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Author Topic: Lords of Magic (Special Edition)  (Read 22023 times)

EuchreJack

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Re: Lords of Magic (Special Edition)
« Reply #30 on: July 02, 2012, 09:05:53 am »

I was just looking to see if someone had put some of the building selection sounds on youtube, and stumbled on the music instead. Man, I forgot how great the soundtrack in this game was.

A sample: http://www.youtube.com/watch?v=sseb0Z59zt4

Thanks, I had forgotten how good the music was in this game.  It brings a tear to my eye.

What I like about order, is their high armor and rounded stats.  Their melee champ can easily go total defense and shrug off nearly any attack that isn't a crit.  Their main downside is that their ultimate kinda sucks.  Sure having another lord class unit is nice, but he starts at such low level and it's a pain to level him up and have him catch up with your lord and champs.

The biggest problem with Order's high armor and defense is that they neighbor Earth, whom are better at both.  Basically, the advantage of going Order instead of Earth is that you have four potential allies instead of three potential allies and Death who's gonna stab you in the back first chance it gets.

But I still like the first couple of interactions with Death, when Balkoth himself comes up to you and gives you stuff.  It's hilariously suspenseful.

Kagus

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Re: Lords of Magic (Special Edition)
« Reply #31 on: July 03, 2012, 12:59:20 am »

Order has better movement though, not to mention some more well-rounded magery including some decent mid-low range battle magic.  And yes, on the original Urak map they also neighbor Water, which they have decent relations with, allowing for a relatively quick and easy grab for a very nice bonus.  Order's thieves are crap at stealth, but they have alright damage and surprisingly high armor, making them more of a ranged combat support champion than a real sneak.  Almost the polar opposite of the halfling burglar.  Order also has an actual favored terrain, and they have a spell for making it to boot, unlike Earth which got a bit mixed up and has a spell that's great for Chaos (not that Earth seems to have any particular penalties on mountainous terrain, mind).

Earth has some ballin' artifacts though.

Orzie

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Re: Lords of Magic (Special Edition)
« Reply #32 on: August 30, 2013, 07:29:09 am »

Hey guys, I see that no messages were posted recently, but I still write in case someone will be ever visiting this topic again.

I am creating the new Legends of Urak for Lords of Magic in the way the classic Legends were made.
Currently I am finishing my first large quest for Mantera's GS5 Mod, which was mentioned here several posts above.
If someone cares, feel free to visit my project page on Mod Database - perhaps there will even be a full set of quests when someone courageous enough will see this post ever :)

LORDS OF MAGIC: LEGENDS OF URAK (FOR MANTERA'S GS5 MOD)
LORDS OF MAGIC: LEGENDS OF URAK RESTORATION PROJECT (FOR CLASSIC LOMSE)

ChairmanPoo

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Re: Lords of Magic (Special Edition)
« Reply #33 on: August 30, 2013, 12:20:23 pm »

Fire was actually pretty powerful. To point out one of their stronger sets:  Start with a magician hero, and level him (her?) up as much as you can. Then make the hero level up the magic barracks. Research (however you did that) magic till you get the suicide bomber spell. Presto chango: you can now hire mercenary sorcerers that can suicide-wipe most enemy armies.

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Kagus

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Re: Lords of Magic (Special Edition)
« Reply #34 on: September 08, 2013, 06:10:07 am »

Well...  There's that gimmick, but that requires many, many turns in order to start paying off at all.  In the meantime, you're still lagging behind everyone else as far as expansion is concerned because your nationals are mostly useless, or at least very glass-cannony (requiring more rest stops or expensive healing), and to top it off you can't even use your leader to help out because she (yes, it's a she) happens to be busy first stewarding and then researching.

Strongest Fire gimmick I've seen so far was just to take a warrior leader and give him the Dragonscale armor.  If you're feeling particularly cheesy and have enough points, sell all his XP levels to buy the Eternal Flame.

From that point, you can take out almost every single neutral camp BY YOURSELF.  This of course results in massive amounts of XP for the leader and also fame for your fame stockpile.  The only camps that are troubling are various types of magic (both Chaos and Fire magicians have spells that spin around a fixed point and damage everything they touch, which is enough to break through your defenses.  Death mages can just kill you outright with one particular spell).


There are much, much slower versions of this warrior-soloing strategy, including Earth warrior with the Obsidian Plate and a Death warrior with the Ebony Plate of the Void.  Note that none of these strategies work particularly well with the autocombat, as they require certain tactical measures in order to work.

RedKing

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Re: Lords of Magic (Special Edition)
« Reply #35 on: September 10, 2013, 11:08:42 am »

I remember winning the game with a Life Warrior and shitloads of elven archers. IIRC, they could outrange everything else, and once you got them leveled up, they were a rain of death (err...life?).
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Bouchart

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Re: Lords of Magic (Special Edition)
« Reply #36 on: September 10, 2013, 11:36:52 am »

Never got the appeal of this game.  It has great music, though.
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RedKing

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Re: Lords of Magic (Special Edition)
« Reply #37 on: September 11, 2013, 07:49:58 am »

Part of the appeal was that it smacked of Master of Magic. And everybody loves MoM.
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Bouchart

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Re: Lords of Magic (Special Edition)
« Reply #38 on: September 11, 2013, 11:48:52 am »

No, I don't love Master of Magic.  That's also buggy and unbalanced.
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Shadowgandor

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Re: Lords of Magic (Special Edition)
« Reply #39 on: September 11, 2013, 11:52:32 am »

How is MoM buggy and unbalanced? The GoG version I played had no noticeable bugs and there were multiple tactics viable, none of them being indefinitely better than the other
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Neonivek

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Re: Lords of Magic (Special Edition)
« Reply #40 on: September 11, 2013, 12:21:32 pm »

How is MoM buggy and unbalanced? The GoG version I played had no noticeable bugs and there were multiple tactics viable, none of them being indefinitely better than the other

Well it IS a competition to see who can break the game first... and there is a whole race of bugs who ride on bugs.
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Mephansteras

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Re: Lords of Magic (Special Edition)
« Reply #41 on: September 11, 2013, 12:32:18 pm »

Huh, never knew they'd made a special edition of it. I only ever had the original of it, and found that pretty much unplayable so it got uninstalled pretty quickly.
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Orzie

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Re: Lords of Magic (Special Edition)
« Reply #42 on: September 11, 2013, 12:41:06 pm »

Huh, never knew they'd made a special edition of it. I only ever had the original of it, and found that pretty much unplayable so it got uninstalled pretty quickly.

The Special Edition really improved the game. Unfortunately, nothing could help to get a customers' mercy.

Neonivek

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Re: Lords of Magic (Special Edition)
« Reply #43 on: September 11, 2013, 12:41:50 pm »

Huh, never knew they'd made a special edition of it. I only ever had the original of it, and found that pretty much unplayable so it got uninstalled pretty quickly.
The Special Edition really improved the game. Unfortunately, nothing could help to get a customers' mercy.

They don't have any!
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Satarus

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Re: Lords of Magic (Special Edition)
« Reply #44 on: September 11, 2013, 03:12:02 pm »

The most broken combo I saw was Water Mage lord with Staff of Drowning.  Twice cast a day Asphyxiation is insanely powerful.  It can clear encounters solo.  Couple that with some good healing, those troublesome caster battles aren't so bad.  Of course Fury Fire and Vortex can still ruin your day if you aren't smart about your movement.
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