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Author Topic: Master of Magic - the definitive 4x with wizardly goodness  (Read 11357 times)

xeniorn

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Re: Master of Magic - the definitive 4x with wizardly goodness
« Reply #15 on: March 22, 2012, 11:58:13 am »

· Missile immunity has been added to all “wizard” type heroes.

That is quite unnecessary IMO. Takes away from the flair. That MoM 2.0 thingie surely tries to balance stuff too much. :P
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ductape

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Re: Master of Magic - the definitive 4x with wizardly goodness
« Reply #16 on: March 22, 2012, 12:40:39 pm »

and here we have a multiplayer version: http://www.roughseas.ca/momime/

Maybe this is a good way to see who broken build is more broken? Test your trick builds out against other trick builds without pesky stupid AI.
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Sowelu

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Re: Master of Magic - the definitive 4x with wizardly goodness
« Reply #17 on: March 23, 2012, 12:26:20 am »

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ductape

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Re: Master of Magic - the definitive 4x with wizardly goodness
« Reply #18 on: March 23, 2012, 12:52:38 am »

and here we have a multiplayer version: http://www.roughseas.ca/momime/

I love you.

I noticed the forum is moving to a new location and the old one being shut down, this is all recent events as of last month, meaning this project is not dead. Do you have any idea of the state of things? I would love to get a server up and running this for some friendly games here around the b12 community.

EDIT: OK I got the server up and running and am able to connect to it on my own computer. This looks promising. Would like to test connection with someone if possible, any takers?

EDIT2: I tried a single player game over the server and this has a completely reworked UI which on first look seems cool, but I had some problems. Anyone else tried it?
« Last Edit: March 23, 2012, 01:41:07 am by ductape »
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EuchreJack

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Re: Master of Magic - the definitive 4x with wizardly goodness
« Reply #19 on: March 23, 2012, 05:48:54 am »

This is interesting indeed, a game mechanic someone should consider if trying to make a true spiritual successor, the ability to make trick builds that have some interesting play styles involved.

This was only interesting in MoM because the AI was decent enough to encourage the player to set up a trick build.

The AI in Elemental: War of Magic was so incredibly bad that my last few games before totally abandoning it involved gimp builds.  Grabbing the absolute worst start, then still crushing the AI (or getting bored and leaving the game).

Chattox

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Re: Master of Magic - the definitive 4x with wizardly goodness
« Reply #20 on: March 23, 2012, 07:40:56 am »

Is this game abandonware yet, and if not, where can I obtain it?
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Re: Master of Magic - the definitive 4x with wizardly goodness
« Reply #21 on: March 23, 2012, 08:11:42 am »

Not legally and GOG, at the very least.
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Sonlirain

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Re: Master of Magic - the definitive 4x with wizardly goodness
« Reply #22 on: March 23, 2012, 10:07:45 am »

Quote
This game is broken

Play as Orc, start with 11 sorcery books and some trait that gives you heaps of mana/skill, call yourself mr. magic and pick oberon as your portrait, get wind mastery and flight, tech up to battleships cast wind mastery and then cast flight on all your battleships

You've won the game.

I laughed more than i should have.
Damn the original MoM was one awesome game.
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LoSboccacc

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Re: Master of Magic - the definitive 4x with wizardly goodness
« Reply #23 on: March 23, 2012, 11:47:56 am »

Not legally and GOG, at the very least.


just got a mail from them that MoM is up on sale for a discounted price, with other classic like total annihilation
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ductape

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Re: Master of Magic - the definitive 4x with wizardly goodness
« Reply #24 on: March 23, 2012, 12:06:19 pm »

This is interesting indeed, a game mechanic someone should consider if trying to make a true spiritual successor, the ability to make trick builds that have some interesting play styles involved.

This was only interesting in MoM because the AI was decent enough to encourage the player to set up a trick build.

The AI in Elemental: War of Magic was so incredibly bad that my last few games before totally abandoning it involved gimp builds.  Grabbing the absolute worst start, then still crushing the AI (or getting bored and leaving the game).

Well, i am not sure the AI in MoM was all that good, I think it just kinda cheated by having more spells and gold and such but it doesnt seem to me that it uses them in any meaningful ways like players do.

But I do agree that what most people seem to find fun about MoM is coming up with unique game breaking builds that are creative and powerful and maybe even have some theme to them. I think this mechanic is worthy of exploration and any spiritual successor must not only include it, but enhance and feature it as a central mechanic to the game.

Wish I was a a game maker, because thats what I would do, but I am not so chalk this up to just another of the good ideas without skils to back it up. Not to mention every single attempt to resurrect MoM has died horribly.
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Akura

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Re: Master of Magic - the definitive 4x with wizardly goodness
« Reply #25 on: March 24, 2012, 12:43:43 pm »

Quote
This game is broken

Play as Orc, start with 11 sorcery books and some trait that gives you heaps of mana/skill, call yourself mr. magic and pick oberon as your portrait, get wind mastery and flight, tech up to battleships cast wind mastery and then cast flight on all your battleships

You've won the game.

I laughed more than i should have.
Damn the original MoM was one awesome game.
Oh? I remember getting ONE sorcery book from one lair/tower, ONE nature book from another lair, and Wind Mastery and Earth Wyrm(or whatever is that Nature dragon that teleports freely) from later lairs. And I had started Life/Chaos.

My flying, Meld-With-Earthing, Chaos-channeled, Blessed, Heroismed, Eldritch/Flaming Weaponed, Earth Wyrms will meet your battleships.
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ductape

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Re: Master of Magic - the definitive 4x with wizardly goodness
« Reply #26 on: March 24, 2012, 01:13:37 pm »

Quote
This game is broken

Play as Orc, start with 11 sorcery books and some trait that gives you heaps of mana/skill, call yourself mr. magic and pick oberon as your portrait, get wind mastery and flight, tech up to battleships cast wind mastery and then cast flight on all your battleships

You've won the game.

I laughed more than i should have.
Damn the original MoM was one awesome game.
Oh? I remember getting ONE sorcery book from one lair/tower, ONE nature book from another lair, and Wind Mastery and Earth Wyrm(or whatever is that Nature dragon that teleports freely) from later lairs. And I had started Life/Chaos.

My flying, Meld-With-Earthing, Chaos-channeled, Blessed, Heroismed, Eldritch/Flaming Weaponed, Earth Wyrms will meet your battleships.

this is totally what I mean in my above posts, the only reason the game is broken is because the AI isnt capable of putting together and utilizing such techniques as these above.

I am sure if we had muliplayer, we could experience a whole new level of broken and unbalanced, but the combos would be glorious!
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xeniorn

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Re: Master of Magic - the definitive 4x with wizardly goodness
« Reply #27 on: March 24, 2012, 01:59:35 pm »

My flying, Meld-With-Earthing, Chaos-channeled, Blessed, Heroismed, Eldritch/Flaming Weaponed, Earth Wyrms will meet your battleships.

Heroism on a fantastic creature? I don't think so. Mayhaps you mean lionheart? :)
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Endymion

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Re: Master of Magic - the definitive 4x with wizardly goodness
« Reply #28 on: March 24, 2012, 03:38:18 pm »

My two OP builds I used was to either play halflings with alchemy and destroy everything early game with slingers, or to use a custom with sssrax's portrait (so he can't be in the game) and rush that one spell that disabled planar travel. Then I had a world all to my own.   
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Akura

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Re: Master of Magic - the definitive 4x with wizardly goodness
« Reply #29 on: March 25, 2012, 11:37:21 am »

My flying, Meld-With-Earthing, Chaos-channeled, Blessed, Heroismed, Eldritch/Flaming Weaponed, Earth Wyrms will meet your battleships.

Heroism on a fantastic creature? I don't think so. Mayhaps you mean lionheart? :)
Probably. Other than 6 hours straight yesterday, I hadn't played in awhile. I'm pretty sure I got Wind Mastery wrong, too.

As for yesterday, I killed off Kali with a surpise raid with High Men Cavalry, Barbarian Bowmen, and Valana, on her tower city. I started with 4 Life/Chaos, Artificer, Alchemist, and Chaos Mastery. Poor Kali seemed to think she was on friendly terms with me, despite the diplomacy rating being "Tense"(probably due to her Death spell picks and my Life books). Then Rjak showed up, declared war, and my main force got chewed up taking his first city. Fortunately, Valana was pretty badass at this point, me having made her a nifty sword and picking up a nifty shield from a lair.

So, while preparing to build Paladins nonstop from my capital, I discover a nearby wizard's tower, follow it to Myrror, and find myself on a continent. On the opposite side of the continent, which was filled with a small empire's worth of neutral Draconian and Beastmen villages, I find another tower, directly in Rjak's backyard. I send my engineers to build roads between the towers. The Paladin swarm handled the rest.

My two OP builds I used was to either play halflings with alchemy and destroy everything early game with slingers, or to use a custom with sssrax's portrait (so he can't be in the game) and rush that one spell that disabled planar travel. Then I had a world all to my own.   
Do you even need to customize Ssra(goddamn do I not know where the ' goes)? I think I found Planar Seal in my library with only 4 Life picks(which Ssra has by default).

But yeah, having Myrror all to yourself is epic fun.
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