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.
Yeah, Palis were the only units I managed to kill Great Wyrms and Drakes with. So they're very useful. Not even Elven Lords could match them. Also very helpful against Death Knights if you don't have the Holy Word and/or Dispel Evil spell handy.
If you're going for early conquest, then pick Myrran and choose the Dwarves.
Their cheapest units are swordsmen, which are the strongest low tier units in the whole game. You thought trolls were tough? Dwarves eat them for breakfast. Pick warlord or slap heroism on a unit and you can conquer myrran cities right from the start.
Probably my favorite adamantium combo was Doom Drakes and Halflling Slingers with Wind Walking cast on them. Never really managed it until very late in a game, but the sheer silliness of it all was too hard to resist once it became possible. "Yes, we got furry bare feet. But we're standing on clouds firing adamantium bullets at you while our fire-breathing buddies swarm down to heat you and eat you."
My favorite adimantium unit was dark elf warlocks. Having them was like saying "We have the most kickass swords ever, and we don't even need them." Since dark elf warlocks had like an 8 point magic attack AND could cast the armor/resistance ignoring doom bolt, nothing could survive a stack of 9.
Don't forget you can adjust production/food/income by clicking on the lil men icon stacked next to it. Sometimes you have the resources built up and you just want to pump out lots of troops then you can change the guys to facing right and produce troops quicker. At one time, long ago, I played every avatar in the game. After that, I loved making up my own custom ones. Sometimes I would take 4 Books of Nature Magic, 3 of Life Magic, 3 Books of Enchantment and Warlord with high men or some games it would be as Artificer, Alchemy, Mana Mastery,etc. with dark elves and starting in Myrror. I definitely think that certain heroes and units are much more effective depending upon what skills your wizard picks.
I agree making each city specialized. Some cities you can get to 25 pop and are good all around production centers, but the cities that are to be using the rare deposits like adamantium and creosix? crystals are typically much lower. The Nature Book of spells has Enchant Roads and a terra forming spell that can really help out with food production turning swamp land into beautiful rich farming lands..
I never cared about stuff like that. I was always the expanding one. If I lacked food or money I simply conquered more places...
Now your cooking with fire mana! Why build improvments when you can just steal another players already improved city? I like the way you think.
While it's not a full remake, we're busily working on two ambitious projects at Dragon Sword, a new MoM community site which started up a year ago (google for dragon sword master of magic, not sure if I'm allowed to post links here). kyrub's patch, Insecticide, aims to improve AI + interface and squash most known bugs. He's made great progress and expects to be done with the main part of it in the next couple months. A functional version has been released with several My own mod, Project Catnip, aims to extensive rebalance the game while staying true to the origin. The first version, which will be released end of June, will have stat changes to units and buildings. Subsequent versions will edit several game mechanics (with the help of kyrub), such as spell functions, economy system, movement, world creation and the like. We also have a forum with active discussions and are currently running a small tournament. Hope you'll come check us out, and that I won't get banned here for advertising a little bit
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