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Master of Magic - Implode's Multiplayer Edition • View topic - MOM 2.0 Upload

MOM 2.0 Upload

Details about file formats, structure and contents in the original Master of Magic

Re: MOM 2.0 Upload

Postby zitro » Wed Feb 11, 2009 2:43 am

When do you lose? at the beginning?

I think I might try at impossible in this way, might be the best non-11 pick mage?

8 sorcery, sorcery mastery, arch mage, and either conjurer or alchemy. playing with gnolls. Early great start with phantom warrior spamming until I get to nagas. Cast Windmastery and try to conquer towns near the coasts. Use warships for annoyance.
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Re: MOM 2.0 Upload

Postby Darkpriest667 » Sat Feb 14, 2009 5:28 pm

you guys are beating the game in cheesy ways...


Frankly you made some of the races much too powerful and left others with the same disadvantages they had before..


Myrran takes 3 picks... Why does every race on myrror now have a MAJOR disadvantage....


for 3 picks it should be a damned good advantage to be myrran... It was not in 1.31 and now its more of a disadvantage..


I played 2 games.. 8 chaos books both as high men... i was defeated within 100 turns on hard... chaos mastery archmage as picks... there was no way i was going to take my fav choice of dark elves with all the disadvantages you put on them.. weakening the only 2 units that made them worth having...

Im going back to 1.31 i see no big advantage for my playing style... if you really want to balance the game make death nature and chaos more powerful and weaken life and sorcery.. both of which are entirely too powerful..

Challenge yourselves folks.. I can take 8 sorcery , sorcery master arch mage and halfing and beat the game 100% of the time.. Thats an easy out.. Try playing one of the myrran races with nature or chaos and see how much further you get..

Admittedly this is my first time playing the game in almost a decade... But after 6 games of 1.31 and 2 games of this.. Ill stick with 1.31

not to be overcritical but I think MOMIE is probably a better upgrade than this 2.0
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Re: MOM 2.0 Upload

Postby zitro » Sat Feb 14, 2009 6:09 pm

Last edited by zitro on Sat Feb 14, 2009 10:55 pm, edited 3 times in total.
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Re: MOM 2.0 Upload

Postby Nehan » Sat Feb 14, 2009 6:59 pm

well, I've just played beastmen on hard, with 4Ch/1N and myrran (obviously), chaos mastery and some retort i don't remember now. hell hounds are great for a start, low cost+hardhitting, fire elementals also rule against units (immolation); with better balanced heroes you don't need to be choosy and can take almost every one for a nice time (still, Brax is greatly disadvantaged).
Dark elves are so powerful now that I'd rather have them weakened :o
I've never played life in my life (seriously!), so I can't really say anything about its rebalance, but death, chaos and sorcery are about the same level (sorcery being the most powerful in the long run)
Warsaw isn't a kind of a battle saw. It's the capital of Poland.
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Re: MOM 2.0 Upload

Postby Aureus » Mon Feb 16, 2009 2:01 am

Glad some of you are enjoying it. I can't imagine playing 1.31 myself, for the spell corrections alone, but I suppose I'm a little biased ;)

Darkpriest667: I don't think you played the version I play with because your comments don't make any sense.

As to dark elves, what makes them so much better than High Elves? The +1 range strike isn't all that powerful, and night blades have been bumped to armorer's guild (though they are now stronger). In any case, for 3 picks, you better get some serious payoff. Myrran is rich with resources, so that's probably worth at least 1 or 2 picks on it's own (but remember, the AI are also stronger!). Maybe boosting them to 200 percent of normal is reasonable.. I don't know. Trolls and Draconians are pretty tough.. right now, I like the balance.
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Re: MOM 2.0 Upload

Postby zitro » Mon Feb 16, 2009 2:29 am

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Re: MOM 2.0 Upload

Postby Darkpriest667 » Mon Feb 16, 2009 4:22 am

my newest game.. which was on hard..


again 8 chaos and myrran this time.. i chose the dark elves just to prove my point..

after taking the 3 closest cities all dwarven... I meet another myrran mage... tauroc.... i never found out what race his people were as he never put a city near me and all the armies i saw were ghouls and skeletons.... the next turn he declares war.. the turn after that i meet ssla who turns around and declares war.. im now at war with 2 myrran opponents who have vastly superior numbers... i was already maxed for armies and declared the game dead... i did manage to destroy 4 incoming armies that were 9 units each... but with attacks coming from 2 fronts and my main army destroyed there was no chance to revive the game...

WHY is myrran a DIS advantage... - harder opponents for 1.. anyone else on myrror is going to be more powerful than you on hard... its as simple as that... all the other races have mega advantages as well so your advantage does you hell all good until you get to the regular plane.. while you are still on myrror its not an advantage... it makes you even with the rest of the cities...

Why didnt i have golems or nightmares or warlocks.. well when you are 50 turns into a game on hard having to pump out spearmen and swordsman from dwarven cities you tend to not have very much time to build infrastructure...

Also maybe im the only person thats ever noticed this but on the regular plane there are plenty of areas to make pop 20 pop 18 cities... when im on myrror im lucky to find 1 or 2 areas with a cap over 12....

Maybe my strategy sucks ill give it that.. however... as a 12 year old boy now 27 i used to kick the crap out of this game.. and now im struggling...
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Re: MOM 2.0 Upload

Postby Aureus » Mon Feb 16, 2009 10:34 am

The Myrran races are "easier" in that they give more ready access to things a human player can really exploit: invisibility (Night Blades), Flight (Draconian, Manticores), and Regeneration (Trolls). It's arguable, but a human player might also do a better job handling all the special ore deposits. But you are right: if you play large land mass on hard or impossible, having 2 (or 3!) neighboring wizards will be very tough because all the wizards start out much stronger than you (an effect amplified by Myrran). IIRC if you choose Myrran you'll never be the only one down there..

However, if you play an Arcanus race you'll still have a similar challenge -- on large land mass, the AI will be very aggressive and it takes a lot of experience to defeat them. But you'll have 3 other spell ranks or picks to use to your advantage. At the impossible level -- on both worlds -- the key is to either raid the AI(s) quickly (when their advantage is relatively less strong) or to build mid-level units and outmaneuver the AI. There are a lot of tricks you need to know. But you are right: most of the fancy end units are not feasible in most hard/impossible games until you've already "won" the game.

I think you are confusing MOM 1.31 (and subsequently 2.0) with MOM 1.3. I believe the latter version was much easier to play. In 1.31, the impossible game became, well, "impossible" for those not highly skilled at the game (or not using 11-book strategies).

I primarily set out to fix the spells in the game, and balance the races. If you choose Myrran, all of them are good and interesting to play with. I don't think there are just one or two "great" races. Likewise, most of the Arcanus races should be more competitive with one another. I'm hopeful in that respect, 2.0 succeeds. If it needs tweaking, I'm more than willing to change things up.
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Re: MOM 2.0 Upload

Postby Darkpriest667 » Mon Feb 16, 2009 1:54 pm

odds are i just suck more than i used to ;-) but yes i always play with large land masses..

One thing i never liked about master of magic (one of my few few complaints of the game) was the world was always too damned small.. on a large land mass 10 or 20 turns and the next wiz knows you or knows where you are.. one thing i really like about IME MOM is that you can change the size of the world.. im extremely excited of playing on a superhuge world where i have 100 turns or more to develop my cities and then go after the enemy


All in all you did do a great job balancing out chaos... which is what i primarily play acid fog is a great attack spell and boosting the fire elemental (the weakest of the elementals in my opinion) was a great thing.. I havent made it much farther in the game from getting my ass handed to me by the comps... that 2 wizards vs me in myrror really sucked.. Ill try again and hopefully progress farther.... with chaos once you get flame strike you can total any army practically (except paladins)
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Re: MOM 2.0 Upload

Postby zitro » Tue Feb 17, 2009 4:49 am

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Re: MOM 2.0 Upload

Postby zitro » Mon Feb 23, 2009 2:48 am

These seem to be good strategies from me and my dad:

_6 life books, myrran, warlord, Trolls/Dwarves
_9 life books, warlord, high elves/nomad
_7 nature books, nature mastery, channeler, conjurer
_6 sorcery books, archmage, channeler, conjurer, sorcery mastery (how I beat impossible)
_9 chaos books, archmage, chaos mastery.
_8 death books, myrran, dark elves
_1 nature, 2 chaos, 2 life, 2 or 3 sorcery, node mastery, warlord, alchemy (if 2 sorcery books) and nomads ... create a bunch of hell hounds, then cast "just cause" and you'll have lots of money (that can be converted to mana), starting getting rangers , cast heroism/flameblade/eldrich weapon/immolation (if you have them)on the rangers, and you'll have a very strong force. Bring them with a strong melee hero or strong melee units if possible. If you get prayer, it could be a very easy game.
Last edited by zitro on Sat Feb 28, 2009 9:02 pm, edited 1 time in total.
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Re: MOM 2.0 Upload

Postby kyrub » Fri May 15, 2009 10:26 pm

-------------------------------------------------
hi everybody
new to the forum, not new to the Mom
name's kyrub

-------------------------------------------------

An incredible LOT of work there, aureus, and I must say, that it's some very interesting reading in the documentation.
Klackons missile resistant, what a magnificent idea! On the other hand, I dislike more powerful heroes, because they were game-winners in Mom vanilla...
I guess I'll try a game or two sometimes next month and see a more complete image.

May I ask you just one thing, now:
I understand how most of the things you did were done, spells, acid blast, creature spells etc.,
but I wonder - since you say that AI is now a tougher enemy - what exactly did you do to make it better?

And how the AI can have swimming settlers, and you not ?
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Re: MOM 2.0 Upload

Postby Aureus » Tue Jun 09, 2009 12:36 am

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Re: MOM 2.0 Upload

Postby kyrub » Tue Jun 09, 2009 8:44 pm

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Re: MOM 2.0 Upload

Postby Aureus » Wed Jun 10, 2009 7:43 pm

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