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Master of Magic - Implode's Multiplayer Edition • View topic - To all impossible mode players

To all impossible mode players

Anything else to do with the original Master of Magic

To all impossible mode players

Postby Lupinedreams » Sat Jul 29, 2006 4:11 pm

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Postby Implode » Sat Jul 29, 2006 9:19 pm

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Postby pebblepuppy » Mon Jul 31, 2006 8:20 pm

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Postby pebblepuppy » Mon Jul 31, 2006 8:50 pm

Ooo, there's a thought. We talk a lot about artificial constraints we impose on ourselves to enhance the game. That is how MoM IME could transcend the original--by programatically enforcing these kinds of rules up front. (it's probably there already, but I haven't installed IME yet.)

I'm thinking of my suggestion about to allow expansion ONLY through banishing. Or only through conquest (disable settlers).

I have thought about this many times over the years, and came to the conclusion long ago that the true brilliance of this game is in its configurability. Most games, certainly most of its time, had only 1 real winning strategy. Once you figured out that 1 strat, you could win any game. With, Mom, there are many strategies.

I (selfishly ;) ) hope you don't give up on this project. I looked all over about a year ago and saw many half-hearted attempts to do what you are doing. I don't think anyone else has ever gotten this far. After all these years, I still break out MoM about once a year or so for a few games.

(Then we'll have to see about a hand-held version for the PocketPC, he he.)
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Postby Richrf » Thu Sep 28, 2006 6:26 pm

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re impossible

Postby Kev » Wed Mar 05, 2008 10:52 pm

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Here are some things to make impossible easy...

Postby Kev » Thu Mar 06, 2008 9:40 pm

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Re: To all impossible mode players

Postby gejsiv » Tue Oct 28, 2008 11:05 pm

I suggest for impossible you sue one of the broken strategies first, just so you get a feel for the game.
Example:
Put the game on small land mass. This limits the opponents since they won't have as much room to build ridiculous number so cities. You should also start with only one or two. Don't bother with diplomacy besides trading useless spells for good ones.

Take mostly sorcery with sorc master, alchemy, and archmage. Your ultimate goals are invisibility and flight.

Starting race is either highmen or orc.

Build warships. Make them fly. Cloak them. Pwn everything. Ever.

If you're feeling gutsy, throw in a retort of artificer and then try to earn one of rune master. Your dispels will be epic powered, for on, and for two with rune master, artificer, and enough skill, you can make time stop last forever. Then you can explore at your leisure and see all the interesting things that change in impossible mode.

Notes on impossible mode: opponent wizards pay no upkeep. This is how Sssra can afford 80 million doom bats all the time and doesn't have to worry about food when half his cities are revolting.
The strongest colors for surviving impossible mode are white and blue; white gives you some of the best unit advantages to make up for your opponent's own hax, and blue allows you to limit those advantages (great unsummoning, detect magic+spell blast, suppress magic, invisibility, mass invisibility, etc).
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Re: To all impossible mode players

Postby Incanur » Tue Oct 13, 2009 8:32 pm

I've found that the good 11-book strategies make impossible downright easy. Wraiths simply demolish everything, generating an army of undead in the process. I love dominating the two worlds this way. A combination of guardian spirits, endurance, and invulnerability can win even more quickly.

With persistence and bit of luck, many different starting picks work fine on impossible. 5 sorcery plus runemaster and artificer gives you the ability to both enchant items to break for mana and to equip heroes with flying and magic immunity. At that point, you many have to watch out for web and cracks call. This setup struggles until you get a hero, then goes nuts. 5 life also works, allowing you to make items of invulnerability.
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Re: To all impossible mode players

Postby Incanur » Fri Feb 26, 2010 5:44 pm

Another fun strategy that I've had success with is the hell hound swarm. The key picks are 4 chaos, channeler, conjurer, and chaos mastery. Beyond that you can play around a little. If you find an enemy wizard early enough, a full stack of dogs tends to do the trick. Sometimes you run into much more powerful summons, but I've found this setup wins more often than not.
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Re: To all impossible mode players

Postby Aureus » Mon Sep 26, 2011 3:56 am

To win at impossible consistently - large land mass, that is - you need to know all the tricks in the book, and be very attentive to your play. [I'm ignoring any of the easy 11 book strategies]. This means, rather than willing to lose an unwinnable battle you run around and try to flee the AI until the 50 turns are exhausted (this takes a lot of practice). Summoning magic spirits as your scouts and making a specific point of taking out AI outposts before they grow to cities (this doesn't start a war). Magic spirit is hands down the best unit in the game - use it wisely! Sometimes the AI will go after cities of yours that were formally neutral. Attack the AI when it comes close and they'll retreat. Whatever you do, do not prompt a war against the AI until 1408. You will almost surely need all this time to build up your strength. As Kev said, never attack an AI city unless it's their fortress (as a general rule). Taking out cities is a wasted effort - you need a lot of bang for your buck. See, lots of little things...
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