Hmm, I sound like a celebrity here :p

Quote:

555. Diplomacy - Use spell gifts if you need to maintain good relations (works until turn 100, than useless due to a bug). Avoid nearing cities for 3 turns = war. After turn 100 you can usually be closer to the AIs in terms of economy.
Haven't been much of a diplomat really. I like exchaning spells (especially if I have a useless spell to offer ;) ), but turns out that enemy will attack me sooner or later anyway, if I'm in their way (litterally, like in that example I used). And even then they won't consider being at war.

Quote:

999. (This are no real tricks) + Build Granary, Marketplace, Farmer's market early in all your cities. Nothing beats the utility of these buildings. + try using shooters a lot, they are THE power of the game. + Every spell colour has some "must have" early spell(s) that make your life much easier, Heroism, Confusion, Web, Hell hounds, Phantom warriors.
Yup, been doing that, though I usually fit in a sawmill before marketplace - makes building faster and of course allows production of bowmen. I normally use high elfs as the starting race - they generate more power and their longbowmen rock. Nomad horsebowman are also good cause they can deal some damage in close combat as well and they move 2 squares, so if your army has pathfinding (either from hero or combining mountaineer and forester unit) and is consisted from 2 moves units, you can cover 4 squares per turn.

As for spells, I have to admit that I've only recently realised full value of Phantom warriors - I conquered more cities by using them than with any direct damage spells. Though if the city has walls, they get a bit useless.

Quote:

Originally Posted by kyrubb (Post 402482)
5. Power distribution: early on, forget about research (if you have some starting spells already), concentrate on building up your skill quickly and (secondary) to have enough mana to cover the upkeep! Later move it slowly into the research. - Investing in the mana on the power screen is generally not much reccommended, you can have tons of mana later thanks to alchemy.

Can't believe I never thought of this one. Thanks for the tip.

Quote:

779. For nodes, Node mastery is incredibly useful trait, because it allows casting your powerful early spell at the node. Much much better.
Can't agree more, but again it means more points for traits... and you have only 11...

Thanks for reply. As you can see, I didn't know all of those tactics.

Btw, why don't you join?

Scatty 12-04-2010 06:44 AM

Quote:

Originally Posted by Pex (Post 402501)
Can't agree more, but again it means more points for traits... and you have only 11...

Thanks for reply. As you can see, I didn't know all of those tactics.

Btw, why don't you join?

Node Mastery though also increases the mana you get from nodes under your control, by 15% if I remember correctly, so it is a priceless trait in any case.

another_guest 12-04-2010 07:29 AM

In addition to the tips below, once your cities start growing, keep a close eye on the distribution of your population between farmers and workers: once you produce the minimum required food, it becomes a trade-off between income and production.

In terms of magic, I usually do some spell research early on because some spells allow you to change the tide of battle, especially useful when you're conquering nodes and it's a tough fight.
I don't summon too many creatures or cast too many spells with upkeep though, as the upkeep takes quite a bite out of your mana pool. Instead I rely a lot on solid units such as berserkers.

kyrubb 12-04-2010 11:46 AM

Agreed. Normal units + spell enhancements >> fantastic units.

7. Use a combo of push-up spells on units with a lot of figures (6-8). This is another winning formula of the game. That is why the white magic is the easiest route to victory on any difficulty level, with any race.

(Again, later you may want to avoid this as a too simple way to win.)

----

Quote:

Btw, why don't you join?
I joined ages ago, then forgot password. Now I have tried to retreive it (via email), but it somehow does not work. Mind you, I am still receiving the Abandonia newsletter. I cannot rejoin under the name, or rejoin with my email address, because "someone is already using it". Grrr.
... So I have added one more "b" at the end and have become a part-timer. This works.

Pex 13-04-2010 04:20 AM

Quote:

Originally Posted by another_guest (Post 402521)
In terms of magic, I usually do some spell research early on because some spells allow you to change the tide of battle, especially useful when you're conquering nodes and it's a tough fight.
I don't summon too many creatures or cast too many spells with upkeep though, as the upkeep takes quite a bite out of your mana pool. Instead I rely a lot on solid units such as berserkers.

I often select conjuring as a trait, so it makes both summoning and upkeep cheaper. Hell hounds rock early in the game. An 'army' of nine sprites can defeat phantom beasts, wyrms and other monsters than can't attack flying units. Plus they have forrester rule, so combining them with a mountaneering hero, you get pathfinding. To be honest, I don't summon anything else except those two (and of course magic spirits) until late in the game when I have heaps of mana so I don't really mind having a drake of some kind, just for the sake of having it ;)

But I agree that your normal units with enough exp and some chosen enchantments can top any summoned one.

Quote:

Originally Posted by kyrubb (Post 402539)
I joined ages ago, then forgot password. Now I have tried to retreive it (via email), but it somehow does not work. Mind you, I am still receiving the Abandonia newsletter. I cannot rejoin under the name, or rejoin with my email address, because "someone is already using it". Grrr.
... So I have added one more "b" at the end and have become a part-timer. This works.

I'm sure one of the admins can fix it for you.

I started a new game, on hard level, selecting node mastery, alchemy and conjurer as traits and it works really well. I've already defeated one wizard and I'm holding an upper hand against two more. The forth is obviously Myrran so I'll deal with him/her after I finish these ones off.

Although I have to admit a bit of 'cheating' I guess. I had to restart the game (I usually save one game called 'beginning' for that purpose as soon as I start), because I choose to explore in the wrong direction at the start and all I came up against was a single petty city and some nodes and lairs I couldn't conquer anyway. So when I restarted, I knew where to go, which gave me that advantage.

I still got only one hero offering me services, but thanks to the alchemy trait and lot of mana that way, I'm was quite capable of summoning more.

After I finish this one, I'm planing to start another, but using some other magic realm. So far I've been concentrating on Chaos, Sorcery and Nature.

Scatty 13-04-2010 10:10 AM

Quote:

Originally Posted by Pex (Post 402602)
To be honest, I don't summon anything else except those two (and of course magic spirits) until late in the game when I have heaps of mana so I don't really mind having a drake of some kind, just for the sake of having it ;)

An army of 3-4 Wraiths, or same amount of Death Knights is extremely useful in the beginning to conquer nearby enemy cities and weaker but still otherwise too hard nodes / lairs / dungeons etc. Just think of an army of undead troll units - no upkeep, regeneration and unrest repression.
Wraiths are better though because Death Knights have first strike ability, and that one doesn't steal life / convert a unit to an undead one after fight so it hinders more than helps, especially when the Death Knights are hurt. Both of those aren't exactly cheap in upkeep so Conjurer helps there.

another_guest 13-04-2010 03:53 PM

Quote:

Originally Posted by Pex (Post 402602)
I often select conjuring as a trait, so it makes both summoning and upkeep cheaper...
I started a new game, on hard level, selecting node mastery, alchemy and conjurer as traits and it works really well....

Same here, in fact it was only rarely that I didn't choose conjuring.
Node mastery was another favourite; alchemy a bit less though I often depended on heroes beefed up with magical artifacts/weapons (especially ranged ones)

Hell hounds are useful but in many cases not that powerful; wraiths and death knights are nearly unstoppable early on, especially if you keep some mana available to cast spells during battle if it's really a close call.

Pex 14-04-2010 07:51 AM

I have yet to try and play with Death magic realm, but when I do I'll keep in mind your tips on units. So far this game is going really good. I defeated all 4 wizards, but Sss'ra was strong enough to cast spell of returning so I need to go around and conquer his remaining cities. That shouln't really be a problem, cause he built a nice network of roads, so on Myrror it means only a single turn from one city to another.

I conquered innitial cities mainly using phantom warriors, but since I developed enough to produce longbowmen, they'd been my main weapon, supported by a hero or a few. I only added a unit of rangers later for the sake of pathfinding. Btw, it's funny that developers decided to put rangers in a nomad city, rather than elven ;)

Alchemy proved useful at the beginning and I'm still using it a lot, though now I would've been able to afford 2:1 ratio anyway.

Scatty 14-04-2010 08:15 AM

Quote:

Originally Posted by Pex (Post 402668)
I conquered innitial cities mainly using phantom warriors, but since I developed enough to produce longbowmen, they'd been my main weapon, supported by a hero or a few.

Combine them with Adamantium deposit in one of your cities and Alchemist's Guild and you've got a strong force there. Also if you use halflings, their slingers are even stronger than the longbowmen, but the only good units halflings have to offer though.

kyrubb 14-04-2010 09:17 AM

Quote:

Originally Posted by Scatty (Post 402669)
Also if you use halflings, their slingers are even stronger than the longbowmen, but the only good units halflings have to offer though.

Halfling 8-figured swordsmen are one of the toughest and are THE most cost-effective units in the game, when beefed-up. They will damage anything. And they are immediately at hand.

(I always end my halfling game with the same swordsmen unit in the stack with which I started)

Pex 14-04-2010 10:43 AM

Quote:

Originally Posted by Scatty (Post 402669)
Combine them with Adamantium deposit in one of your cities and Alchemist's Guild and you've got a strong force there. Also if you use halflings, their slingers are even stronger than the longbowmen, but the only good units halflings have to offer though.

Yup, been doing that. I've finished this game. You really have to love Fang the Draconian (dunno if there are other Draconian heroes, so far only Fang approached me). I conquered the rest of Sss'tra's cities only using him - with nice artefacts he could move 9 squares per turn and was invincible.

And I finally scored over 50% (56 to be precise). It was obviously a matter of game difficulty, since on normal level I couldn't go past 30%.

Now a big dilema, which magic realm to go with next, life or death...

kyrubb 14-04-2010 11:25 AM

Not wanting to discourage you, but Death is the hardest realm in the game, unless you play with 11 books (and get THAT spell - spoiler not included).

Life, on the other hand, cannot be easier than playing with Life.

another_guest 14-04-2010 01:02 PM

Quote:

Originally Posted by kyrubb (Post 402677)
Not wanting to discourage you, but Death is the hardest realm in the game, unless you play with 11 books (and get THAT spell - spoiler not included).

Life, on the other hand, cannot be easier than playing with Life.

Not that I want to question what you say, but why did you find Death so difficult? I seem to remember having a blast using wraiths. Granted, it takes a while before you can spend the ~325 mana and keep paying the upkeep, but I don't remember having exceptional difficulties with Death compared to the others.
I often found Nature to be easy with their lovely big, bad creatures (though the upkeep on those is pretty hefty)

Pex 15-04-2010 01:53 AM

I've started playing with life (before I read your replies). So far so good, though I have to admit that the location of my starting cities and nearby ones was very good.

I couldn't choose node mastery (because I didn't have enough points to include at least a book from chaos, sorcery and nature), but I have conjuring and alchemy again. The latter is seriously underestimated on lower difficulty levels.

kyrubb 15-04-2010 09:56 AM

Quote:

Originally Posted by another_guest (Post 402683)
I seem to remember having a blast using wraiths.

Wraiths are rare spell, they come later in the game (or immediately if you have 11 death books, as I hinted). Until you can cast wraiths, you have almost nothing to live with. No cheapy good spell a la Heroism, Confusion... No good summons.

That is why I find Death hard.

esgmaster 15-04-2010 08:27 PM

Don't forget Shadow Demons.

I think death is mostly a "swarm the enemy with zombies/skeletons until he dies" approach.

Pex 16-04-2010 02:32 AM

I think I mentioned before that this is one of those games where the beginning is the hardest part of the game. I'm sure some of you will agree with me. Once you conquer a few cities and get yourself a decent army (including some heroes), you can overcame the advantage the computer players have due to increased difficulty level. Because, once you do that, the average AI kicks in. So, imo, the difficult part in playing with different magic realms is what spells you'd have available at the beginning. After 200 turns you'd be equally strong no matter what your choices at the beginning were - you'll only need to vary approach at winning the game a bit.

I'm playing with life now, but with a couple of books in chaos. I've already defeated Sharee (she had strong Death magic and some chaos in this game) and Jaffar (almost exclusively sorcery). Sharee's ghouls were no match for my hell hounds supported by some swordsmen and pikemen, while although Jaffar had 3 storm giants in his capital, a mix of archery units (longbowmen, javelinners, shamans) with Heroism spell on them was enough to bring him down. Both wizards were stronger than me at the beginning, but kept wasting their troops sending them in small waves against a well defended (and otherwise quite unimportant) cities of mine. To be honest, now that I've cleared the main land mass that I'm on of enemy wizards, I don't feel continuing to play anymore - it's just a matter of time before I find and destroy the other two.

Btw, a couple of things that annoy me - enemy wizards can have their troops flee from combat even during my turn. For example, I bait their hero with a single unit of spearmen, but then I cast phantom warriors and they flee. The other thing is that although their ability screen says that they don't have any mana left, they're still able to cast spells in combat.

-Catwalk- 16-04-2010 10:31 AM

Pex, as kyrub hinted at earlier there is a new active MoM site at dragonsword.com

Among other things, we're host to two large scale MoM projects. kyrub is making an ambitious patch that improves AI + interface and fixes most bugs. I'm working on a mod that rebalances the game for more interesting gameplay (the balance is crazy broken in the vanilla version). We're also starting up various other features, and have active discussions about strategies.

It's definitely a flaw in the game that it's only difficult in the beginning. I think a lot of this is to do with the stack cap of 9 units, the human player can work around this limitation far better than the AI, who keeps using random sub-optimal units. Also, costs are generally low so you can get killer stacks fairly quickly. Heroes also work out much better for the human player, AI rarely uses them in an effective manner. One boring implication of this (as you correctly noted) is that early spells matter far more than late spells.

I'm planning on remedying these problems and more through rebalancing, and kyrub is working on remedying the poor AI. Combined, I think these two projects will make MoM a blast to play once more. And if you're a purist who prefers the original settings, kyrub's patch will function independently of mine.

another_guest 16-04-2010 12:29 PM

Quote:

Originally Posted by kyrubb (Post 402746)
Wraiths are rare spell, they come later in the game (or immediately if you have 11 death books, as I hinted). Until you can cast wraiths, you have almost nothing to live with. No cheapy good spell a la Heroism, Confusion... No good summons.

That is why I find Death hard.

Good catch, I meant shadow demons (it's been 2-3 years since I played the game, so my memories are a bit rusty)
They're not cheap either but it doesn't take that terribly long to save up some 325 mana points (of course depending on your picks, this is the figure I remember) and pay for the maintenance. I've found even single units to be really useful, potentially helped by a few non-magical ground troops. Especially with their regeneration skills... :thumbs:
But it's true that until that time you only have very mediocre skeletons and zombies.

Pex 16-04-2010 01:36 PM

Quote:

Originally Posted by -Catwalk- (Post 402803)
Pex, as kyrub hinted at earlier there is a new active MoM site at dragonsword.com
...
I'm planning on remedying these problems and more through rebalancing, and kyrub is working on remedying the poor AI. Combined, I think these two projects will make MoM a blast to play once more. And if you're a purist who prefers the original settings, kyrub's patch will function independently of mine.

Sounds like a good plan. I'll keep an eye on your site for the patches. It's a great game in so many aspects and it could only become better with some of those issues fixed.

yoga 16-04-2010 04:43 PM

Bravo
 
Nice dialog for nice game..

:thumbs:

Nivm 20-04-2010 03:22 AM

Random Information and Query
 
I can't wait for the patch!

Observations and Questions:
It gets tedious after a while, but I've noticed that most of the time, 1-3 figures in towns can be taken of the current project to farm without changing the time until it's finished. Also, don't forget your refund after buying any building! When the bar is full, or near full, you can put everyone on farming for that last month.
I begin the game with books in all but death, Warlord, Alchemy, and Node Mastery. My military is never larger than my number of towns, but I use Warlord because it allows elven archers or halfling slingers to match up to the power of heroes. Oh, and Node Mastery doubles the amount of power you get from nodes, not adds 15%. Thus turning a 5 magic node into a 10 magic node. And that my mana pool is around 800 by end game, and only need to take one or two nodes in early game.
+To Hit bonuses, and other percent bonuses, are very effective on unit groups, and not so effective on heroes. Holy Weapon and Eldritch Weapon can be used together, and I often do.
Do not examine a character who has a whole load of different abilities. Pulling up the information for any mislabeled or misnumbered powers results in a crash. Would be a good thing to put on that patch.
By placing Engineers on a Planar Tower, setting a road to be built from it, then changing the Engineers' plane, will allow that road to be built over water or anything at the time cost of what you first selected. Maga project bridges! (So yes, they work.)
I noticed that if you take an opponents fortress, then defeat their last town before they cast the Spell of Return, you will get the treasure and graphic for banishing them like they had returned.

What determines the value of the treasure you get from a creep camp or node? It seems to be influenced by too many things to count, and my testing has been inconclusive.
How does one get "mana lock"? It seems to randomly happen sometimes.
Why does visiting Sorcery nodes occasionally dispel enchantments? I get no message about it, and note nothing of else of interest.
When placing units with an Air Mage, sometimes the air mage's movement speed is used, sometimes he is as slow as the slowest unit. Why determines this?
It was stated here that flying units will not be attacked by Great Wyrms. I have relied on this twice, and both time regretted it. Is there some other qualifier required?

Nivm 20-04-2010 03:23 AM

Apology.
 
_For some reason, the forum removed my indentations, making the above post much harder to read.

Pex 21-04-2010 12:56 AM

Quote:

Originally Posted by Nivm (Post 403074)
I can't wait for the patch!
Observations and Questions:
It gets tedious after a while, but I've noticed that most of the time, 1-3 figures in towns can be taken of the current project to farm without changing the time until it's finished. Also, don't forget your refund after buying any building! When the bar is full, or near full, you can put everyone on farming for that last month.

I was doing this, but after a while (especially when you have enough food and gold) it becomes a bother to keep changine back and forth. Usually after I conquer several towns a few only work on trading goods while the rest produce buildings and units. So if I need more food, I turn workers from those trading towns into farmers.
Quote:

I begin the game with books in all but death, Warlord, Alchemy, and Node Mastery. My military is never larger than my number of towns, but I use Warlord because it allows elven archers or halfling slingers to match up to the power of heroes. Oh, and Node Mastery doubles the amount of power you get from nodes, not adds 15%. Thus turning a 5 magic node into a 10 magic node. And that my mana pool is around 800 by end game, and only need to take one or two nodes in early game.
Haven't tried being a Warlord yet. On Hard level (which I'm playing now) some other abilities seem more useful. I might give it a go, though. Although longbowmen and slingers ar quite good even without it. In this last game my tactic was to cast Heroism on longbowmen. They're qame winners.
Quote:

+To Hit bonuses, and other percent bonuses, are very effective on unit groups, and not so effective on heroes. Holy Weapon and Eldritch Weapon can be used together, and I often do.
Agreed.
Quote:

Do not examine a character who has a whole load of different abilities. Pulling up the information for any mislabeled or misnumbered powers results in a crash. Would be a good thing to put on that patch.
I'm not sure what do you mean here. What character? A hero? Or another wizard? Never happened to me, so I don't get it.
Quote:

By placing Engineers on a Planar Tower, setting a road to be built from it, then changing the Engineers' plane, will allow that road to be built over water or anything at the time cost of what you first selected. Maga project bridges! (So yes, they work.)
lol didn't know that :) But it's obviously a bug rather than something programmers intended to happen.
Quote:

I noticed that if you take an opponents fortress, then defeat their last town before they cast the Spell of Return, you will get the treasure and graphic for banishing them like they had returned.
Both times enemy wizards managed to cast that spell, they also returned before I got to their last city so I had to defeat them again anyway ;) But it seems fair that you get more treasure even if they don't return.
Quote:

What determines the value of the treasure you get from a creep camp or node? It seems to be influenced by too many things to count, and my testing has been inconclusive.
Well, only certain thing is that you always get a spell from an Arcane Tower, though sometimes you get gold or mana crystals or item as well. It's always a spell your wizard is able to learn (as in having enough spell books of that realm), but it doesn't have to be one from the spell book. That makes it useful to attack towers once you did all researches, cause you'll get some spell you couldn't have normally researched.

As for nodes and different lairs, you get better rewards if the node/lair is better defended (cases when you get some fame as well). From what I could see, treasure of every node/lair is predetermined at the beginning of the game, but I think this works only for gold and mana crystals. Items, prisoners and books (as in extra spell books and some trait books that give you additional traits) are still there (predetermined), but it could be any item, any prisoner (not already controled by you or other wizard) and (almost) any book. So, if you like doing some 'legitimate cheating' save your game before attacking place that gives you one of those three and keep attacking it untill you get the exact thing your want ;)

Btw, that (almost) any book is put there cause you can get chaos spell books or book of chaos mastery only from chaos node, and it's similar to sorcery and nature.
Quote:

How does one get "mana lock"? It seems to randomly happen sometimes.
Hmm, what's that?
Quote:

Why does visiting Sorcery nodes occasionally dispel enchantments? I get no message about it, and note nothing of else of interest.
Haven't noticed that. To be honest, I only started using heaps of enchantments now that I'm playing with Life Magic, so I wasn't paying attention.
Quote:

When placing units with an Air Mage, sometimes the air mage's movement speed is used, sometimes he is as slow as the slowest unit. Why determines this?
It's always the speed of the slowest unit. So, I guess in cases when Wind Mage's speed is used, he's the slowest unit. It tends to be a drawback sometimes, especially when your unit of heroes + cavalry and/or rangers can move 4 moves (with pathfinding) and then suddenly with Wind Mage it drops down to 2. Then you give your mage some item to increase his speed, but movement remains 2, cause pathfinding doesn't count for flying and now your rangers are the slowest unit.
Quote:

It was stated here that flying units will not be attacked by Great Wyrms. I have relied on this twice, and both time regretted it. Is there some other qualifier required?
I'm pretty certain they can't attack fliers, but they will retaliate if attacked by a flier in melee. One thing that crosses my mind is that there were some spiders with the wyrm - in which case they cast nets on your fliers and make them ground unit. The other option is that I was wrong in assuming they couldn't attack flying units, in which case I apologise :)

Btw, indents don't work well on any forum I saw so far, which is why leaving a blank row between paragraphs is recommendend. I learned that hard way myself ;)

kyrubb 21-04-2010 07:58 AM

Quote:

Originally Posted by Pex (Post 403124)
As for nodes and different lairs, you get better rewards if the node/lair is better defended (cases when you get some fame as well).

...

So, I guess in cases when Wind Mage's speed is used, he's the slowest unit.

...

[wyrms] I'm pretty certain they can't attack fliers, but they will retaliate if attacked by a flier in melee.

All three things have been already reported as bugs, although I can confirm only the existence of the first one (items from lairs are not correctly weighed as it should be). You often receive a very good gift from a crap lair which spoils the game development.

I have problems with identifying of both other issues, wyrms contra fliers is mentioned in the FAQ, the other windwalking_sometimes_not_working problem was reported by someone else. If you, Nivm (or anybody else), happen to have a SAVEGAME file with the situations you mentioned, it would help me incredibly in fixing the thing.

(There is no such nuisance as an inconsistently happening bug.)

Nivm 21-04-2010 07:42 PM

Clarification.
 
Quote:

Originally Posted by Pex
Quote:

Originally Posted by Nivm
Do not examine a character who has a whole load of different abilities. Pulling up the information for any mislabeled or misnumbered powers results in a crash. Would be a good thing to put on that patch.

I'm not sure what do you mean here. What character? A hero? Or another wizard? Never happened to me, so I don't get it.

_Usually heroes, although some longbowmen and a boat have done it too. It's a glitch that seems to happen after the unit has two or three pages of effects (natural, artifact, enchanted). The names and modifiers of said effects may become scrambled; such as the experience box being replaced with "Legendary (345)" or "Lion Heart +[about 36k]", or just the pictures being switched around. Right clicking on these, or right clicking on the unit in battle, will crash the game. It tends to go away if I ignore it, oddly enough, but very occasionally it will crash bringing the unit into battle.

Quote:

Originally Posted by Pex
Both times enemy wizards managed to cast that spell, they also returned before I got to their last city so I had to defeat them again anyway But it seems fair that you get more treasure even if they don't return.

_Perhaps, but it is a glitch for it to show the banishment animation again. Like they get to finish the spell of return instantly just for the sake of getting banished again.

_Mostly what I've been trying to figure out is if the treasure reward increases if you use a much smaller army (1Hero vs. 5SkyDrakes VS. 4Heroes vs. 5SkyDrakes). I know the fame does, but sometimes it seems like loot does as well. As you can guess, I've been trying to figure out what I can do to increase my chances.
_I have this rather far goal of trying to acquire everything I could have if there was infinite picks at start. I can't seem to get more than four spell books in every school, and half the abilities. On Hard of course, but I don't think the treasure is better on easy.

Quote:

Originally Posted by Pex
Quote:

Originally Posted by Nivm
How does one get "mana lock"? It seems to randomly happen sometimes.

Hmm, what's that?

_It's an enchantment that prevents your other enchantments on a unit from being dispelled. I was casting a stone-skin spell on top of four other spells to get that bit of extra advantage in a node fight, and then when I re-checked statuses I noticed Mana Lock had appeared right below the rest. No idea where it came from.

Quote:

Originally Posted by Pex
It's always the speed of the slowest unit. So, I guess in cases when Wind Mage's speed is used, he's the slowest unit. It tends to be a drawback sometimes, especially when your unit of heroes + cavalry and/or rangers can move 4 moves (with pathfinding) and then suddenly with Wind Mage it drops down to 2. Then you give your mage some item to increase his speed, but movement remains 2, cause pathfinding doesn't count for flying and now your rangers are the slowest unit.

The moment I'm thinking of is when I was using my 6 move Air Mage as a ferry for a Pathfinding 2 move army. Moving the army on to the Air Mage's tile should have left them all with 1 movement point (took two moves to get there) yet my Air Mage was still able to take the entire army with his 6 move points (without Pathfinding of course). Although, next turn the entire group was reduced to 2 movement points out on the ocean.

Quote:

I'm pretty certain they can't attack fliers, but they will retaliate if attacked by a flier in melee. One thing that crosses my mind is that there were some spiders with the wyrm - in which case they cast nets on your fliers and make them ground unit. The other option is that I was wrong in assuming they couldn't attack flying units, in which case I apologise
That's what I assumed at the first large nature node, but at the second there were no spiders, yet my three Flying heroes were killed all the same (1 colossus and 5 Great Wyrms). I assumed Great Wyrms had a long reach, they look like they should.

_The Bay12 forums and one other always keep indents, and I spend most of my internet time at the former. So I'm always surprised when it doesn't work. I use spaces for topic change.

_I'll make sure to remember to grab a save file next time I have the problems.
Is your patch going to prevent the floating roads?

The Fifth Horseman 21-04-2010 09:22 PM

Quote:

Originally Posted by Nivm (Post 403179)
_The Bay12 forums and one other always keep indents, and I spend most of my internet time at the former. So I'm always surprised when it doesn't work. I use spaces for topic change.

Use linebreaks to denote separate paragraphs. To indent whole paragraphs, use the [indent] and [/indent] BBCode tags. Like this:
This text is indented
and this is another indentation nested in the first one.
You can also use the [LIST] BBcode to add lists and bullet points.

kyrubb 21-04-2010 11:03 PM

Quote:

Originally Posted by Nivm (Post 403179)
yet my three Flying heroes were killed all the same (1 colossus and 5 Great Wyrms). I assumed Great Wyrms had a long reach

Which type of flying were using your heroes? Chaos channeled, natural, spell or item? All the same, or were there differences?

Oso 22-04-2010 12:02 AM

Quote:

Originally Posted by Nivm (Post 403074)
I can't wait for the patch!
..
What determines the value of the treasure you get from a creep camp or node? It seems to be influenced by too many things to count, and my testing has been inconclusive.
..

You are absolutely right. It is influenced by many things.

NOTE: The following facts and figures are shamelessly lifted from Prima's Official Master of Magic Strategy Guide.

Each Node, Lair and Tower of Wizardry is generated at the start of each game. 25 normal lairs and 32 weak lairs are randomly distributed between Arcanus and Myrror. In addition, Arcanus gets 16 nodes, Myrror gets 14 nodes and 6 Towers of Wizardry are generated. Please note, no lair/node/tower will ever be stocked with more than 2 types of creatures so while you might see (for example) Wyrms and Sprites or Wyrms and Spiders in a lair/node/tower you will never see Wyrms, Sprites AND Spiders in the same place.

All of the above are stocked with monsters at games start and the monsters do not change during the game as opposed to treasure which is dynamically generated at the time the of the guardians of the lair/node/tower's defeat. That makes it possible to save the game beforehand and “farm” for certain types of treasures by using a save game/fight/reload game cycle until you get something acceptable (the “budget” of the lair/node/tower determining the relative worth/value/rarity of any spells and items present. There is no way to get a certain rarity of spell if that spell doesn't fit into the “budget” but if you are looking to get say, the Green Spell Change Terrain and the lair you just conquered gave up any uncommon spell, then there is an excellent chance you can make the Change Terrain Spell show up as loot by using a save/fight/reload cycle, your spellbook choices and conscience permitting).

The “budget” referred to above is how much mana the computer will spend on stocking the lair/node/tower with monsters/treasure. It is random within certain ranges.

------
The following is laid out in difficulty level:Intro/Easy/Normal/Hard/Impossible.

Towers of Wizardry (Both Planes)
Creatures:175-300/350-600/575-900/700-1200/875-1500
Treasure:350-1500/350-1500/350-1500/350-1500/437-1875

Normal Lairs (Arcanus)
Creatures:25-325/50-750/75-1075/100-1500/125-1825
Treasure:50-1625/50-1791/50-1875/50-1875/62-2281

Normal Lairs (Myrror)
Creatures:50-625/100-1250/150-1875/200-2500/250-3125
Treasure:150-4375/150-4375/150-4375/150-4375/187-5468

Weak Lairs (Arcanus)
Creatures:2-25/5-50/7-75/10-100/12-125
Treasures:50-125/50-125/50-125/50-125/50-156

Weak Lairs (Myrror)
Creatures:2-50/5-100/7-150/10-200/12-250
Treasures:50-350/50-350/50-350/50-350/50-437

Nodes (Weak Magic Setting)
Arcanus
Creatures:15-187/31-375/46-562/62-750/78-937
Treasures:50-935/50-936/50-937/50-937/50-1171

Myrror
Creatures:62-750/125-1500/187-2250/250-300/312-3750
Treasure:187-5250/187-5250/187-5250/187-5250/234-6562

Nodes-Normal Magic Setting:2x Weak Magic numbers for both Planes.
Nodes-Strong Magic Setting:3x Weak Magic numbers for both Planes.
------

Within the various ranges, the computer will pick a random number and that will be the “mana budget” for that particular build.

Example: The computer is stocking a Tower of Wizardry at the Hard Difficulty level (mana range 700-1200) and it randomly picks 1038. That is the maximum amount of mana the computer will use to stock the tower with. Further, it will also generate a random number between 1 and 4 (rolls a d4) and divide the budget by that number. In this case the computer rolls a 3. 1038/3=346 so the computer will NOT spend more than 346 mana on any single summoned creature. Before actually buying the creatures, the color is determined by the following:

------
Tower Of Wizardry:
Black(2 in 6 chance)-White/Red/Green/Blue(1 in 6 chance each).

Ancient Temple/Ancient Ruins/Fallen Temple:
White(1 in 4 chance)-Black(3 in 4 chance)-Red/Green/Blue(no chance).

Mysterious Cave/Dungeon/Abandoned Keep/Monster Lair:
Black/Red/Green(1 in 3 chance each)-White/Blue(no chance).

Chaos Node:Red only.
Nature Node:Green only.
Sorcery Node:Blue only.
-----

In this case, the computer rolls Red(Chaos). To continue with the above example: The most expensive Red summoned creature at or below 346 mana is a Doom Bat (300 mana casting cost). The computer will buy as many of it's top end creatures as it can within its budget up to a maximum of 8 creatures. In this case it can buy 3. 3x300=900, 1038-900=138. Not enough mana left over to buy a 4th Doom Bat. Also, if more than one top end monster is purchased there is a 50% chance the computer will “throw” one back. In this case that is what happens, the computer gives one Doom Bat back and recoups the mana. So we stand at 2 Doom Bats, 600 mana spent, 438 mana remaining.

Now the computer determines the maximum price for any secondary or minor monsters it will buy buy using a random number between 1 and X (X being 10 minus the number of monsters already purchased) and dividing the remaining mana by that number. In this case the computer rolls a d8 (10-[2 Doom Bats already purchased]=8) and gets a 5. 438/5=87.6. The most expensive Red creature that can be summoned for 87.6 mana or less is the Hell Hound(40 mana casting cost). With the remaining 438 mana the computer can buy 10 Hell Hounds but since we already have 2 Doom Bats and the stacking limit is 9 units, only 7 Hell Hounds can be used and the unspent mana is simply not used.

So in the example above, this particular Tower of Wizardry is guarded by a full stack of 9 Chaos creatures:2-Doom Bats/7-Hell Hounds for a total strength of 880. 2x300(Doom Bats) + 7x40(Hell Hounds) OR 600+280=880 mana spent. This becomes a modifier for use when treasure is generated.

So, we kicked the stuffing out of this Tower, what happens next? Looking at the Treasure Values for a Tower at the hard level we get a range of 350-1500. This is where the strength modifier from the creature shopping comes in. The harder the creatures and the more of the total mana budget spent, the more the computer is going to modify towards the top end of the scale as far as the treasure roll goes. It won't save you from a bad luck random number on treasure but the computer will adjust it up (or down) a ways for a completely out of whack roll to bring it closer be being comparable with the monsters that you defeated.

In this case, the computer gets a value of 1050 for the Raw Treasure roll.

A few caveats before I get into the nuts and bolts here.

The Myrran Ability will never be awarded as loot. Obvious maybe but it is a retort and they do get awarded as loot.

Infernal Power will never be awarded to players with White Spells books and vice versa with Divine Power. Neither can you be awarded a White Spell Book if you already have a Black one. The reverse is true here as well.

Artifacts (from the ITEMDAT.LBX file) that cost more than 3000 mana to make will NEVER be awarded as loot for an Artifact pick. The only was to get an unlimited power Artifact as loot is to be awarded a Special Ability(skill retort) or a Spell Book and be maxed out on Wizards Abilities or Spell Books for whatever reason. (Each player is limited to 6 abilities and 13 spell books).

Prisoners will not be awarded if you have a full stack and prisoners are limited to the ones that can be summoned by the “Summon Hero” Spell.

When conquering a Tower of Wizardry, the first item rolled is automatically a spell.

No more than 1 spell will ever be awarded as loot.

Anytime a Special is rolled, all other loot is discarded(the Strategy Guide is unclear here, whether it discards all loot for that instance or simply stops rolling on the loot table once you get a special is something I can't figure out. I think I can recall games where I got a special and something else in addition to it but am not positive about that-Oso)

------
Format
Chance:Treasure(Qualifying Amount/Spend Amount/Limit)

33.3%:Artifact(300/400-3000/3)

20.0%:Spell
-----:Common(50/50/1)
-----:Uncommon(200/200/1)
-----:Rare(450/450/1)
-----:Very Rare(800/800/1)

13.3%:10-200 Gold(50/200/NA)
13.3%:10-200 Mana(50/200/NA)

13.3%:1 Special(1000/3000/1)
-----:2 Special(2000/3000/2)

06.7%:Prisoner(400/1000/1)
------

Ok, we have 1050 raw points for treasure in this example and since it was a Tower of Wizardry, the first item is always a spell. A roll of 1 to 4 (1=Common,4=Very Rare) gets us a 2. An Uncommon Spell. So the Qualifying amount is 200, we have 1050 so no problem. We get the spell. That brings us down to a point value of 950 (normally an uncommon spell would cost 200 as a spend amount but as we just conquered a Tower there is a 100 point spend amount discount for the first spell roll).

Ok we have 950 points left which is more than 50 points (the computer will stop rolling for loot once less than 50 points of the original raw treasure points remain) so the loot rolls continue. And this roll is also a spell and what's more, it is also an uncommon spell so 200 points are deducted leaving us with 750. But since we can't have more than 1 spell in a pile of loot, the original Uncommon Spell is upgraded to a Very Rare Spell (2+2=4=Very Rare Spell). At this point, any further spell rolls will be ignored. (Again, the Strategy Guide is unclear here. It does not say if another spell roll will be re-rolled or if that becomes a lost roll. It may very well deduct the price of the spell it rolled but you have nothing to show for it. For proof I offer my experience that I have conquered some very tough nodes/lairs late in a game and gotten nothing for it. So if you get something as loot that your points qualify you for but that you cannot use, it may very well just poof away-Oso)

750 points left. More than 50 so we continue. The next roll is a special but the qualifying amount of points is 1000 and we only have 750 so it is re-rolled (<-The Strategy guide seems very clear here. Not enough points to qualify so no points deducted and rolling continues). The next roll Mana Crystals are rolled. The Qualifying Amount of 50 for Mana Crystals is well below 750 so we get some. 90 Crystals are rolled and 200 spend points are taken away from our total leaving 550 usable points.

The next roll gives use a prisoner. Note that to qualify for a prisoner, you need only have 400 usable points but that it costs 1000 to get one. We only have 550 points left but we get the prisoner because we qualify for him/her but it takes our points total to below 50 (well below 50 and into negative numbers actually) so we are done.

To recap:A tower of Wizardry was staffed with 2 Doom Bats and 7 Hell Hounds. For defeating it we received 1 Very Rare Spell, 90 Mana Crystals and a Prisoner.

As stated at the beginning, the monsters will remain the same throughout the game but the treasure isn't generated until the monsters are defeated. So if you saved the game, defeated the monsters and then reloaded that same game and fought again, the treasures might be similar (or not) but they probably won't be exactly the same on the second try.

Some of my own thoughts.

I have noticed there are some things in the Official Strategy Guide that don't quite follow my game experience. One of them is how the treasure is supposed to be generated anew whenever a lair/node/tower is conquered. By the way the book says it, with the exception of Towers of Wizardry which guarantees you a spell, you shouldn't be able to conquer a node or lair that gives you a spell and then reload and expect to get a spell again. Yet it happens all the time. I suspect the “random” part of the treasure generation isn't truly random. In the above example, I suspect that at the time the monsters are purchased for the Tower of Wizardry at least part of the loot is as well. In that it says that TOW#1 will have a very rare spell, some mana and a prisoner when conquered. The dynamic allocation at defeat is limited to what spell it is, the amount of mana and which particular prisoner is granted based on the players setting at start time and what heroes and spells the player already has in his/her possession.

I also suspect that conquering a Tower of Wizardry is the ONLY way to get a spell beyond your spell book ability. Being that you are guaranteed a spell, you may be able to get a rare or very rare spell you shouldn't simply because you may already be in possession of all the spells your spell books will let you have through other lairs/nodes/towers or player trades.

Also, I suspect that if you get a result that says you get a rare or very rare spell as loot and you don't qualify for it you may very well get a lower level spell that you do qualify for providing you don't know them all already. Aside from the Towers of Wizardry, I'm thinking that if you get a spell you don't qualify for by having enough spell books and have no unlearned spells in lower categories, you lose that part of the loot completely. Which may explain why you sometimes come across lairs that you would think should give you loot but you find nothing.

Pex 22-04-2010 03:42 AM

Quote:

Originally Posted by Nivm (Post 403179)
_Usually heroes, although some longbowmen and a boat have done it too. It's a glitch that seems to happen after the unit has two or three pages of effects (natural, artifact, enchanted). The names and modifiers of said effects may become scrambled; such as the experience box being replaced with "Legendary (345)" or "Lion Heart +[about 36k]", or just the pictures being switched around. Right clicking on these, or right clicking on the unit in battle, will crash the game. It tends to go away if I ignore it, oddly enough, but very occasionally it will crash bringing the unit into battle.

Ok, I understand now. It never happened to me, but like I told you, never before I used so many enchantments. I'll keep in mind not to go clicking on them if I use too many ;)

Quote:

_Mostly what I've been trying to figure out is if the treasure reward increases if you use a much smaller army (1Hero vs. 5SkyDrakes VS. 4Heroes vs. 5SkyDrakes). I know the fame does, but sometimes it seems like loot does as well. As you can guess, I've been trying to figure out what I can do to increase my chances.
Well, Oso put quite a detailed guide on treasure generating, but it seems to be different to my own experiances. I'll comment on it later in this post, so you can see as well.
Quote:

_I have this rather far goal of trying to acquire everything I could have if there was infinite picks at start. I can't seem to get more than four spell books in every school, and half the abilities. On Hard of course, but I don't think the treasure is better on easy.
According to the Guide you can have maximum of 13 spell books and 6 abilities. I didn't know that. I never go exploring too much - I 'blitzkrieg' enemy capitals as soon as I find them (and have enough troops to do it) and poor AI allows me that. Maybe when those patches come out and the game becomes more balanced, I'll need to focus more on exploring.

Quote:

_It's an enchantment that prevents your other enchantments on a unit from being dispelled. I was casting a stone-skin spell on top of four other spells to get that bit of extra advantage in a node fight, and then when I re-checked statuses I noticed Mana Lock had appeared right below the rest. No idea where it came from.
Either it's some rule we're not aware of, or just another bug ;)

Quote:

The moment I'm thinking of is when I was using my 6 move Air Mage as a ferry for a Pathfinding 2 move army. Moving the army on to the Air Mage's tile should have left them all with 1 movement point (took two moves to get there) yet my Air Mage was still able to take the entire army with his 6 move points (without Pathfinding of course). Although, next turn the entire group was reduced to 2 movement points out on the ocean.
lol definitely a bug :)

And now to Oso's post:
Quote:

Originally Posted by Oso (Post 403202)
NOTE: The following facts and figures are shamelessly lifted from Prima's Official Master of Magic Strategy Guide.

Very detailed. I have one question regarding it, but a few observations regarding your own.

Quote:

Each Node, Lair and Tower of Wizardry is generated at the start of each game. 25 normal lairs and 32 weak lairs are randomly distributed between Arcanus and Myrror. In addition, Arcanus gets 16 nodes, Myrror gets 14 nodes and 6 Towers of Wizardry are generated.
Does this change depending on the size of the land you choose? It's not a hard thing to check, but I thought you may already know the answer.
Quote:

Some of my own thoughts.

I have noticed there are some things in the Official Strategy Guide that don't quite follow my game experience. One of them is how the treasure is supposed to be generated anew whenever a lair/node/tower is conquered. By the way the book says it, with the exception of Towers of Wizardry which guarantees you a spell, you shouldn't be able to conquer a node or lair that gives you a spell and then reload and expect to get a spell again. Yet it happens all the time. I suspect the “random” part of the treasure generation isn't truly random. In the above example, I suspect that at the time the monsters are purchased for the Tower of Wizardry at least part of the loot is as well. In that it says that TOW#1 will have a very rare spell, some mana and a prisoner when conquered. The dynamic allocation at defeat is limited to what spell it is, the amount of mana and which particular prisoner is granted based on the players setting at start time and what heroes and spells the player already has in his/her possession.
I agree with this. In my experience, the nature of the treasure doesn't change (whether it's an item and/or prisoner and/or spell) only the type of the specific treasure (different item and/or prisoner and/or spell. That's why I suggested in the earlier post that you can 'legally cheat' by saving the game before attacking the node/lair/tower and then loading and reconquering it to get different type of treasure. It never happened to me that the place gives a prisoner but when I reload the game it gives me an item or a spell (or any different combo for that matter).

Quote:

I also suspect that conquering a Tower of Wizardry is the ONLY way to get a spell beyond your spell book ability. Being that you are guaranteed a spell, you may be able to get a rare or very rare spell you shouldn't simply because you may already be in possession of all the spells your spell books will let you have through other lairs/nodes/towers or player trades.
I've came to this conclusion as well. That's why I used to conquer only one Tower (just to get the access to different plane) and leave the rest until I progress with my researches.
Quote:

Also, I suspect that if you get a result that says you get a rare or very rare spell as loot and you don't qualify for it you may very well get a lower level spell that you do qualify for providing you don't know them all already. Aside from the Towers of Wizardry, I'm thinking that if you get a spell you don't qualify for by having enough spell books and have no unlearned spells in lower categories, you lose that part of the loot completely. Which may explain why you sometimes come across lairs that you would think should give you loot but you find nothing.
I agree with this. I've noticed that I was getting 'You find absolutely nothing' result only near the end of the game, so it made me believe that it was either a spell of the rarity level that I've already fully researched or a prisoner when I already had 6 heroes. Maybe next time I find a prisoner I may test this and leave that lair for the time I have 6 heroes already.

Another thing that I've noticed was that a particular undefended lair (it has to be a lair cause nodes and towers are always defended) always give you the same amount of gold pieces or mana crystals, even if you keep reloading the game. It never changes the type of treasure either - if it gave you 50 gp first time, it will keep giving you 50gp every time, it will never give you mana instead. That made me believe that the amount of gp or mc you get from lairs/nodes/towers remains the same even when you get other treasure as well, but I never remembered to check it. I might do it at some point. To be honest, I got bored with MoM and decided to give it a break ;)

Oso 22-04-2010 04:34 AM

Quote:

Originally Posted by Pex (Post 403210)
.
.
Does this change depending on the size of the land you choose? It's not a hard thing to check, but I thought you may already know the answer.
.
.

It has never occurred to me to check on my own but, according to the section in the strategy guide, there is no mention made on land mass size. Until I get motivated enough to check on my own :) I am going to assume that it doesn't matter.

The only difference would be in relative density and then only when talking about the generic sites other than Towers and Nodes. Towers and Nodes have no problem appearing as one square islands in the middle of the Oceans (I have never seen a non-Node or non-Tower lair on its own 1 square island in the ocean at any rate). So the remaining 57 sites would be spread over the land masses on both planes, even at the small land mass setting, I can't see any overcrowding happening.

R P 22-04-2010 12:00 PM

Help!
 
Hello

Does anyone know how I can get rid of Chaos rift cast on my cities?

Thanks!

Pex 22-04-2010 12:16 PM

I believe you can remove it with Disenchant Area or Disenchant True. The second one is a Sorcery spell so you need a few sorcery books in orther to be able to research it, but the first one is Arcane and I belive widely available (can't remember if it's one of those you get right at the beginning).

Philos73 22-04-2010 02:27 PM

Hello guys,

just giving you some feedback on how things went since I last posted. Quite a few other discussions since then now (Pex really started some interesting topics). This MoM forum is quite alive!! So just as a reminder, I was the one having soundproblems.

Regarding the game itself I have gone up to normal difficulty - was playing "zoogames" on easy - leaving the weakest wizard alive at the end to explore more dungeons and nodes in order to find out more about the game mechanics. That worked. I'm doing fine on normal difficulty now - even though I still haven't met all of the creatures in the game and there are still a lot of things I haven't learned. Thanks for the info about the dragonsword page - and hearing that they are working on mods and patches for MoM over there is just great news!

As for the soundproblems it is time to give up on running the game with sound on the machine I'm using. I have done a LOT of fiddling and thanks to what Smiling Skeleton said I got the sounddriver working on native DOS (for other games - but still not for MoM). I also discovered there was still one file missing in my standalone DOS-7 partition and that file is called EAPCI2M.ECW.
The Soundblaster 128 PCI DOS driver is relying on that file and the installer places it in the Windows System directory. Now, since I was running a standalone DOS-7 partition I did not have a Windows System directory any more - so I created one - just for that file - and copied the file there. That worked. There is a sound test amongst the files of the Soundblaster driver and I ran the test successfully.

As for MoM the issue has boiled down to a mainboard problem. I found out that my Gigabyte BX 2000 has trouble with the emm386. Other DOS-extenders such as the 4GW protectected mode runtime or the DPMI DOS extender run fine - just emm386 does not. And it's the dual BIOS of that mainboard that is to blame. I now realized that the previous owner of the mainboard must have flashed the BIOS and there are two BIOS-versions present since flashing the BIOS only updates one of the two BIOSes on that mainboard. So my machine is sometimes booting with BIOS version f5 and sometimes with version f7 and the wide-range-errors that are happening in certain intervals occur because the two BIOSes don't match.

Please note - this is just for giving you feedback. I'm happily playing the game without sound - and given what I found out about that mainboard now I consider myself lucky that the game is running at all. It actually runs very well without sound.

I will still keep that BX 2000 mainboard, for apart from those limited bugs it is running very well.

I gave it a try to run the game in Dosbox on my faster machine. Unfortunately the mainboard on that other machine is having even bigger issues. It causes crackling noises in many applications (not just games) and these noises are especially nasty in Dosbox. So I kinda know what the sound is like but with those noises it's too annoying. I will replace the mainboard on the faster machine some time in the future (with a used model from another company) since it also has other issues. The Gigabyte BX 2000 is actually giving me much less issues (I know how to fix the wide-range errors when they occur). So I will keep that one but replace the one in the faster machine - some time end of this year I think... - not keen on doing it fast since it requires reinstalling everything from scrap....

Just a few more details on the fiddling I did - not a complete rundown here. I tried to load the game high as 5th Horseman said but then the game doesn't find the config.mom file anymore - even though the file is there. Odd thing but that's how it is. So loading the whole game high won't work - at least not on this machine. Might work with other games though - so the information was not useless.

I tried installing the DOS sounddriver in my DOS-6.0 partition that also exists on that machine - but no go. The machine hangs on boot when trying to load the sounddriver. Also MoM won't run under DOS 6.0 even though I got up to 595 KB of free conventional memory using memmaker. But since the sounddriver won't load either it's no good to pursue trying to get it to work on DOS 6.0 anyways. Plays fine without sound under DOS-7.

Now, my standalone DOS-7 partition was derived from Windows 98 SE. I also have Windows 98 First edition (which is running in a separate partition on it's own). And that has an earlier version of DOS-7. But memmaker won't run at all (even with the added files that were missing in that DOS-version). Trying to run memmaker on that earlier DOS-7-version immediately crashes the system before the first memmaker screen comes up. I was lucky it did even run on the later version of DOS-7 on this mainboard.

So it's time to give up on trying to run MoM with sound on that system. Maybe when I get a different mainboard for my faster system later I will have better sound in Dosbox then. Til then I'll just play without sound. Fiddling around was not in vain though. I learned some things in the process.

Smiling Spectre 22-04-2010 07:51 PM

Quote:

Originally Posted by kyrubb (Post 402481)
1. Immediately after the beginning set the tax to 2.0 gold per population and put it down only if the unrest is unsupportable.

Not exactly right. Actually, income rises only for workers, BUT rising tax automatically rise revolting, and they are not paying anything. But farmers that needed for city's life never revolts. And garrison helps too. So it is "dynamic" question - I personally gradually rise taxes until my income start falling (it is visible immediately).
Quote:

555. Diplomacy - Use spell gifts if you need to maintain good relations (works until turn 100, than useless due to a bug).
Wrong. My experiences (v1.31) says that computer never break any pacts by it's initiative. It is only your fault.
Quote:

Avoid nearing cities for 3 turns = war.
You receive warning and slight decrease in relations if you'll end your turn close than 2 squares away of cities (the same zone that visible in city map, I presume). If you simply pass this zone, it is safe. And war, if this state remained more than 2 turns in row.
Quote:

Originally Posted by Pex (Post 402501)
Haven't been much of a diplomat really. I like exchaning spells (especially if I have a useless spell to offer ;) ), but turns out that enemy will attack me sooner or later anyway, if I'm in their way (litterally, like in that example I used). And even then they won't consider being at war.

It is bug in pathfinding - enchanted roads and settlers often generate it. But if computer can reconsider, it is usually do it. :)

And diplomacy extremely useful, BTW. You can trade away almost any "your" spell, even if your spellbooks don't allow to research it.
Quote:

Originally Posted by Nivm (Post 403074)
It gets tedious after a while, but I've noticed that most of the time, 1-3 figures in towns can be taken of the current project to farm without changing the time until it's finished.

Check race, actually. There is no much good for farming, if you try to farm with dwarf, and there is little use of halfling-miner. :) Remember: farmer gave you more money as tax, but workers gave much more income when making "Trade Goods". My empire usually ends with ten halfling's capitals that feed all this remained 50 cities of working men, elves and trolls. :)
Quote:

By placing Engineers on a Planar Tower, setting a road to be built from it, then changing the Engineers' plane, will allow that road to be built over water or anything at the time cost of what you first selected. Maga project bridges!
Looks like you are forgot something. Planar towers ALWAYS interconnected - there is not possible to built road in tower on one plane and simultaneously on water on other.

And I believe (v1.31 again) that Engineers cannot build over water - even with swimming or flying. I tried - but I can be wrong, of course. :)
Quote:

When placing units with an Air Mage, sometimes the air mage's movement speed is used, sometimes he is as slow as the slowest unit. Why determines this?
If Mage have Wind Walking ability, every unit with him travelling on clouds, so stack always will have Mage speed (even if stack almost finish it's movement, but Mage is not). But if he is simply flying, you will not receive this bonus. I used it many times, so it is strange to hear... Is your version 1.31?
Quote:

Originally Posted by Oso (Post 403202)
I have noticed there are some things in the Official Strategy Guide that don't quite follow my game experience.

Yes, guide is very strange. I checked it, and it is totally different in many aspects.

1. There could be fixed population in dungeons for start - but it is increased over time! (At least on last difficulty level - Impossible, I think?). When lair reached full capacity, it began to spawn it's habitants into outer world, upgrading simultaneously population inside lair. So in first 100 turns in Sorcery nodes you will meed one-two Phantom beasts with five Illusion Warriors, but after, say, 500 turns it will be full set of 8 Sky Drakes.

2. There is always question of relative strength. Computer takes into account all "innate" abilities and number of units, but, it seems, don't count hero/unit enchantments and items. So heroes always receive better rewards, and better when they are in small numbers. Also only current opponent's strength counts. If you killed 7 Wyrms and retreated from one single bear, than returned and kill the bear - you will receive only reward for this bear, and this is all.

kyrubb 22-04-2010 10:42 PM

Quote:

Originally Posted by Smiling Spectre (Post 403265)
Wrong. My experiences (v1.31) says that computer never break any pacts by it's initiative. It is only your fault.

Honestly, how subtle is your game experience if you are saying this? The AIs will sooner or later declare war on you no matter what you do (or do not) - which is what any experienced player will tell you. And FAQ has it too.

And if you are saying I am wrong, try next time when playing MoM with 4 opponents, small land masses.
After the first AI declares war on you, go into Historian screen and look at the date. It will be (most probably) "June 2008". This is equal to turn 100 as I have stated above. Very rarely you get a slightly later date.

If you see something different, then come back here and tell me I was wrong.

Pex 23-04-2010 01:06 AM

Quote:

Originally Posted by Smiling Spectre (Post 403265)
Wrong. My experiences (v1.31) says that computer never break any pacts by it's initiative. It is only your fault.

You receive warning and slight decrease in relations if you'll end your turn close than 2 squares away of cities (the same zone that visible in city map, I presume). If you simply pass this zone, it is safe. And war, if this state remained more than 2 turns in row.

Doesn't match my experience (and I'm using v1.31 as well). Sometimes they declare against you with no obvious reason. Sometimes they don't give you a warning that you are near their city. In a few games I played it happened to me that I didn't even know I was in their city zone (cause the city was still within fog-of-war) and they didn't warn me, but then the next turn they declared saying they did warn me.

I've also noticed that you can destroy an outpost without consequnces - no war declaration. I often follow their settlers, wait for them to make an outpost and then destroy it. If you attack settlers, they'll probably escape and you risk the war.

Quote:

1. There could be fixed population in dungeons for start - but it is increased over time! (At least on last difficulty level - Impossible, I think?). When lair reached full capacity, it began to spawn it's habitants into outer world, upgrading simultaneously population inside lair. So in first 100 turns in Sorcery nodes you will meed one-two Phantom beasts with five Illusion Warriors, but after, say, 500 turns it will be full set of 8 Sky Drakes.
I didn't play on Impossible difficulty level but I didn't notice this happening on Hard level. I attack evey lair/node/tower as soon as I find it (but I save the game first). If I can't defeat whatever is in, I reload and write down the monsters so I can attack later with appropriate troops and it's always the same enemies. Maybe I don't give them enough time to build more.

They do send roaming monsters out from time to time, though.

Quote:

2. There is always question of relative strength. Computer takes into account all "innate" abilities and number of units, but, it seems, don't count hero/unit enchantments and items. So heroes always receive better rewards, and better when they are in small numbers. Also only current opponent's strength counts. If you killed 7 Wyrms and retreated from one single bear, than returned and kill the bear - you will receive only reward for this bear, and this is all.
Interesting point. I haven't tried this yet - usually if I have to retreat that means I'm badly beaten (and then I lose some troops in retreating as well), so I have to reload anyway.

Borodin 23-04-2010 11:54 PM

Quote:

Originally Posted by Smiling Spectre (Post 403265)
My experiences (v1.31) says that computer never break any pacts by it's initiative. It is only your fault.

I suspect you don't mean this to sound either so dismissive or so certain. I've been playing MoM since it first came out (I reviewed it at the time), and I've certainly had allies break pacts with me. Happens all the time. As soon as you become powerful enough to be perceived as a threat, even the friendliest AI players will turn on you. This bit of AI was developed by Sid Meier, and it turns up again in Alpha Centauri (which was not, contrary to belief, authored by Meier, but used much of his AI code). You can just watch the impression you make on AI-driven players slowly drift down as you become very big--and it's not too long before pacts are broken for stated reasons that make no sense at all.

Which is why I've always preferred Civ IV's system of telling you exactly why an opponent AI feels the way they do about you, even down to giving it exact numbers.

Perhaps you just played on the easy level. I have no other idea why you would state such a thing, because it runs completely contrary to the way the game acts.

kyrubb 24-04-2010 12:56 AM

Quote:

Originally Posted by Borodin (Post 403310)
As soon as you become powerful enough to be perceived as a threat, even the friendliest AI players will turn on you.

I thought so too. But then I played test games (using Alt+RVL cheat to make contact with AIs) staying in one city, no development at all, no movement, no research.

As soon as you get over the June 2008, all AIs break pacts and declare war on you even if you are 100x weaker than them. - It is a bug that touches the AIs that are not present on your continent. The programmers messed up the continental threat fonction.

Oso 24-04-2010 04:15 AM

I've pretty much assumed that in most 4X games (certainly in the majority that I have played) that the AIs will turn on you in any case and played accordingly. Like Borodin, I played MoM from the day it hit the shelf until I bought a machine that wouldn't play it and no matter how carefully I played, the AI's all turned on me sooner or later (mostly sooner). So I quit trying to make them friendly. Use them for spell trading as long as possible then "Do unto them...before they did unto me".

Plus, I got into the habit of picking myrran (my favorite combo was almost always Myrran, Warlord, Archmage then 5 books in whatever spell color I felt like that game) and ruthlessly exterminating any of the AI players there and plugging up the Towers of Wizardry as soon as I find them. That generally put me on the bad side of the AIs fairly early in any case. Can't tell you how many times I have popped a Tower only to find it 1 or 2 spaces away from some Wizard's Enchanted Fortress or have it be right smack in the middle of their empire.

This has become even more of an issue since I applied the unofficial v2.0 patch. With the settlers now able to swim, I don't leave an open Tower of Wizardry unlugged any longer than I have to and that generally means killing a stack or two of an AI's troops and absorbing their counterattacks. Neither of which is conducive to amiable relations :p

Nivm 26-04-2010 01:04 AM

Antagonally Cleared Confusion
 
Quote:

Originally Posted by Oso (Post 403213)
It has never occurred to me to check on my own but, according to the section in the strategy guide, there is no mention made on land mass size. Until I get motivated enough to check on my own :) I am going to assume that it doesn't matter.

_It does not. I just checked a Nature's Awareness save for Medium and Small. 6 Towers, 14 Myrror Nodes, 16 Arcanus Nodes.

→Specter
_You seem to have misread or not read at all, and although easily remedied, I'll note what hasn't been. (I would ask what game version you are running, but you have told me with a question.)
_I have noticed no difference in the tax money paid when the populace was divided into farmers and workers, and completely to farmers. That, and I was speaking of when there was already a project going, and the value of free gold from management.
_I forgot nothing with the planar towers; when you plan a road on suitable ground, then shift planes*, the road will be built regardless, even over water. *To clarify, you need the view to be on the "invalid" plane when the selection switches to the Engineer's turn. It's safer to select the Engineers on the plane you wish them to build at the beginning of every turn, and to keep the view on that plane at the end of every turn. At least until they finish their first section. You might have to keep doing it if they have the plane-shifting ability.
_Kyrubb already noted the Air Mage drag was a bug. Although I discovered in my current game if all the units are flying regardless (Draconians) the counter will say "0.5" after the flyer's two moves, but I can still move all the supposed distance.

_On the subject of army strength effecting treasure, I haven't noticed any difference when varying the amount of four heroes, a shaman, and two longbowmen troops. When they were all together, and I was testing a Volcano with two Fire Giants and some Hell Hounds, it had a reward of a prisoner, one spell, and 200 mana crystals. Defeating the node with only the Valkyrie of the group provided the exact same reward. The spell gained seemed to about the same value every time, varying from Hell Hounds to Awareness equally.
However, I have never tested how the treasure varies when you lose once while taking out much of their forces then win. This must be done for science. Although not Dwarven Science, this game isn't free enough for that.

_On Hard mode, it seems like creature growth only extends to the weaker creatures; such as adding skeletons or phantom warriors. Does the treasure gained correspond to creature growth on Impossible? Or is it skewed sufficiently downward?

_Kyrubb, I wanted to ask, how do you identify which save file is which when you seem to have more save files that saves in the game? Making a new save doesn't change anything.
I also now assume it is a bug that I managed to achieve 16 spellbooks. Would it be possible to remove the book and ability cap in your mod?

_Is anyone ever entertained by the horrible AI? I was entertained when they had a force that could take one of my outposts, yet decided to attack one troop at a time, making them manageable to my archers.

Pex 26-04-2010 02:59 AM

Quote:

Originally Posted by Nivm (Post 403431)
_Is anyone ever entertained by the horrible AI? I was entertained when they had a force that could take one of my outposts, yet decided to attack one troop at a time, making them manageable to my archers.

I had a case when between attacking my city with a single unit of spearmen and my army of 3 heroes and 6 other units (too far to reach the city before the enemy) they decided to attack the latter and of course got smashed.

Another case was when they conquered my city (there was nothing I could've done), but I had to reload the game from that turn because I forgot to change production in another city and made some settlers that I didn't need. I made exactly the same moves (except from changing that production), but in enemy turn they decided not to attack that city but move away from it.

But I belive the best one is this time when I was 'camping' next to an enemy wizard's capital waiting for my other troops to arrive so I could take the city (something I often do). Now, there's no point mentioning that the enemy could've attacked me and crushed me any time with those forces in the capital. What he did though was that he moved out some bowmen units out of the city so he could have space to produce and summon something quite useless (can't remember what). So I crushed him the next turn without those troops I was waiting for.

kyrubb 27-04-2010 12:34 AM

Quote:

Originally Posted by Nivm (Post 403431)
_Kyrubb, I wanted to ask, how do you identify which save file is which when you seem to have more save files that saves in the game? Making a new save doesn't change anything.

I am not sure if I understand your question. Saves are put in the save#.gam files in the MoM directory, where # is the number of the save slot in the Game screen. If you make a new save, you overwrite automatically the old one.

Now, if you want to help me find the bugs, once you witness something weird, you go immediately (without quitting) to the MoM directory, grab your last save, rename or copy it to something like windwalking_bug.gam. And contact me afterwards ****** very grateful reaction from me.

Quote:

I also now assume it is a bug that I managed to achieve 16 spellbooks. Would it be possible to remove the book and ability cap in your mod?
"My mod" is not a mod. It is a simple attempt to correct the in-game bugs and remove the main AI blunders and stupidities. So no modding.

TotalAnarchy 27-04-2010 11:23 AM

Just when this discussion was getting interesting. From now on, Master of Magic is sold on GOG.

Pex 27-04-2010 12:46 PM

We can still talk about it...

Smiling Spectre 27-04-2010 03:22 PM

Quote:

Originally Posted by Borodin (Post 403310)
I suspect you don't mean this to sound either so dismissive or so certain.

Yes, I can be too sure of this "never", and I am sorry for that. Most of time - yes.
Quote:

I've been playing MoM since it first came out (I reviewed it at the time), and I've certainly had allies break pacts with me. Happens all the time. As soon as you become powerful enough to be perceived as a threat, even the friendliest AI players will turn on you. This bit of AI was developed by Sid Meier, and it turns up again in Alpha Centauri (which was not, contrary to belief, authored by Meier, but used much of his AI code). You can just watch the impression you make on AI-driven players slowly drift down as you become very big--and it's not too long before pacts are broken for stated reasons that make no sense at all.
Oh, well, I begin to play MoM around 1999 and played it two-three years. On Impossible, because other options are too easy. And usually I made pacts with every single wizard. And usually they never broke it, except for Spell of the Mastery. But well, it actually could be not 1.31, but 1.2 (I doubt it though). Well, I'll test it and write results here.
Quote:

Originally Posted by Nivm (Post 403431)
_I have noticed no difference in the tax money paid when the populace was divided into farmers and workers, and completely to farmers.

I seen it. Well, I can test, of course. I'll say then.
Quote:

_I forgot nothing with the planar towers; when you plan a road on suitable ground, then shift planes*, the road will be built regardless, even over water.
Ah. Then you are right, I think. In you initial statement you speaked about Towers exactly, so I intervene. Sorry.
Quote:

_On the subject of army strength effecting treasure, I haven't noticed any difference when varying the amount of four heroes, a shaman, and two longbowmen troops.
Then I could be wrong here. I know that I receiving bigger rewards later in game, and I know that it was smaller (but stronger) armies later on, so I can made wrong conclusion about that.

But I am fairly sure about "divided treasures" issue, because every time when I kills enormous armies in 2-3 approaches, I receives fairly pathetic reward. Well, I can test it too.

P.S. Sorry for seemingly over-confident issue. My active English still far from perfect.

Oso 27-04-2010 04:26 PM

Quote:

Originally Posted by Smiling Spectre (Post 403504)
Then I could be wrong here. I know that I receiving bigger rewards later in game, and I know that it was smaller (but stronger) armies later on, so I can made wrong conclusion about that.

This is understandable, at least in my opinion :) The tougher the node/lair/tower, the more developed the stack that destroys it needs to be. That means the tougher sites stay unconquered longer. It is completely understandable that a conclusion that they grow in strength and rewards as the game progresses can be arrived at when in reality they are built that strong at game start.

As far as I can tell, only neutral city garrisons grow in strength and number as the game progresses and if you unsuccessfully attack a site that is populated by death creatures that have life stealing attacks. There you have the potential to have at least some of your army raised as undead defenders after the battle providing stacking limits are not exceeded and also that the raised units do not do not make the population of the site contain more than 2 distinct units. Say you go in with High Men pikemen against ghouls and a Demon Lord. You kill all the ghouls, all your men get killed and when you return you find the site is defended by a Demon Lord and your now undead pikemen.

Japo 27-04-2010 06:12 PM

Quote:

Originally Posted by Smiling Spectre (Post 403504)
Oh, well, I begin to play MoM around 1999 and played it two-three years. On Impossible, because other options are too easy. And usually I made pacts with every single wizard. And usually they never broke it, except for Spell of the Mastery. But well, it actually could be not 1.31, but 1.2 (I doubt it though). Well, I'll test it and write results here.

Are you sure you're all talking about the same thing, not ones thinking about peace status and others about wizard pacts?

I know the AI can declare war on you at any time, but not sure once you've secured a "wizard pact". I managed few times--not that I tried really.

Smiling Spectre 28-04-2010 11:39 AM

Quote:

Originally Posted by Japo (Post 403513)
Are you sure you're all talking about the same thing, not ones thinking about peace status and others about wizard pacts?

I know the AI can declare war on you at any time, but not sure once you've secured a "wizard pact". I managed few times--not that I tried really.

I always take Charismatic and Famous traits, if it matters. If I am in peace, yes, computer can attack you at any time (and it seems that in that state it not matter, whether you close to it's cities or not). When you agree to Wizard Pact (or how this thing is named? I always forget it :( Scroll symbol) - I am not sure about broke. But if you are forged Alliance - it lasts forever, if only you not enter "Danger Zone". At least it is as I remember it. I trying it for now, so we'll see.

nivm, I tested "builder/farmer" issue. For each "builder to farmer" conversion you got extra coin. It not shown on city screen, but if you'll check global statistic (it shown at right at the end of any turn), it is obvious change.

Philos73 28-04-2010 10:31 PM

Hello guys, joining the game experience discussion shortly.

First of all I don't care much whether the AI declares war or not since there doesn't seem to be much difference in it's behaviour, be it at peace or be it at war. Only real difference is that you cannot trade spells any more once war is declared. Many wars are phony anyways - the AI DOW you without being able to attack (lacking ships for example).

I mostly agree with what Pex said about the strategic weaknesses of the AI. In a game that I'm just playing Kali shared a continent with me and she could have just steamrolled over me with the army she had. I wouldn't have stood a chance. But she just didn't do it - even though she was quite aggressive right at the start. But when she had that killer army she did nothing - until it was too late for her.

That being said I still find the game does offer a lot of interesting situations. If you get delayed in your development the enemy wizards eventually do start to send stacks of doom (SODs). It just takes an awful long time until they do. So when you pick a race that is not easy to start with and pick some retorts and spell picks that turn out to be not much helpful at your random starting position, then things can get quite tough. I had a game where I picked Barbarians as my race and nodemaster as my only retort (which also means you go Jack of all trades, for you need at least one spell pick in four different areas to be able to choose nodemaster). Then the random map generator (RMG) rolled a map where the only two power nodes in my range were very tough ones - making my nodemastery quite useless for almost half of the game. And Freya started very close to me on that map - then she expanded very fast, making it hard for me to survive at the start. So that game was tough - although it was only normal difficulty. It would have been much easier with Halflings instead of Barbarians. Barbarians take longer to get strong - especially when your starting position is unfortunate. Btw. the only neutral city in range happened to be Halflings - and it had at least 6 units of slingers as garrison and I did not have Guardian Wind spell. I was really scratching my head on how to take that city.

In my present game marauders almost killed me twice. The first time they came for my main city (where my wizard fortress is) with a unit of Zombies just a few turns into the fresh game. I barely survived. Then quite some time later I thought I had protected that city well enough (playing Halflings in this game, Barbarians was the previous game). But then the Marauders came with a killer stack made up of one Demon (immune to missiles), five units of Skeletons and one unit of Zombies. My Slingers couldn't use their ranged attack neither against the Demon nor against the Skeletons - only against the Zombies. Fortunately I also had two Swordsmen units there. And I summoned a Fire Elemental in combat. Then I found out the hard way that Star Fires spell does not do much (or even any) damage to Demons (while it does hurt Ghouls badly...). So I had to cast Psionic Blast with the little remaining Mana. I survived that onslaught on a wing and a prayer. It was a very close shave. But it sure was an interesting battle. And this was on Arcanum plane - not even on Myrror - and playing at normal difficulty.

I'm still not very proficient in knowing what type of spells affect what types of monsters. Usually Star Fires should affect evil creatures but here it did nothing to that Demon. Also I often find that Fire Bolts sometimes work nicely and sometimes don't work at all. Psionic Blast seems to be the safest bet (hitting in most cases) but is quite expensive too (requires 2 additional Mana points for one additional point of damage).

Pex 29-04-2010 08:20 AM

Quote:

Originally Posted by Smiling Spectre (Post 403542)
nivm, I tested "builder/farmer" issue. For each "builder to farmer" conversion you got extra coin. It not shown on city screen, but if you'll check global statistic (it shown at right at the end of any turn), it is obvious change.

I believe I know what you are talking about here. All surplus food (food you produce but don't use for your units) it's sold at the end of the turn at (I think) one gold per two units of food. That's explained by saying that you cannot stack food (which is a pity btw). So if you convert builders to farmers and therefore make extra food, you will get more gold, but only if your overall food production is positive - if it's zero you get nothing.

Personally, I always keep my overall food production at 0 or 1 and rarely 2, because even if I don't need production in one city, I still need it in some other. In the game stage where I have cities trading goods, it's better to have your people building and earning coin that way, than getting it from extra food. I'm not sure if trading goods benefits from market/bank/merchant guild, but I know that money from surplus food doesn't.

Quote:

Originally Posted by Philos73 (Post 403568)
I'm still not very proficient in knowing what type of spells affect what types of monsters. Usually Star Fires should affect evil creatures but here it did nothing to that Demon. Also I often find that Fire Bolts sometimes work nicely and sometimes don't work at all. Psionic Blast seems to be the safest bet (hitting in most cases) but is quite expensive too (requires 2 additional Mana points for one additional point of damage).

You can download a spell book from this site and there you'll see which spell affect which creature and in what way. Some creatures have magic immunity (not sure if demons do, but you can always check by right-clicking on the creature(s) during the game). Some creatures have some other immunities, though I noticed that creatures with fire immunity can still be harmed by fire bolts.

I don't know the game mechanics of spell casting, but I'm assuming it doesn't depend only on your power and the resistance of the creature, but also on some chance (computer dice roll), because it's obvious that some spells sometimes cause a great damage and sometimes small or no damage at all during the same battle.

Smiling Spectre 29-04-2010 08:10 PM

Quote:

Originally Posted by Pex (Post 403577)
I believe I know what you are talking about here. All surplus food (food you produce but don't use for your units) it's sold at the end of the turn at (I think) one gold per two units of food. That's explained by saying that you cannot stack food (which is a pity btw). So if you convert builders to farmers and therefore make extra food, you will get more gold, but only if your overall food production is positive - if it's zero you get nothing.

Oh, well, as my main city is halfling ones, I can do a simple test.

P.1. All halflings converted to workers. I have overall net income of 0 coins and food income of -11 food.

P.2. All halflings converted to farmers. I have net income of 5 foods and 7 gold.

So for net change of 16 food production I receiving 7 coins.

Well, it really looks like "2 foods equal to 1 coin", yes. But it seems that it is not net surplus of your empire. It is any surplus above "needed" level, regardless of your actual needs. That's equal to "one farmer equal to one coin" as usual farmers produce exactly two foods. :)

It is even, I presume? :)
Quote:

I don't know the game mechanics of spell casting, but I'm assuming it doesn't depend only on your power and the resistance of the creature, but also on some chance (computer dice roll), because it's obvious that some spells sometimes cause a great damage and sometimes small or no damage at all during the same battle.
1. Manual clearly states that:

- Every sword have probability of 30% to do one damage. Every +1 increase this chance by 10% (so only +7 weapon will hit always in full strength).

- Ranged attack have the same restrictions for strength, but another probabilities. It is 30% for any magic attack, and 30-20-10% for 2-4-5+ squares for non-magic.

- Defence applied to all attacks, including ranged and magical. The same 30% for blocking one successful hit per shield.

- Resistance is added parameter to escape spell altogether. 10% per cross. So ten crosses means invulnerability to spells and special attacks.

2. BTW, in any battle there is mana multiplier like "1.5x", shown under mana reserves. It shows mana spending per spell. So for named 1.5 any spell of 10SP will drain your skill by 10, but mana reserves by 15. Depend of distance from home castle.

Japo 29-04-2010 09:32 PM

Quote:

Originally Posted by Philos73 (Post 403568)
I'm still not very proficient in knowing what type of spells affect what types of monsters. Usually Star Fires should affect evil creatures but here it did nothing to that Demon. Also I often find that Fire Bolts sometimes work nicely and sometimes don't work at all. Psionic Blast seems to be the safest bet (hitting in most cases) but is quite expensive too (requires 2 additional Mana points for one additional point of damage).

Even if a unit is vulnerable to that kind of attack, it doesn't mean the attack will be powerful enough. Maybe its defence or magical resistance will be too high compared with the attack. Spectre said it all if you want to crunch numbers. That's why armor piercing is such a great trait.

Pex 30-04-2010 12:32 AM

Quote:

Originally Posted by Smiling Spectre (Post 403597)
Oh, well, as my main city is halfling ones, I can do a simple test.

P.1. All halflings converted to workers. I have overall net income of 0 coins and food income of -11 food.

P.2. All halflings converted to farmers. I have net income of 5 foods and 7 gold.

So for net change of 16 food production I receiving 7 coins.

Well, it really looks like "2 foods equal to 1 coin", yes. But it seems that it is not net surplus of your empire. It is any surplus above "needed" level, regardless of your actual needs. That's equal to "one farmer equal to one coin" as usual farmers produce exactly two foods. :)

It is even, I presume? :)

I don't know. This is a quote from the manual.

"Note that surplus gold and mana are added to the amounts
shown in the status window each turn, while surplus food is converted
to gold at a rate of one gold piece per two surplus food units."


On the other hand, a part about taxation in the manual says nothing about farmers paying more tax than workers. In fact, according to the manual some races have workers that produce more gold (tax) than farmers.

"Gold: You determine how much gold each town generates by
setting the tax rate. By default, the tax rate starts at one gold per
figure, but you can set it anywhere from one-half to three gold per
figure, in half coin increments. Dwarf workers produce double the
tax rate, and nomads produce 50% more."


Perhaps halfling farmers pay more tax (since they produce more food as well), but it's not mentioned in manual. I guess we can always do a similar test that you did, but with another race.

Btw, I don't doubt what you said there - I have no reason to. It's just strange that it's not mentioned anywhere in the manual. Maybe it's another bug or maybe it's a feature implemented for the v1.31 (and manual being written for v1.00 or something).

Quote:

1. Manual clearly states that:

- Every sword have probability of 30% to do one damage. Every +1 increase this chance by 10% (so only +7 weapon will hit always in full strength).

- Ranged attack have the same restrictions for strength, but another probabilities. It is 30% for any magic attack, and 30-20-10% for 2-4-5+ squares for non-magic.

- Defence applied to all attacks, including ranged and magical. The same 30% for blocking one successful hit per shield.

- Resistance is added parameter to escape spell altogether. 10% per cross. So ten crosses means invulnerability to spells and special attacks.
I was too lazy to look for those figures :p

Btw, I wonder if there's a thing like automatic fail or automathic success. For example, 30% chance could mean that on D10 you need to roll 8 or 9 or 10, but if you have 10 crosses and therefore 100% chance maybe if you still roll 1 it's an authomatic failure. Warhammer uses such rules (although the game works with d6, not d10). Just a thought.

Quote:

2. BTW, in any battle there is mana multiplier like "1.5x", shown under mana reserves. It shows mana spending per spell. So for named 1.5 any spell of 10SP will drain your skill by 10, but mana reserves by 15. Depend of distance from home castle.
That's tend to get annoying if you are a spell orientated wizard rather than creature orientated one. I used to select 'channeling' skill to overcome that problem but lately I just select alchemy and get extra mana I need from gold.

Smiling Spectre 02-05-2010 02:10 PM

Quote:

Originally Posted by Pex (Post 403604)
I don't know. This is a quote from the manual.

"Note that surplus gold and mana are added to the amounts
shown in the status window each turn, while surplus food is converted
to gold at a rate of one gold piece per two surplus food units."


On the other hand, a part about taxation in the manual says nothing about farmers paying more tax than workers. In fact, according to the manual some races have workers that produce more gold (tax) than farmers.

Well, there is misunderstanding, I think. :) I said already: this surplus gold is not from tax. It is really converted food. But it seems, it is not total food (that needed for all your armies and cities), but any surplus produced by city. Even if it is not actual "surplus", but consumed one in some other city. That's because of that I named it "even". :)

Pex 03-05-2010 12:47 AM

Quote:

Originally Posted by Smiling Spectre (Post 403701)
Well, there is misunderstanding, I think. :) I said already: this surplus gold is not from tax. It is really converted food. But it seems, it is not total food (that needed for all your armies and cities), but any surplus produced by city. Even if it is not actual "surplus", but consumed one in some other city. That's because of that I named it "even". :)

Ah, ok. I understand what you are saying now. Sorry for the misunderstanding.

It still doesn't make sense (comparing to what manual says), since how can you sell the food that your army needs? But if that's how it is, there's nothing we can do but accept it.

Philos73 05-05-2010 09:37 PM

Roads don't seem to increase income
 
@ Pex: The Demon does not have magical immunity but it has quite high
shielding and also quite high resistance. After all this is a top level monster.
Star Fires only has 5 attack value. So it might also be a rounding issue when calculating the odds. If after calculating the effect of defense/resistance the possible damage goes below 1 point/1 heart then it might just be rounded downwards and never do any damage at all. Civilization 1 was full of such rounding issues. Since MoM has taken a lot from Civ it might be the same thing here. There are even some bugs that existed in Civ and also show up in MoM.

I did not have a lot of casting skill left after summoning the Fire Elemental in that battle. So I initially thought that casting a number of cheap spells woud give me a higher chance of doing damage than casting one heavy spell. But I may have been wrong. Of course I'm still a bit of a noob at MoM but I have observed that Fire Bolt misses more often than Psionic Blast does. The latter is more expensive - so one would expect it to have some advantage over the cheaper spell - maybe the greater chance to hit is what makes it more costly.

Moving on the road peculiarity I noticed. While the game manual states that roads give you extra tax revenue when they connect two cities I have been suspicious for a while that this actually doesn't work in MoM. Today I tested it (playing my first games as Klackons btw). I only had 3 cities when I tested it and made sure, that no other changes where happening when one road
connecting two cities was finished. It's a bit easier with Klackons to check it because Klackons grow slow - so you can have a situation with static population in several cities for a number of turns. In addition no buildings were finished and no units were produced.

I checked this several times. Every time I connected two cities with a road the income from tax stayed exactly the same - no change at all.

In Civ 1 they programmed the effect of roads to work on the income of the squares that the roads are on. That works fine in Civ. But in the MoM manual it says, roads should give extra income when they connect two cities (so it's not calculated on a per-square basis). But it doesn't work. They may just have forgotten to program it...

Of course roads still do have strategic effects but they do not seem to give you extra income. Not sure whether race choice makes any difference but I think it probably doesn't.

kyrubb 05-05-2010 11:56 PM

Quote:

Originally Posted by Philos73 (Post 403874)
@ Pex: The Demon does not have magical immunity but it has quite high
shielding and also quite high resistance. After all this is a top level monster.
Star Fires only has 5 attack value.

Demon has only 5 shields. And Star fires attack is actually 15, which should give you (checks Of.st.guide) 3,1 damage on average. That is quite incredible - did you try to cast it several times?

(Star fires seem suspicious, even the people who wrote the guide admit it does not work as it should. I have a theory it is somehow connected to the number of figures in unit (worked perfectly on Zombies until I attacked all but 1 in my test). I have spent an hour trying to find the problem, but no succes. Grr.)

Quote:

Moving on the road peculiarity I noticed. While the game manual states that roads give you extra tax revenue when they connect two cities I have been suspicious for a while that this actually doesn't work in MoM.
I thought that the roads bonus work. Did you notice there are a number of extra conditions? 1) There is a maximum of (3 * POP) % of bonus . 2) When you have cities placed on the shore they automatically (without roads) get + 20% bonus. 3) WHen on river they get another + 10%.

Summa: you may quite well connect two 6-8 POP cities with no change.

Pex 06-05-2010 12:56 AM

Quote:

Originally Posted by Philos73 (Post 403874)
@ Pex: The Demon does not have magical immunity but it has quite high
shielding and also quite high resistance. After all this is a top level monster.
Star Fires only has 5 attack value. So it might also be a rounding issue when calculating the odds. If after calculating the effect of defense/resistance the possible damage goes below 1 point/1 heart then it might just be rounded downwards and never do any damage at all. Civilization 1 was full of such rounding issues. Since MoM has taken a lot from Civ it might be the same thing here. There are even some bugs that existed in Civ and also show up in MoM.

It is possible. I wish I knew the exact mechanics of spell casting, 'cause you probably noticed that sometimes a spell whipes out entire unit and sometimes does minimal or no damage in the same fight and against the same type of the unit.

Quote:

I did not have a lot of casting skill left after summoning the Fire Elemental in that battle. So I initially thought that casting a number of cheap spells woud give me a higher chance of doing damage than casting one heavy spell. But I may have been wrong. Of course I'm still a bit of a noob at MoM but I have observed that Fire Bolt misses more often than Psionic Blast does. The latter is more expensive - so one would expect it to have some advantage over the cheaper spell - maybe the greater chance to hit is what makes it more costly.
When I started playing I thought that those symbols (chaos, sorcery, etc) in the spell book during the battle meant the strenght of the spell and it was logical that they would grow as the game went on. Of course, they mean how many times you can cast that spell during the battle (providing you cast only that one and add no extra points) and depend only on your casting skill and mana reserves.

As for Fire Bolt vs. Psionic Blast, well, let's look at the definitions:

Fire Bolt:
Chaos. Instant Combat. Casting Cost: 5+ mana. Common.
Shoots a searing bolt of flames at one figure in a target unit. The
strength of the fire bolt and the damage it can inflict depends on the
amount of magic power pumped into the spell. A fire bolt has a base
strength of five; each additional point of mana spent on the spell
increases its strength by one.

Psionic Blast:
Sorcery. Instant Combat. Casting Cost: 10+ mana. Common.
Targets a unit with an intensely damaging stream of mental
energy. This strength five non-corporeal attack can be increased in
strength by one per every two extra mana points spent on the spell.


So, they are both strenght 5 attacks. My first thought was that with chaos magic being more combat orientated than sorcery, chaos combat spell should be cheaper than sorcery combat spell of the same strenght. Sounds logical? Maybe.

Next thing you can notice is that Fire Bolt attacks only one figure in target unit, while Psionic Blast targets the whole unit. Does that meant that if you attack a unit of pikemen (9 figures) with Fire Bolt you can kill only one figure no matter how much extra power you use? While at the same time Psionic Blast can kill the whole unit? That would easily explain difference in the cost, but I'm sure you've noticed that it's not the case in the game - both spells are capable of killing more figures of a unit.

Which bings us back to those spell mechanics that we don't know. Maybe Fire Bolt does attack a single figure with whole its strenght and if that figure dies and the spell has some strenght left, it moves to attack the next figure until the spell strenght is spent. That would explain why increasing spell strenght can kill more figures in a unit. On the other hand maybe Psionic Blast attacks all figures in the unit with strenght 5 and every figure then attepmts to resist, so those that fail die (in case of single health point units). That could explain why casted with the same strenght Fire Bolt causes less damage and therefore costs less skill/mana to cast. But that would also mean that this only matters when both spells are used against units with more then one figure and in your example of the Demon, it's obviously not the case.

Btw, those are just my theories. Maybe I hit the nail on the head with one of them or maybe they all are wrong ;)

Quote:

Moving on the road peculiarity I noticed. While the game manual states that roads give you extra tax revenue when they connect two cities I have been suspicious for a while that this actually doesn't work in MoM. Today I tested it (playing my first games as Klackons btw). I only had 3 cities when I tested it and made sure, that no other changes where happening when one road
connecting two cities was finished. It's a bit easier with Klackons to check it because Klackons grow slow - so you can have a situation with static population in several cities for a number of turns. In addition no buildings were finished and no units were produced.

I checked this several times. Every time I connected two cities with a road the income from tax stayed exactly the same - no change at all.

In Civ 1 they programmed the effect of roads to work on the income of the squares that the roads are on. That works fine in Civ. But in the MoM manual it says, roads should give extra income when they connect two cities (so it's not calculated on a per-square basis). But it doesn't work. They may just have forgotten to program it...

Of course roads still do have strategic effects but they do not seem to give you extra income. Not sure whether race choice makes any difference but I think it probably doesn't.
Interesting. I never thought to check that one. Although, I do remember reading somewhere that this particular bonus depends on whether or not the two cities connected with the road belong to the same race or two different races. It should still exist for the same race, but I believe it's higher for two different races. Again, I can only offer some theories ;)

1. The bonus does exist but it's too small to affect your cities at this stage. For example, if it's 5% per every city connected by road to your one, then with your tax money of like 8gp in that city, you'll get only 0.4 extra gold. It won't show anywhere and if that rounding down principle works here too, it won't show untill your tax earnings are 20gp.

2. Maybe the bonus is applicable only if the city production is set on 'Trading Goods'. It doesn't say that in manual of course, but it would be logical. But, it's something you can easily check providing you still have the saves.

3. Like you said, maybe they just forgot to implement the rule in the game. Wouldn't be the first game with something like that happening :)

Btw, now that you mentioned races, which race do you normally play with? I played mosty with High Elves (quick acess to Longbowmen which rock and every citizen generating extra power) or Nomads (Horsebowman compensate less figures with fast movement and decent melee and rangers have pathfinding, though you need to develop your city a bit to get them). In only game I played as Myrran, I've chosen Dwarves cause I like them as a race from some different settings. I also wanted to have a game with halflings to benefit from their food production early in the game and be able to field more units and lizardmen - their javelliners seem quite decent and the ability to walk on water is useful for shortcuts. I also wanted to try some other Myrran races, but on Hard level there are traits I prefer to spend points on and on lower levels it's not much of a challenge anyway.

But some races seem to have too many restrictions and no obvious benefits. Like Klackon have lower unrest, but it's only effective if you are settle orientated player - personally I prefer conquest. And like you said, their pop has a really low growth so settling cities would be a painful process.

Orcs seem to be 'Jacks-of-all-trade' which of course means masters-of-none. Quite a dull race in this game, at least imo. Gnoll on the other hand are tough and wolf riders are a great unit but that's where it ends. I'd rather choose some other race and hope there will be a gnoll city somewhere around to conquer than play with gnolls. High Men are similar to Orcs, except that their cities grow more quickly which makes them preferable, but again no obvious benefits.

So, what are your thoughts?

EDIT: kyrubb obviously replied during me writing this reply, so for everything he has explained, feel free to ignore my theories ;)

-Catwalk- 06-05-2010 02:56 PM

Quote:

Fire Bolt:
Chaos. Instant Combat. Casting Cost: 5+ mana. Common.
Shoots a searing bolt of flames at one figure in a target unit. The
strength of the fire bolt and the damage it can inflict depends on the
amount of magic power pumped into the spell. A fire bolt has a base
strength of five; each additional point of mana spent on the spell
increases its strength by one.

Psionic Blast:
Sorcery. Instant Combat. Casting Cost: 10+ mana. Common.
Targets a unit with an intensely damaging stream of mental
energy. This strength five non-corporeal attack can be increased in
strength by one per every two extra mana points spent on the spell.
"
...
Next thing you can notice is that Fire Bolt attacks only one figure in target unit, while Psionic Blast targets the whole unit. Does that meant that if you attack a unit of pikemen (9 figures) with Fire Bolt you can kill only one figure no matter how much extra power you use? While at the same time Psionic Blast can kill the whole unit? That would easily explain difference in the cost, but I'm sure you've noticed that it's not the case in the game - both spells are capable of killing more figures of a unit.
This is simply poor wording, both work exactly the same in that regard. Both attack one figure AT A TIME, excess damage is then applied to the next unit and so on. Fireball is the only spell that attacks all figures.

About trade bonuses (copied from my answer on the forum at dragonsword.com, excellent MoM site):
Quote:

It's a little tricky. For every pop unit of same race a town is connected to, it gets +0.5% trade bonus. For every alien pop unit, it gets +1%. A town cannot take advantage of more than 3% trade bonus per pop unit, ie. a town of size 4 cannot get more than 12% trade bonus. And it's then applied to your income, so a town with a small income may not get any bonus. Ocean/river bonuses work the same way, so if you have a 20% trade bonus from roads and are on a coastal/river square with a size 10 town, you'll only get 30% bonus out of the max 50%.
Concerning races, these are the values I've assigned to racial strength for the tournament game being launched at dragonsword.com:
5: Halflings
4: Nomads, High Elves
3: High Men
2: Barbarians, Klackons, Orcs
1: Lizardmen (move up to 2 if playing on a map with Small land mass), Gnolls

High Men are much stronger than you give them credit for. Pikemen, Priests, Magicians and Paladins are all excellent units. Compare with Orcs and High Men blow them out of the water.

-Catwalk- 06-05-2010 04:26 PM

I'm having trouble registering on this site. I'd like someone with a registered account to mail or MSN me at catwalkutopia[at][BEEEP]
Thanks.

The Fifth Horseman 06-05-2010 05:22 PM

The registration issues are a persistent problem over last few weeks.
Another bug that prevents us from manually fixing user accounts, else I would be working on that.
Our tech support is trying to fix these problems, but in the process they're running into even more issues >.<

-Catwalk- 06-05-2010 07:08 PM

Bummer :( I'm helping to build up a new MoM site which has a bunch of features and an active community, how much advertisement will you allow here?

_r.u.s.s. 06-05-2010 07:48 PM

i think that "advertising" for free projects dedicated to abandonware remakes is ok..

kyrubb 06-05-2010 08:11 PM

@Pex
Psionic Blast: it was not mentioned - it is better than Fire bolt because the $attack ignores armor (no shields blocking). The help texts are incredibly confusing, the attack should be called "illusionary". Per consequence, the immunity to illusions (undead units f.e.) makes the unit immune to Psionic blast.

Please, try reading the FAQ by Dan Simpson, if you want to know a lot about the game. You may find the big guide copy on the site mentioned here previously, too. A lot of pages pdf, but it has an index and almost 100% reliable, complete info on just about anything in the game.


Once more my question: did you attack that Demon several times with Star fires?

-Catwalk- 06-05-2010 09:45 PM

russ, I'd like to send a PM to all users who have posted about Master of Magic stuff as they might be interested in what we have to offer:
- an ambitious project to fix most known bugs and improve the AI + interface
- a project to rebalance all aspects of the game while staying true to the core
- active discussions on strategy and modding
- a tournament about to start up

Would PMing them be crossing the line? I don't mean to step on anyone's toes, I'm just very keen on spreading the word as we have a good thing going.

The Fifth Horseman 06-05-2010 10:02 PM

Mass PMing other users is a no. Post it here in this topic.
If it looks like something worthwhile, we might do a few things to spread the word. :)

Japo 06-05-2010 10:03 PM

EDIT: late

I don't think unsolicited messages is a good idea, on principle. (In practice it would be up to each addressee to report it as spam or not, but one would be enough.)

You can make a post here or even a thread in Favourites if you want (I don't think anyone will complain), they will read it sooner than later.

-Catwalk- 06-05-2010 10:14 PM

I'd put it in my signature and just be active, but I can't register :P

Thanks for the heads up, I'll make some threads about it.

-Catwalk- 06-05-2010 10:18 PM

Damn, can't make new threads while unregistered either :P Oh well, bedtime for me.

The Fifth Horseman 06-05-2010 10:26 PM

Post in this thread; I can copy it to a new thread in any part of the board.

Pex 06-05-2010 11:57 PM

Quote:

Originally Posted by -Catwalk- (Post 403907)
Concerning races, these are the values I've assigned to racial strength for the tournament game being launched at dragonsword.com:
5: Halflings
4: Nomads, High Elves
3: High Men
2: Barbarians, Klackons, Orcs
1: Lizardmen (move up to 2 if playing on a map with Small land mass), Gnolls

High Men are much stronger than you give them credit for. Pikemen, Priests, Magicians and Paladins are all excellent units. Compare with Orcs and High Men blow them out of the water.

Pikemen and Priests - ok, but as for Magician and Paladins it takes ages for you to be able to produce them. By that stage, most of the other races have cool units too, or you are powerful enough Wizard with good heroes that you don't care about what units you can make.

Quote:

Originally Posted by kyrubb (Post 403927)
@Pex
Psionic Blast: it was not mentioned - it is better than Fire bolt because the $attack ignores armor (no shields blocking). The help texts are incredibly confusing, the attack should be called "illusionary". Per consequence, the immunity to illusions (undead units f.e.) makes the unit immune to Psionic blast.

I guess that's what they meant with 'non-corporeal' attack. Ok, that's good enough to explain cost difference.

Quote:

Please, try reading the FAQ by Dan Simpson, if you want to know a lot about the game. You may find the big guide copy on the site mentioned here previously, too. A lot of pages pdf, but it has an index and almost 100% reliable, complete info on just about anything in the game.
I'll give it a try, next time I decide to play MoM. To be honest, I haven't played it for ages now.

Btw, there's something I wanted to ask you guys. If you select 'Alchemy' trait, all your troops start with magical weapons. But, if your city has an access to mithril deposit, you still don't get mithril weapons unless you have Alchemist Guild in the city as well. Do you think that's a deliberate feature or a bug?

Also, do your long range weapons count as magical as well or only melee ones?

Oso 07-05-2010 06:14 AM

Quote:

Originally Posted by Pex (Post 403939)
Btw, there's something I wanted to ask you guys. If you select 'Alchemy' trait, all your troops start with magical weapons. But, if your city has an access to mithril deposit, you still don't get mithril weapons unless you have Alchemist Guild in the city as well. Do you think that's a deliberate feature or a bug?

I'm guessing here (and this is just my personal opinion) I think it was meant to be that way. I had always thought that alchemy was one of the least useful skills but placed there for the races that can't make Alchemist's Guilds(Trolls come to mind right off the bat), making those races capable of hitting lairs and such that had units with weapons immunity.

Lately, since I have started replaying MoM some, I have found that skill somewhat more useful. Not so much with the bump it give to weapons but by taking a high money producing race and switching all my mana income to research and spell skill as soon as feasible and converting gold to restock my mana reserves. (I mostly like playing long games and winning with the Spell of Mastery.)

-Catwalk- 07-05-2010 08:25 AM

Quote:

Originally Posted by Pex (Post 403939)
Pikemen and Priests - ok, but as for Magician and Paladins it takes ages for you to be able to produce them. By that stage, most of the other races have cool units too, or you are powerful enough Wizard with good heroes that you don't care about what units you can make.

While I agree that Paladins and Magicians are not that hot overall because of building requirements, it's still a major improvement over Orcs who have nothing useful that High Men don't have. And if you have high income from other cities, you can sacrifice development at those cities in exchange for high end units in a single city.
Quote:

I'll give it a try, next time I decide to play MoM. To be honest, I haven't played it for ages now.
Come play in my tournament :) It can be found here.
Quote:

Btw, there's something I wanted to ask you guys. If you select 'Alchemy' trait, all your troops start with magical weapons. But, if your city has an access to mithril deposit, you still don't get mithril weapons unless you have Alchemist Guild in the city as well. Do you think that's a deliberate feature or a bug?
Quite certain that's a deliberate feature. And it also has the effect of making Alchemist's Guild play a role even if you have Alchemy.
Quote:

Also, do your long range weapons count as magical as well or only melee ones?
All bow and sling attacks get the +1 bonus from magical weapons as well. Ranged magic attacks do not.

How useful Alchemy is has a lot to do with your approach to army building. If you're going for 1-2 production centres producing high end units then it's of lesser use. If you're going for a large number of production centres producing low end units then it's massively useful. And regardless, the conversion bonus is extremely valuable.

Thanks horseman, I'll type up a post about it.

-Catwalk- 07-05-2010 08:50 AM

New Master of Magic community
 
For The Fifth Horseman:

Dragon Sword (dragonsword.com) was started up almost a year ago by Flash to be an eternal torch for the Master of Magic flame. The site has grown steadily since then, and we now have an active community with a number of features for incarnated fans:
- A patch being coded by kyrub to enhance the AI, improve the interface and squash all known bugs. A test version has just been released for public consumption after many months of hard work.
- A mod being coded by Catwalk to rebalance the game for greater challenge and diversity. Input is most welcome, and if you're interested in helping there are a few parts in need of assistance.
- Large collection of MoM resources.
- A newly launched tournament where all players race to win the game fastest, all playing the same starting position but being allowed to customize your own wizard for it.
- Active forum with lively discussions about anything MoM related.

We hope you'll drop by and check us out, please take the time to register if you find it interesting.

kyrubb 07-05-2010 09:29 AM

the 1.40 patch thread

http://www.dragonsword.com/forum/php...opic.php?t=116

_r.u.s.s. 07-05-2010 09:34 AM

Quote:

Originally Posted by -Catwalk- (Post 403950)
For The Fifth Horseman:

Dragon Sword (dragonsword.com) was started up almost a year ago by Flash to be an eternal torch for the Master of Magic flame. The site has grown steadily since then, and we now have an active community with a number of features for incarnated fans:
- A patch being coded by kyrub to enhance the AI, improve the interface and squash all known bugs. A test version has just been released for public consumption after many months of hard work.
- A mod being coded by Catwalk to rebalance the game for greater challenge and diversity. Input is most welcome, and if you're interested in helping there are a few parts in need of assistance.
- Large collection of MoM resources.
- A newly launched tournament where all players race to win the game fastest, all playing the same starting position but being allowed to customize your own wizard for it.
- Active forum with lively discussions about anything MoM related.

We hope you'll drop by and check us out, please take the time to register if you find it interesting.

a link like this would be a great addition to "external links" on game pages .. if only studentis finally added it :(

Philos73 15-05-2010 03:22 AM

Hello guys,

I have moved up to hard level. More about that later. Otherwise the
post would get too long.

Reading through this thread I found an answer to something I had asked a few weeks ago. I was looking for a resource that would list the spells by type of spell (i.e. Chaos, Nature, Sorcery, Life, Death, Arcane) instead of listing them alphabetically. Well, that list does exist.

On page 55 of this thread deathsangel posted a link to the translation of the russian MoM-page. That russian MoM page is actually a kind of MoM-Almanach. It also has all the creatures, monsters and regular units in the game - another thing I was looking for.

However there are some mistakes on that translated russian MoM-page. For instance Warbears are listed with only 2 hitpoints per figure, but they do have 7 hitpoints per figure. I stumbled across several such mistakes. Yet even when considering the mistakes, that one is still a good page to gain an overview of the spells and the creatures.

That page also gave me the same answers about Star Fires and Psionic Blast that kyrub gave in his two recent posts. So I already realized that Psionic Blast bypasses defense and resistance like illusionary attacks.

But there is another thing I realized: Every attack-spell must have some kind of spell-save-modifier. And we are not always given the figures on these spell-save-modifiers. We only get them for those spells that have a definitive effect (such as Stoning or Death Gaze), i.e spells whith fixed outcome - not gradual outcome. But those spell-save-modifiers must exist for all attack spells and we can only guess what they are from experience.

@kyrub: Yes, I noticed the thing you mentioned about Star Fires (not hurting the last figure in a unit). I used it a lot on Ghouls (who have 4 figures per unit) and it never hurt the last figure in the unit on first try. It actually did have an effect on that figure when being cast a second time. As for that Demon-Fight I cast Star Fires on him twice and missed both times. Also I realized in later games that quite a few spells do reduced damage to a Demon. Psionic Blast does hurt a Demon but somehow does less damage than I would expect. So I assume that some monsters/creatures have a very low spell-save-modifier (lower means higher resistance) - and again we aren't always given the information about that.

There is a kind of sport among game programmers that they always tend to put some hidden stuff into games, which is not spelled out in manuals and guides - but is just for the alert players to be discovered. You might call these spellcasting mechanisms Easter Eggs.

One of the things I'm still wondering about are gaze attacks. I had my first contact with Basilisks in my first hard game and their gaze attacks were not
as deadly as their melee attacks - in fact I had a battle with 3 Basilisks and a lot of other bozos. I had 5 units of slingers, 2 units of Hellhounds and a Ninja hero (Shin Bo - but he wasn't fully developed yet). I summoned some Phantom warriors (twice I think) and cast healing a few times on the Hellhounds. All the Basilisks and the other enemy units bit the dust. I only lost the Hellhounds and one unit of slingers. The Hellhounds did a lot of damage to the Basiliks - but I made sure they got to attack first - so they would use their fire breath. I did not actually expect to win that fight. I thought the stoning gazes would just flatten me out but they were not so tough. Also I have seen a few cases where Chaos Spawns did not use their gaze attacks at all, when controlled by the AI. Do those gaze attacks actually work at a distance or just at close range?

I already read the Strategy guide by Dan Simpson (the version with added contents by Dirk Pellet and others).

@Pex: Well, I'm still a kind of Noob at MoM - so I went for the easier races first. But when my average level games began turning into "zoogames" with the easier races I started to try out some of the harder races too. Lizardmen and Klackons actually did not result to be that hard. Klackons have a big production bonus so you get a lot of money when you set cities to Trade Goods. I invested that money to stand up cities from othere races that I conquered. Also when playing Lizardmen I ended up getting a lot of money - even more than when playing with Klackons.

But I find Halflings and Nomads and High Elves to be the two easiest races to start with. Nomad Horsebowmen are not as overpowered as slingers or Longbowmen are. So you can gradually increase the difficulty level without having to go a full level higher. That's actually a nice feature of the game. I find Barbarians more difficult to play than Lizardmen or Klackons - even though Barbarians grow fast. Gnolls are quite weak too. Yes I do like their Wolfriders, since you get them earlier than you would get Paladins. It much dependes on what the Random Map Generator gives you.

So I change races regularly. What I mostly keep is my spell array. I like to start with Nodemastery plus Alchemy. Then I pick 4 Sorcery, 2 Nature, 2 Life and one Chaos. In Sorcery I pick Phantom Warriors, Counter Magic and Guardian Wind as my initial picks. In Life I pick Guardian Spirit (less work to protect those power nodes...). In Nature I pick Resist Elementals. Actually I find Resist Elementals to be more important than Guardian Wind because the AI just loves units with magical ranged attacs. Also Resist Elementals is more important than the Web spell. In Chaos I can't pick anything with just one spellbook. But I try to trade for Hellhounds if I don't get to research them myself (Hellhounds is what I would pick if I had a second book in Chaos). And I try to trade for Psionic Blast, Holy Armor (or other protection such as Stone Skin or Iron Skin - Heroism if Holy Armor is not up for grabs) and Just Cause if I don't have them. I will go for Warbears, Nagas or Sprites if Hellhounds aren't up for choice at all. But I prefer Hellhounds. Giant Spiders are also great as a kind of Life-Saver for your heroes if you get to bite more than you can chew. The AI units often seem to avoid the spiders (even though they aren't as deadly as the AI thinks they are - but it works). But I buff up the Spiders with some spells...

Guardian Wind, Resist Elements and Resist Magic, can be cast on Hellhounds (or Warbears, or Giant Spiders...). Holy Armor and other Life Spells cannot be cast on most of the summoned units. Healing can be cast on them though. That's important to know when you cast Chaos Channels on a unit. If you want it to have Holy Armor or Lionheart better cast that first - as long as it's not a Chaos Creature yet.

Btw. the Demon in the nasty fight did avoid my Fire Elemental. I never managed to get even close to the Demon with the Fire Elemental. The Demon always chose a route to avoid it. The Fire Elemental actually cannot attack a Demon by itself, it has to wait until it gets attacked. I was hoping the Demon would attack it but no go.

With the "Jack of all Trades" approach I have with my spell picks, there is a lot of potluck. So sometimes there are spells missing that I usually rely on. Then I have to figure out how to make do without them - live without Healing for instance. That's where part of the fun of the game comes from. So I learned how to live without the Just Cause spell - and now on hard level I find that the enemies like to dispel Just Cause a lot - so I don't even cast it and put the Mana elsewhere. Once you realize that Spearmen only consume one unit of food and farmers produce at least 2 units of food - then you find that it pays to turn rebels into farmers with spearmen garrisons. Of course later in the game you will want stronger units than that.

Pex 15-05-2010 06:06 AM

I've got a new job but in another city, which is why I'm able to come on here only on weekends. I'll try to write a longer reply to some post when I have more time and to check dragonsword.com as well.

Btw, spell guide that you can dnload from abandonia has spells grouped by realms, but you still have to go to alphabetical order part to read descriptions.

kyrubb 15-05-2010 09:21 PM

Quote:

@kyrub: Yes, I noticed the thing you mentioned about Star Fires (not hurting the last figure in a unit). I used it a lot on Ghouls (who have 4 figures per unit) and it never hurt the last figure in the unit on first try. It actually did have an effect on that figure when being cast a second time.
So you witnessed the same effect?? Baffling.

And no, -to resistance has nothing in common with THIS, that belongs to another group of spells, the resistance based spells: Black sleep, Confusion (-4), Vertigo, Dispel Evil etc.


By the way, you may download the unofficial patch from the link above if you want some bugs in game fixed.

Philos73a 24-05-2010 10:36 PM

@kyrubb: Yes, I noticed that thing about Starfires too. The reason why I'm paying attention to such effects is that I played Age of Wonders a lot. In AoW there are a lot of hidden features that are not mentioned neither in the manual nor in any strategy guide. For instance in tactical combat there are certain Hexes on the battle field that give extra protection. Also in AoW it matters from which direction you attack an enemy unit. I learned these things from watching the behaviour of the AI - and I learned to identify the special Hexes from experience. Then I started to use these tactics myself. Of course this takes away some of the last few advantages of the AI that were meant to make up for lack of AI intelligence - making the human player even stronger. Also in AoW some units have hidden stats that do not show in the unit screens. So I was expecting some similar hidden things in MoM and it looks like there is something there, but they differ from what they are in AoW.

Moving on to my first game on hard level, which turned out to be more like a game on impossible than like a game on hard. Yes, on my very first game on hard the RMG rolled a map that was darn tough. I played Halflings and started on a rather restricted peninsula in the South. But it was part of a large continent and it turned out that my loving companion on that continent was Kali again.

I had started at a position with no easy targets in range. The few nodes in range were all much too tough to take early on. And even some neutral Halfling cities in my range were too heavily guarded. Neutral cities of other useful races were all out of range.

This time Kali was very aggressive right from the start. This even showed in the way she greeted me when we first met, for she announced that I should not illude myself she would let me coexist with her. And she started sending troops right away - without declaring war - but it was like war anyways.

This time she did not wait a long time to send killer stacks. In fact only shortly after, there was an SoD (Stack of Doom), with two heroes in it, heading for my home city. She had cast Guardian Wind on every single unit in the stack (visible by the blueish halos on the units - and I knew it was Guardian Wind and not some other Sorcery Spell because she had used it before on another, weaker stack). I did not even have any dispelling magic yet - not to mention that my casting skill was too low to dispel a lot of Guardian Winds anyways (even though I was pumping it up as best as I could).

Fortunately there were no roads and I had noticed her SoD at a point where it would still have to travel quite some way for my home city. So I knew my Slingers were worthless. I decided to summon two units of Hellhounds. At least I had that spell. Also I started building Swordsmen. I figured I would finish at least two units of Swordsmen before her SoD would arrive. And on top of that I recalled some units that had been North-bound to attack one of Kali's cities - but my survival was at stake - so they were needed at home.

At that point Kali got "cold feet". She decided to hold back the two heroes and split up her SoD. This was a big mistake. Of course I was preparing myself to take on the whole stack as it was before the splitup. Now she only let the normal units continue - and I made mince meat out of them, not losing a single unit myself.

This led to a temporary power vacuum on Kali's border and I quickly snatched four cities from her - which gave me access to the Klackon race. But I would have to build up that particular city first...

However I could not just continue to waltz over Kali's cities. This was hard level - not normal level. So she regained strength quickly and started sending dangerous stacks again - which forced me to consolidate. At this time Sssra had conquered one of the planar towers, which was behind Kali's defense lines - so he could use Kali's roads to send his squads against me (Kali and Sssra were at peace of course). Now I had two wizards to fight against - but most of their troops were coming the same way. It did not force me to build up another defense line but it cost me much more units than it would have with Kali's troops alone.

What followed was a long stalemate with continues fighting all of the time. Battles every turn - with me struggling to replace the losses in troops.

What I managed to do was to take a few more of Kali's cities that were
situated on my side of the turf. That slowly led to a defense line with less holes in it. Then I realized that there was one Sorcery node alongside the road where Kali's and Sssra's troops were coming from. This node was only guarded by Phantom Beasts - and some Phantom Warriors. Not too hard, I thought. And I could take it without neglecting my defense - since the units bound for the node would also be able to defend against the continuous stream of buggers coming from Kali and Sssra. This worked out. I took that node - my first node in that game. And this changed things a lot - for I had Nodemastery.

I had captured only one Klackon city from Kali. Her other cities in my range were Halfling cities. Halflings were the neutral race on that continent and she had conquered several neutral Halfling cities - then had sent out Halfling settlers too.

Unfortunately that one Klackon City that I had conquered was right next to the border and was in perennial danger of being taken back either by Kali or by Sssra. But with the extra Mana from the Sorcery node I could summon more Hellhounds and I started tightening up my defense around that Klackon city and around that Sorcery node in the middle of the killing fields. I managed to hold the defense until I started producing Stag Beetles.

By this time, however, Kali also had them. And Sssra had started sending Basilisks. I concluded I would have to build a Killer stack of Stagbeetles - buffed up with Spells (unfortunately I was missing Spell-Lock). But a rush of eight Stagbeetles at once is hard to deal with. Even if a few of them die, the rest will make it. (Only 8 Stagbeetles to leave one slot for summoning something else during the battle). So I started producing those eight Stagbeetles and then I banished Kali for the first time in that game. She started casting Spell of Return. I lost some of the Stagbeetles but the rest of them took over all of her remaining cities on Arcanum. She must have had at least one city on Myrror for she wasn't dead yet when I took her last city on Arcanum.

I had not gotten to Myrror yet and then Sssra cast Planar Seal - but this was easy for me to dispel now, as I had much more magic than prior to banishing Kali. So I got to Myrror and started giving Sssra some...

Darn, he had a LOT of casting skill!! He could blast just right through my Counter Magic spells and kill one buffed-up Stagbeetle with a single lightning at a time (adding a massive amount of mana to the spell, no doubt). And that did not exhaust his casting ability for the battle. He could cast several further spells after that!! But he was losing the battles nonetheless. By this time I was mass-producing Stagbeetles and I also had started building up a lonesome Orc City I conquered (going for Wyverns in that one - but quite a way to go still). I also started taking cities from Tlaloc. I was taking cities left and right. And I was losing none anymore. But at that point the game crashed.

Now, I had saved when I first banished Kali but I did not feel like going through the whole episode after that again. Even though Sssra was a little ahead in research (not all that much actually) it was now clear that I would eventually win this one and I had shown I could stand my man even in such a tough game.

So not all MoM games are boring - and sometimes the AI does give you a real fight. I have to say that in this one, Kali's Klackon Halberdiers gave me quite some nuisance. Even without Guardian Wind cast on them they were hard to kill with Slingers. But a combination of Phantom Warriors and Hellhounds together with Slingers did the job.

My second game on hard level was quite the opposite of my first game. Everybody started on a continent of their own and mine was very sizeable. It had five power nodes, four of which were feasable (not easy - but feasable). I took all of the feasable nodes. I played as Nomads (who have those fabulous Griffins - almost as good as Paladins). There also was a High Elf City on that continent. So this was the first game where I tried out Pegasi. But I found out that Pegasi have glass bones. They don't survive well in really hard battles on hard level. Griffins are much tougher. On one continent on Arcanum there were Highmen cities. Kali was one of my enemies again. She conquered that continent with Highmen cities before I could. But after banishing another wizard (twice - he cast spell of return), I went for Kali and took the Highmen cities from her - giving me Paladins on top of Griffins. That was pretty much it - the AI had no more chance. So that second game was quite an easy one for hard level. It really depends a lot on the map that you get. With this map I probably would have won even on Impossible level. With the other map (from my first game on hard) I wouldn't be so sure whether I would win on Impossible.

I have to add one more race to the easy-starting ones: Dark Elves. Even their Spearmen are ranged - and that makes Dark Elves real killers. You can do a lot with those cheap Spearmen that you can start building right away. Those Spearmen make a big difference when being attacked by marauders too. While marauders tend to be tougher on Myrror and nodes are more heavily guarded there, it is not that hard when you start with Dark Elves. And soon you get access to more races since neutral cities are not hard to take when playing Dark Elves.

kyrubb 01-06-2010 07:13 AM

MoM unofficial patch updated to 1.40d
(with some important bug fixes and AI improvements)

http://www.dragonsword.com/forum/php...opic.php?t=116


Also, there's a small MoM tournament running at the webpage.

-Catwalk- 04-06-2010 03:14 PM

Soo... how about a nice little link to us in the Notes section instead? :) The site is doing great, and I'm confident that many MoM fans would be interested in what we have to offer, if only they knew we existed ;)

As kyrub mentions, we have a small tournament going which has all contestants playing on the same map with different wizards. Wizards are created according to a new cost system:
25 picks
Books cost 2 picks (Life books cost 3 because Life is crazy broken)
Cost of retorts are rebalanced and cost roughly twice as much
Races also cost a number of picks, starting at 1 pick for gnolls and ending at 8 picks for dwarves

There are also a few extra rules to abide by:
Magic Spirit may not be used for exploration
Heroes may not be hired, only summoned or found
Whoever defeats all AI wizards fastest wins the tournament

Come check us out!

-Catwalk- 06-06-2010 06:09 PM

This is my game report for the tournament at DS. Not all pictures have been uploaded yet.

http://i46.tinypic.com/1zzid6a.jpg
I start investing in skill to get enough to cast Black Sleep in combat, which will be my second research choice after Just Cause. My swordsmen go off exploring, dwarves are sturdy little buggers, the two together can most likely take a neutral city with ease if one is nearby. I start producing a granary.
http://i46.tinypic.com/o70cxj.jpg
I discover a small peninsula to the east

Just Cause
Invest in skill
Explore
Granary
Peninsula east
Hell Hounds west, don't investigate yet
Marketplace
Many zombies west
Advisor tells me there's a city to the west
City has 5 high men cavalry, not good news. I retreat with my swordsmen after finishing immediate exploration efforts.
Several good city sites found
Housing to pop 6 -> Shrine -> Library -> Sawmill -> Sages Guild
http://i49.tinypic.com/20rqzqe.jpg
Oh shit... 6 cavalry charging my 2 veteran dwarf swordsmen :( Going to send one swordsmen against them, do damage until it's almost dead and then retreat. Hopefully it'll live so I can continue doing this. And hopefully kyrub didn't fix the bug that keeps the AI in place :P If he did, I'm dead now. Also rush building a unit of dwarf swordsmen. From scratch. Costing me 180 :(
http://i47.tinypic.com/v5vqli.jpg
Yay, kyrub didn't fix the bug yet and I'm still alive! Now I have 3 swordsmen against 6 recruit cavalry, 3 of which I wounded pretty good. I'm going to do another raid and build another unit of swordsmen at normal speed (only takes 2 turns). Took out two wounded cavalry units this time and escaped again! I do another raid next turn to play it safe. Sadly, my unit of veteran swordsmen succumbs after taking out two full cavalry units. The rate this is going I can take out 6 cavalry units comfortably with 4 swordsmen if I want to take that pesky high men city soon. I decide to go for it, as my production is high enough to churn out swordsmen rapidly now.

Just Cause -> Black Sleep

I send 5 swordsmen to wipe out the hell hounds and take the human city Cantebury. I'll wait with the zombies, my swordsmen are roughly the same strength as zombies and I don't want to lose a bunch in case there are 6+. One unit of swordsmen will hit by the time I invade Cantebury. Meanwhile I'm building settlers in Copy Cats, will build two settlers before teching for magical weapons and hammerhands.
http://i49.tinypic.com/24y8s4l.jpg
...and then two units of phantom warriors decide to come pay me a visit. Seems like it's the turn 50-trigger that sent them at me :P I'm just going to let them invade me and hope they won't burn the whole place down, this game is a disaster so far.
http://i45.tinypic.com/2ps4luf.jpg
Yay, I live! They didn't even destroy any buildings, although the gold loss sucks. What sucks worse is that I could have turned it into mana, as I need a bunch of mana for the Just Cause spell I'm busy casting.
http://i50.tinypic.com/slkzgn.jpg
Cantebury is well defended... I can't even cast Black Sleep yet, only got a casting skill of 12 with my pathetic power base of 5. I'll charge boldly! I figure I'll lose 2-3 swordsmen, which will be well worth it. Sucks that I didn't bring just one more unit, could probably take the city without casualties if I had another.
http://i50.tinypic.com/2rpr59u.jpg
They're all regulars, this looks tough. I'll move to the right, hoping that their left units will step on each other's feet enough to delay them a bit. I need to use suppression tactics here to win, they have a pretty big impact on units without a bonus to hit.
http://i49.tinypic.com/awc6m8.jpg
Bloody AI cleverly regroups, denying me the opportunity to snag the two front cavalry units. I'll keep bravely advancing backwards to the right.
http://i47.tinypic.com/68y6xg.jpg
This is interesting, the AI moved left for some reason. They have fewer units threatening me now, but will also face fewer attacks by me this turn. I think this gives me a small edge, as their 3 rear units can't even tough me next turn.
http://i48.tinypic.com/nwd7de.jpg
I sacrificed a damaged front unit by moving it bottom left, this succesfully lured the foolish cavalry down there. In the meantime, I can pick them off a few at a time. My elite swordsmen are highly effective, I think I'll win this with just two units lost.
http://i48.tinypic.com/vzv9fd.jpg
Victory! 2 units lost as predicted, my elite swordsmen survived and another is at 39 exp. I'll leave the swordsmen here as garrison and supplement with a unit of high men spearmen, then build another garrison force back home in Copy Cats. I raze the armoury in Cantebury as I'm not planning on using it anytime soon. Cantebury is quite the backwater town, pathetic compared with the glory of Copy Cats. Still, they may prove to be a useful servant race as they are able to supply me with dirt cheap garrison units. Even if it can't grow further, it starts out with a pop of 7 and has both a granary and a library. I might also go for some cheap settlers to settle the less desirable locations.
http://i46.tinypic.com/p38eg.jpg
November 1404 (I've completely forgotten to keep track of time): Our cause is just! We can now go subjugate alien races without compromising our ethics, the magics say so. Apparently I took a screenshot of having to refuse Shuri at this point, rather than casting Just Cause.
http://i50.tinypic.com/2ibmech.jpg
Another unit of settlers has been completed, I'm sending it south to check out the game down there and hopefully found a decent city. War Bears hits and I start summoning one, will be using it to explore with solo at first.

Farmer's Market done in Cantebury, built a unit of spearmen to free up some dwarf swordsmen for further exploration. Will be putting out cheap settlers here to settle the less hospitable spots while my more capable dwarves get the lucrative ones. Summoned a unit of war bears and grew my first dwarf outpost to size 2 in October 1405. Also started a new dwarf outpost to the south, not in a very good position. Finishing up on Temple in Copy Cats, will get Forester's and Miner's Guilds as well before teching up to hammerhands and Alchemist's Guild. Endurance hits the year after and I start on Dispel Magic since Summon Hero is not yet available.

I've explored my starting continent and found no other neutral cities. There's a bunch of easy lairs, so I'll grab all the available land straight away, and start gearing up for killer stacks in maybe 5 years.
http://i49.tinypic.com/j8h89z.jpg
http://i50.tinypic.com/3134qpv.jpg
December 1406: Merlin conquers the tower and drops by to say hi. His troops don't stay at the tower, so I'm going to rush through and see if I can get a foothold there quickly.
http://i50.tinypic.com/14xgrvn.jpg
Merlin's fortress discovered, quite weakly defended. But my forces are weak, I can't take advantage of his weakness.

September 1407: Summon Hero hits, I'll be using this one a lot!
http://i46.tinypic.com/2zpv5fk.jpg
December 1407: Exploring the immediate surroundings on Myrror, locating a single spot for my dwarf settlers. His cities are placed horribly, blocking a lot of valuable land.
http://i45.tinypic.com/2ahs3f4.jpg
The north east spot will do nicely, adamantium dwarf troops are unbeatable. I'll pour generous funds into crashing up this settlement at lightning speed. A few turns later I discover that there are unsettled lands to the south on Myrror, I quickly send my settlers there to stake a claim before Merlin spots his oversight. He's supposed to be an expansionist too :P
http://i48.tinypic.com/2rdd936.jpg
May 1408: This is what I'm talking about! In just 16 turns I'll have a full stack of hammerhand veterans with magic weapons + a unit of war bears for pathfinding, ready to kick ass. This game may be salvaged yet, I'm betting I can take on Merlin pretty soon.


November 1408: First settlement planted down south, with 3 gold mines! That'll net me 18 gold per turn. Love dwarves, practically instant return on all investments.

:D :D :D Super Blademaster + Might is awesome, although he might be difficult to keep alive. I'll make sure to keep him away from enemy wizards until he's levelled up considerably. He can help my hammerhands mop up on nearby lairs, time for spring cleaning.

Great find! And I can afford a sandwich too.

September 1409: I spot the western behemoth node being cleared. Should I go after the node or his fortress? Or build up some more? I can't just seal off the tower, as I have budding settlements on myrror. I decide to go for the throat! However, I can probably take the node without him declaring war. So I'll grab the node first, then his fortress. Hammerhands will be pouring in to assist my assault, Merlin is going down. Hmm, he just cancelled our wizard pact because I keep checking out his cities :) Time to speed up my plans.

Splitting up my armies, two hammerhands and Fang going to the node and the others going for the tower. I don't have Endurance on all yet, breaking off with a small group will allow me to speed up considerably. I'm running low on funds, even though I'm pulling in 123 gold per turn. My new settlements are extremely thirsty for gold to get up and running in a hurry, and my mana expenses alone amount to 66 gold per turn. It's important to remember that even dwarves run out of cash at some point. My settlements are growing fast now, I expect my economy to be booming within a year.

DUN DUN DUN. Hammerhands are pouring out of my capital headed towards the fortress, and his defenses are still weak. His fortress is defended by giant spiders, completely useless against my hammerhands (and pretty useless in general). From what I can see of his empire, conquering all his cities would likely boost my power base by around 60. With that much power I'd boost my casting skill massively in order to be able to cast Black Sleep and Healing repeatedly in combat.

First skirmish with Merlin at the tower. His first ice bolt took out 2 figures of hammerhands, hardly a threat. I'll make sure to keep Hair Ball away from him, though. Merlin lobbed another Ice Bolt at the same unit to kill another 2 figures and ran out of mana or skill, letting me win the battle easily without casualties. Merlin is now tense... I decide to ease up on the spellcasting for a while, giving preference to development of settlements.

Someone is being testy... The AI does seem to react a lot more rationally with the patch, kudos to kyrub. He seems to have casting skill of 100, sufficient for two max strength ice bolts.

Freya feels like barging into Hair Ball who's just razed a klackon village to the ground. Fortunately, I have Recall Hero. She's offering to trade me either Holy Weapon or Holy Armour for Just Cause. It's tempting, but I'll hold out for a bit hoping for something better. And I'm already busy casting Endurance on my hammerhands, I don't have mana to spare. My economy is also struggling to keep up, spending 40 mana per turn eats up over half my income.

Hair Ball has found a large, rich island to the north east which I need to go colonize. I still haven't finished colonizing my starting island, and there's plenty space on Myrror as well. Dwarves don't expand that well, 150 production per settler stings even with the econ bonuses they get. I stand poised to attack the node and two of Merlin's cities, I'm hoping to catch him on low mana to reduce the damage done. Maybe I'm waiting too long, I can win easily even with 2 large ice bolts thrown at me.

I decide to go for it, no point in waiting. My casualties will be minor and he'll bleed some mana. He's no tactical mastermind:
35
kyrub, fix! I lose two units of swordsmen, facing 2 doom drakes + 2 war bears + 2 draconians. He keeps casting Healing and Heroism all combat, failing well over half.
36
I take on Merlin head first, crushing the puny doom drake defenses of one of his bigger cities without losing a single unit. The spoils of war are generous, 450 gold and a very useful city:
37
It even has an animist's guild for healing and food production. And it gives me a whooping 20 power! This doubles my power base from 19 to 39. This game is going to pick up speed fast now :)
38
Random mana short, shouldn't give me much trouble. If anything, it might even help me as my economy is based on gold rather than mana. With a little luck, Merlin is struggling now. And his fortress is struggling big time:
Still defending with giant spiders... Really need to improve the AI's troop selection algorithms somehow. Either that, or balance units better so no choices are as useless as this.
40
And now he disbanded his giant spiders... I take the city without breaking a sweat, and get Holy Armour + Create Artifact in the ruins. And he's defeated rather than banished, means I can't mooch other spells off of him. I'll swipe all his other cities in a hurry and then crank out some draconian spearmen to explore Myrror in a hurry.
41
I have a LOT of money now, and substantial armies. Question is what to do with them. Priority lists:
MAGIC
1) Put Endurance on a full stack of hammerhands so they can blitz ahead
2) Get massive casting skill
3) Summon more heroes
4) Enchant my hammerhands with Holy Armour
5) Finish research on Summon Champion and get some kickass heroes (probably won't get them in time to make a difference)

ECONOMY/LOGISTICS
1) Establish a ferry connection to Freya's continent, I'm confident I can take her down immediately after grabbing Merlin's abandoned cities.
2) Find the remaining wizards with Hair Ball (levelling him up on weak lairs and cities in the process)
3) Keep building up my economy to allow for more stacks of hammerhands
4) Build up Dover (my northern human town, size 18 max and currently at size 6 with basic econ built up) to churn out paladins, just in case I run into a really mean chaos wizard
5) Establish a transplanar highway, utilizing the two additional towers I've discovered near Merlin's cities. With a little luck I'll be able to reach most of Arcanus through these, and with myrran roads I can move at lightning speed!

I'm skipping further expansion, I have more than enough economy at this point. Taking neutral cities should be sufficient expansion.
42
She declares war the turn after I defeat Merlin, cleverly sensing that she's next. But her posturing will be in vain, I doubt she'll be able to put up much more of a fight than Merlin.
43
Trying to take a small klackon city defended by 4 swordsmen, this happens :/ I was convinced that Hair Ball was invincible and just put him on auto combat. Nothing much happening otherwise, plodding along steadily.
January 1413 stats:
Total upkeep 102
Power base 156
Casting skill 41
Income 393
44
I'm building up a large task force of Draconian Bowmen (elite + adamantium) as the tower I found only leads to a useless small island. My hammerhands are landlocked, so I've started building triremes in Dover (up north, by the tower).

I'm losing momentum here, further economic development helps me little as I already have the forces I need for victory. Draconians are busy exploring Myrror and some have been sent to Arcanus as well.
45
Freya attacks! Her troops go down without casualties, though. I only face useless spells.
46
I'm lazy about building defenders for my draconian cities, so a few zombies razed one.
47
I conquered Merlin's cities during the mana short, as evidenced by the huge mana hike after it ended. I'm gaining 1-2 casting points per turn now. Not sure if I should enchant my units or summon heroes. I decide to grab a few champions, they're too much fun to pass up.
48
Turns out this wasn't Freya's main continent after all, time to go hunting.
49
Time to go lizard hunting as well, just discovered a big draconian city he owns. I might have to approach him with a little more care, he ranks highly on the power chart.
50
I've had a group of bowmen besiege a lair of great wyrms for a long time, taking out one at a time. My patience pays off handsomely, Archmage is going to help a lot.
51
Sweet, one of my favourite spells. Not really all that useful for its cost, but I like terraforming.
52
Not bad at all! I wonder if I'll get any use for him in combat, but this is an excellent mix of skills. Well protected with Constitution + Agility, strong offensive capability with Blademaster + Constitution (even though he only gets 5 mana per level) and Armsmaster can do a lot for my stacks. Time for Magic Spirits and lots of Endurance now.
53
More time has passed with boring troop movement, and I'm poised to invade Oberic's fortress. My invasion forces consist of 6 hammerhand units and 13 units of elite draconian bowmen with adamantium weapons. His defenses consist of 4 stag beetles, 2 sprites, a unit of orc cavalry, a unit of klackon halberdiers and the Huntress. I decide to go in with all bowmen, should be a walk in the park. My stats as of January 1415 are as follows:
Total upkeep 189 (61 fame lowers it to 128)
Power base 230
Casting skill 97
Income 624
54
He's using Warp Wood, not a bad idea but it'll probably be too slow to take out just one unit per turn. I have Black Sleep as backup in case I can't kill them fast enough. I do in fact manage to take out his archer hero with Black Sleep first round.
55
Final battle against Oberic, also easy.
56
I get Cracks Call and Life Drain.
57
Final battle against S'ssra shortly after.
58 I get Resurrection and Guardian Spirit. I drained his mana with a few fake attacks before combat in order to get an easier battle and ensure he wouldn't respawn. His ranged units cost me 2 bowmen. I decide to resurrect my trusty Hair Ball!
59
Riiight.... Just wanted to see if she'd go for it :)
60
Taking on Freya's fortress, getting Basilisk and Star Fires for my efforts. She starts casting Spell of Return as she had too much mana for me to drain pre-combat.
61
Trying to take one of Freya's cities with a single unit of hammerhands in order to speed up my victory. I land Black Sleep on two of the basilisks and my hammerhands cream the rest.
62
Final battle! I decide to give Hair Ball another chance to prove his worth in auto combat, this time with decent magic items.
63
He's just about to prove himself to be a useless fuzzball once more, but he lives! And it wasn't the final battle after all, I forgot about her northern city. Ninja Cat rushes to the rescue with a small band of archers:
64
65
I get Dispel Evil and Stone Skin.
66
Final score. Forgot to note down the month, I think it's late 1415.

Comments about the game:
- It was risky to go scouting with my first two swordsmen units. It cost me 9 gc per turn for a total of 100 gc or so, and money is tight early on. Obviously, had I found a neutral city I could conquer it would have paid off handsomely.
- My exploration was quite poor, as were my logistics. I could have won a year or two earlier with better map knowledge and troop movement.
- War Bears and Black Sleep did very little for me all game. I should have simply gone for roads instead and not bothered with war bears. Endurance wasn't much use either, it's too expensive to enchant a whole stack. If I were to replay the scenario I'd pass on all 3 of those.
- Economy generally worked out well, but I probably had too much economy focus early on. This delayed my production of hammerhands, which was crucial to securing the game. As soon as I defeated Merlin I cruised on to victory at lightning speed, the extra income from his cities was far superior to that from my expansions. Dwarf settlers at 150 are just too expensive. I fell into the trap of trying to max out my starting island rather than just taking one or two good spots. Going for a single settlement at the coal/river site would have been far more profitable.
- Going for Draconian Bowmen was a really good decision which shaved many years off of my victory date. They had plenty strength for taking on my enemies and flying was (obviously) a major asset in inter-continental warfare. If I didn't have access to adamantium weapons, going for air ships would probably also have worked out decently since the cities were already developed sufficiently.
- I didn't face any counter attacks all game, this was most likely due to me playing with 1.40d which contains a problem with counter attacks. I might have a quick replay without reporting using 1.40c to see if it plays out entirely differently.
- I had a big problem with my weak casting skill most of the game, Archmage would have helped significantly with that. Losing my Nature and Death book for Archmage would probably help a lot.
- Speed construction started getting way boring mid-game, and I just allowed resources to pile up. I'm really looking forward to having this changed in the mod, if it turns out to be possible.
- Reporting was more effort than expected, and it got a lot messier than expected :)
- If I were to go again, I'd go with the following setup:
1x Life (Just Cause)
1x Nature (Earth Lore)
1x Sorcery (Word of Recall)
Archmage
Warlord
Dwarves

Word of Recall, in combination with Summoning Circle, would have been an extremely efficient means of getting my troops where I need them. I'd like spent most of mana all game on this spell, after exploring the world with Earth Lore. Earth Lore would have been invaluable early on, saving me lots of time.

dosraider 07-06-2010 12:35 PM

Oh my, nice post -Catwalk-, shame it's gonna get completely buried in this topic, maybe you should create a new topic in
Favorite oldies and newbies.

Philos73 08-06-2010 05:09 AM

Great writeup Catwalk, a bit messy but very informative! At first I was wondering why you put such an emphasis on Just Cause but then I remembered that Dwarves can't build Parthenons - so keeping unrest low is an important point.

As for your thoughts about the spellpicks you would take if you would play this map again I have a question: Does the mod lower the number of spellbooks needed for choosing common spells? Because when you play version 1.31 you need at least two spellbooks in a realm to choose one common spell. If you only have one spellbook in Life it is potluck whether you get to research Just Cause at all. You might not have the spell available during the whole of the game. But I often find that Just Cause gets dispelled - so I try not to rely on it too much.

Word of Recall is nice but I wouldn't pick it as a starting choice. For me the hardest part of the game is shortly after the start - especially if there are other wizards on the same continent. So I tend to pick cheap but useful spells. For instance Phantom Warriors are very cheap to summon in battle. Hellhounds are cheap to summon globally. I do not go for very expensive spells early on. Stone Skin is cheaper than Holy Armor (and is half as strong - but still worth it - only costs 10 Mana when cast in battle). I do want something that I can use early on. Later in the game there will be all kinds of spells available anyways. Resist Elementals only costs 25 to cast globally and only costs 5 Mana to cast in battle.

Regarding the new costs of picking things at the start I do not think Dwarves are the strongest race in the game. So I disagree with making them the most expensive one. They definitely are stronger than Gnolls or Barbarians though. Also I do not think that the magic realm of Life is that much broken. Life spells are very expensive - so it is hard to get cumulative effects out of them. Sorcery is just as strong actually - and is cheaper. But you need more spellbooks to make the most out of Sorcery and Life.

You did not seem to have many enemy spellcaster heroes in the fortress cities. I often find when the enemy wizards have three or four spellcaster heroes in their home cities that hell breaks loose on the first turn of the battle. For instance if their master wizard casts Wrack and the other wizards cast other strong spells than they can quickly reduce 9 stacks of Hammerhands to rubble before they even reach the city walls.

Using Warbears just for Pathfinding is an interesting idea - never thought about that. But if you compare their melee performance with that of Hellhounds you will find that Hellhounds give you just as much bang as Warbears - for half the price and half the upkeep. And Hellhounds can attack flying units.

-Catwalk- 08-06-2010 07:55 AM

Thanks for the comments Philos! Can I tempt you into reposting them on dragonsword.com? :P You can find the full tournament rules there as well. The spell selection rules were changes so that:
1) You start with no spells regardless of how many spellbooks you pick, all have to be researched
2) All spells you get are pre-selected right away
3) 1 book gives you 1 common spell, 2 books give you 2 common spells, 3 books add 1 uncommon spell, 4 books add another common and uncommon spell, and so on. In hindsight, this gave too few spells at early levels and I'm upping it a bit for future tournaments.

Interesting claims about Dwarves and Life magic, are you up for putting your money where your mouth is and try out the tournament yourself? :P

I think Just Cause is the single most powerful early spell because of the major economic impact it has once you have more than one town, regardless of which race you're playing. And I still believe that dwarves are that dominant, the combination of strong and fast units (requiring only Fighter's Guild)`with amazing early economic bonuses makes it the best rush race and highly sustainable in the long run.

Philos73 09-06-2010 10:02 PM

Hello Catwalk,

well, I have to admit I just failed at my first attempt on Impossible - still using MoM version 1.31 for this. I'm not a veteran player yet. I just started MoM a few months ago. I was amazed I could go up to hard level in that time. Compared with related games (Civ I, MoO, Age of Wonders) that was a fast progression to hard level for me. In Civ I and in MoO I'm actually still struggling at hard level. Here I don't even know everything about the game yet and I'm winning quite comfortably on hard level.

But the jump to Impossible seems to be much larger than the move from Normal to Hard. In 1411 of the game, where I had to give up, the AI had all the strongest units in the game: Paladins, Griffins, Stag Beetles, you name it - they had it. My best units at that time where Lizardmen Javelineers and I was still at the point where it would take me 4 turns to produce one unit of those. No way to win that one at my present stage of experience. I think I will stay at hard level for quite a while.

So I'm not in for tournaments yet. But I still do not think Dwarves are the very strongest race in the game. They are among the stronger races though. Actually I would have a hard time picking the one and only strongest race. I find there are a number of top races that are pretty much equal in strength. I definitely agree that Gnolls are the weakest race. And Barbarians are one of the weaker races too (despite their thrown attack). Klackons are actually not that bad - when they are your main race (not when you just conquered some
cities of them). I would rate Klackons as being somewhere in the middle. Lizardmen evolve faster than Klackons so I would put them in the upper middle group, maybe together with Halflings and Orcs. I would place Dark Elves amongst the very strongest races though - they are quite a bit stronger than High Elves. Their units use magical ranged attacks, which do more damage than arrows and are harder to avoid. And Nightmares are much tougher than their counterpart Pegasi. Also Nightmares seem to be much more resistant to magic than Pegasi. Dwarves might be on level with High Elves (lower rank of the top group). I'm not decided whether to rate Highmen as equally strong as Dark Elves. Apart from Pikemen and Paladins they are not outstanding. They lack flying units and good ranged units. Early in the game Highmen are quite hard to play. Nomads should be in the lower rank of the top group as well. Trolls, Draconians and Beastmen are somewhere in the middle group - not really amongst the strongest races - but not really weak either.

However, I like the idea of making the race choice cost picks. That way you get to pick more retorts when taking Gnolls.

When looking at your screenshots I figured that there may have been some visual changes in the mod as well. Your screenshots from Myrror do not look so dark. I first thought, you did not even start on Myrror because of that. Or did you do some changes to that yourself?

-Catwalk- 10-06-2010 02:01 PM

Quote:

Originally Posted by Philos73 (Post 406881)
Hello Catwalk,

well, I have to admit I just failed at my first attempt on Impossible
...
My best units at that time where Lizardmen Javelineers and I was still at the point where it would take me 4 turns to produce one unit of those. No way to win that one at my present stage of experience.
...
So I'm not in for tournaments yet.

I still think you should go for it :) 2 players lost or resigned so far, I'm estimating that about half the participants will manage to win the game. There's no shame in losing at the highest level, and you'll learn a bunch about the game when playing a directly comparable game which others reported about. Think about it :)
Quote:

But I still do not think Dwarves are the very strongest race in the game. They are among the stronger races though.
I stand by my assessment of 8 points :) They have the best econ by far and a very powerful unit you can get early on. Even at Regular level it's a powerhouse, units like longbowmen and slingers rely on boosting to reach their full potential. On top of that, they start out with two very strong units of swordsmen which can easily take over a nearby neutral city.
Quote:

I definitely agree that Gnolls are the weakest race
The problem with gnolls (1 point) is that waging a war of attrition will inevitably lead to a loss for you because of the AI's bonuses. Their units are quite decent, they just don't fit in with how games play out. And if you want Wolf Riders, you may as well go for Barbarian Cavalry instead.
Quote:

And Barbarians are one of the weaker races too (despite their thrown attack).
Barbarians rank decently on my list with 3 points. +20 growth is a major economic bonus, they have pretty decent access to buildings and two strong units (Cavalry and Berserkers).
Quote:

Klackons are actually not that bad - when they are your main race (not when you just conquered some
cities of them). I would rate Klackons as being somewhere in the middle.
I find that the cost of their units tends to cancel out their production bonus. I rank them slightly below Barbarians, 2 points. They're inferior in both economic and military matters.
Quote:

Lizardmen evolve faster than Klackons so I would put them in the upper middle group, maybe together with Halflings and Orcs.
I put Lizardmen together with Klackons, 2 points. Their economy stinks, but their basic units and Javelineers are very decent. They're obviously a lot stronger on Small land mass than Large. One thing really holding them back is the fact that their settlers are double price rather than normal price like the rest of their units.
Quote:

I would place Dark Elves amongst the very strongest races though - they are quite a bit stronger than High Elves. Their units use magical ranged attacks, which do more damage than arrows and are harder to avoid. And Nightmares are much tougher than their counterpart Pegasi. Also Nightmares seem to be much more resistant to magic than Pegasi.
I don't rank Dark Elves very high, at least considering that they're Myrran (6 points). Settlers that cost 150 to produce without any economic bonuses are a major setback for your expansion, meaning that you can't take proper advantage of your mana production. Their units are unimpressive, the inherent fireballs are only interesting early on. After that, you'll wish you had normal spearmen for cheap garrison purposes. Nightmare is a weak unit that I won't bother producing (I won't bother with Pegasi either). Having to put up a Fantastic Stable just to get access to them is too rich for me. Keep in mind that fireballs aren't boosted by magic, Mithril and Adamantium weapons. Starting on Myrror means you'll be able to get access to those early on, and you're losing out on that completely.
Quote:

Dwarves might be on level with High Elves (lower rank of the top group).
If you compare a dwarf game with a high elf (I gave them 4 points) game you'll see military dominance much faster with the dwarves. While hordes of longbowmen are cool, it sucks to have enemy wizards eat them up one at a time with spells. Hammerhands are vastly more resistant to that, and longbowmen are only really useful at Elite level. If you go mainly after lairs and neutral towns, longbowmen really shine.
Quote:

I'm not decided whether to rate Highmen as equally strong as Dark Elves. Apart from Pikemen and Paladins they are not outstanding. They lack flying units and good ranged units. Early in the game Highmen are quite hard to play.
It surprised me that I ended up giving High Men only 3 points. I think this is partly because speed was the objective. You just can't get a fast victory with High Men, until you get Paladins it's a thoroughly unimpressive race. On the other hand you'll always win in the long run, as Paladins are that strong.
Quote:

Nomads should be in the lower rank of the top group as well.
Nomads (4 points) are great because of Pathfinding and the fact that their ranged units are fairly sturdy. They lack firepower for going after lairs and nodes, but shine against the AI with speed and sturdiness.
[quote]Trolls, Draconians and Beastmen are somewhere in the middle group - not really amongst the strongest races - but not really weak either.
Have to disagree about Trolls (7 points), regeneration is excessively powerful. It lets you win battles easily by doing tactical retreats all the time, and it ensures that you don't lose troops in battle. Clearly the best rush race, you can attack straight out the gate. Econ stinks, though.
Quote:

However, I like the idea of making the race choice cost picks. That way you get to pick more retorts when taking Gnolls.
I'm actually planning on rebalancing races to be on the same level for future tournaments. However, if the tournament format (victory conditions and other special conditions) benefits some races more than others I might keep using the cost system for races to some extent.
Quote:

When looking at your screenshots I figured that there may have been some visual changes in the mod as well. Your screenshots from Myrror do not look so dark. I first thought, you did not even start on Myrror because of that. Or did you do some changes to that yourself?
Nah, everybody started out on Arcanus. Even with a Myrran race. This was done in order to make sure everybody gets the same starting conditions. We used kyrub's 1.4 patch, check it out on dragonsword.com for a full list of features. Most of those concern the internal workings of the game and are for the most part not visible.

Oskatat 10-06-2010 07:34 PM

how to deal with a draconian player? its usually my favorite race, since nothing but specials, spells or flying hurts them. i didnt see them in any post here, so i'm curious

-Catwalk- 10-06-2010 10:53 PM

Draconians are way weaker in the enemy's hands than in yours, normal troops handle them just fine due to their overall lack of strength. Ranged units work well.

I had fun using Draconian Bowmen (with adamantium weapons) in a recent game, those are highly useful when waging inter-continental warfare.

-Catwalk- 12-06-2010 03:43 PM

Progress on my mod is coming along nicely, still expecting to have the first version out by the end of the month. I could really use more feedback, drop by http://www.dragonsword.com/forum/php...forum.php?f=10 if you wish to help out.

kyrubb 25-06-2010 09:33 AM

The unofficial patch has been updated to 1.40e version.

Some major AI improvements + a few bugfixes.


http://www.dragonsword.com/forum/php...opic.php?t=116

_r.u.s.s. 25-06-2010 12:57 PM

really nice

kyrubb 01-07-2010 04:33 PM

v1.40f
(corrected game crashes)

-Catwalk- 02-07-2010 08:38 PM

Corrected version uploaded, fixing a loading problem in wizards.exe

Borodin 04-07-2010 08:09 PM

Gods, I had no idea anybody was working on an unofficial patch for MoM? Good for you!

Quote:

Originally Posted by kyrubb (Post 408601)
v1.40f
(corrected game crashes)

Does the Unofficial Patch include all previous patches to the game, or does it require another, earlier patch, first--such as the last official patch?

kyrubb 06-07-2010 02:23 PM

1) You need the last official 1.31 patch first.

2) Then you can install the last Insecticide 1.40f which includes all fixes listed with the previous versions.

3) You should check the Settings screen in Game menu to see if you have "Strategic combat" unchecked.

4) The game is now (reportedly) harder to win so you may consider starting on lower difficulty before re-entering your preferred one.

-Catwalk- 06-07-2010 07:56 PM

Borodin, we're also working on a new mod which will be released in about 10 days. The changes will be extensive, possibly too extensive for many fans. We see MoM as an uncut jewel which we intend to cut and put into a beautiful necklace. It has a great concept which is flawed by horrible game balance. The changes are subject to criticism, we're still gathering feedback for the first release before implementing the changes. After that we plan on releasing a second version a month or two later, based on feedback from testing. We're also hosting tournaments, so come check us out at http://www.dragonsword.com/forum/phpbb/index.php :)

Borodin 08-07-2010 12:20 AM

Quote:

Originally Posted by -Catwalk- (Post 409010)
Borodin, we're also working on a new mod which will be released in about 10 days. The changes will be extensive, possibly too extensive for many fans. We see MoM as an uncut jewel which we intend to cut and put into a beautiful necklace. It has a great concept which is flawed by horrible game balance. The changes are subject to criticism, we're still gathering feedback for the first release before implementing the changes. After that we plan on releasing a second version a month or two later, based on feedback from testing. We're also hosting tournaments, so come check us out at http://www.dragonsword.com/forum/phpbb/index.php :)

Thank you for your response, Catwalk. I appreciate all the time you and your team have put into this title. I can still remember when it first came out (I reviewed it), and what an exceptional game MoM was--when it ran. And even when it ran, there was always that impoverished AI.

So I look forward to checking out your site, and watching your progress.

EDIT: By the way, were you able to do anything about the inexplicable diplomatic shifts--the kind of thing where a friendly power would suddenly break off relations with you, or declare war? I know this sometimes had reasons behind the scenes, but not always.

-Catwalk- 11-08-2010 08:50 AM

Yes, that has been fixed in the latest version of Insecticide Borodin. The diplomacy system was horribly bugged, kyrub was able to fix quite a bit of it. The AI is somewhat less aggressive now, but the diplomacy system is actually useful.

-Catwalk- 11-08-2010 09:12 AM

Catnip 1.01 has finally been released! Go grab it at http://www.dragonsword.com/forum/php...opic.php?t=190 while it's still hot, and please give us some feedback :)

Borodin 13-08-2010 02:03 AM

Apparently, there are two possible balance mods out there right now: yours, Catnip, and one by somebody named Aureus. How do these stack up for compatibility with the completed Insecticide mod, which is all about bug squashing?

That aside, I can certainly run the game as it stands in WinXP. My only annoyance is having to keep the CD on hand. Bah.

-Catwalk- 14-08-2010 09:51 PM

Aureus doesn't work with Insecticide, Catnip requires Insecticide to work. Keep in mind this is still a beta, we've found a number of bugs already which are being fixed.

Borodin 15-08-2010 02:40 AM

Thanks, Catwalk. I need to refamiliarize myself with the game before I run a rebalancing mod, so I'll be watching your progress, for now.

By the way, I got MoM running through D-Fend Reloaded, as someone had written on another board that it added the ability to improve the graphics through higher resolutions. Can't say I saw the difference, however, though I'm using 1280 x 960, with hq3x, and ddraw rendering.

Borodin 17-08-2010 04:44 AM

I've got MoM fired up on WinXP, with the latest official patch, followed by Insecticide's latest unofficial patch. I've seen no problems on the Dragonsword forum about game playing issues.

Still, I've got 'em. When I click on my the bent corner of my mage's magic book to turn it and check out spells on another page, it always freezes. It does this whether I run the game through DOSbox, or through WinXP after having changed the settings of the MAGIC.COM file.

I've tried different graphics settings, but I don't think that's the issue, since the problem doesn't exist anywhere else in the various menu screens: only inside the spell book. It's a game stopper, too, since I can't check any of my spells beyond those given at the start of the game. Any idea what's going on?

EDIT: Solution found. This problem occurs only on the first turn, when you don't have any active spells except arcane ones. On the second turn other pages in the spellbook are available.

age like wine 18-08-2010 04:05 PM

This game is one of my favorite oldies.

The biggest drawback is the overpowering ehm.. power of Magic Immunity. If you have this ability on a unit, you'll beat everyone handily. Without it, you're fodder most of the time.

The game (at highest difficulty in any case) also sort of pushes you to go for the Magic Immunity card, due to the crushing nature of the spells other wizards like to cast, the chaos enchantments in particular (great wasting, armageddon lol). So there is little time to sit and try other tactics.

Borodin 19-08-2010 03:26 PM

Quote:

Originally Posted by age like wine (Post 412124)
This game is one of my favorite oldies.

The biggest drawback is the overpowering ehm.. power of Magic Immunity. If you have this ability on a unit, you'll beat everyone handily. Without it, you're fodder most of the time.

It only grants immunity to magic, not melee, though I agree: it is extremely overpowered. I hope the Catnip rebalancing mod removes it, or at least lowers the cost moderately and makes it a sort of better-resist magic spell.

Quote:

The game (at highest difficulty in any case) also sort of pushes you to go for the Magic Immunity card, due to the crushing nature of the spells other wizards like to cast, the chaos enchantments in particular (great wasting, armageddon lol). So there is little time to sit and try other tactics.
I just don't bother using anything that resembles cheese. Otherwise, the game's too easy.

Borodin 19-08-2010 05:10 PM

Tip: In most Civ and Civ-derived titles, multiple road-building units (engineers, formers, etc) lower the build time. Not in MoM. Put two engineers on a road, and you're wasting one engineer. Set them to different tasks.

another_guest 20-08-2010 07:55 AM

Quote:

Originally Posted by Borodin (Post 412205)
Tip: In most Civ and Civ-derived titles, multiple road-building units (engineers, formers, etc) lower the build time. Not in MoM. Put two engineers on a road, and you're wasting one engineer. Set them to different tasks.

Are you sure about that one? Adding an engineer to a road already being built, doesn't make a difference but as far as I remember, ordering multiple engineers from the start to work on the same road made it go faster...

Borodin 20-08-2010 03:31 PM

Quote:

Originally Posted by another_guest (Post 412264)
Are you sure about that one? Adding an engineer to a road already being built, doesn't make a difference but as far as I remember, ordering multiple engineers from the start to work on the same road made it go faster...

I tried testing this. I put an engineer on a hill, and ordered him to build a road. 4 turns. Then I reloaded, and put two engineers on that same hill. Same order: 4 turns.

Borodin 20-08-2010 03:40 PM

More tips:

Adamantium. Never leave home without it, if your home is in the nice little suburb of Myrror. Your midgame, at the latest, should include several startup towns that take advantage of adamantium sites, always with a race that can make good use of it's +2 weaponry. In the past, I've used halflings, but that's overkill. Armies of elite, adamantine-wielding halflings will trump just about anything else in the game, given magic backup. In my current game, I'm using Draconians, and found plenty of Dwarven settlements to share the space with.

If you're on Myrror, make one of your priorities quickly developing enough magical power to cast Planar Seal. While this won't guarantee you all the time in the world, it will let you build your armies, conquer the nodes, gain heroes and create weaponry/troops sufficient to finally conquer the dreaded lettuce-like side of the dimensions.

Try to include a hero with Armsmaster and Legendary status in every important stack. It'll boost performance and experience gain among the troops. If you can't get both in one hero, include two that split these traits.

Draconians are a great starting race, because they can fly over any type of terrain, get two movement points, and have a wide area of view. You can use them to scout the dimension from the start without having to create a Magic Spirit who sees a lot less, and uses up a significant portion of your starting mana.

momplayer 01-09-2010 05:03 AM

Hello there fellow MoM players. I'm wondering if anyone knows what's up with the dragonsword site. It has been down for days...

Oskatat 01-09-2010 05:28 PM

Quote:

Originally Posted by Borodin (Post 412292)
I tried testing this. I put an engineer on a hill, and ordered him to build a road. 4 turns. Then I reloaded, and put two engineers on that same hill. Same order: 4 turns.


interesting, i did similar things and the time spend on building roads went down when the engineers were given the order as a group, instead of in succession. Just remember to have them all highlighted at the same time. engineers that have spent their movement dont help. road building is ALSO.... no, MAINLY based on movement points, an engineer with a movement boost builds faster, 2 engineers have 2x the movement points. dwarves build mainly faster cause they move around any terrain easier

also, main attraction of draconians is that, if you build a city wall, one unit can hold the city against any land only units

Prokonsul Piotrus 05-09-2010 11:12 PM

Quote:

Originally Posted by Borodin (Post 412292)
I tried testing this. I put an engineer on a hill, and ordered him to build a road. 4 turns. Then I reloaded, and put two engineers on that same hill. Same order: 4 turns.

I am pretty sure you are wrong; maybe there is a bug on the display? I played MoM recently and I recall two engineers working faster (forests). IIRC I was using dwarves, and I don't think I gave them (always) orders as a group.

Btw, here's an amusing strategy: drain life / ghouls on troll units; if you are lucky, you'll get a regenerating, no-upkeep undead unit. Mmmm.... uber zombies.

Borodin 06-09-2010 05:52 PM

Quote:

Originally Posted by Oskatat (Post 413001)
interesting, i did similar things and the time spend on building roads went down when the engineers were given the order as a group, instead of in succession. Just remember to have them all highlighted at the same time. engineers that have spent their movement dont help.

Just checked that, and I think you're correct. The command has to be given to more than one engineer at the same time, otherwise, the time doesn't shorten.

Quote:

also, main attraction of draconians is that, if you build a city wall, one unit can hold the city against any land only units
We'll have to agree to disagree on this one. The main advantage of a Draconian I find is its movement ignoring all water. At least using the latest patch on Dragonsword, land-based units who can ignore a city's walls will run through it even if you have a Draconian present. The invaders will eventually leave, but you'll lose a building or two in the process. This also applies to the Dark Elves' invisible unit (name escapes me at the moment). I've had cities invaded as often as six times, but city itself was never lost thanks to an invisible unit. On the other hand, building improvements was nonsense. ;)

Oskatat 06-09-2010 07:41 PM

i'm aware of this weakness to units that igonore walls, it is also a weakness against enemies that ignore invisibility and flying. However, if you have to choose:

lose some fame and an improvement and some population,

or lose the city, including improvements and lose a lot more fame
and have to build a new city

or employ a garrison that will defend against any attack made on it

Scatty 07-09-2010 09:40 PM

Quote:

Originally Posted by Prokonsul Piotrus (Post 413257)
Btw, here's an amusing strategy: drain life / ghouls on troll units; if you are lucky, you'll get a regenerating, no-upkeep undead unit. Mmmm.... uber zombies.

It's far less effort to cast Black Channels on a troll unit, transforming it into an upkeep-free, undead unit. Just dispel the Channels afterwards. Why waste valuable and limited casting skill during a combat to get one or two undead trolls instead of keeping the troll city you're invading after you conquer it?
The undead trolls are great city unrest suppressors btw., as you can fill your cities with undead trolls for no upkeep whatsoever, and they're great defenders too (shamans, halberdiers and war trolls).

Borodin 10-09-2010 01:49 PM

Quote:

Originally Posted by Oskatat (Post 413309)
i'm aware of this weakness to units that igonore walls, it is also a weakness against enemies that ignore invisibility and flying. However, if you have to choose:

lose some fame and an improvement and some population,

or lose the city, including improvements and lose a lot more fame
and have to build a new city

or employ a garrison that will defend against any attack made on it

I guess in the final analysis it feels like pure cheese to me, just taking advantage of a flaw in the design code. And I don't like to do that. I prefer winning against the AI fairly.

Of course, it might be said in response to that, "Well, wouldn't the AI lose if it tried to attack a Draconian or city with land forces, in any case?" To which I can only reply, "Yeah, but if that AI were being rebuilt today, it would certainly take that into account, and not attack a Draconian city unless it had flying units in the invasion force."

Oskatat 10-09-2010 05:19 PM

then i'd say, wouldnt a draconian population be able to fly off anyway? no population losses

anyway, all the strategies for winning, so far, can be seen as design flaws, since they usually focus on making a single unit, or just a few, unstopable, unlike games today, which would require you to bring a mix of different units around.
In the end, a flying race that is better at keeping cities by carting off population and property while letting the monsters rampage a bit and then comming back doesnt sound too weird

Borodin 10-09-2010 10:51 PM

Quote:

Originally Posted by Oskatat (Post 413492)
then i'd say, wouldnt a draconian population be able to fly off anyway? no population losses

All I could see in my mind's eye was a bunch of attackers looking up in disgust at the sky as an entire city lifts off and jets east. :D

Quote:

anyway, all the strategies for winning, so far, can be seen as design flaws, since they usually focus on making a single unit, or just a few, unstopable, unlike games today, which would require you to bring a mix of different units around.
To me, it's not that the flaw exists in the design of the unit, but in the AI that simply isn't programmed with a rule to respond to the unit's presence. I can click on a city and see what's in it. Logically, the AI should have that advance knowledge, too, and be able to prepare with an appropriate counter (Dispel, a summons that can see invisible creatures, etc). For all I know, this may have been on the drawing boards, and just never got finished by the design team. Shame, really. I'll be curious to see how Elemental handles such issues as the game revs up with a lot more development in months to come. Wardell does good AI.

Oskatat 20-09-2010 06:03 PM

actually, i think the draconians need this "design flaw". Their firebreath isnt that great, they dont recruit any wonderfull units, yes they gain mana with population.... their only benefit is flying, mostly. I'd rather cast fly on 9 warlocks and blast my enemy with doombolt. Ofcourse that doesnt help against paladins since they are pretty much immune to that, and if they have fly and invulnerability.... well, i hope you get my point. Anyway, the flying defence is only usefull when you play some of the easier settings and earlier in the game. Later on your enemy, even if its a random, WILL bring flying, gaze or breath weapons and those have the regular results. Defending against a couple of air elementals, when you counted on winning by being airial, is tough. Other side of the coin no? its not a win-all strategy what i mentioned, just a minor boon

wardencz 08-10-2010 10:14 AM

Oh, this game brings back memories from my childhood =), not that I haven't been playing it last week =). Simply a great game, that u can play aswell nowadays.
My personal favourite was Great Wyrm with regeneration on it =) or death knights, from the casual units, Hammerhands with adamantine weapons are quite unstoppable.
Gosh, such a nostalgy overcomes me while talking 'bout this game, I'm feeling like when I played it for the first time as a kid.

another_guest 10-10-2010 12:22 PM

It's currently on sale on GOG (see the link "buy it" here on Abandonia) for a little over $4

kyrubb 14-10-2010 09:21 AM

MoM unofficial patch
1.40h

AI now actually can and does use the ships for military transport! The downside is, I had to increase all transport capacity to 8 to overcome this complicated bug. But the AI ship invasions are working now.
Beware... and enjoy!

http://www.mediafire.com/download.php?x3nzvpjcr5ng4cf

Version 1.40h
-----------------------
AI ships
- AI transporting inability fixed (no stopping of full boats) + boats have full decks (AI ships leaving with capacity at least 6 units on board)
- all transporting capacity had to be put to 8 units
- triremes mvt 2, floating islands mvt 4, galleys mvt 6
- Wind mastery +100 %, bonus
- no Wind mastery penalty for others (due to AI inability to deal with 1-mvt triremes
- forbidden AI ships creation in cities with lakes-with-river terrain

bugfixes
- max 3 vortex fix of previous bug
- wraithform correct MPs over water

other
- removed insane extra gold AI game diff bonuses - city building upkeep
- removed insane extra gold AI game diff bonuses - army upkeep

AI
- AI magic spirits bigger summon probability in later game
- reversed alternate setllers targetting (undecisiveness of AI settlers)
- reviewed the AI ships bulding decision
- more stress on AI objective in AI city building
- impass tower problem solved for AI settlers

Psyringe 16-10-2010 04:11 PM

PLIGHT - expanded & corrected MoM help text, first release
 
Hi there - nice to see an active topic about Master of Magic. :)

Kyrub's unofficial patch inspired my to finally complete a project that I started long ago - a complete overhaul of all help texts in Master of Magic. If you want to have a look, here's the link:

http://forums.civfanatics.com/showthread.php?t=391983

Feel free to leave feedback. :)

Oskatat 17-10-2010 08:58 AM

actually, i think anyone who is a veteran or even a normal player never views the guide for this game. I never did, and the only reason i dont win every game is that i often get bored halfway

Scatty 17-10-2010 01:50 PM

With Kyrub's unofficial patch you should stop being bored since the game isn't as easy anymore as it was with official patches.

Psyringe 18-10-2010 04:49 PM

I agree that having external information or help is not necessary to win the game. However, I also think that external info IS necessary to understand many rules, exceptions, and idiosyncrasies which are nowhere explained in the original documentation.

For example, without external sources I probably wouldn't have found out that Elemental Armor is an effective defense against the ranged attacks of Shadow Demons (because despite being death summonings, they shoot with chaos magic). Or that I can web magic-immune creatures, I probably wouldn't have seen a point in even trying. Or that 'Move Fortress' can actually change my main race and calm down lots of rebels in my cities. Of course, knowing these things is not necessary to win the game. But I think it's useful nevertheless. :)

Also, I have to admit that I don't play MoM continuously. I usually play a couple of games, then let it rest for a while playing other games, and some weeks or months later I'll cycle back to MoM. If enough time has passed, I will have forgotten lots of details - the exact stats of certain creatures, which attack types are resolved before melee, how the cost for rush-building is calculated, whether or not I'll waste production when I switch projects, etc. I think it's helpful to have this information at hand, especially when starting to play the game, or when returning to it after a break.

When I started creating Plight, my intention was to collect all this information that I kept forgetting between my MoM playing bouts in one easily accessible place. My hope is that others may find that useful too. But I'm definitely not saying "you need this to win the game", that wasn't even my intention when I worked on it. :)

Catnub 21-10-2010 05:47 AM

dragonsword.com is down indefinitely, and I'm trying to start up a new MoM community at RB, please go here if you're interested:
http://www.realmsbeyond.net/forums/forumdisplay.php?f=5
We aim to have all the features Dragonsword had and then some, hope to see you there.

Nivm 22-10-2010 08:02 AM

Why is there a personal announcement from 1999 at the top of the page?

Borodin 25-10-2010 10:22 PM

Quote:

Originally Posted by Catnub (Post 415659)
dragonsword.com is down indefinitely, and I'm trying to start up a new MoM community at RB, please go here if you're interested:

What do you mean, down indefinitely? Has the site closed, and if so, why? Is this insider information you have?

Psyringe 26-10-2010 09:18 PM

Quote:

Originally Posted by Borodin (Post 415984)
What do you mean, down indefinitely? Has the site closed, and if so, why? Is this insider information you have?

According to the (previous) owner of DragonSword, the site is gone (he doesn't own the domain anymore), and will not return. I recommend the forum at Realms Beyond, linked above in Catnub's post, as a new gathering place for people interested in playing and (especially) patching and modding Master of Magic. :)

Borodin 26-10-2010 09:58 PM

Quote:

Originally Posted by Psyringe (Post 416066)
According to the (previous) owner of DragonSword, the site is gone (he doesn't own the domain anymore), and will not return. I recommend the forum at Realms Beyond, linked above in Catnub's post, as a new gathering place for people interested in playing and (especially) patching and modding Master of Magic. :)

Thank you, Psyringe. You are as helpful here as you are up in the Bethsoft forums (if that's you, too). :)

Psyringe 27-10-2010 11:15 AM

Quote:

Originally Posted by Borodin (Post 416069)
Thank you, Psyringe. You are as helpful here as you are up in the Bethsoft forums (if that's you, too). :)

There can be only one (guy with such a strange name) ;)

Yup, same guy. Haven't been at the Elder Scrolls forums for quite a while, but I'll certainly will revisit them sooner or later. Thanks for the compliments. :)

Also, I noticed that the link in Catnub's post is actually a little bit outdated (it links to general discussion, but MoM has its own subforum now). New link:
http://www.realmsbeyond.net/forums/f...splay.php?f=56

:)

Borodin 28-10-2010 05:12 PM

And Civ, too. You get around. :D

It's good to see MoM forums for both the patch and the balance mod. And it appears as though the balance mod is still being worked on, although slowly. I just hope Catwalk doesn't neglect creating an updated, alphabetized log of all finalized changes. That's the real bane of games such as Distant Worlds, or the mods for Dominions 3 (and most of those for Civ IV: stuff gets fixed, improved, and altered, but it never makes its way into the player's awareness unless you notice what's changed.

Catwalk aka Catnub 02-11-2010 01:04 PM

Quote:

I just hope Catwalk doesn't neglect creating an updated, alphabetized log of all finalized changes. That's the real bane of games such as Distant Worlds, or the mods for Dominions 3 (and most of those for Civ IV: stuff gets fixed, improved, and altered, but it never makes its way into the player's awareness unless you notice what's changed.
I'm going to make a serious attempt, but it's difficult because so many things change. For stuff like units, spells and buildings I think I'll post an outline of how things have been changed, and then enclose the table with all the new unit stats.

For more interesting stuff (such as messing about with XP and unrest tables), I'll make sure to document them properly. If you're interested in helping out, let me know :)

Catwalk aka Catnub 05-11-2010 01:35 PM

Our first tournament has been launched! The objective will be to build a power base of 200 fastest, we'll all be using the same wizard and map but will be allowed to pick any arcane race we like. For more details, come visit Realms Beyond Magic at http://realmsbeyond.net/forums/showthread.php?t=4220

Happy gaming, and stay tuned for the first Catnip release sometime around Christmas!

Borodin 06-11-2010 12:50 AM

Quote:

Originally Posted by Catwalk aka Catnub (Post 416403)
I'm going to make a serious attempt, but it's difficult because so many things change. For stuff like units, spells and buildings I think I'll post an outline of how things have been changed, and then enclose the table with all the new unit stats.

For more interesting stuff (such as messing about with XP and unrest tables), I'll make sure to document them properly. If you're interested in helping out, let me know :)

Get back in touch with me when you're finished, and want all the jobs written up, organized, and put in a DOC or TXT file.

Catwalk aka Catnub 07-11-2010 06:07 AM

Thanks for the offer, I'll definitely take you up on that. In the meantime, feel free to drop by to see what we're up to ;)

For anyone else interested, I'm still looking for a lot of feedback on Catnip and kyrub always needs testers for his Insecticide patch (improvements to AI + bugs + interface).

Scatty 26-11-2010 08:41 AM

Sometimes or even almost often, with the unofficial patch 1.40h, during the creation of a wizard while the game is building worlds it doesn't proceed and sits there even after 5 minutes. Have to ALT+Enter DosBox then and close to restart it again, which is a bit annoying. It happened also with previous versions of the patch already.
I guess it has to do with that new world creation of the patch, while there were no such problems with official version of the game. Hope it gets fixed with the next version(s), as otherwise it's a great patch.

-Catwalk- 27-11-2010 09:16 PM

kyrub said it happens sometimes on small and medium land mass settings, because Insecticide makes a bigger effort to place the starting cities in suitable locations.

Come drop by our new forum at Realms Beyond :) Lots of work being done on Insecticide and Catnip lately, and we're picking up members rapidly.

stinkywizzleteats 30-11-2010 06:22 PM

Attention Forum

I need a program called MOMFIX. This is a rare program that fixes corrupted saves on Master of Magic.


This program is not a myth, it does exist. It was available online at one time and I even had it saved to a disk. I believe it was developed by a couple of private developers, probably college students who knows. I have scoured the internet and CANNOT FIND THIS PROGRAM.

If you can help me please pm my account here or I will try to check back in this thread.

_r.u.s.s. 02-12-2010 12:51 AM

haha, "momfix"

that's great

Borodin 05-12-2010 02:01 AM

Quote:

Originally Posted by _r.u.s.s. (Post 418175)
haha, "momfix"

that's great

It's better than that huge, blue, annoying font he used. I think I'm still dazed. Guess he figured we were all too attention-deprived to read anything else. :oh:

kyrubb 05-12-2010 10:16 PM

MoM unofficial patch (a.k.a. Insecticide) version 1.40 i

http://realmsbeyond.net/forums/showthread.php?t=4211


-----------------------------

Note, that this version contains several risky changes. Preserve your game data, be cautious and eventually report the bugs, with a savegame.

Release notes:
Version 1.40i
-----------------------
reversed ship speeds to the original

(Bugs in general)
Animate dead should now work (but casting when > 6 units are dead still crashes the game!)
monsters extra difficulty option - significantly harder
raiders extra difficulty option - easier
human player can run into an enemy unit when using enchanted roads pathfinding (hopefully fixed)
AI is not trying to dispel Haste from an item
AI stacks, after an attack, does not move next turn (fixed)
Great wasting destroys any pacifying effects from city buildings
AI priests are now capable to cast healing
the "250 production" bug allowing you to miraculously complete any production, gone
Conjurer trait now rounds 25% mana bonus on monster maintenance up (2 maintenance -> 1 saved, 5 -> 1 saved, 6 ->2 saved)
Invulnerability and Possession now can be dispelled
Dispel from all pre-combat spells now actually fonctions!
Dispel evil is impossible against non-dead, non-chaos units
a hero will not disenchant the positive spells from his own peers (second attempt)
removed text "Endurance, as swiftness spell"
looping music for 'Building was completed' was removed from the game to avoid CPU consummation
you will see Demons and Werewolves in lairs, also Air elemental and Phantom Beasts had their values switched (corrected)

(World creation)
fortress creation has been optimized and runs without any delays, in the same quality
all races can be AI wizard's starting races on impossible
SOM research does now costs 60% (was only 5%, a bug) of its value for wizards with 11 books
Torin and Alorra won't have arcane power, useless to them
small lairs monster cash has had range increased; big lairs has got bigger minimum to avoid being actually small
fixed a bug where the game would sometime fail to give a lesser companion in the lair

(AI)
AI ships - earlier expansion based on world_size
AI pathfinding is not updated (unit blindly bumps into your army) - should be fixed
AI should care more about the closer units in combat (reversed)
AI mana leak dispelling obsession
AI aggressive mvt in cmbt (temporally reversed, before better solution can be found)
AI contra immunity factor is less important in combat casting
AI is not getting scared by Immolation

stinkywizzleteats 09-12-2010 03:39 PM

Kyrub thanks for the patch. I have a question though.

#1 What was the motivation or idea behind making units entering lairs automatically win or lose? I started to play with your patch and sent my swords men / spearmen into a guardian spirit node and instead of it switching to a battle it said I was defeated.

I have played this game for over a thousand hours easily. I have been playing it religiously for over 10 years. I think its great there are other people out there with such a passion for the game. To me, it is to the computer what games like D&D and Heroes Quest were to board games, or MTG was to card games. Its unfortunate that company politics and licenses have stood in the way of it being a powerhouse. We are talking about a game that if developed correctly with more backstory would rival series like Warhammer and similar games in popularity. I strongly feel that the game is so good it could stand on its own in its current format on a major console system with just the graphics updated and bugs fixed and more back story more streamlining and multiplay feature perfected.

I have a couple more questions

#2 Have you played a patch somebody released called "2.0" available here
http://www.gamespot.com/pc/strategy/...527&pid=564960

They also talk about your patches there. Do you have an opinion on the 2.0. Im wondering about the lair win/loss decision and would be interested in one of your other patches without that feature, or maybe i could try it if I understood the motive behind it.

#3 Has anyone developed a reliable master of magic multiplayer system? I have to concede its my favorite game of all time and my desire to play it is on par with addiction. I would even be open to considering a system whereby I have to link two computers together if thats possible.

kyrubb 09-12-2010 10:25 PM

Quote:

Originally Posted by stinkywizzleteats (Post 418662)
Kyrub thanks for the patch. I have a question though.

#1 What was the motivation or idea behind making units entering lairs automatically win or lose?

That is not a feature. Go immediately to Game -> Settings ->
and UNCHECK "Strategic Combat". You'll get the battles back. (This change was necessary to enable so called extra-difficulty options in the Settings screen.)

Quote:

#2 Have you played a patch somebody released called "2.0"
I have not played Aureus mod - but I play rarely these days. I think it's playable, but there are many drastic changes there (people have complained). It is a shrewd attempt, which was, at the time, limited by many unknown locations in exe file. - We are on another level, today. I have made straight AI improvements in 1.40. Lately, a very experienced player told me he lost a game on Hard difficulty.
If there's one thing I can hardly take about Aureus' mod, it is the version number. I mean, a mod = MoM 2.0 version? Huh.

Quote:

#3 Has anyone developed a reliable master of magic multiplayer system?
Short answer: no. There were several attempts, multiplayer shell for MoM (unstable), momime project on roughseas.ca, that is half dead now. No multiplayer - and none seems coming, if you ask me.

kyrubb 14-12-2010 12:34 PM

version 1.40j

Major instability issue corrected. Previous version was unpplayable - apologies.

http://realmsbeyond.net/forums/showthread.php?t=4211

-Catwalk- 18-12-2010 09:28 AM

Quote:

I have made straight AI improvements in 1.40. Lately, a very experienced player told me he lost a game on Hard difficulty.
I believe that said player also said he played klackons and was stressing out to beat the scenario ahead of other players using high elves or halflings. Mitigating circumstances IMO, and I'm sure said very experienced player will never lose on Hard again.

Borodin 22-12-2010 08:16 PM

Quote:

Originally Posted by -Catwalk- (Post 419126)
I believe that said player also said he played klackons and was stressing out to beat the scenario ahead of other players using high elves or halflings. Mitigating circumstances IMO, and I'm sure said very experienced player will never lose on Hard again.

Klackons? A fairer handicap to himself would have been closing his eyes and guessing at what his opponents were doing.

Catnub 15-07-2011 10:45 AM

We're waking up at RB again and now have a remake project in the works. I've also resumed work on Catnip and hope (again) to have a release sometime soonish. Drop by http://www.realmsbeyond.net/forums/f...splay.php?f=56 :)

tristanzz 01-11-2011 11:43 PM

Red Magic

Is there any good way to abuse this color? There are funny strats for the other schools, but this one just seems too plain. The 11-book choices for chaos sort of suck (at the start, you could only cast chaos spawn, efreet, or metal fires... blah).

The only thing I thought of was this
Artificer + Runemaster + 5 Chaos books + 2 books from 2 schools (runemaster)
This allows you to scrape up mana very quickly and make a "Destruction: Resist or be disintegrated" bow or sword at the beginning of the game that is supposed to disintegrate anything with less than 10 resistance, as per the Disintegrate spell. I tried it out, though, and the mod appeared to have no effect whatsoever. Christ.

CrybKeeper 28-01-2012 04:22 PM

Bump and Quote Myself
 
Yes tristanzz, use this game editor to cheat it up or simply balance the game starting stats a tiny bit ;-) You could add just a few extra starting spells to yourself, or give yourself god like spell ability at very start.

Have used this game editor dozens and dozens of times and am very familiar with how it works, if anyone has any questions.

Quote:

Originally Posted by CrybKeeper (Post 379711)
Just a heads up everyone, There actually was a hastely made editor for MoM PC version:

I found and used this game/trainer/editor. It doesn't take long to figure out using this game editor You can edit both planes, by simply clicking 'Tab'. I can take away my enemies food, or add special Nodes to my own cities, etc. =)

It works in DOS mode, with the standard DOS commands. There are two EXEcute files and Includes a somewhat helpful, help file. This editor allows you to, edit the map(EDMAP.EXE), or edit your attributes and spells(hit F5 to add spells), gold, armor, fame, hero and champion edits, plus more(EDMOM.EXE), of any previously saved games.
Simply drag the chosen EXE file into DOSBox and open your previously saved game.
It will be something like this - 'edmap save7.gam'

Have discovered, this editor works if you load the game by dragging MAGIC.EXE into DosBox and playing, saving and editing from that playable EXE file.

LINK: http://www.mofunzone.com/game_traine...of_magic.shtml

Also, the manual and spell book are still avialable for download, as mentioned here in this thread, a couple years back.

LINKS:

SpellBook(pdf):http://www.replacementdocs.com/download.php?view.642

English Manual(pdf):http://www.replacementdocs.com/download.php?view.641

EDIT:


Use the F1 key, to understand how most of this editor works.

This image is of the EDMOM.EXE screen. I have tested this one out, for the most part. The basic stuff, does save and change in game, successfully.

I edited my gold in this shot, from around 1000gp, to 11,000 or so. It Works quite well!

http://i489.photobucket.com/albums/r.../copluy45i.jpg


Camille2006 26-10-2012 12:15 PM

New site
 
Hi everybody!

Please read my interactive manual of the videogame "master of magic" : http://masterofmagic.free.fr/english

Enjoy and please suggest some improvements about my site !

InghamMoM 11-02-2013 11:44 AM

Quote:

Originally Posted by Camille2006 (Post 446918)
Hi everybody!

Please read my interactive manual of the videogame "master of magic" : http://masterofmagic.free.fr/english

Enjoy and please suggest some improvements about my site !

Hello there! If you've been waiting years for a genuine successor to Master of Magic (as I have) you're in luck. We the fans and developers at Wastelands Interactive have decided to create one. Work on the project started nearly a year ago in a 2D development environment. As it evolved it was moved to a 3D environment and the basic game mechanics have started to take firm shape.

We're adding new features every day, and we would truly appreciate any suggestions. What did you like most about Master of Magic? What do you feel is a must for Worlds of Magic? What would you like us to add? Is there anything else we should consider?

Every contribution will be MUCH appreciated. It will be my pleasure to answer any question here, and you can find more info in the following links. Thank you!

Official Facebook Worlds of Magic fansite
Game forum

AND LONG LIVE MASTER OF MAGIC!!

jute 24-04-2013 12:44 AM

Kickstarter looks good, supported it
 
Kickstarter looks good. Picked up the $18 level.

InghamMoM 24-04-2013 07:28 AM

Quote:

Originally Posted by jute (Post 451946)
Kickstarter looks good. Picked up the $18 level.

Thank you jute! :3:

The Wastelander 17-09-2013 09:36 AM

Worlds of Magic is progressing!
 
Some serious work has been put into Worlds of Magic since the last big update up here. So I'm happy to announce that - after successful Kickstarter campaign - our game has progressed straight to alpha stage.

We're doing our best to bring back the true spirit of Master of Magic, mixed with the modern touch it deserves. This being said, I really hope you guys like what we've already achieved within that goal. Here's a little sample of where we are now (and some hint on the direction we're heading).

Hope You all enjoy it. And we'd still appreciate any suggestions you may have for us to consider while continuing to develop the game.

In the meanwhile, you can help us with the Steam Greenlight goal by voting on our game. Let's bring the goods of WoM back, together!

Turbo Beholder 18-07-2016 11:22 AM

Quote:

Originally Posted by FreeFreddy (Post 8624)
Yeah, now you have that jewel of the game here! Have fun with it, anyone! :D
Btw, my advise is: choose Myrran-ability and take as race the Night Elves, they produce one magic point per population and their ranged units (magicians, clerics etc.) are more powerful than any of the other races.

More of an advantage is that they ALL get a weak ranged attack, even Spearmen.
But trade-offs are too high. No one likes them, so you'll have around lots of occupation forces just to have cities pay taxes. Which raises upkeep. Yes, garrisoned troops need to survive mindblasts and suchlike before you summon reinforcement, so Res +3 is good, but you don't need to make them in your capitol, and there are better - Dwarves (Res +4), Halflings (Res +2 Lucky), Beastmen (Res +1 HP x2), Trolls (Res +3 HP x4).
Another problem is the same as with High elves: very slow growth (-20). The high values per population aren't so hot if there's less of population in the first place. Sure, tiny villages are not so useless... but again, they remain tiny forever.
Half of this mana bonus you can have from Draconians or High Elves for -10 growth, or even from Beastmen with normal growth.
Extra mana from cities also comes with gold bonus or work bonus (via trade goods) using alchemy, especially if you do 1:1. Funny coincidence - Nomads have trade bonus, and Jafar who is clearly supposed to start with them has Alchemy retort. :smile2:

Mystvan 11-07-2017 12:32 AM

I am glad you are creating a successor of Master of Magic.

Well, my brother had bought and played the Lords of Magic years ago. I played a little too, but I was not very impressed at the time.

The game King’s Bounty (The Legend and Crossworlds), despite being RPG with elements of Adventure and Strategy, reminded me a bit of MoM because you could hire Black Dragons, Red Dragons, Green Dragons, Lich Dragons, Demons, etc. These Fantastic Creatures really blasted your opponents!

One thing I wish the MoM had was more Fantastic Creatures like Sea Dragon (water), White Dragon (ice), Black Dragon, Lich Dragon, Hydras deserved to be bigger and more powerful, etc.

I used Game Editors where I could edit races, Books, money, Spells, attributes (or magician Titles), terrain, etc. And the Game Wizard was great for fixing the high amount of mana and money. I took a few Tomes (or Books) to get better attributes, since I only had to edit the Spells later. I even managed to have the antagonistic Tomes like Death and Life. And I could summon Champions of Life and Champions of Death side by side!

One thing that has piqued my curiosity is that “neutral” cities can attack you or your opponents. Fantastic creatures too. I do not remember if I could unselect random events early in the game. But when you conquer all “neutral” cities, the “neutral Merlin” mage is “banned”. And to increase my reputation, I edited so that the “neutral” and enemy cities had the maximum size and then conquer them. I am a very evil wizard. :mischief:

Are you a sadist? Do you know how to humiliate your opponent without him reacting? If you are much more powerful than your enemy, occupy all your troops around the enemy city so that all adjacent areas of the city are occupied by your troops. The enemy city can use only 1 area or quadrant of the city.

Another interesting thing was that the enemy ships (or galleons?) when they were withdraw from the battle on land... Is the boat using the oars as legs? :what: :dunno: :wacko: :tease:

I realized that I had a certain tendency to torment my opponents. I used the Game Editor to edit the terrain of enemy capital making it into an active volcano... :flame:

EDIT:

It would be very nice and interesting if there were more Magic Nodes. I would suggest thus:

• The Earth Nodes - where the Earth Dragons have a Poison Breath attack, Earth Elementals, Earth Giants, etc.;

• The Water Nodes - where the Sea Dragons have a Water Breath attack, Phantom Beasts - aka Water Elementals?, Water Giants, etc.;

• The Fire Nodes - where the Fire Dragons have a Fire Breath attack, Arch Demons, Demons, Fire Elementals, Fire Giants, etc.;

• The Ice Nodes in the eternally icy mountains - where the Ice Dragons have a Ice/Snow Breath attack, Ice/Snow Elementals, Ice/Snow Giants, etc.;

• The Death Node (instead of Catacombs and Ruins) - where the Black Dragons have a Acid Breath attack, Lich Dragons absorbing the energy of the opponent’s life - sort of Black Hole, etc.;

• The floating Life Nodes - where there are Arch Angels, Angels, Seraphim, Cherubim, etc.;

• The floating Thunder Nodes - where the Thunder Dragons have a Lightning Breath attack, Lightning Elementals, Lightning Giants, etc.;

• The floating Air Nodes - where the Storm Dragons have a Air Breath attack, Air Elementals, Air Giants, etc.;

• Oh, and in the Catacombs, Ruins, Temples, etc. there could be the “normal” / neutral Fantastic Creatures.

And it would be spectacular to have a sea battle with the Sea Dragon.

Mystvan 13-04-2018 01:06 AM

It was really a pity that the old MOM site has disappeared as there were descriptions about Heroes and Champions that even Wikia did not explain such as the personal relationships between them:

• Rivalry between female Healer and the Dark Mage;
• Roland the Paladin is her protector;
• The fallen Paladin is allied to the Dark Mage;
• The old sage “predicted” the birth of the powerful Wizard of Chaos (Shenlong!?);
• etc.

Fortunately, that site came back and even brought another mirror site. :clap:

marko river 14-04-2018 11:35 AM

You do know about fan wikia site with practically all info you need?

Mystvan 14-04-2018 05:48 PM

Quote:

Originally Posted by Mystvan (Post 482190)
It was really a pity that the old MOM site has disappeared as there were descriptions about Heroes and Champions that even Wikia did not explain such as the personal relationships between them:

• Rivalry between female Healer and the Dark Mage;
• Roland the Paladin is her protector;
• The fallen Paladin is allied to the Dark Mage;
• The old sage “predicted” the birth of the powerful Wizard of Chaos (Shenlong!?);
• etc.

Fortunately, that site came back and even brought another mirror site. :clap:

Quote:

Originally Posted by marko river (Post 482194)
You do know about fan wikia site with practically all info you need?

Greetings from Poke-man, :poke2: Bonk! Bonk! Grand Micronaut marko River. ........ :zip:

Yes, I agree with you. :OK: On the other hand, I point out again: the site shows information that not even Wikia shows. If you check out the “Hero Compendiumpart, you will notice that the site tells the background of each Hero / Champion. I do not know where he / she got this information, but whether it is official or non-canonical information, at least it adds more spice and fun to the game.

marko river 16-04-2018 09:45 AM

Quote:

Originally Posted by Mystvan (Post 482195)
... On the other hand, I point out again: the site shows information that not even Wikia shows. If you check out the “Hero Compendiumpart, you will notice that the site tells the background of each Hero / Champion. I do not know where he / she got this information, but whether it is official or non-canonical information, at least it adds more spice and fun to the game.

Oh, you're right about that. Well, don't know where they got that info from neither, but it does add spice indeed :D

Mystvan 17-04-2018 12:15 AM

Quote:

Originally Posted by marko river (Post 482202)
Oh, you're right about that. Well, don't know where they got that info from neither, but it does add spice indeed :D

I am not sure, but I believe I saved the pages of the original author in MHT years ago.

I’ve already found my old external HD and let’s see if I find the blessed pages.

And then, the site owner, a fan of the old site like me years ago, :old: could add more information. :OK: :clap:

And unfortunately, this is a sad reality for the old sites, true gems, which have been lost over time. :byesad:

Mystvan 05-11-2018 07:48 PM

Quote:

Originally Posted by Mystvan (Post 482205)

I am not sure, but I believe I saved the pages of the original author in MHT years ago.

I’ve already found my old external HD and let’s see if I find the blessed pages.

And then, the site owner, a fan of the old site like me years ago, :old: could add more information. :OK: :clap:

And unfortunately, this is a sad reality for the old sites, true gems, which have been lost over time. :byesad:

I almost finished uploading my personal data, only 01 External HDD to complete the task. *phew* *whew*

I was able to retrieve some data, as far as possible, using Recuva, but I believe the result was not satisfactory. *shrug*

Ducula 28-11-2018 10:05 AM

Hey,

I just managed to get the game to work with DOSBox, I've never played it before, it looks like great fun. One question: can I get it to run full-screen? I've scanned the last ten pages or so of this thread but haven't found an answer to that question yet.

Any help greatly appreciated.

Japo 28-11-2018 02:48 PM

With DOSBox press Alt+Enter to change between full screen and window. Works with any game.

Blake00 07-06-2019 08:06 PM

I've recently made a video (as part of a up and coming Civ related games in HD series) touring what I feel is the best MoM fan remake project out there called Master of Magic – Implode’s Multiplayer Edition, a brilliant Open Source Java MoM engine rebuild that supports larger maps, up to 14 players (either Human or AI), and any modern resolution like HD 4K etc. The only stuff it's missing is AI and some good bug fixing and polishing.

http://blakessanctum.x10.mx/Games/Mo...reenshot01.png http://blakessanctum.x10.mx/Games/Mo...reenshot03.png http://blakessanctum.x10.mx/Games/Mo...reenshot04.png http://blakessanctum.x10.mx/Games/Mo...reenshot12.png

Although sadly it's creator Implode has gone AWOL and the project has been inactive for a while now.. :(

But hopefully one day he'll return to it, or someone else will finish what he started due to it being opensource...

https://i.imgur.com/6qFo55P.png

.

Mystvan 08-06-2019 04:22 PM

Too bad. :( I assume it is the same as the Remakes of Wing Commander Privateer Gemini Gold and Wing Commander: Privateer Remake.

The sale of these games (now compatible with latest Operating Systems) on Online Stores like GOG.com and Origin have contributed to the abandonment of the Remake Projects (MoM and Privateer)?

Blake00 09-08-2019 03:09 PM

Quote:

Originally Posted by Mystvan (Post 483714)
Too bad. :( I assume it is the same as the Remakes of Wing Commander Privateer Gemini Gold and Wing Commander: Privateer Remake.

The sale of these games (now compatible with latest Operating Systems) on Online Stores like GOG.com and Origin have contributed to the abandonment of the Remake Projects (MoM and Privateer)?

I've been meaning to look into those as I'm a big WC Privateer fan! So they never got finished? Such a shame. :(

--------------

OH MY GOD!!! :O

Looks like I don't have to worry about this unfinished fan remake anymore as it appears we've got an official Master of Magic sequel or Remake on way (courtesy of Slitherine who've bought the rights from Atari's IP dungeon and just made the announcement on their site)!!!

Guess this explains the mysterious Atari activities I noticed recently. Clearly they reacquired MoM so they could sell it to Slitherine for $$$.

I'm such a super fan of this 25 year old game that I run a MoM fans facebook group so as you can image I'm SUPER EXCITED about this news lol. :)

I can't can't believe that after all these years a real sequel just might be happening now. Sadly most of the old MoM forums are long dead so if there's any fans here who know of a good old MoM2 wishlist/feature request list out there please let me know and I'll go post it over on the Slitherine forums (which I've just signed up to).

They've probably barely started the project yet so now is the time to get fan feature requests and wish list items in front of their faces. If the remaining fan base doesn't speak up now then god knows what sort of game we'll end up with. So now is the time to act!

EDIT: BIG NEWS! Slitherine have indeed spoken to Seravy as they releasing his Caster of Magic as an official DLC to Master of Magic on Steam and GoG!!!
https://blakessanctum.wordpress.com/...m-gog/

EDIT2: On top of that Slitherine have also now setup an official Master of Magic forum! And they've kindly moved my ever growing MoM2 wishlist thread into there too. :)
http://www.slitherine.com/forum/viewforum.php?f=590

EDIT3:
And if all that isn't enough Seravy has hinted that he is working on a Caster of Magic 2! A full MoM rebuild in a new engine with all of CoM's changes built in and much more due to being free of the old games limitations. Eg full 14 wizard salughterfest games!!


.

Mystvan 20-08-2019 11:24 PM

MOM Fan Remake


Wow! They are certainly good news! :clap: Thank you so much for sharing them with us. Let’s really hope things work out and can be completed successfully. :OK:

Blake00 24-08-2019 08:50 AM

Quote:

Originally Posted by Mystvan (Post 484054)

Wow! They are certainly good news! :clap: Thank you so much for sharing them with us. Let’s really hope things work out and can be completed successfully. :OK:

Yup, fingers crossed!

Most fans I've talked to so far appear to be mostly wanting MoM with a fresh coat of paint and don't want the wheel reinvented. Some have made some crazy suggestions but generally everything people come up with has already been done in one of the MoM style spin off games (eg Age of Wonders, Warlock, Endless Legend, Sorcerer/Elemental/FE, Worlds of Magic/PQ, Eador, Dominions etc) so such a change would make it feel more like them than a MoM sequel. So they need to update it but also be careful that they don't turn it into something else that has already been done and quite possibly done better.

A few people have joined up and posted their lack of faith in the Slitherine forums under their announcement and they were shot down pretty quick by fans of Slitherines other games, so their customer loyalty is a promising sign at least.

I've never played Fantasy General but apparently they're doing a pretty good job with it. I looked at some of the other games under their name and found some interesting ones..

Polaris appears to be a Master of Orion style game:
https://store.steampowered.com/app/4...olaris_Sector/

Pandora appears to be a Alpha Centuari, Civ Beyond Earth / AoW Planetfall sort of game:
https://store.steampowered.com/app/2...First_Contact/

They don't rate highly on steam but they look okay and many of the reviews (even the bad ones) all seem to talk about how hardcore the AI is so that's promising. Yeah they don't look like amazing genre changing games but they actually give me some comfort as it shows they have years of experience with 4x PC strategy gaming. Hopefully they take the good stuff from these stepping stone games and learn from the bad stuff people didn't like and put them to good use with their MoM project. Although it looks like different developers worked on those games and Slitherine just published them, so I wonder who they will put on MoM.

PS is it just me or is Pandora using the same world engine as Warlock? That is so darn similar lol.

Smiling Spectre 27-08-2019 09:53 PM

Slitherine mostly is not developer, but publisher. They will hire someone for the game, I suppose.

Warlock is Russian game. Pandora is German. Different developers, different publishers, so probably coincidence.

Pandora is bearable. But excruciatingly simple. I won from the first attempt, on the "above average" difficulty, if I am not mistaken.

I didn't see Polaris Sector yet, but if you want _good_ MoO2 clone, check Horizon.

Blake00 01-03-2020 12:47 PM

Well this is interesting news! Seravy has done a deal with Slitherine (the new MoM license holder working on a new MoM game) and Caster of Magic is now a buyable ‘officially approved’ Master of Magic addon on Steam & GoG! Naturally Seravy has promised to continue doing more amazing improvements to the mod now that he’s receiving financial reward for his hard work. Caster of Magic is already amazing enough as it changes & improves MoM so much but my god if he ever finds a way to exceed the 4 enemy player limit I’ll have his baby lol!

Announcement thread:
https://www.realmsbeyond.net/forums/...d.php?tid=9846

The only downside is all previous copies of CoM have been wiped! Don’t think I’ve grabbed a copy since 5.6, which must have been a while back as he’s now up to 6.0 lol!

EDIT: Sure enough here they are! They’ve gone live!
https://www.gog.com/game/master_of_m...aster_of_magic
https://store.steampowered.com/app/1...ster_of_Magic/

EDIT 2:
I just realised.. Master of Magic wasn’t even on steam until now.. they’re doing a joint release of both MoM & CoM on steam! Wow!
https://steamcommunity.com/app/11463...4292532351222/

.

Blake00 01-03-2020 12:49 PM

Oh and more good news. Slitherine have setup an official Master of Magic forum! And they've kindly moved my ever growing MoM2 wishlist thread into there too. :)
http://www.slitherine.com/forum/viewforum.php?f=590

.

Smiling Spectre 03-03-2020 08:34 AM

Also, now you can choose to play original, Community patch or CoM (if you bought one).

Blake00 31-05-2020 08:36 AM

Yup, kinda sucks that disc owners like me have to rebuy the game again.. but I've done it as showing support for these rereleases and addons increases our chances of the official sequel happening hopefully!

WOAH!!! The good news keeps coming for MoM fans. After years Implode has returned from his self imposed exile (think kungfu movie where the bad guy bests the good guy so the good guy climbs up a mountain and learns better kungfu with some old guy with a grey beard who never speaks and then the good guy comes back and kicks the bad guys ass lol) and released a new version of his HD Multiplayer remake of Master of Magic with for the first time FUNCTIONING AI!! This is the moment many like me have been waiting/hoping for.. hopefully people try it and give him some feedback!

Announcement: https://mom.pjj.cc/forum/viewtopic.php?f=4&t=9815

Download: https://sourceforge.net/projects/momime/files/

.

Scatty 31-05-2020 11:29 AM

Hmm, sounds interesting certainly. Thanks for posting it here. Think I'll wait still a bit though, until an improved version will become available, as some things I've read in the announcement show it's in the process of twiddling yet and not an all-around satisfying (at least for me) release.


Particularly that the AI doesn't know how to load units into boats yet, that's an exploitable weakness, imagine you start off on an island, enemy will be severely limited in reaching you. Lords of Magic, which I liked back in the day, had the same kind of lame AI problems.


That the AI gets the same amount of big cheating advantage as in original is also not something I (entirely) like as it is, I'd have preferred still a bit smarter AI with some less amount of cheating advantage. Smarter AI is a lot more fun to compete against, than cheating AI where one could feel compelled to get some cheating advantages as well, and / or exploiting game glitches or AI weaknesses.


But that looks pretty interesting, I'll be sure to keep my eye on progress of that work.

Blake00 05-03-2021 04:36 AM

Quote:

Originally Posted by Scatty (Post 484946)
Hmm, sounds interesting certainly. Thanks for posting it here. Think I'll wait still a bit though, until an improved version will become available, as some things I've read in the announcement show it's in the process of twiddling yet and not an all-around satisfying (at least for me) release.


Particularly that the AI doesn't know how to load units into boats yet, that's an exploitable weakness, imagine you start off on an island, enemy will be severely limited in reaching you. Lords of Magic, which I liked back in the day, had the same kind of lame AI problems.


That the AI gets the same amount of big cheating advantage as in original is also not something I (entirely) like as it is, I'd have preferred still a bit smarter AI with some less amount of cheating advantage. Smarter AI is a lot more fun to compete against, than cheating AI where one could feel compelled to get some cheating advantages as well, and / or exploiting game glitches or AI weaknesses.


But that looks pretty interesting, I'll be sure to keep my eye on progress of that work.

Yeah still lots of work to be done. Implode is still busily working on it, even today I can see activity so it'll keep getting better and more complete.

Anyway more big news guys! Looks like Seravy's Caster of Magic 2 (possibly renamed to 'Caster of Magic for Windows' now probably by Slitherine lol) is coming out of private beta and going public on steam soon.

What is also very interesting is that it says on the announcement that it supports custom resizable windows and presumably resolutions! I'll try to confirm that since that would be awesome news as Seravy had zero interest in higher viewing resolutions when I last talked to him about it (eg he was gonna keep it at 320x200 still lol). Maybe Slitherine or all his beta testers kept pestering him about it and he found a way to do it lol. Either way it's great news. Modern resolutions plus full 13 Wizard slaughterthon games are gonna be epic! Have wishlisted! Before anyone asks no it is not multiplayer lol (try Master of Magic - Implodes Multiplayer edition remake for that).

https://steamcommunity.com/games/114...00754907446252

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Lorensadert 14-04-2021 09:56 AM

This is one of my favorite games. Glad many people love her too.

Blake00 30-04-2021 07:58 AM

Quote:

Originally Posted by Lorensadert (Post 485999)
This is one of my favorite games. Glad many people love her too.

Agreed! I've probably put more hours into MoM than even Civ.. and that's saying something cause I've played a lot of Civ lol!

Big news! Seravy's new Caster of Magic 2 (or Caster of Magic for Windows as Slitherine are calling it) has been officially released on Steam, GoG & Slitherine's own store a few days ago! Sadly my hopes for modern resolutions were dashed (it just stretches 320x200 in a window) so Implodes fan game above is still the only one that does true HD stuff, however CoM has so many other benefits eg a gazillion bug fixes & balance changes, super smart AI opponents, more spells, more buildings, more advanced game modes & options, and best of all NO MORE 5 PLAYER LIMIT!! So umm 14 Wizards going at it in one game? Yes please!

Feel free to drop by the Master of Magic fans Facebook and Discord groups to discuss. Seravy himself is kindly answering questions and bug reports on the discord too!

I know some people aren't huge fans of CoM's changes but maybe Slitherine will take Seravy's new engine source and do a 'MoM for Windows' one day too. Probably wishful thinking but you never know!

Familiar but not quite the same ;)
https://cdn.cloudflare.steamstatic.c...67554d4900.jpg

14 Wizard carnage incoming
https://cdn.cloudflare.steamstatic.c...eb2b232d13.jpg

Cool new options
https://cdn.cloudflare.steamstatic.c...5d4efc1508.jpg

Looks the same but apparently the new combat AI is naaaasty
https://cdn.cloudflare.steamstatic.c...6e2b5895da.jpg

Blake00 07-06-2021 11:08 AM

A little late to the party with this even bigger news but OMG lol.. After 25 years of nothing it really is an amazing time for us diehard Master of Magic fans! There I was a few weeks ago getting excited about Seravy’s new Caster of Magic 2 for Windows release and then something even more amazing got officially announced, as we finally have confirmation of the Slitherine mystery MoM project I’ve posted about here before! Slitherine are working with Thea series creators MuHa games on a Official Master of Magic Remake!!! MuHa are a small indie studio so sure enough it's nothing AAA however the new remake already looks and sounds pretty good! I can already see people complaining about the hexes and lack of multiplayer but neither of those bother me. You can find the announcement videos (they've remade the old intro!), some nice pictures, and game info on their new Steam and GoG pages!

But I'll stick a few here too! :)

Trailer/Intro:


Dev Interview:


https://cdn.akamai.steamstatic.com/s...2a.600x338.jpg https://cdn.akamai.steamstatic.com/s...f4.600x338.jpg
https://cdn.akamai.steamstatic.com/s...57.600x338.jpg https://cdn.akamai.steamstatic.com/s...89.600x338.jpg

Smiling Spectre 08-06-2021 06:44 PM

Well, they made two Theas. This alone is a good recommendation.

Blake00 08-09-2021 08:40 AM

MuHa appear to be doing monthly (or at least trying to do monthly lol) developer diaries for the official Master of Magic remake... looks pretty good although some of the Wizard redesigns are not as good plus everything seems a bit bland and lacking colour compared to the original.

First dev diary
http://muhagames.com/dev-diary-1-june-2021/

https://i0.wp.com/muhagames.com/wp-c...ize=1024%2C576

Second dev diary
http://muhagames.com/mom-dev-diary-2-august-2021/

https://i1.wp.com/muhagames.com/wp-c...ize=1024%2C509

Third dev diary
https://muhagames.com/mom-dev-diary-3-september-2021/

https://i0.wp.com/muhagames.com/wp-c...4%2C1024&ssl=1

tristanzz 06-01-2022 02:37 AM

I was looking at his work a few months ago and noticed the artist gave Deth Stryke the Swordsman an axe. I hope they went back and took a closer look at that. I love seeing pro renderings of those heroes, though.


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