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Author Topic: Let's play Master of Magic: Klackons in Myrror  (Read 17486 times)

Demonic Spoon

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #45 on: April 06, 2011, 02:01:50 am »

I have a question how do I get this to run in DOSbox ?

To answer your question however(though I do wonder how you got it from Abandonia, as they no longer have it available for download but link you to a site where you can buy it), linky.
« Last Edit: April 06, 2011, 02:03:25 am by Demonic Spoon »
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Demonic Spoon

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #46 on: April 06, 2011, 03:51:59 am »

So trying something else this time. I don't just want to repeat the previous few chapters, which the first few turns essentially will be, so I will play until I deem the situation to be new and interesting, give a status report and continue as normal from there.

Chapter 6: Third time's the charm right?


By some twist of fate the hapless Klackon city had this time been teleported to a relatively small, mostly uninhabited continent with only a single wizard's tower. As such it was ripe for conquest by the Klackons of the Foul Klackon Empire MK III. The continent, henceforth dubbed the Klackon Continent, was quickly explored, and the magical scout sent on to a second continent sighted to the east, which was separated from the Klackon continent by a mere thin channel of water (later named the Klackon Channel). It was then that disaster struck! For another wizard had already, the vile Ariel, had already opened a tower of wizardry on the second continent and quickly dispatched of the scout, promising to do the same to us soon as well. Fortunately we were secure in the knowledge that she probably couldn't reach us at this time and as such turned our eyes back homeward to ready ourselves for war.


Sadly the very smallness of the Klackon continent that would allow us to dominate it, prevented us from founding very many prosperous colonies, our progress was hampered in particular by the existing infestations of native inferiors, but once they were cleansed from our continent more colonies would be founded. Foul Colony #1 had been the object of some vicious fighting between the independent Beastmen City States, but Klackon might eventually triumphed and we retained possession of it. With the normal Klackon strategy of rapid expansion stymied by the lack of available real estate, focus was turned to improving our existing cities. Eventually Foul Central had grown so prosperous that they had even rediscovered the lost arts of breeding stag beetles, the legendary fire breathing beasts of war spoken of in Klackon lore. All production of the city was immediately turned to breeding as many of these stag beetles as possible in order to cleanse the Klackon Continent with holy Klackon fire. Within days Foul Central had been transformed into a Stag Beetle producing factory.


Soon enough stag beetles were produced for DemonSpoon to pronounce that the time had come for the purging of the Klackon continent of all non-Klackons. First to be purged were several lairs of monster surrounding Foul Central, to prevent raiders from attacking it when the rest of the continent was purged, indeed a party of raiders from one of the lairs was intercepted and destroyed while the purgeforce was en route to the lair in question. But these attacks on the lairs served another purpose as well, to bolster the Empire's forces with undead monsters raised from the slain. Indeed some war bears had been raised, now fighting on the side of the Klackons instead of the side of nature.

With the lairs destroyed, the the Klackon Purgeforce turned it's attention to the Beastmen City States, even more of the great stag beetles had been produced and it was not long before a mighty host was making their way to the city of Bantuna to wipe them from the face of Myrror.
« Last Edit: April 06, 2011, 03:54:30 am by Demonic Spoon »
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Sheb

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #47 on: April 06, 2011, 05:24:42 am »

I wonder if you'll get ripped into shred as soon as you cross the channel. :P
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Simmura McCrea

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #48 on: April 06, 2011, 05:27:45 am »

It's all going to go horribly, horribly wrong. An invasion will arrive at your cities when they're least defended.
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Demonic Spoon

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #49 on: April 06, 2011, 05:54:32 am »

Prelude to Chapter 7


Muhahahahahahaha!
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adwarf

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #50 on: April 06, 2011, 02:46:36 pm »

Good thing he can't use that in real life  :P
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EuchreJack

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #51 on: April 06, 2011, 04:25:25 pm »

Wouldn't that be more effective after you meet the other wizards, or does it affect the normal units of wizards you haven't met as well?

Demonic Spoon

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #52 on: April 08, 2011, 07:17:17 am »

Wouldn't that be more effective after you meet the other wizards, or does it affect the normal units of wizards you haven't met as well?

It affects all normal units, except my units. That's what makes it so awesome. Big update incoming

Chapter 7: World Domination the Klackon Way


The purging of the Klackon continent continues. Our great Stag Beetles sweep the inferiors away before them like the filth they are. The beastmen cities are destroyed, now only 2 infestations of lessers remain on the Klackon continent.


Agents from the vile Ariel attempt to infiltrate the might Klackon empire by claiming to be "Nightmares" that are "for hire". The inferiors are so vulgar.


Apparently we're monsters now. Only the troll city of Undermarsh is left on the Klackon continent.


We meet again you filthy lizard! You will die this time! The might of the Klackon Empire shall wash you away with its endless might! Not even dust shall remain!


Our Stag Beetles destroyed the beasts guarding the Tower of Wizardry, allowing us to access the world of Arcana. Excellent. But this was not all they did, they also discovered a death spell of great power, Death Wish! This spell kills all non-summoned units that owe their allegiance to our enemies, if they fail to resist. I immediately started casting it. Sure our enemies would build new armies, but this would be quite a setback for them.


MUHAHAHAHAHAHA!


The Hivegodmind smiles upon us.


I have summoned fearsome Shadow Demons to do my bidding. These will make short work of Undermarsh, for though trolls heal within seconds from every wound inflicted against them, so do shadow demons. With the troll's natural advantages so nullified, the Shadow Demon's other powers will make short work of them. As such I have ordered my Shadow Demons to destroy the troll city.

The battle was over within seconds, I almost felt sorry for the trolls. Though the desperately tried fighting the Shadow Demons, when they could reach them, which happened but rarely, their blows passed right through them. Meanwhile the Shadow Demons hurled dark energy at the trolls, killing them left and right. Soon it was all over, and the city was razed to the ground. The Klackon Continent was now free of all inferiors! Gleefully DemonSpoon ordered the Shadow Demons across the lackon Channel, to cleanse it as well.

Quote from:  Aside, Shadow Demon
Shadow Demons re a petty sweet. They regenerate, are non-corporeal, have a bunch of immunities, are shooters and they can planeshift. Not to mention their stats. Only other powerful summoned units are in the same league, well and maybe high men paladins and those flying night elfs.

Meanwhile the stag beetles had conquered three nodes for the Glory of the Klackon Empire, gaining the spell Wraithform, a retort of conjuration and a spellbook of sorcery in the process. 5 new colonies were founded as well. One was settled on the small island in Arcana that the Arcana counter part of our tower of wizardry as located on.


The Shadow Demons had arrived on the second continent, and attacked a Dwarven city whose name shall now be forever lost in the mists of time. The poor dwarves didn't stand a chance. As if the Shadow Demons weren't bad enough, DemonSpoon decided to add insult to injury and prayed to the dark powers to weaken the dwarves further. They didn't last long.
« Last Edit: April 08, 2011, 02:36:08 pm by Demonic Spoon »
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Neonivek

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #53 on: April 08, 2011, 01:21:12 pm »

Goodness...

You would think that now adays you would have games where your spells would uttarly change the entire battlefield...

Nope... they arn't very common. at ALL!!!

Thank you Master of Magic, thank you for putting epic back in epic.
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Sheb

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #54 on: April 08, 2011, 01:44:51 pm »

I don't know how to feel. Winning seems quite wrong after so many defeat. I'm sure something big is brewing!
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Neonivek

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #55 on: April 08, 2011, 01:47:01 pm »

I don't know how to feel. Winning seems quite wrong after so many defeat. I'm sure something big is brewing!

Like getting the research victory in those space games despite being pathetic weaklings?
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Demonic Spoon

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #56 on: April 08, 2011, 02:34:49 pm »

I don't know how to feel. Winning seems quite wrong after so many defeat. I'm sure something big is brewing!

The one big problem with master of magic is that the AI sucks, even with the artificial bonuses they're given on the harder difficulties. If you can survive the initial setup stages you're pretty much golden, except if you make some sort of major fuck-up or they manage to cast a spell of mastery. I'll admit that my awesome luck with getting Death Wish as loot didn't hurt either.
« Last Edit: April 08, 2011, 02:40:13 pm by Demonic Spoon »
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Neonivek

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #57 on: April 08, 2011, 04:18:46 pm »

Really... it might as well be over?

Well that was... anticlimactic

I was expecting things to really get going after we just about obliterated all life.
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Demonic Spoon

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #58 on: April 09, 2011, 02:22:26 am »

Well there is still the fun part where I crush all the lesser races.

Status Update:


A nice thing about Myrror is that all roads there are automatically enchanted. Sine the movement cost on enchanted roads are zero, I have such effectively created a teleportation system between my cities by connecting them with roads. Plus IIRC you get a gold bonus for connecting your cities with roads.
« Last Edit: April 09, 2011, 08:17:24 am by Demonic Spoon »
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EuchreJack

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Re: Let's play Master of Magic: Klackons in Myrror
« Reply #59 on: April 09, 2011, 07:21:32 am »

Hm, it appears S'sisra had mostly a summoned army.  You may have fun yet!
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