Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3 4 ... 6

Author Topic: Let's play Master of Magic: Klackons in Myrror  (Read 17495 times)

Iituem

  • Bay Watcher
    • View Profile
Re: Let's play Master of Magic: Klackons in Myrror
« Reply #15 on: April 01, 2011, 10:36:36 am »

For full synchronisation, raze every non-klackon city you meet, and only destroy the enemy capitals when their whole kingdom has been razed to the ground.  Destroy the final enemy capital once no other race exists in both worlds.

For a true klackon win you must not only conquer the world, you must commit complete genocide of all other races.  Have fun!
Logged
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.

Demonic Spoon

  • Bay Watcher
  • Peering from beyond the veil of reality
    • View Profile
Re: Let's play Master of Magic: Klackons in Myrror
« Reply #16 on: April 01, 2011, 02:36:09 pm »

That is my objective yes.

Chapter 4: Raiders and a stupid insolent human wizard

Expansion continued, with a spearman garrision created in Foul Colony #1 and the spearman garrision involved in the cleansing of BladeStone returned to Foul Central. Just in time too for the lessers had send another part of raiders to pit themselves against the might of the Klackon Empire.


We destroyed them completely of course. Black Sleep is DemonSpoon's new facourite spell.


One of those foul inferiors had the gall to offer, to offer his "services" to our cause and claimed he was a "hero", we killed him of course. He was no doubt a agent sent by one of our enemies in the lesser races, to attacks from within, typical of their cowardly tactics. He will serve us in undeath now.


We have discovered our first wizard's tower! This will be useful in purging the plane of Arcana of the unworthy scum that infest it as well.

(I thought I'd taken a picture of the tower but it seems I didn't, whoops.)

Klackons have much more efficient reproductive cycles than the unclean ones. Instead of having everyone going about it willy nilly we have a dedicated breeder caste that focuses on such thing while the rest of us can focus on cleansing Arcana and Myrror of the lesser races.


Another agent offering her services and claiming to not only be a hero but also a caster showed up, we killed her as well.


More raiders. They seem to be coming in force, since these raiders just seem to keep coming we've decided to recall our ghouls now(they were scouting before) so that we might boost our military strength a bit.


The epic battle for Foul Central raged for many hours. Though superior in number the Klackons were outmatched by the evil midget devil magic weaponry but eventually the Klackons were triumphant. It was not without severe losses however. 3 Squadrons of Dwarven Halberdiers were killed, but 2 squadrons of Swordsmen and 1 of Spearmen were also lost.


Foul Colony #2 has been founded.


We have discovered some sort of devil woman who has somehow managed to learn magic and gain control of a few of the lesser races. Her end shall be swift. She has the usual contempt for the master race, she shall be purged along with all the others.


Sadly she has forces near undefended Foul Colony #2 so she may be able to hurt us a bit if she decides to resist the purging, as such we shall not purge her immediately.


Foul Colony #2 has grown into a hamlet, this is excellent news.


Foul Colony #1 has reached a population of 4000 thousand Klackon souls. Excellent, the breeders can now focus their efforts on breeding more settlers.


Foul Central, the beating heart of our empire grows ever more affluent.


Egads! Those foul vermin following the devil women have attacked our magical spirit scout! Though he managed to escape this does not bode well, especially considering the forces that they have picketed right outside of Foul Central. And more independent raiders are inbound. What do these people have against being exterminated to the last man woman and child? I mean seriously.


...


Foul Central has been lost, again. Fortunately DemonSpoon managed to escape to Foul Colony #1
« Last Edit: April 01, 2011, 02:38:34 pm by Demonic Spoon »
Logged

EuchreJack

  • Bay Watcher
  • Lord of Norderland - Lv 20 SKOOKUM ROC
    • View Profile
Re: Let's play Master of Magic: Klackons in Myrror
« Reply #17 on: April 01, 2011, 07:10:05 pm »

It would indeed be epic if you should be able to come back from this defeat so early in the game.  You must continue!

Il Palazzo

  • Bay Watcher
  • And lo, the Dude did abide. And it was good.
    • View Profile
Re: Let's play Master of Magic: Klackons in Myrror
« Reply #18 on: April 01, 2011, 08:02:20 pm »

Ugh, this task that you've set upon yourself - it's impossible.
I've got half a day of time wasted trying out your setup to prove it.
Logged

LordMelvin

  • Bay Watcher
    • View Profile
Re: Let's play Master of Magic: Klackons in Myrror
« Reply #19 on: April 02, 2011, 01:21:15 am »

Thanks for keeping it entertaining. I've gone ahead and GOGed myself a copy and lost three times since I first saw this thread, so thanks for that. I'd forgotten how unforgiving this game was...
Logged
This space unintentionally left blank.

Demonic Spoon

  • Bay Watcher
  • Peering from beyond the veil of reality
    • View Profile
Re: Let's play Master of Magic: Klackons in Myrror
« Reply #20 on: April 02, 2011, 04:03:57 am »

Unforgiving? This game wouldn't know what forgiveness was if forgiveness punched it in the face and robbed it blind.

On impossible difficulty with Klackons in Myrror and Death Magic anyway, the game's actually pretty easy on normal or thereabouts.
« Last Edit: April 02, 2011, 05:12:22 am by Demonic Spoon »
Logged

Sheb

  • Bay Watcher
  • You Are An Avatar
    • View Profile
Re: Let's play Master of Magic: Klackons in Myrror
« Reply #21 on: April 02, 2011, 04:47:57 am »

Well, surely the Klackon's mastery of being a master race and all tha should help? :p

((Aka: It doesn't matter if you loose as long as you do not admit it.))
Logged

Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

LordMelvin

  • Bay Watcher
    • View Profile
Re: Let's play Master of Magic: Klackons in Myrror
« Reply #22 on: April 02, 2011, 04:51:40 am »

Well, surely the Klackon's mastery of being a master race and all tha should help? :p

((Aka: It doesn't matter if you loose as long as you do not admit it.))

This is bay12! Losing is fun!
Logged
This space unintentionally left blank.

Demonic Spoon

  • Bay Watcher
  • Peering from beyond the veil of reality
    • View Profile
Re: Let's play Master of Magic: Klackons in Myrror
« Reply #23 on: April 02, 2011, 06:12:06 am »

Chapter 5: We won the metaphorical victory this day.


Sharee didn't waste any time in clearing out he raiders and setting up shop herself on the ruins of Foul Central.


We noticed that Sharee had set up a presumably undefended colony near Foul Colony #2 so we sent FC #2's spearmen garrision to burn it to the ground. We were wrong, oh how wrong we were.


...why?! WHY?!


 :'(


...yay? Kitty is cute. :3


Things I learned today:

Sharee is a nudist(I decided not to take a screenshot of that)
« Last Edit: April 02, 2011, 06:15:29 am by Demonic Spoon »
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Let's play Master of Magic: Klackons in Myrror
« Reply #24 on: April 02, 2011, 06:18:54 am »

Well, at least now you can start over with a proper capital :).
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Sheb

  • Bay Watcher
  • You Are An Avatar
    • View Profile
Re: Let's play Master of Magic: Klackons in Myrror
« Reply #25 on: April 02, 2011, 06:21:48 am »

Yeeeeeah! Loosing is fun!
Logged

Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

Demonic Spoon

  • Bay Watcher
  • Peering from beyond the veil of reality
    • View Profile
Re: Let's play Master of Magic: Klackons in Myrror
« Reply #26 on: April 02, 2011, 06:23:46 am »

Yeah, I'm going for hard difficulty this time because impossible is, well...impossible.
Logged

Sheb

  • Bay Watcher
  • You Are An Avatar
    • View Profile
Re: Let's play Master of Magic: Klackons in Myrror
« Reply #27 on: April 02, 2011, 06:29:16 am »

Well, maybe try something else than Death magic?
Logged

Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

EuchreJack

  • Bay Watcher
  • Lord of Norderland - Lv 20 SKOOKUM ROC
    • View Profile
Re: Let's play Master of Magic: Klackons in Myrror
« Reply #28 on: April 02, 2011, 06:58:14 am »

Nah, death magic is what makes it Epic!

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Let's play Master of Magic: Klackons in Myrror
« Reply #29 on: April 02, 2011, 07:07:25 am »

Impossible is not that hard if you rush your enemies and play proper. I didn't manage to win it, but there are a few Let's plays which showcase it.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository
Pages: 1 [2] 3 4 ... 6