I've played and won MoM before and always wondered about this:
Did anyone find it strange that the AI always seemed to have a huge number of armies compared with you? I remember looking at the power display graph and my wizard was always puny. And the issue was always food. You couldn't get enough food to support armies of the size the AI had, and so you were always a target of the AI because you were puny. I think each town could support generally up to around 4 units but after that the was never enough food, and include production at an acceptable level.
Thinking now maybe I should have not bothered with production in a couple of cities and just had these cities producing food. Production in these cities would be purchased with shiney gold.
I always won with a core group of kickass heroes backed up with gear my wizard forged. Maybe with a summoned beastie or two to give the AI something to kill in the battle so it doesn't feel too bad.
I think I'll download MoM and see if I can break though the food barrier and actually have a few regular armies to play with.
The AI in the original MoM release (and the first few patches) was pretty bad. In fact, it never got to be very good, and by the final patch they'd just decided to give it all sorts of bonuses in order to give it a chance. That's why the AI would have such massive armies. Sad, really - it was pretty much the only serious problem with the game.
So in a nutshell, it's just cheating like crazy.
yeah, I really wish there were more chances to play that game with solid multiplayer so I knew what a competent opponent was like.
if your city was built all the way up with granary and farmer's market and all that good stuff you would be suprised at just how many troops it could support. That combined with the AI cheating let the AI make those massive armys. Although it was all a moot point since 2 troll spearmen running in circles could kill anything below magicain or wizard units.
And warships enchanted with flying and invisibility could pretty much kill anything in the game without so much as a scratch.
I'm currently playing it on normal difficulty, and so far I've killed off any Wiz pretty easily. Except for one game when I ventured too far too early and ran into all three opponents at once, who were all in alliances and gangbanged me for as much as passing through their territory.
Mention 1 feature of Master of Magic that you hate without limits: Diplomacy. Might as well not have it at all.
Yep. Absolutely true!
I managed to make Merlin agree to a wiz pact once. After three turns of passing by one of his hamlets he declared that he doesn't consider a wiz pact to be satisfying any more.
Amongst the things I do LOVE about it though are the invisible units. Just yesterday when I hit the "Next Turn" button, suddenly the tactical screen appeared just showing my units. So I thought:"Huh? a bug?" Then I realized Kali must have summoned Night Stalkers.
Which reminded me: Time to make use of my Nightblades, hehehe...
Nightblades are like death on crack. Abuse em hard. But seriously, if you want a sure way to win, start on myrran and use ssa'raas(the lizard wizard)'s picture. No one else can start on myrran with you, makes it easy to amass armys.
I hate the uncustomability of the game, but that was the standard back then. I saw somewhere on the net there was a program to edit the core parts of the game, like building costs, unit upkeep ect., but I never got it to work and now all I find are save game editors.
I did that in my current game. With a custom Wiz though.
An absolute great combo for a custom Wiz is chosing the "Artificer", "Famous" AND "Charismatic" ability. You pay half for all self created and purchased artifacts, have a higher probability for heroes and mercs to offer to join your cause AND they do so for half the cost as well. Don't care for the fewer books as you find spells and even books later on.
The only prob I had in this game was that about 80% of ruins, temples n stuff along with nodes on myrran were populated with the hardest monsters possible (Sky Drakes, Great Drakes, Great Wyrms etc.).
After I was able to go through the first planar tower the ruins and nodes on the other plane it was a piece o' cake compared to those on myrran.
So far the only way to vanquish those uber monsters I've found is units with armor piercing. Magicians and the likes won't make a dent on them. Even Minotaurs with Adamantium weapons have a hard time dealing damage to them.
Artificer, Alchemist, Fame, Warlord, Charismatic plus something else, starting with the fewer books as possible (usually only Life magic). That was the way I liked it more. Myrran or not.
No, custom wizard is fine, you just need to pick ssas'raas potrait. The game will not double up on portraits and ssa'raas is the only default wizard to start on myrran so if you either pick him, or do custom and pick his portrait, you are 100% sure to be alone on myrran.
And the monsters are the fun part of myrran. A great wyrm for every nature node, sky drake for every socery node and demon lords in every single temple. Keep in mind that the rewards for a place are determined by its gaurds, so once you DO kill them, you get bigger things. And nodes on myrran produce X2 mana compared to nodes on arcanum, so its worth it.
TBH, i prefer more book with just the myrran trait, i like having lots of spells. That or warlord + life + halflings gets you champion slingers who can lolrape anything and are super cheap.
I prefered a more mundane and heroes with artifacs based approach, except qhen playing for Archangel Army. Never used the ssaguy when playing on Myrran. No way I'm playing a lizard.
Beg pardon for a helpless grammar-nanny moment, but "Myrran" is the adjective. Myrror is the name of the plane.
I'm getting old, what can I say?
I know, i just think myrran sounds better, so thats what i type. And tbh, i don't pick the lizard picture either. And if you want to hit grammer, notice that i have spelled sss'raa a different way every single time i have written it.
No worries; I started with a beg-pardon. It was a helpless twitch because Myrror's name is a blunt pun and I have a weakness for puns.
Atm. my army of Dragon Turtles is stomping over everything in their way on the regular plane.
That will last until you encounter either war trolls or dark elf magicains, who will lolrape entire group of 9 dragon turtles without losing a single one. Although in the trolls case, its because they regenerate like this is an FPS without a hp bar. Dark elf magicains just spam like str 9 magic attacks.
I can't believe no one has mentioned halfling adamantium slingers yet. A stack of those = FTW!
Adamantium is pretty much myrran only. TBH, champion slingers are stronger too. being 2 levels above max really gives them some punch.
Clearly none of you have ever played with Paladins and Incarnation.
Paladins are unique to High Men and are the most powerful units in the game. Period. End of sentence. Firstly they are cheap, they can be made quickly at every one of your high men cities. They have the best hit points, armor, attack, defense, and abilities. First strike allows them to ALWAYS move first and damage first, they move far too. No other creature, summoned or otherwise, can stand up to the first undefended attack. Paladins are ridiculous naturally, but after proper enhancements, they are unstoppable. ALSO THERE ARE 4 of them per stack!!!!!!
Incarnation summons the The Chosen One. the most powerful hero to your team. He rocks all the socks guys, there is no comparison, he literally has EVERY ability, and most of them with the *Super prefix, which multiplies the growth of the effect. So very rapidly he and the army attached to him, which should be paladins, becomes unstoppable. You are only likely to get this spell if you get ALL life magic books at the character creation screen, as it is a rare life spell.
Torren the Chosen I think his name was. Get him, craft uber gear and if he gains levels its all over.
What about those top of the line dwarf guys? They were pretty tough too I remember.
Ya, pretty sure everyone knows who torin is. And tbh, if you go paladins without the warlord/crusade combo, halfling champion slingers will still kill you. Get a save editor and go sand box it. 9 champion sligners vs 9 elite paladins. The paladins won't even reach the slingers. And IIRC, slingers are basic halfling ranged infantry and thier upkeep is 1 food, no gold.
TBH, i play myrran races 95% of the time, so i might be wrong, but i am pretty sure that champion slingers kill anything.
Well, if I recall correctly (been ages since I've played), the invisible flying warships were the ultimate unit. Unlimitied ranged ammo, and the AI can't even attack them. It just stands there and gets slaughtered (or flees) every single time. Of course that's pretty much a cheating exploit of a loophole in the game design.
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