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Author Topic: Lords of Magic (Special Edition)  (Read 22017 times)

Kagus

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Re: Lords of Magic (Special Edition)
« Reply #45 on: September 11, 2013, 04:11:47 pm »

That's the thing, not even Drowning Water mage (by the way, you can cast it on your own troops and it will act as a healing spell of similar strength) can match the raw solo power of the Dragonscale Fire warrior.  Especially early on, the Fire warrior can absolutely annihilate far larger groups of enemies than the mage without having to even worry about damage.


I still maintain that my most entertaining broken build is a Chaos mage and a group of goblins, plus the Reincarnate spell.  It's still kind of a gamble, but it's so hysterically broken that most of the time that's not an issue.  Plus, it scales into the later parts of the game quite well since you can use it to make multiple groups.

Orzie

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Re: Lords of Magic (Special Edition)
« Reply #46 on: September 11, 2013, 11:28:08 pm »

For some guys who consider the game as fun: I would like to introduce my newest Lords of Magic: Legends of Urak project dedicated to the creation of new Legends in the same way as the classic five were made.

I'm almost sure there are some guys who dig the game, so feel free to visit my Mod page on the Mod Database,

and the only alive Lords of Magic community (modding included).


Duuvian

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Re: Lords of Magic (Special Edition)
« Reply #47 on: September 14, 2013, 02:39:33 pm »


I still maintain that my most entertaining broken build is a Chaos mage and a group of goblins, plus the Reincarnate spell.  It's still kind of a gamble, but it's so hysterically broken that most of the time that's not an issue.  Plus, it scales into the later parts of the game quite well since you can use it to make multiple groups.

I remember turning goblins into dragons that way, so I agree. However the fastest Lord to level up is probably the Death Warrior with the Soul Stealer sword. You get a permanent 1000 xp and an insta-kill on 5% of the Death Warrior's attacks with that artifact. Death Warriors are one of the strongest Warriors, too, and you can start soloing dungeons from the first turn with them. Things like Fire warriors hit harder per attack, but their attack rate is so slow that it's better to do that using that Lord with the Brimstone armor and set them to perma defend until the attackers burn themselves to death. The Death warrior can attack back very rapidly in between being set to defend themeselves, as their armor is decent and their attack rate very fast.

I look forward to trying the new Legends eventually, surely the next time I re-install my ancient LOM disk. Thanks for your work, legends for all the faiths are one thing I really missed in LOMSE.

Have you ever played Mount and Blade? I always thought that game would be a good one for a Lords of Magic mod. I even started making unit lists for one before I learned that at that time you couldn't make larger or smaller models (which was obviously eventually changed as the excellent The Last Days mod had dwarves and trolls)
« Last Edit: September 14, 2013, 02:51:32 pm by Duuvian »
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FINISHED original composition:
https://app.box.com/s/jq526ppvri67astrc23bwvgrkxaicedj

Sort of finished and awaiting remix due to loss of most recent song file before addition of drums:
https://www.box.com/s/s3oba05kh8mfi3sorjm0 <-zguit

Orzie

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Re: Lords of Magic (Special Edition)
« Reply #48 on: November 29, 2013, 04:02:50 am »

Quote
I look forward to trying the new Legends eventually, surely the next time I re-install my ancient LOM disk. Thanks for your work, legends for all the faiths are one thing I really missed in LOMSE.

Have you ever played Mount and Blade? I always thought that game would be a good one for a Lords of Magic mod. I even started making unit lists for one before I learned that at that time you couldn't make larger or smaller models (which was obviously eventually changed as the excellent The Last Days mod had dwarves and trolls)

Sure, I like MnB, and spent a good while playing in a few mods of it, like Lords and Realms by Nick Altman.
However, I am in no way a Photoshop artist or 3D modeller, I am capable only of programming. Moreover, MnB engine will not support dragons and such fairy stuff, only riders and infantry (dragons can be interpreted as ground-walking though...)

There was a MnB mod for Heroes of Might and Magic III, looked pretty cool but it seems that it didn't make it.
In this case I can predict the turn of events for a LOM-based mod, because LOM is not really that popular in comparison to HMMIII.

However, your idea touched some strings in my heart. There is a probability.

Thank you very much for your reply. You can check out my new Lords of Magic YouTube Channel, which is dedicated to various LOM-related fan content. Many updates are coming relatively soon.
Link here:
https://www.youtube.com/channel/UCfRYdnUfCyl6WLDhmvax5cw/videos

lAmebAdger

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Re: Lords of Magic (Special Edition)
« Reply #49 on: December 30, 2013, 07:12:39 am »

Usually I lurk these kinds of old school game forums, but man, this thread got me into spending a lot of time theorizing about LOMSE again, like I used to do. Thanks for the nostalgia, I'll share some of my thoughts too:

So I was thinking about ideal army compositions and all that min-maxing stuff OCD people like me love to do.
My younger self liked to just do "as many legendaries and big stats as possible, and call it a day". While that's probably a pretty unbeatable army, I find it's more fun to think about the everyday normal units you can mass produce than spending a extreme amount of time collecting powerful uniques to get one ultimate army at a time where the game was practically over and won anyways due to said collecting process.

So right now I like to think about mass-producible army compositions that can be useful in mid-game as well.
One concept I've thought about recently was having three gnome magicians grouped with javelineers and knights(later level 6 ones).

The basic synergistic idea was that you'd have units that do incredibly well within short ranges combined with the Sleep Sands spell. So you'd immobilize their whole army with sleep sands and then position your units in short range. Then you'd start waking up and focus firing individual dangerous enemy units with the javelineers until the sleep sand wears off and then they don't stand a chance. It's short range which javelineers and knights are pretty much unbeatable at and they can't flee very easily because it's short range combat.

The knights are the best melee military units in the game and the javelineers have this unprecedented ability to rapidly kill anything within range with excellent throw rate and lethal spears.

The second synergistic idea this army is based upon only works on the standard map of Urak. In the standard map the Earth faith is positioned right next to Death and Order. So you'd start with a gnome magician, do your thing, then liberate the Order great temple. You'd be training your mage tower and start researching up to the sleep sand spell, meanwhile your other two champions are training knights and building up the Earth-Death border town to the east of the Earth capital to include a good Death thieves guild.

Once you can start pumping out level 2 javelineers and knights and some gnomes with the sleep sand spell, you can rapidly make yourself known across Urak by steamrolling inferior army compositions.
 :)
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EuchreJack

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Re: Lords of Magic (Special Edition)
« Reply #50 on: December 30, 2013, 10:22:15 pm »

Sounds like a good army.  Sort of makes up for the fact that Earth is generally the first nation that Death goes to war with.
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