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Searching for "Master of Magic" is not trivial on this forum, but I believe this hasn't been posted yet.
Look what the cat dragged in: Quote:
Files (check the readme first): http://koti.mbnet.fi/ton_hur/files/mom/ The newest version 1.40h: http://www.mediafire.com/download.php?x3nzvpjcr5ng4cf Enjoy ! Update 17/10/2010 Plight - New patch from another person, compatible with the above. It fixes ingame information, race, item, spell, building, dialog box descriptions to make them complete and accurate. http://forums.civfanatics.com/showthread.php?t=391983 |
Re: OT: Master of Magic unofficial patch v1.40f
Where's the multiplayer component?? :(
I've heard discussions about multiplayer hacks for MoM, but how balanced and stable does it work? |
Re: OT: Master of Magic unofficial patch v1.40f
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ftp://users.aol.com/mmoms/mmom42s.zip The Shell requires Master of Magic v1.2, v1.3, or v.131. I doubt it works with the unnoficial patch. |
Re: OT: Master of Magic unofficial patch v1.40f
Will the multiplayer work for a game where multiple humans are allied against the AI opponents? Sounds like it should.
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Re: OT: Master of Magic unofficial patch v1.40f
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Re: OT: Master of Magic unofficial patch v1.40f
I've been playing with this patch for a while and I love it. I recommend going into the settings and changing the random monsters setting to spawn more frequently.
The AI plays more intelligently. You really notice it in their city placement. For an added challenge, I modded this patch and gave all the settlers swimming. It makes a tremendous difference in how good the AI plays. |
Re: OT: Master of Magic unofficial patch v1.40f
Btw. How do you deal with the impossible AIs? :)
So far, I've found four tricks that work more or less reliably. 1) Take all Death picks, rush enemy wizards with wraiths, then research death knights and get these you couldnt reach. 2) Take all Nature picks, rush with Gorgons. Not as reliable tho, but Nature gets some cool stuff later. 3) Take halflings and some Life books. Pick Warlord if you feel really mean, rest is optional. Halfling swordsmen with Heroism and some Healing conquer indie cities eaily, then you get Slingers and kill all enemy Wizards you can reach. Then research some big guns and win. 4) Take Sorcery, probably High elves (for extra mana), allocate everything to casting skill until you can cast Air elemental. Then kill everything. Any other ideas? Other than 'start the game again and again until you spawn on a big island'? :) |
Re: OT: Master of Magic unofficial patch v1.40f
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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Re: OT: Master of Magic unofficial patch v1.40f
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... |
Re: OT: Master of Magic unofficial patch v1.40f
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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:
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. |
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 ;) |
Re: OT: Master of Magic unofficial patch v1.40f
Hehe. :) Please post here if you find something that works.
I am still trying new strategies time after time as well. So far, just four victories. Problem is, impossible AI simply cheats, so in order to beat him you've got to find something broken (as in imbalanced) and cheat him back. For that reason, I'm very happy with this patch as it FINALLY fixes cloak of fear. That's one more decent pick in starting death spells. :) The more good stuff to work with, the more chances to find some new strategy. Heroism is still way better, tho. Too bad they didnt fix the way area dispel works. I was very disappointed to find out that Archmage + Nature mastery does not prevent mass dispel from ruining all your hard-woven unit enchantments, though in theory it should've made them 3x times as hard to dispel. |
Re: OT: Master of Magic unofficial patch v1.40f
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I think I'm on to a good opening now. Steps are roughly: - summon 4 bears and add to starting units - take closest indep. town - Churn out swordman & summon more bears. - move a stack of 9 units and hit enemy wizards towns So far working well. Quote:
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And once you'll get the brilliant idea to cast Flight on them, and Spell Lock... you'll discover the Web spell :P. It also doesn't care about immunity, it's a physical web. The more life enchantments you stack on the paladins, the more AI will laugh at you. There might be a counter to this: Wraithform. But that's a high-level Death spell so you must abandon Life to access it. ------------ Speaking of Impossible, I like to take some race with average units, take Mana Leak and Counter Magic. If you use a spellcasting hero you can get both out in the first turn. Most of the time AI won't be able to cast anything, and - this is wonderful - enemy shamans will only fire two volleys before going silent. AI loves shamans. And another nice little spell: Resist Elements. It adds +3 to resistance against elemental spells and magical ranged attacks. So no, it's not just big overpowered units and spells. You can peform the above strategy with gnolls. Gnolls actually have one of best rushing units: Wolf Riders. They are pretty tough if unsophisticated, only require Stables (Granary>Stables>Wolf Rider, Wolf Rider, Wolf Rider...). But they have THREE movement points. Put them on a road or use Pathfinding spell and it's like you're on Myrror. Barbarians are also surprisingly good. I once made a point to win by knowing as few spells as possible. I ended up with Barbarians, Warlord and some other minor stuff. And guess what ? Barbarians destroy all opposition before AI can build up. Rush with swordsmen. Invisible flying warships: should be harder now that AI's ranged units with Illusion Immunity can shoot invisible targets. Shadow Demons. ============== I wonder how would Master of Magic play like if you could research any of the 5 colors like in Dominions 3. And if the 6th "color" was Construction... |
Re: OT: Master of Magic unofficial patch v1.40f
I was just kindly tipped that war bears are a bad (as in not cost effective) summons.
Well yeah, but how do you build a starting army when all you get is nature picks + nature master (Freya) and a race with weak starting units (High elves) :confused: |
Re: OT: Master of Magic unofficial patch v1.40f
If you manage to get both invisibility AND warships on Impossible, then yes, you have a good chance to win. Problem is, AI will find you much earlier and it's only so long before it gets agressive.
Gnolls, yes. I've read your original post and tried these wolf riders - impressive given how early you can get these. I have yet to see if they are good enough to rush impossible AIs, for its a race against the clock; it gets stuff like storm giants and chaos spawn surprisingly fast. Not to mention that it builds huge hordes of low-lvl units.. for starters. AI cities grow much faster than player's. :) Quote:
High elves have these longbowmen. Quite a good unit, not as strong as in version 1.0, but still good enough. Then they also get the Elven lords, but good luck surviving that long and getting them in sufficient numbers... hehe. Btw, about the rush with barbarian swordsmen - you may rush one impossible AI, yes. I find that quite hard, too, but it may be possible. Next AI is gonna cast a wall of fire on his capitol, for example, and you're toast (I play with 5 AIs). Soon, AI will have these doom bats, fireballs and chaos spawns. (replace it with something just as nasty for other paths). For me, it didnt work. |
Re: OT: Master of Magic unofficial patch v1.40f
Nice, thanks for the info, I wasn't aware that somebody dabbled with this.
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The links are now defunct, but you'll find those files on other sites, too. |
Re: OT: Master of Magic unofficial patch v1.40f
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Monsters gone wild make the monsters from ruins spawn more frequently and with larger stacks after the initial start of the game. Revolting rebels or whatever it is called makes the neutral cities more aggressive in how many units they send and what kinds. I used an editor to edit the patch. I made a few other little changes too such as alchemist guild for Trolls, 4 units in war bears, first strike for Gnoll wolf riders. I gave some of the crappy heroes new abilities to make them a slight bit more useful. The site I downloaded the editor from is now defunct, but I have a copy of it laying around here. Ah here it is, as a matter of fact here are 3 editors I am going to attach to this post. |
Re: OT: Master of Magic unofficial patch v1.40f
Is there a way you can "release" your "MBM" (MOM Balance Mode) so that we could use it as well?
I for one would prefer it w/o the extra aggressive indies. I'm having enough troubles as it is with the better AI. |
Re: OT: Master of Magic unofficial patch v1.40f
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Yeah, I think it only affects the .exe file. It is not really "balanced" though. MOM is an SP game, so I prefer for it to not be balanced, just interesting.
I will attach it here. Just be sure to remember I am not 100% certain it will work with your installation, and be sure to back up your old magic.exe just in case it does not work. |
Re: OT: Master of Magic unofficial patch v1.40f
I'd really like if someone would make a remake of MoM. You know, the kind so many other old games have. Open source project that keeps same gameplay, improves graphics a bit and adds some modability to the game.Eventually expanding and adding new features, etc.
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Re: OT: Master of Magic unofficial patch v1.40f
There have been many projects like that over the years, but they end up failing. I think Elemental will eventually (A Year or 2) be flexible enough to do a total conversion to Master of Magic.
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Re: OT: Master of Magic unofficial patch v1.40f
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Foodstamp: I don't think there have been many open-source Master of Magic projects. Of course closed-source, hobby Master Of Magic projects die. They try in vain to reinvent the wheel. They don't share their work. So if one person loses motivation others can't benefit from earlier achievements. |
Re: OT: Master of Magic unofficial patch v1.40f
You are absolutely right! I missed the open source tag there :). I feel the same way you do. I don't get into Wesnoth, and FreeCiv is not my cup of tea either.
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Re: OT: Master of Magic unofficial patch v1.40f
I've not used the MP shell in probably 6 to 7 years so I have no idea.
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Re: OT: Master of Magic unofficial patch v1.40f
Since Atari owns the rights for MoM... have any group of gamers tried requesting Atari to release a MoM expansion pack which works on the operating systems of today? Also emphasizing we don't need 3D high resolution graphics. I think a little effort from Atari would make lots of gamers happy and Atari would recieve a little money plus a good chunk of respect.
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Re: OT: Master of Magic unofficial patch v1.40f
There have been attempts, the most notable being Stardock. Atari wanted more as much for the IP rights as it took to develop Stardock's latest title, Elemental.
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Re: OT: Master of Magic unofficial patch v1.40f
http://www.gog.com/en/gamecard/master_of_magic
You can download a DRM free version here, I think it's only at 1.31 but you can contact the site owners and request they find the 1.4 patch. Atari really gave Stardock a hard time in the negotiations wanting really weird conditions, it gives the sense that they really just want the title to die. Of course Atari isn't noted for its business sense. |
Re: OT: Master of Magic unofficial patch v1.40f
Alright I've done some researching and found what appears to be a better multiplayer version: http://www.roughseas.ca/momime/
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Re: OT: Master of Magic unofficial patch v1.40f
So why does this unofficial patch readme say on step4... "uncheck the Strategic combat option on the bottom left!" ?
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Re: OT: Master of Magic unofficial patch v1.40f
I noticed that too. I didn't do it and it seems to work fine. I think maybe it was a joke about strategic combat making the game too easy vs the AI :).
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Re: OT: Master of Magic unofficial patch v1.40f
Argh, you guys are making me play MoM all over again. :(
And I have to play Dom3, Minecraft, some Elemental, SC2. Geez. So much to do, so little time. |
Re: OT: Master of Magic unofficial patch v1.40f
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A few tips... the armies and cities button don't appear to work with the unofficial 1.4f update, however right clicking on either of them from the main map works. |
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Re: OT: Master of Magic unofficial patch v1.40f
Luckily enough you seem to be allowed to re-download the games you've purchased. Check GOG.
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Re: OT: Master of Magic unofficial patch v1.40f
Wish I had known ahead of time - I would have bought a couple more. Its so nice not to have to look for a disc to play a game.
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Re: OT: Master of Magic unofficial patch v1.40f
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I would really enjoy a game with 10 AI opponents on a very large map, but I'm having no luck with starting a game after increasing the map size. |
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Re: OT: Master of Magic unofficial patch v1.40f
Yeah, that is clear now. I guess I should now say - "true today"
Pretty lame publicity stunt. I'll think twice before I buy anything else from them. |
Re: OT: Master of Magic unofficial patch v1.40f
I've just executed a vicious combo:
Artificer create a staff -4 Spell Save, 2 charges of Black Sleep Remember Black Sleep ? The spell no one likes because it's 15 MP, depends on enemy resistance, and renders enemies so helpless the designers decided there will be no xp for killing them ? (or something, or was it fame ?). One word: Ghouls. Every normal unit killed mostly by ghouls rises as undead under your control. They never heal, but require no upkeep. The good thing is they keep citizens in shape (2 units: unrest -1). Oh, and because it's Zaldron the sage who does the spellcasting, I don't have to spend a single mana point ! The combo is a little hard to pull off (you need to save lots of mana for the item). But my hero is now a walking undead factory. It's like low-level Zombie Mastery, but trickier and more flexible. And it's creepy as hell: units zombified in unnatural black sleep. I can reliably zombify 4+ units per battle, but you need empty slots so it can be walking a thin line. There are ways to get the most out of it: I'll be using Darkness and favoring units with first strike (cavalry), bowmen, so as to not take any damage. Of course, if you can spend 750 (or close) mana on an item, there are probably ways to use it better. But they are not as creepy. Black Sleep is an amazing spell - when it works. It's almost like killing an unit outright. Any attacks against the sleeping unit automatically hit for maximum damage, no shields. And the funny thing is, the spell makes bowmen scary. Heh, I may wraithform a squad of bowmen and ghouls (+pathfinders from nomads) and perforate people with regular bowmen just for fun. I already valued ghouls for rushes. While ghouls are expensive, there are ways to use them without Black Sleep. Weakness is very good, because it's so cheap, only 5 MP. But it won't work against unusual races with resistance > 4. (It's fine against High Men, Nomads, Orcs, Lizardmen; these are the cities I want to conquer with Wolf Riders when I play Gnolls). Cities zombified early with ghouls can have ridiculous taxes. Long story short, if you need a mean combo ask b0rsuk. |
Re: OT: Master of Magic unofficial patch v1.40f
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I'll take that as NO. :D |
Re: OT: Master of Magic unofficial patch v1.40f
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Trolls regenerate - and with endurance you can out run (circles) around most things. 50 turns and all your troops come back.... |
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 |
Re: OT: Master of Magic unofficial patch v1.40f
Bad news. The patch appears to have broken at least 1 thing: the great Magic Vortex spell. There was supposed to be a bug - if you cast the spell more than 3 times it could lead to data corruption. So the developer added an error message saying only 3 vortexes can be active at a time. The thigh is, I get the error message even if there are no vortexes (vortices?) :(.
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Re: OT: Master of Magic unofficial patch v1.40f
Good news: gog.com has a discount on MoM, so I can buy it cheap and see what all the fuss is about!
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