11-04-2010, 02:59 AM | #701 | ||
Join Date: Feb 2009
Location: Sydney, Australia
Posts: 249
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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
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11-04-2010, 07:36 AM | #702 | ||
Join Date: Jan 2006
Location: Little big small world
Posts: 1,906
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11-04-2010, 02:19 PM | #703 | ||
Join Date: Feb 2009
Location: Sydney, Australia
Posts: 249
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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
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Last edited by Pex; 11-04-2010 at 02:23 PM. |
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11-04-2010, 06:41 PM | #704 | ||
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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. |
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11-04-2010, 06:47 PM | #705 | ||
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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. |
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12-04-2010, 01:29 AM | #706 | |||||||
Join Date: Feb 2009
Location: Sydney, Australia
Posts: 249
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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:
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Thanks for reply. As you can see, I didn't know all of those tactics. Btw, why don't you join?
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12-04-2010, 06:44 AM | #707 | ||
Join Date: Jan 2006
Location: Little big small world
Posts: 1,906
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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.
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12-04-2010, 07:29 AM | #708 | ||
Join Date: Feb 2005
Location: , Belgium
Posts: 675
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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.
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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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12-04-2010, 11:46 AM | #709 | ||
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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:
... So I have added one more "b" at the end and have become a part-timer. This works. |
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13-04-2010, 04:20 AM | #710 | ||
Join Date: Feb 2009
Location: Sydney, Australia
Posts: 249
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But I agree that your normal units with enough exp and some chosen enchantments can top any summoned one. Quote:
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.
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