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Author Topic: Let's play Master of Magic: Klackons in Myrror  (Read 17484 times)

Demonic Spoon

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #75 on: April 15, 2011, 10:32:44 am »

Dang it developers... Where is my dueling wizards Strategy game of epicness made in 2000!?! WHERE!?!
You mean something like that: http://en.wikipedia.org/wiki/Age_of_Wonders:_Shadow_Magic ?

The first one was much better (AoW 1!) . It had SIX different endings! (and most of them were bad!) Shadow Magic has awesome total conversion mods. Its ironical that the best LOTR strategy game is a mod for Shadow Magic..

The LP is looking nice, and one has to admire that you keep trying after defeats. As it should be!

Ahoy! ARRRRRRRRRRR

While I have never played AoW 1 or AoW 2 I have played the hell out of AoW Shadow Magic. My first time I played frostlings. I was clueless and hadn't read the manual or played the tutorial so was messing around. Making mammoths, later dire wolves, was fun. If I remember correctly the other wizards killed me sometime or other, I forget. I also liked playing as the shadow demons, with death magic, taking over the shadowworld and then invading the surface world once I've cast shadow lock and built enough cities with a wizard towers that every square inch of the shadow world is covered in my domain. Then I'd blizkrieg across the surface, reanimating the razed cities to serve me undeath. Good times.
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Korbac

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #76 on: April 15, 2011, 11:25:17 am »

Vanilla Shadow Demons are a bit op, I think. Not sure with Syrons, but probably them too. It's mega tough to attack into their home territory due to shadow sickness.

With Dwiggs Mod, I love the Orcs. Warlord + Shaman + Abomination = Ooohh lord.
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Dakk

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #77 on: April 15, 2011, 11:50:05 am »

I too enjoyed the first one alot more then the others. The wizard tower mechanic was really nice and I liked the changes in the other games, but it sorta lost its flavour to me.
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Demonic Spoon

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #78 on: April 15, 2011, 01:06:48 pm »

As I haven't played 1 I can't judge, though that's what people say mostly when they compare the two. From what I can remember Syrons are pretty meh actually. Mods are pretty nice, though I haven't tried out a lot. The making earth in the underground diggable mod is a must in my opinion though. Adds some fun strategies if you play dwarves or something.

New update hopefully up tomorrow. And now I sleep.
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Stworca

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #79 on: April 15, 2011, 01:27:49 pm »

Klackons never sleep, they wait.
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Korbac

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #80 on: April 15, 2011, 03:47:11 pm »

I did always find it odd that the Dwarves had a "drill" unit, and it was useless. So yes, diggable earth - yes please.

Also, update! :D
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Il Palazzo

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #81 on: April 15, 2011, 03:56:21 pm »

I did always find it odd that the Dwarves had a "drill" unit, and it was useless. So yes, diggable earth - yes please.
But it was diggable - there were baically two types of underground tiles, one diggable and one not, and the distribution of each was only dependent on which map you were playing on.

As for AoW 1 - while I did enjoy it's campaign much more than the sequel's, I think it was overall a less polished game. Thus, for a multiplayer game, AoW:SM was a much better choice.
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Korbac

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #82 on: April 15, 2011, 04:23:05 pm »

I did always find it odd that the Dwarves had a "drill" unit, and it was useless. So yes, diggable earth - yes please.
But it was diggable - there were baically two types of underground tiles, one diggable and one not, and the distribution of each was only dependent on which map you were playing on.

Hmmn, in all the random maps I generated I could never, ever find an earth wall. In some campaign maps, yes there was, but not in any randomly genned ones I had.
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Demonic Spoon

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #83 on: April 16, 2011, 12:16:53 am »

I did always find it odd that the Dwarves had a "drill" unit, and it was useless. So yes, diggable earth - yes please.
But it was diggable - there were basically two types of underground tiles, one diggable and one not, and the distribution of each was only dependent on which map you were playing on.
Indeed, no diggable earth is ever generated on the randomly generated maps. What the mods does is replace all the nondiggable tiles with the diggable tiles IIRC.
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RF

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #84 on: April 17, 2011, 06:53:18 am »

God, I wish we had a sequel to MoM so much.
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Demonic Spoon

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #85 on: May 15, 2011, 10:47:09 am »

The belated update. I played the chapter a while back and took a screenshot, but never wrote it up and can't really remember what happened, as such the following should be taken with a grain of salt. At least I thinked I played the latest update. MOM saves are hard to handle.

Chapter 9: The Space Aliens Ants Klackons kill their first wizardess!


She tasted of strawberries. Nearly made me throw up.
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