How exactly does the Global spell Armageddon work,
anyway? In my latest game, I decided to have as
my goal to cast as many Global spells as possible.
When I cast Armageddon, it didn't give me the option
of placing a volcano anywhere, and I haven't seen one
pop up.
Another global enchantment question:
What exactly does the Time Stop spell stop? If it
doesn't stop income and production, it could last
forever, effectively winning the game.
If a unit gets Fire Breathing from a Chaos Channels
spell, does the unit's level affect its firebreathing
ability?
I discovered a neat exploitable bug recently.
If you have a stack of engineers adjacent to a road,
you can sometimes build a road simply by moving one
engineer from the stack to the road. This means
that given sufficient engineers and rangers, you
can build an unlimited stretch of road in Myrror
in a single turn.
A wind walker carrying a stack of engineers can build
a huge length of road, including over water, in one
turn. Ordinary units can cross roads over water, even
if they can't cross water ordinarily.
I don't know what happens if normal units are standing
on a road over water at the end of their turn.
I like building a huge reserve of engineers. When
they are done building roads on Arcanus I use them
as garrison against unrest until I get through a tower
into Myrror. Then I build roads rapidly all over
Myrror, grabbing neutral cities in rapid succession.
Michael Sandy
It stops time. You get to move as many times as possible until your
mana runs out (it's not replenished if I remember correctly). So it's
incredibly powerful if you have a lot of mana stored up (or have cash
to convert to mana).
> The locations of the volcanoes are random. And the territory of the
> spell owner is immune to it. I don't recall what the definition of
> territory is (my guess would be within range of your cities/node, but
> it might be anything you've explored). Look at your mana production,
> is it increasing in an otherwise unaccounted for fashion (at least for
> a while, at some point the older volcanoes convert to mountains and
> the mana bonus reaches an equilibrium). I hate Armageddon since it
> destroys the world (even if I cast it--and I do like to play chaos).
> I especially hate it when a CP casts it because it seems that everyone
> else likes to keep it around...
> --
> David Kass
What exactly happens when Armageddon "destroys the world"? How
long does it take?
Michael Sandy
heh...bugs? That thing was a virtual termite convention, though despite
that it still remains one of my fav all time games.
Sent via Deja.com http://www.deja.com/
Before you buy.
The locations of the volcanoes are random. And the territory of the
spell owner is immune to it. I don't recall what the definition of
territory is (my guess would be within range of your cities/node, but
it might be anything you've explored). Look at your mana production,
is it increasing in an otherwise unaccounted for fashion (at least for
a while, at some point the older volcanoes convert to mountains and
the mana bonus reaches an equilibrium). I hate Armageddon since it
destroys the world (even if I cast it--and I do like to play chaos).
I especially hate it when a CP casts it because it seems that everyone
else likes to keep it around...
--
David Kass Caltech Graduate
E-Mail: dk...@its.caltech.edu Planetary Science
Enjoying the last year of the last decade of the 20th century
and the last year of the second millenium.
Michael Sandy wrote:
>
> I have been playing Master of Magic for a long time,
> and every once in a while I notice new bugs.
>
> How exactly does the Global spell Armageddon work,
> anyway? In my latest game, I decided to have as
> my goal to cast as many Global spells as possible.
> When I cast Armageddon, it didn't give me the option
> of placing a volcano anywhere, and I haven't seen one
> pop up.
>
> Another global enchantment question:
>
> What exactly does the Time Stop spell stop? If it
> doesn't stop income and production, it could last
> forever, effectively winning the game.
>
>David Michael Kass <dk...@cco.caltech.edu> wrote:
>
>> The locations of the volcanoes are random. And the territory of the
>> spell owner is immune to it. I don't recall what the definition of
>> territory is (my guess would be within range of your cities/node, but
>> it might be anything you've explored). Look at your mana production,
>> is it increasing in an otherwise unaccounted for fashion (at least for
>> a while, at some point the older volcanoes convert to mountains and
>> the mana bonus reaches an equilibrium). I hate Armageddon since it
>> destroys the world (even if I cast it--and I do like to play chaos).
>> I especially hate it when a CP casts it because it seems that everyone
>> else likes to keep it around...
>> --
>> David Kass
>
>What exactly happens when Armageddon "destroys the world"? How
>long does it take?
>
>Michael Sandy
It doesn't obliterate the world, but when every city has mountains/volcanoes in its territory
which cut the max populaiton down which kills production, well it sucks. I've gone from having
my cities produce 1 palidin a turn to 1 palaidan every 6-7 turns, just cuz of Armageddon.
costly in a war of attrition.
speaking of max population, that would be a great addition to the races. Right now a race is
defined by its growth rate, what buildings it can build, what units it can build, how friendly
it is with conquered races, and bonuses/drawbacks to things like production & money.
A max population value could also be a race attribute; some races couldn't stand to be packed
together in cities (nomads? halflings?) and other races have no problem being crammed together
(klackon, orc?) so the land that supports 12,000 nomad could support 15,000 klackon. have a
percentage value, maybe from +30% to -30%. This percentage is applied to the base max
populatin that a city site will support. Nothing like having a whole new level to balance
stuff out, like if the gnolls had a +20% to max pop then they could hang with the halflings
(maybe -15%) in the endgame where even the 3 movement wolf riders are torn apart by a similar
sized group of slingers. would not be so bad if there was a double endurance spell (+2
movement) even if it cost 4 times as much as regular endurance.
James
-------------------------
> On Thu, 19 Oct 2000 21:54:58 -0700, meh...@teleport.com (Michael Sandy) wrote:
>
> >David Michael Kass <dk...@cco.caltech.edu> wrote:
> >
> >> The locations of the volcanoes are random. And the territory of the
> >> spell owner is immune to it. I don't recall what the definition of
> >> territory is (my guess would be within range of your cities/node, but
> >> it might be anything you've explored). Look at your mana production,
> >> is it increasing in an otherwise unaccounted for fashion (at least for
> >> a while, at some point the older volcanoes convert to mountains and
> >> the mana bonus reaches an equilibrium). I hate Armageddon since it
> >> destroys the world (even if I cast it--and I do like to play chaos).
> >> I especially hate it when a CP casts it because it seems that everyone
> >> else likes to keep it around...
> >> --
> >> David Kass
> >
> >What exactly happens when Armageddon "destroys the world"? How
> >long does it take?
> >
> >Michael Sandy
>
> It doesn't obliterate the world, but when every city has
> mountains/volcanoes in its territory which cut the max populaiton down
> which kills production, well it sucks. I've gone from having my cities
> produce 1 palidin a turn to 1 palaidan every 6-7 turns, just cuz of
> Armageddon. costly in a war of attrition.
I am hoping to get Gaia's Blessing, use Armageddon to turn all tundra
into mountains, and then establish cities with Gaia's blessing to
convert the volcanos. Maybe I would get more special terrain that way!
It sounds like you have really long games if you can lose that much
population to Armageddon after you have Paladins, which are a fairly
late game development.
Michael Sandy
It basically converts everything to mountains (except immediately
around the owner's cities). This eliminates all bonus spots
(including IIRC nodes and towers) and almost any ability to have
cities (well, the caster can usually keep their current cities, but
new ones aren't possible anymore). While it takes a long time to
convert everything to mountains, my experience is that at about 10%,
cities start having negative growth (they now have one or two
volcanoes/mountains average, or worse, some will have none and other
will have 3 or 4).
The caster can keep their current cities but further expansion is no
longer possible (either by forming new cities or by conquest). One of
the terrain changing nature spells can reverse some of the damage, but
it is hard to keep up.
I haven't accurately timed armageddon, but I find that within 10 turns
I start feeling the impact (ie have one or two volcanoes to contend
with), 10 or so turns later and I'm at the serious impact point. I
usually concede at that point, so I don't know how long it actually
takes to mountain the world...
> Sometimes I'll play a quick-expand game, ususally w/ Gnolls, but my
> problem is I like to build every possible building before I start with
> military units ( I've played as orcs only once). The only exception is
> slingers, but to make a slinger-town, you only need to omit 2 to 4
> buildings. Now making an elf city just produce longbowmen, that takes
> some friggin willpower.
> James
I would like to make a point of distinguishing early game favorite
units with the stacks I eventually send against the toughest nodes
and cities.
It is very important to get a stack or unit early on which can take
nodes, cities, or ruins.
For example, a 4 Sorc, 1 Nature, 1 Chaos, Archmage, Node Mastery,
Sorcery Master, Conjuror (+1 book, season to taste), can summon
4 Phantom Warriors per combat. Take an extra nature book, and summon
a sprite. Find a node, preferably a sorcery node, that has only
ground units, and wear it down. x4 mana for a node will put your
wizard in the driver's seat, as every unit you have will be able
to summon 4+ Phantom Warriors.
Another favorite of mine is a Life Warlord type, who can trade
spells with most wizards. Then you get a few units with most of
the good common unit enchantments and they can take small towns
by themselves, and the weaker ruins and the occasional node.
Barbarian Cavalry can take out almost everything except teleporters
and ranged magic attack early on, if they are pumped up enough.
I think I had a Barbarian Cavalry pumped up enough to one-punch
a Hydra, but that required a great leader and lots of enchantments.
At low level, an Ultra Elite Barbarian Cavalry can take out towns
guarded by swordsmen and spearmen quite easily. The thrown
weapons give it a shot versus halberdiers as well.
Missile troops are great because they mass better than melee
units. If my Barbarian Cavalry can't take out the Basilisk in
one punch, he'll take a lot of damage. If one slinger hit doesn't
kill the Basilisk, you hit it with another slinger.
Early on I am very conservative with my troops. Between the production
cost, the cost of mana to enchant them, and the cost of spell skill time
devoted to casting those spell, the experience earned by the units and
the time it takes to get units to the front, it just costs too much to
replace them sometimes.
My late game strategy is often very different from my early game
strategy. I may run around with Barbarian Cavalry early, but
use heavily enchanted heroes later. I generally find that missile
troops don't become obsolete, just slow, but melee troops, at least
ones without some first strike ability, just get worn down in the
later game where my stacks are zooming down Myrran roads and hitting
a target every turn.
And those fun summoned creatures, like Sprites, just aren't as
effective later in the game versus more experienced units and
bigger monsters.
Here is what I build in most cities:
Granary, Marketplace, Farmer's Market, Shrine, Sawmill, Forester's Guild
and a bunch of spearmen to prevent unrest. I run my tax rate pretty
high as well. If I can produce good units with that city, I set most
of its production to food for better cities to use.
I may make the other mistake, I almost never fully develop a city. I
will clear everything that 8 longbowmen or slingers can clear, and
then I really have to work to get a stack that can clear the remaining
nodes and towers and ruins.
Michael Sandy
>James Doles <jdo...@spamblockerbeta.latech.edu> wrote:
>> I've gone from having my cities
>> produce 1 palidin a turn to 1 palaidan every 6-7 turns, just cuz of
>> Armageddon. costly in a war of attrition.
>
>I am hoping to get Gaia's Blessing, use Armageddon to turn all tundra
>into mountains, and then establish cities with Gaia's blessing to
>convert the volcanos. Maybe I would get more special terrain that way!
>
>It sounds like you have really long games if you can lose that much
>population to Armageddon after you have Paladins, which are a fairly
>late game development.
>
>Michael Sandy
Gonna be a little hard to make it on nothing but a buch of life and chaos books, but that's
half the fun on the little strategies where you're looking for 1 obscure way to when.
As for my playing style: oh yeah, long games. like my favorite units, I too am conventional, I
usually race to take over my continent, plus the nearest one if it is uninhabited or the first
continent is too small. Then I get my cities all built up and well garrisoned, then slowly
start taking over the world. Normally I'll have a handfull of power stacks moving in whatever
direction is available.
If an emergency comes up (mostly the Spell of Mastery being cast) then I rip the best units out
of those stacks and send them to the capitol of the naughty wizard that like to play with world
domination (that's MY area!).
In addition to the powerstacks, I'll make a few reinforcements that trickly their way across
the map (if my stacks are paladins/warlocks, then I'll keep 1 or 2 cities producing each) to
replace losses in original stacks or form their own. I also like to make quite a few
reasonable fasted, preferable flying units that I can send to wherever I'm fighting harderst
and use them to intridict settlers and weak single units in the enemy's backyard and as fodder
when I need to crack a particularly hard nut with. Griffens work well for this, their flying
means I have to make no special provisions to get them to the enemy, and they can hover
offshore, just waiting for that solo engineer to stick his head out of the city walls <G>. The
first-strike/armor peicing combo makes them about as good (and more versatile) as phantom
warriors for attritioning big stacks before I send in the valuable stuff. Plus, all the little
combats keep the enemy's mana reserves in check so the baddass summon units and powerful
enchantments are kept at a minimum.
Sometimes I'll play a quick-expand game, ususally w/ Gnolls, but my problem is I like to build
every possible building before I start with military units ( I've played as orcs only once).
The only exception is slingers, but to make a slinger-town, you only need to omit 2 to 4
buildings. Now making an elf city just produce longbowmen, that takes some friggin willpower.
-------------------------
James
All I want is a warm bed, a kind word and unlimited power|
Whereas, if one plays a White/Warlord wizard, Elven Longbowmen can carry you
throughout the entire game. Ultra-Elite Elven Longobow units are _deadly_ ...
And I mean, Warlord and 7+ books of white. Get them ALL. _maybe_ add 1
Nature, and hope to trade for some of the better Nature-based City
Enchantments. MAYBE also the Divine Favor pick. But make sure you have 7 or
more White books and Warlord, both.
-- Sean
-- GM Pax
> >Missile troops are great because they mass better than melee
> >units. If my Barbarian Cavalry can't take out the Basilisk in
> >one punch, he'll take a lot of damage. If one slinger hit doesn't
> >kill the Basilisk, you hit it with another slinger.
> >
> >Early on I am very conservative with my troops. Between the production
> >cost, the cost of mana to enchant them, and the cost of spell skill time
> >devoted to casting those spell, the experience earned by the units and
> >the time it takes to get units to the front, it just costs too much to
> >replace them sometimes.
>
> Whereas, if one plays a White/Warlord wizard, Elven Longbowmen can carry you
> throughout the entire game. Ultra-Elite Elven Longobow units are _deadly_ ...
It works for me. Longbowmen vs Barbarian Cavalry is really a close
call. Barbarian Cavalry generally require at least some enchantments
in order to be really powerful, while ordinary longbowmen can at
least contribute. However, Barbarian Cavalry are somewhat cheaper,
both per unit and in total killing power per unit. A Barb Cavalry
with Endurance can wipe out 9 city defenders without a sweat, even
enemy cavalry if the terrain is flat enough. However, you would need
an additional longbowman to be sure of the same effect.
Versus the really powerful creatures, you would need Lionheart or better
to be sure of downing a Drake with the Barbarian Cavalry, whereas you
could get by with just a large number of longbowmen. However, one
topped out Barbarian Cavalry could clear a node full of Drakes by
himself, whereas the Longbowman would not be able to shoot and run.
Strategicly, I really like the faster Barbarian Cavalry.
> And I mean, Warlord and 7+ books of white. Get them ALL. _maybe_ add 1
> Nature, and hope to trade for some of the better Nature-based City
> Enchantments. MAYBE also the Divine Favor pick. But make sure you have 7 or
> more White books and Warlord, both.
>
>
>
> -- Sean
I generally take 4 books in my best color. That gets you most of the
good commons for that color, and I don't really worry about what
uncommon and rare spells will be available.
Michael Sandy
> I have been playing Master of Magic for a long time,
> and every once in a while I notice new bugs.
Found another one.
In order to save memory, the flags for Mountain
walking, Forest walking etc... are not unique
numbers. The flags for a Pathfinding Water walking
unit are the same as a Non-corporeal or Wraithform
unit. So Pathfinding Waterwalkers can make use
of Myrran roads unless accompanied by a normal
unit.
Also, if you have a Forest walking unit in the
same stack as a Mountain walking unit it acts like
a stack with pathfinding.
Yup, a stack with any high elf unit and any
dwarven unit gets pathfinding. Very useful in
my opinion! I checked, any square cost .5
movement points.
This means that rather then spending a lot of
production developing Rangers, you can have
Dwarven engineers escorted by Elven Cavalry
or something, and get roads built a _lot_ faster.
Michael Sandy
> >Yup, a stack with any high elf unit and any
> >dwarven unit gets pathfinding. Very useful in
> >my opinion! I checked, any square cost .5
> >movement points.
> >
> >This means that rather then spending a lot of
> >production developing Rangers, you can have
> >Dwarven engineers escorted by Elven Cavalry
> >or something, and get roads built a _lot_ faster.
> >
> >Michael Sandy
>
> Just a single Elven Longbowman / Dwarven Engineer pair, for roadbuilding in
> semihostile territory. The Engineer would be _second_ choice for targeting,
> giving you time (maybe) to summon some on-the-spot help, if attacked.
>
> -- Sean
> -- GM Pax
It makes a little more sense if you have enough engineers to build a
road in one turn, especially if you are building on Myrror. If
building on Arcanus, the Cavalry would allow you to build 2 squares
per turn if you had at least one engineer with Endurance:
Start of turn:
road: 3 Engineers, Cavalry: 3 Engineers, one with endurance
road: road: 3 E with .5 move, Cav with 1.5, 2 E with 1 move, 1 E with
1.5 move, road
road: road: 3 E with .5 move, road: Cav with 1 move, 2 E with .5 move,
1 E with 1 move
road: road: road: 3 E with 0 move, 2 E with .5 move:
Cav with .5 move, E with 1 move
road: road: road: 3 E with 0 move, 1 E with .5 move Build road, 1 Cav:
1 E with 0 move, 1 E with 1 move build road.
If the Cavalry has Endurance then it can guard the road head.
This technique is actually slightly slower than 2 square per turn.
Michael Sandy
Say, would you consider building bridges across continents, using
wind walkers, ships or water walking Engineers to be cheating?
I found that chaos surge doesn't affect the numbers
for a unit on the strategic board, but once in combat
the unit gets its bonuses.
Altar of Battle and Doom Mastery make a nice combo.
Doom Mastery makes all new units Chaos units,
and Altar of Battle makes all units built in a
city Elite. Since Chaos units don't gain experience
from combat or armsmasters, the only way they will
become Elite in a timely manner is if they start
that way.
I also found out that there isn't a hard limit to the
number of global enchantments that can be in operation
at once. I wondered what would happen if you had
more global enchantments than would fit on the
Magic/Diplomacy screen, and it shrinks the font
to fit them all in.
Michael Sandy
First, I confirmed that Altar of Battle does _not_
cause newly summoned heroes to become Elite.
I also discovered that if you have a section of
road on Arcanus that is enchanted with Enchant
Road, and someone builds a road to it, it will
cease to be enchanted!
Another minor quirk: the Firebreathing granted
by Chaos Channels is not affected by skill level.
A Champion unit with Chaos firebreathing will have
a firebreathing of 2, even if Chaos Surge is in
operation.
Also, you can't Raise Dead units killed by
Crack's Call.
Sometimes, Giant Wurms will attempt to attack a
flying creature. They won't do any damage, but
will take damage. I don't know the exact
circumstances that cause this, I think that they
have to kill a unit adjacent to it first.
They will take small amounts of damage, turn after
turn, and sometimes enough to kill them, especially
if that unit is enchanted heavily enough.
Michael Sandy
According to the manual (or possibly the strategy
guide, I don't remember too well) this is by design.
[SNIP]
Eric F. Peterson
> Another minor quirk: the Firebreathing granted
> by Chaos Channels is not affected by skill level.
> A Champion unit with Chaos firebreathing will have
> a firebreathing of 2, even if Chaos Surge is in
> operation.
Draconian units with firebreathing and Chaos Channels
_are_ affected by Chaos Surge. Champion Spearmen
can have firebreathing 6.
A Draconian unit enchanted with Chaos Channels will
always get the +3 Shield mod. This is because they
already have flying and firebreathing. Chaos Surge
_doubles_ that +3 Shield protection, so Draconian
units will always get +6 shield.
In a recent game I have a Draconian city with
Adamantium deposits, Altar of Battle, with the
global spells: Doom Mastery, Crusade, Chaos Surge
and Charm of Life. This makes even normally
useless units like Draconian bowmen dangerous.
This city can churn out 1 Champion Draconian bowman
with an 8 ranged attack, and +4 total to hit, each
turn, and it will have a defense that a Golem would
envy.
If I had a good sized Elven city near Adamantium, I
could make even more formidable missile troops,
although I wouldn't always get the best mutation
from Chaos Channels.
They make great endgame units for blocking roads
and holding towers.
The really nice thing about missile troops for
defense, as distinct from cavalry and other melee
troops, is that you can sometimes kill the enemy
before he can get a spell off.
Nothing like getting hit by a bunch of dinks coming
in and casting Flame Strike to make you invest in
missile troops.
Michael Sandy
>Guess what, found a few more Master of Magic bugs.
>
snip
>
>Also, you can't Raise Dead units killed by
>Crack's Call.
>
Like someone else said, this is by design. The designers figured that after someone has been
swollowed up by the earth, their bodies would not be available for resurrection. Also, any
artifacts equipped on a hero that dies of cracks call are lost (they cannot be redistributed
after battle)
The same circumstances (no raise dead, loss of artifacts) applies to units killed with stone
gaze.
Trolls which are slept and then attacked by a ghoul (with flying)
don't regenerate.
Trolls with Chaos Channels which are hit with Dispel Evil don't
regenerate lost figures in combat, but fully heal after combat.
It is reasonable to suppose that losing a Chaos Channelled
hero to Dispel Evil or Banish would also result in the artifacts
disappearing and the hero couldn't be Raised in combat.
Disintigrated units probably can't be raised from the dead or
regenerate, but I don't have a saved game where I can test
that.
Any other "Dead means _dead_" abilities? Death wands, for example?
What about stoning touch or death touch? Life Draining?
Michael Sandy
Stone touch, I'm pretty sure of, kills bugs dead.
Death by life drain should bring that unit back as undead (like a ghoul attack).
Don't know of any others, I just play the game, I've never looked for wierd stuff.
btw- any sequal to MoM, even one done in spirit, would have to have a super-galley at some
point in the game, just to pay homage.
i was wondering, is it possible to crack's call a paladin? i mean i tried it
many times but never managed to do it...
does the paladin's magic immunity extend to crack's call?
i mean being swallowed by the earth will still kill u if u have magic
immunity...
Colin
It definitely works. Man, in my last game, it was my only solution to
capitols full of elite Paladins. At some points, I'd endure hailstorms
of Death Spell just to cast enough Cracks Call to get just a single
Pal.
Playing all Nature gave me a cheesy endgame: sneak an invisible
Nightblade in and CC the Pals or cast Call Lightning for anything else
Kali could muster. It wasn't my favorite win.
All Nature wizards really have it rough in the Endgame.
However, I think Call Lightning with Nightblades is a rather elegant
solution.
Michael Sandy
The beauty of cracks call is that it doesn't target a unit. It always has a 25% chance of
killing the entire unit in the square as long as the unit doesn't have flying. The only units
that are immune to the web/cracks call combo are flying units that can't be hit by web
(non-corporal or phantasmal, can't remember what its called).
Send this guy to Microprose QA!
> I also discovered that if you have a section of
> road on Arcanus that is enchanted with Enchant
> Road, and someone builds a road to it, it will
> cease to be enchanted!
Never seen this one.
> Also, you can't Raise Dead units killed by
> Crack's Call.
This is not a bug. This has forced me to alter my strategy a bit, now I
always take at least 1 sorcery book in the hopes of getting counter magic.
>In article <1eirrgl.os02qo1yk0xs0N%meh...@teleport.com>,
>Michael Sandy <meh...@teleport.com> wrote:
>>
>>What exactly happens when Armageddon "destroys the world"? How
>>long does it take?
>It basically converts everything to mountains (except immediately
>around the owner's cities).
There is an enchantment that prevents chaos and death enchantments from
being casted at your city. Does this affect armageddon?
--
What sorcery, what spells, have brought thee here?
No.
Global Enchantmetns (like Armageddon) != City Enchantments (like Famine). The
Disjunction random event, which obliterates all Global Enchantments does _not_
even slightly disturb City Enchantments. 8)
>No.
Well, I knew this. Checked the manual, I was talking about spell Consecration and
wondering wheather it protects the city area from the effects of armageddon:
Consecration:
Life. City Enchantment. Casting Cost: 400 mana;
Upkeep: 8 mana/turn. Very Rare.
Dispels all negative enchantments on a city and protects the city
from further chaos and death enchantments (whether city-specific
or global).
Hmm, I'd have to say ... no. Mind it would be apropriate if it DID, but, to my
experience, City Spells are targeted directly ont he square that contains the
actual icon for the city ...
Sometimes the fast units, like Death Knights, wait for
the slow units like Zombies.
Sometimes they don't attack the units right next to them.
Sometimes they zoom all over the place trying to get at
one particular unit.
If was weird, if I put my War Troll next to one Death Knight,
it wouldn't attack or move. If I miscalculated something,
and the War Troll died, the Death Knights would charge my
heroes.
War Trolls are really great in the heavy Myrror battles.
Yeah, they can't do squat about Drakes, and Giant Wurms
bypass them, but they are reuseable cannon fodder that
buy time. If you want to keep your Heroes or units
which glow brightly in many colors alive, regenerating
blocking units are quite handy!
The enemy wizard's units have different weird behaviors.
Their stacks can flee during your attack turn, at least
if they have a Hero in their stack.
I ran a particular battle where the computer had three
heroes in the stack a few times. If I targetted the heroes
in a particular order, I could kill all of them and then
kill all the normal units. If I tried any other way, then
the stack would get away. Since I was trying to build up
the experience of my Hero stack, I wanted to get those
18 xps!
It was weird, I'd select an attack and almost before I could
glimpse the results the had enemy fled.
Michael Sandy
Colin <waik...@singnet.com.sg> wrote in message
news:8uk0qv$nfn$1...@dahlia.singnet.com.sg...
> yah
> happens all the time
> the enemy can flee durin MY turn...
> wonder why i cant do the same...
> Colin.
>
> Michael Sandy wrote in message
> <1ejsx26.1igeca76d0phN%meh...@teleport.com>...
I encountered an enemy wizard who had cast Heroism on a Sprite.
I wasn't able to repeat the stunt, but a Sprite with Heroism is
pretty nasty.
I discovered a sleazy trick for engaging in multiple battles with
the same unit in a turn.
If a unit or units leaves a Wind Walker, it can almost always move
two squares, regardless of terrain or movement remaining. I have
attacked with units that left a Wind Walker, then moved the Wind
Walker over the stack, hit wait, Save, Restore From Save and
I can move those units independant from the Wind Walker again.
The most I've gotten, so far, was 5 cities on Myrror with Torin
in one turn. It usually takes a Wind Walker one movement to
enter a city on Myrror, so that was what limited it. I managed
to jump Torin from about 70 xp to over 200 in two turns.
It may be possible to try a similar stunt with a Flying Warship.
Does anybody know if Flying Warships benefit from being stacked
with a Pathfinding unit when flying over land?
Here is a piece advice for fans of the 11 Life Book Torin
strategy:
Take Planar Travel as one of your starting spells! There is
very little like hitting a Myrran road network and popping up
to Arcanus to hit lots of nodes, ruins and towns with your
Uber-unit.
I happened to luck out with Torin, there were 3 powerful monster
sites within my starting city radius, so I pulled my starting
units in, raised taxes, and summoned Torin.
I managed to get the Troll Helm of Regeneration after Torin killed
a Hydra. Hydras take a lot to kill, but versus a Torin with Agility
and Prayer it didn't do much damage.
It was a weird game. Normally I explore and expand rapidly, gobbling
up the unguarded ruins, and attacking some of the less guarded towns
and ruins. This time, I sat in my city until 1403 and then pretty
much exploded outwards once I got Torin.
Michael Sandy
>On Sat, 2 Dec 2000 23:21:24 -0800, meh...@teleport.com (Michael Sandy)
>wrote:
>Master of Magic? fuck off!
sorry
Ditto to you too, asshole.
Michael for a time revived this NG in a BIG way, with discussion of MOM -- a
FORERUNENR to MOO2, you know. Many of the changes from MOO1 to MOO2, were
first created and used for MOM. Heros / Leaders? MOM came up with that idea.
Specific Race Design? MOO2's system was based heavily, HEAVILY I say, on that
of MOM.
Which only makes sense -- both were made by the same people.
Hell, MOM has _klackons_ even. Yep, same antlike folk as MOO1/MOO2.
So tell you what, you said recently you hadn't been here in a while?
Do us all a big favor, and REPEAT THE PERFORMANCE; get lost and dinnae come
back for a _looooooooooong_ while! >8\
Dav Vandenbroucke
dav_and_france...@compuserve.com
>There is a newsgroup called alt.games.microprose.master-magic. While
>I don't mind the recent post, it would be more appropriate to put such
>things there.
i DID say sorry... i was angry
i don'r mind it really
Nyphur wrote in message <3a2ac71b...@news.btinternet.com>...
I finally figured out the Master of Magic
road building algorithm, and how to _royally_
exploit it.
Introducing, the Road Warrior Wizard:
4 Life, 3 Nature, Archmage, Dwarven.
Just Cause, Endurance, Heroism, Sprites and
Water Walking.
The starting swordsmen stay in the city as garrison,
allowing a 2 gold/person tax rate. You build a
granary, and then 1 Engineer.
In the meantime, you summon a Sprite, and then
cast Endurance on the Engineer.
The first turn you have the Engineer, order it
to build a road in your starting city. This will
take one turn.
The next turn, the Engineer/Sprite move (pathfinding)
one square out the the city. The Engineer moves
back into the city, _and_this_creates_a_road_!
Move the Engineer back to join the Sprite, and
lather rinse repeat. When they are down to
.5 movement, move them off the road again.
This allows you to build 3 or 4 Myrran road squares
every turn with a single Engineer!
The key is for there to be another unit in the
same square as the Engineer. As long as you
keep doing it, the Engineer will always be flagged
as having 1 turn to finish a road segment. If you
end the turn with the Engineer by himself, you will
have to reflag it, but just attempting to build
a road on a road will do that, provided there is
another unit stacked with the Engineer.
This gives roadbuilding wizards a bit of an edge!
An Orc, 4 Chaos, Chaos Mastery, Conjuror, Archmage,
4 Life could be pretty nasty.
Get an Engineer and a spearman out early, creating
a road network, then send an Elite Shaman with
Endurance out with a bunch of Hell Hounds. The
Hell Hounds are pretty good for 24 mana, and
the Shaman helps repair them after each battle.
Yeah, you only get 1 road square per turn out
of your Engineer, but that is still better
than without the cheat!
Or an 11-book Sorcery, either Orc or Human,
cast Flight on the Engineer, and pair it with
a cavalry. I think that you could get three
road squares a turn with that pairing.
11-book chaos, using Chaos Channels could do a
similar trick, less reliably, but for less mana
and maintenance.
A few questions about Dwarves:
I thought Dwarven Mining Guilds Doubled the
bonuses from Special minerals. I had a city
with three gold squares, so I rushed for Mining
Guild, but got only a 50% increase. However, I
noticed that Dwarves seem to get double the
revenue from Taxes. I seem to recall that
the effects of Iron and Coal _do_ get double with
a Dwarven Mining Guild.
I suppose I could use ALT PWR to test a few things
quickly.
Michael Sandy
> Rue the day we will, yes, whence your genious turns to evil. Somebody get
> this guy MoM2 before that happens!
My genius has already turned to evil, but I found Death Magic
to be too limiting... <VBEG>
The Road-building cheat is really a problem for multiplayer,
because it is undetectable, and it gives the Human road
builder a major advantage.
However, I think the computer may accidently make use of
this cheat sometimes. I know they often escort their
Engineers, and all it takes is for the Engineer to
attempt to build a road on a road.
There are a number of interesting things a Road Warrior wizard
can do. They can afford to go for larger stacks because they
can move them about more rapidly. That means they have some
incentive to build more cities. Typically, I build cities
in only a few circumstances:
1) I build dwarven cities to exploit gold and gems, and for
added tax revenue.
2) I build cities which have Mithril or Adamantium and game
in order to build higher quality troops.
3) I build cities with game, build a granary, and leave them
on food production for the duration.
There are tactical reasons to build cities too. You could
build a city in the marching path of an enemy and cast some
City Enchantment on it to protect it. Frankly, I see this
as a weaker strategy than taking an enemy city and using it
for that purpose. Also, I just don't get much gain from
City Enchantments. The instant heal from Stream of Life
has been useful, but I wouldn't create a city just to
use Stream of Life on it.
Having cheap roads everywhere would make it easier to control
an empire with lots of dinky cities. The dinky cities would
be able to support large garrisons in your larger cities,
permitting a higher tax rate. A large Dwarven city with
marketplace and connected to a lot of cities could generate
a _lot_ of tax revenue. They start off with double revenue,
so the inability to build Banks and Merchant Guilds doesn't
hurt much. A size 15 Dwarven city would likely get +95%
taxes, and at 45% unrest, that would come to 60*1.95 or
117 gold. This ability easily makes up for the fact that
Dwarves don't generate mana by themselves.
Oh, I checked:
Dwarven cities with Mining Guilds get 4x effect from Coal
and Iron, and 3x effect in terms of mana and gold generation.
Michael Sandy
Michael Sandy