06-09-2010, 05:52 PM | #821 | ||
Join Date: Dec 2004
Location: Medina, United States
Posts: 978
|
Quote:
Quote:
|
||
|
|
06-09-2010, 07:41 PM | #822 | ||
Join Date: Apr 2009
Location: Amsterdam, Netherlands
Posts: 132
|
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 Last edited by Oskatat; 06-09-2010 at 08:08 PM. |
||
|
|
07-09-2010, 09:40 PM | #823 | ||
Join Date: Jan 2006
Location: Little big small world
Posts: 1,906
|
Quote:
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). |
||
|
|
10-09-2010, 01:49 PM | #824 | ||
Join Date: Dec 2004
Location: Medina, United States
Posts: 978
|
Quote:
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." |
||
|
|
10-09-2010, 05:19 PM | #825 | ||
Join Date: Apr 2009
Location: Amsterdam, Netherlands
Posts: 132
|
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 |
||
|
|
10-09-2010, 10:51 PM | #826 | ||
Join Date: Dec 2004
Location: Medina, United States
Posts: 978
|
Quote:
Quote:
|
||
|
|
20-09-2010, 06:03 PM | #827 | ||
Join Date: Apr 2009
Location: Amsterdam, Netherlands
Posts: 132
|
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
|
||
|
|
08-10-2010, 10:14 AM | #828 | ||
|
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. |
||
|
|
10-10-2010, 12:22 PM | #829 | ||
Join Date: Feb 2005
Location: , Belgium
Posts: 675
|
It's currently on sale on GOG (see the link "buy it" here on Abandonia) for a little over $4
__________________
A sickened, sensitive shadow writhing in hands that are not hands, and whirled blindly past ghastly midnights of rotting creation (Nyarlathotep, H.P. Lovecraft) |
||
|
|
14-10-2010, 09:21 AM | #830 | ||
|
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 |
||
|
|
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Master of Magic won't install | earlofwessex | Troubleshooting | 2 | 21-04-2008 02:34 PM |
Master Of Magic | pratputajao | Troubleshooting | 0 | 03-07-2007 04:33 AM |
Master Of Magic | kiotee | Troubleshooting | 1 | 08-05-2006 10:49 PM |
Master Of Magic | TyLord | Troubleshooting | 1 | 09-04-2005 07:23 AM |
Master Of Magic Multiplayer Help | caesar007 | Forum Games | 0 | 22-02-2005 10:25 PM |
Thread Tools | |
Display Modes | |
|
|
||
  |