08-04-2005, 10:48 AM | #91 | ||
Join Date: Apr 2005
Location: ,
Posts: 8
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Quote:
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) 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). |
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08-04-2005, 12:01 PM | #92 | ||
Join Date: Apr 2005
Location: ,
Posts: 8
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Quote:
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: |
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21-04-2005, 05:34 AM | #93 | ||
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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. |
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27-04-2005, 09:30 PM | #94 | ||
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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. |
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27-04-2005, 09:31 PM | #95 | ||
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... and they also raise army of undead in their wake.
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27-04-2005, 10:36 PM | #96 | ||
Join Date: Feb 2005
Location: , Belgium
Posts: 675
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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.
__________________
A sickened, sensitive shadow writhing in hands that are not hands, and whirled blindly past ghastly midnights of rotting creation (Nyarlathotep, H.P. Lovecraft) |
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30-04-2005, 07:22 PM | #97 | ||
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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. |
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30-04-2005, 10:24 PM | #98 | ||
Join Date: Feb 2005
Location: , Belgium
Posts: 675
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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.
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A sickened, sensitive shadow writhing in hands that are not hands, and whirled blindly past ghastly midnights of rotting creation (Nyarlathotep, H.P. Lovecraft) |
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01-05-2005, 02:44 PM | #99 | ||
Join Date: Apr 2005
Location: ,
Posts: 129
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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. Last edited by arete; 27-10-2009 at 07:04 AM. Reason: :)'s fixed |
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02-05-2005, 05:45 PM | #100 | ||
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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. 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: |
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