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Author Topic: Let's play Master of Magic: Klackons in Myrror  (Read 17475 times)

Iituem

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #60 on: April 10, 2011, 06:43:01 am »

I like the massive power drop on the history graph where you must have cast Death Wish.  XD
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Il Palazzo

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #61 on: April 10, 2011, 06:53:26 am »

I like the massive power drop on the history graph where you must have cast Death Wish.  XD
That's a graph representing the available "power", i.e.magic sources. The sharp drops must be related to some random events, like "disjunction" or whatever it's called.
If you think about it, even if it were an "army size", or "overall strenght" graph, the drop from casting Death Wish would be of a different shape - the rebound certainly wouldn't be so neatly matching the pre-drop level.
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Demonic Spoon

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #62 on: April 10, 2011, 11:59:15 am »

Yeah, those were from magic short(no mana income) events and the like.
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Sean Mirrsen

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #63 on: April 10, 2011, 12:57:29 pm »

This thread has given me an idea for an ideal MoM LP.

In customization, take Jafar's pic, select Alchemist, Warlord, Artificier, Myrran, Famous, and Charismatic. Pick one book of either Death or Chaos. As the race, pick Dwarves. And a purple banner.

...

Yes. Let's play Dwarf Fortress in Master of Magic.

Edit: on the other hand, perhaps Nature would work better. With one book, there's no way to get Rare or VRare spells, and Nature spells for the Common and Uncommon levels are Wall of Stone(dwarfy), War Bears(very dwarfy), Giant Strength(good), Resist Elements(dwarfy), Stone Skin(good), Earth to Mud(good), Earth Lore(fits), Basilisk(FB), Cockatrices(FB), Giant Spiders(not Cave ones, but will do), Cracks Call(Cave-in), Change Terrain(dwarfy), Transmute(fits), plus a few others. Yeah, I think I'll go with that.
« Last Edit: April 10, 2011, 01:06:41 pm by Sean Mirrsen »
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Demonic Spoon

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #64 on: April 14, 2011, 11:34:51 am »

Chapter 8: Pirates and epic Naval Battles on the High Seas oh my.

The battle for the node of Klackon Channel:


The fighting with the dragon mongrel was fierce, but eventually the ever victorious Klackon Empire was once more victorious and retained posession of the node, which was a important beachhead on the second continent from which to launch assaults against the vile lesser races.


PIRATES. ARR.


The cleansing against the foreign devil mongrel lesser races have begun. Once village has been already been burned to the ground, it's former inhabitants killed to a man.


No settlement of the inferiors can hide from us now.


Our fellow Klackons have been enslaved by the vile demi-sentients, we must release then from their bondage as soon as it proves practical.


The charlatans who claim to be magicians can no longer hide their dabblings in magic from us.


Some people are disgusting. Some things are disgusting incarnate.


Flying statues attempted to raid one of our bastions. Our rapid response Stag Beetle Homeguard was immediately on the scene and gave those statues a what for.


EPIC NAVAL BATTLE ON THE HIGH SEAS. INCLUDES THE COLOUR PURPLE.


And another one down, and another one down. Another bites the dust.
« Last Edit: April 14, 2011, 12:19:18 pm by Demonic Spoon »
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Sheb

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #65 on: April 14, 2011, 11:48:04 am »

Nice. Just invade thebitch!
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Demonic Spoon

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #66 on: April 14, 2011, 01:54:39 pm »

In other news I'm eating my words(omnomnomnom) that unofficial patch I downloaded seems to have beefed the AI up somewhat. Sneak attack with full stack of manticores.
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Sean Mirrsen

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #67 on: April 14, 2011, 02:00:47 pm »

Yeh, I noticed that too. Especially annoying in the beginning - you basically have to keep all forces near your first town to avoid a sneak-defeat. Once, on Myrror, I scouted the extents of the small island I've been stuck on, made sure to clear all lairs on my side of it, and made sent all my forces to deal with a few lairs on the far side. Two turns later, sneak attack by lizardmen raiders. They came over the goddamn sea.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Demonic Spoon

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #68 on: April 14, 2011, 02:21:57 pm »

Yeah, lizardmen are bitching like that. In other news lost my shadow demon and stag beetle stacks. I hoped it wouldn't come to this but I'm converting to full stag beetle production mode. ZERGZERGZERG
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Sean Mirrsen

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #69 on: April 14, 2011, 02:43:29 pm »

I don't think the Klackons even have a use for their cities other than producing Beetles. There really isn't anything else worthwhile they can produce. Except possibly money, but if you're keeping Klackons around for money, you're doing something wrong.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Demonic Spoon

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #70 on: April 14, 2011, 10:56:43 pm »

Yeah, I was hoping to use a elite stack of beetles with wraithform to attack everything with. But then the stupid enemy wizard started using disenchant area... Oth er than that I've mostly been casting deathwish, disjuncting enemy global spells and summoning shadow demons. I suppose I could have had my cities producing stag beetles but I'm lazy and not in the mood for micromanaging so many units. Meh.
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Neonivek

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #71 on: April 14, 2011, 11:03:24 pm »

Dang it developers... Where is my dueling wizards Strategy game of epicness made in 2000!?! WHERE!?!
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Il Palazzo

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #72 on: April 15, 2011, 02:58:58 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 ?
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Korbac

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #73 on: April 15, 2011, 08:34:57 am »

I so love that game. Especially with a few balance / flavour mods, it is fantastic.
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Stworca

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #74 on: April 15, 2011, 08:50:26 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
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I just ramble incoherently for absolutely no reason.
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