Master of Magic

There is no game I want a good reboot of more than MoM. Some kinda-reboots in recent years just haven't really come close IMHO.
 
i thought noone would reply to this! there seems to be a pretty good MoM-like Civ4 mod not too long ago.
 
okay ... bit sick of using myrran races in general. playing a game with beastmen and they still feel slow even when compared to the other myrran races. faq said they were suppose to be the orcs of myrran races. not really feeling it. i could easily spam pikemen with orcs but with beastmen i think i can only spam spearmen at a decent rate... though their spearmen are very good. their manticores feel underpowered compared turtles and drakes but i'll be stuck using them to invade arcanus until my draconian slaves grow to a decent productive size. i hope there isn't any enemy wizards focused on spell research , otherwise he might cast spell mastery before i get a good foothold in arcanus.


made me wish i started with dwarves which can build fast even with a low pop... but but but not having shamans or bowmen in early game makes me feel very vunerable.

or maybe barbarians in myrror in next game? don't know if barbarians have strong enough early units to withstand the tougher rampaging monsters in myrror.
 
FYI,

You shouldn't be pirating MoM. It's licensed for sale on GOG.com

http://www.gog.com/gamecard/master_of_magic


Sorry if I'm aiding the necro, just pointing out that piracy is against the terms of using the Civfanatics website.
 
:thumbsup:

It's a steal at $6. As imply awesome game.
 
alrighty... as long as it's nothing like steam.
It's not. GoG is truly respectful of gamers. You buy your game, you download it quickly, and you can install it and play it. No DRM, no shady deal, no third-party software required, no crap.

GoG and MoM both rule !
 
The variety of MoM was absolutely overwhelming ... the amount of viable builds you could create is still unsurpassed.

Unless you are a power gamer and exploit the heck out of mono-color builds ... like all-white for early Torin+Heroism or all-black for early Wraiths. Torin could nearly immediately start clearing lairs and nodes, while Wraiths could fly and conquer whole continents and leaving free zombies to guard your cities.

Ah, good times.
 
The unbalance of MoM was one of its main flaws - you could VERY easily make ungodly powerful armies that could raze just about anything - but it was also one of its main good point - you had insane amount of fluff and variety, because not everything was twisted to be "equal/balanced".

I still salivate when I see the huge spellbook. I would pay solid gold to have a simple port with Civ4-level AI, graphics and map generation. You can even scrap the graphics overhaul.
 
The unbalance of MoM was one of its main flaws - you could VERY easily make ungodly powerful armies that could raze just about anything - but it was also one of its main good point - you had insane amount of fluff and variety, because not everything was twisted to be "equal/balanced".

I still salivate when I see the huge spellbook. I would pay solid gold to have a simple port with Civ4-level AI, graphics and map generation. You can even scrap the graphics overhaul.

The game was definitely more extreme that way. The same army, if it ran into the right counter, could easily be wiped out.
 
It's not. GoG is truly respectful of gamers. You buy your game, you download it quickly, and you can install it and play it. No DRM, no shady deal, no third-party software required, no crap.

GoG and MoM both rule !

on second-thought steam isn't that bad compared to what blizzard/activision is trying to pull nowadays. at least steam works reliably thesedays... that's what i read anyway.
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MoM with Civ4 AI would still be kinda bad on lower difficulties. both games' AI suck at naval warfare. if Civ 4 vanilla had flying or waterwalk spells, ruling the seas would be even more easy.
 
Well there's a modder by the name of kyrub who has been working on improving MoM's AI. In my opinion he has done a pretty good job of it!

edit: He actually released a new edition of the patch today! Here it is!
 
also quite amused that klackon from MOO showed up in this game too. i agree with an FAQ with comments from various players that the races are very unbalanced(just like MOO). almost all the slow-growth races are quite bad except maybe draconis(haven't tried/met trolls). klackons and dwarfs are great for building stuff but their units and building choices are very limited.
okay ... bit sick of using myrran races in general. playing a game with beastmen and they still feel slow even when compared to the other myrran races. faq said they were suppose to be the orcs of myrran races. not really feeling it. i could easily spam pikemen with orcs but with beastmen i think i can only spam spearmen at a decent rate... though their spearmen are very good. their manticores feel underpowered compared turtles and drakes but i'll be stuck using them to invade arcanus until my draconian slaves grow to a decent productive size. i hope there isn't any enemy wizards focused on spell research , otherwise he might cast spell mastery before i get a good foothold in arcanus.


made me wish i started with dwarves which can build fast even with a low pop... but but but not having shamans or bowmen in early game makes me feel very vunerable.

or maybe barbarians in myrror in next game? don't know if barbarians have strong enough early units to withstand the tougher rampaging monsters in myrror.

The slowest-growing Myrrans tend to be the races of particular interest to me because they have their own lynchpin strategies

Trolls (-20) - natural regeneration... leverage the brutes with low-level buffs of any color. They are the most powerful early-expansion race, bar none. Your initial spearman and swordsman can kill teams of halberdiers from any other race by constantly moving around in combat, regenerating. A team of 8 troll spearmen can clear out anything but the strongest lairs and come out of each battle all revived and healed up at full strength (Though one could wait for war trolls for their extra speed and power, and then tear everything to pieces. They only need a fighters guild.) Such is the power of regeneration.

Dwarves (-20) - We build up so much wealth we will never need to generate mana on our own. They get along with the "good" arcane races but hate the other Myrrans (who are all highly evil races). With both their traits and building limitations, they make maximum use of really bad, low-pop inland terrain. A rich and powerful race.

Dark elves (-20) - 1 power per population (double that of any other race). Since they hate everyone and have issues dealing with strong neutral garrisons, try peaceful, steady maturation instead. Rejoice if there are a lot of neutral dark elf cities.


My dad said he enjoyed playing Halflings on Myrror. He was a fan of slingers, and a big fan of adamantium slingers, and even the cruelest Myrrans like halflings. Also, there's always High Men, if you want a masochistic early game and fun, ridiculous midgame with paladins blowing everything to smithereens


For my part, I'm looking for ways to foll around with red magic (either as a mono-color, artificer/runemaster, or myrran start). It doesn't really seem to be a very exploitable color, though. Just a no-nonsense, hard-hitting, combat color.
 
Well there's a modder by the name of kyrub who has been working on improving MoM's AI. In my opinion he has done a pretty good job of it!

edit: He actually released a new edition of the patch today! Here it is!

i've seen the insecticide patch before, but i'm quite okay with the official patch's difficulty. and the insect patch seems to have introduced new bugs while trying to fix the old ones. made me very hesitant about downloading it.
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tristan> i tried using trolls more often as an enslaved race. once i got the unrest under control, their regenerating ability is extremely powerful and negates the need to constantly send in backup or have a backup stack just in case my main attackng stack gets badly wounded( i hardly use shamans or priests). for normal difficulty, i still find them too slow-growing for my taste. on impossible, i find them too late to really help me. then again, i suck badly on impossible.:crazyeye:

dark elves are great throughout the game due to their magic ranged attack. even a lowly spearman can be as good as a priest once it's elite ranked. for no reason at all, i've only ever used them once early on when i was mostly still testing out stuff in easy mode.

i might finally try out the dwarf race, but the nomad's 50% trade bonus seems more powerful than their mineral bonus. i had great success with nomad's horsebowman combined with sprite spamming after converting thousands of gold to mana. heh, funtimes. i prefer having good ranged units. worked on normal anyway.

halfling's lucky ability felt so overpowered at first , i thought they should have been a myrran race. but the slingers are underwhelming in lategame. no way their rocks can break thru missile immunity unless it's just weak skeletons, not even with warlord and wolverine claws. i felt they were better for early-mid game rushing. wished they had some strong high-tier unit like a minotaur. they have no tanking units at all.:(

my fav use for chaos magic? probably chaos channeling most of my units. most economical unit enchantment ,unless you use trolls and black channel.

that or having only 2 or 3 picks in chaos with rune mastery , then spamming corruption and volcanoes on the AI that has the best research so i would have the best chance of researching spell mastery first. that , ironically, means a more peaceful game. nothing like the chaos dudes in Warhammer lore who go around attacking everyone
 
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