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September 13th, 2010, 05:33 AM
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Sergeant
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Join Date: Mar 2010
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Re: OT: Master of Magic unofficial patch v1.40f
Quote:
Originally Posted by Finalgenesis
Human Paladins > All, it's pretty easy to survive (or prosper even, with a little luck) until you can produce them in impossible difficulty. Throw in warlord and/or life magic if you enjoy even more overkill.
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Are you sure you played it with the latest patch?  When I was young, I played it the same way. Just took the High Men and turtled until I had paladins.
But with the latest patch, AI is so much more agressive. And building Paladins takes forever, so you are very likely to get rushed. Besides, paladins were nerfed since the 1.0 version; I'm not sure how exactly, but they dont insta-kill everything any longer.
Quote:
Originally Posted by WraithLord
I've played MOM with the patch after years of not touching it.
I took Freya+Elves and tried summoning those bears/sprite but I'm getting stomped by the neighboring wizard (on hardest level). I don't recall MOM being so challenging...
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Yeah, patches made Impossible MoM much harder than it was. Thats exactly why I posted these strategies.  With these I managed to beat the impossible AIs. Everything else failed. Miserably.
Also, let me guess? Your playstyle changed over the years, as did mine. Back then, I was OK with just turtling and skipping turns until I had some imba high-tec unit. Now I want to grab something and rush somebody for good, or maybe expand really fast, etc etc.
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September 13th, 2010, 05:54 AM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
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Re: OT: Master of Magic unofficial patch v1.40f
Yes. Many years of playing all sorts of strat. games tough me to ever, scout, expand & be aggressive.
In MOM under impossible settings it's like I've too little to work with. Besides, I don't want shortcuts, I'll rework my openings until I find something that works - or discourage 
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October 2nd, 2010, 12:45 AM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
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Re: OT: Master of Magic unofficial patch v1.40f
Quote:
Originally Posted by NooBliss
Quote:
Originally Posted by Finalgenesis
Human Paladins > All, it's pretty easy to survive (or prosper even, with a little luck) until you can produce them in impossible difficulty. Throw in warlord and/or life magic if you enjoy even more overkill.
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Are you sure you played it with the latest patch?  When I was young, I played it the same way. Just took the High Men and turtled until I had paladins.
But with the latest patch, AI is so much more agressive. And building Paladins takes forever, so you are very likely to get rushed. Besides, paladins were nerfed since the 1.0 version; I'm not sure how exactly, but they dont insta-kill everything any longer.
Quote:
Originally Posted by WraithLord
I've played MOM with the patch after years of not touching it.
I took Freya+Elves and tried summoning those bears/sprite but I'm getting stomped by the neighboring wizard (on hardest level). I don't recall MOM being so challenging...
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Yeah, patches made Impossible MoM much harder than it was. Thats exactly why I posted these strategies.  With these I managed to beat the impossible AIs. Everything else failed. Miserably.
Also, let me guess? Your playstyle changed over the years, as did mine. Back then, I was OK with just turtling and skipping turns until I had some imba high-tec unit. Now I want to grab something and rush somebody for good, or maybe expand really fast, etc etc.
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There are lots of really, really good strategies for mom. But my favorite cheese was always taking trolls with life. Making sure to nature. Take enough life and you are guaranteed endurance. Take web as your nature spell.
Trolls regenerate - and with endurance you can out run (circles) around most things. 50 turns and all your troops come back....
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October 2nd, 2010, 12:56 PM
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Second Lieutenant
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Join Date: Mar 2004
Location: Gdansk, Poland
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Re: OT: Master of Magic unofficial patch v1.40f
Guarranteed spells have been removed in one of the official patches. Now you only spawn with Common spell for each book in a school beyond the first, and if you start with 11 books you get a rare and uncommon spell too. Since you're talking about Nature + Life, you must've been playing an old version.
There are interesting ways to beat paladins. In my current game Jafar was stuck on two islands linked by a tower. A turtler got his wish granted - he started with High Men. I went with Klackons and Chaos. Long story short I assaulted his islands with a stack of 8 chaos channel (wings) stag beetles and a draconian shaman (removed from each battle so he can live). I cast Warp Reality each time I fight a significant number of paladins (4+). It gives all non-chaos units -2 to hit. Wings meant beetles weren't scared of first strike, in fact with innate fire breath they were the ones doing first strike. The beetles were otherwise fairly basic: Elite with no magical weapons (Alchemy) or even Metal Fires. I'd be much more afraid of pikemen and magicians if I didn't pick Flamestrike from a myrran lair.
The game can be wonderfully surprising and epic. In the same campaign, I strayed a bit too far on my quest to raze Horus's cities. I entered Myrror and torched a city in the same turn. Two heroes with 60 casting skill each made it easy. Next turn Horus casts... Planar Seal, and I'm a bit behind in casting skill and nowhere near researching Disjunction. I had to camp in a draconian town while fighting then challenging groups of priests, bears, pikemen, catapults deprived of my most powerful heroes. By the time I got them back
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Those who do not understand Master Of Magic are condemned to reinvent it - badly.
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