Hi folks,
I played Master of Magic the last time many years ago. Found by luck this forum with the new patch and thought I give it a try.
I choose unmodified Tlaloc(Orcs) for my playthrough
Enemies were Sharee(Gnolls), Tauron(High Men), Rjak (High Men), Kali(Nomads)
Difficulty: Normal
Patch version 1.50
A nice patch. I noticed the AI builds now many ships and also transfers invasion troops.
Here a few comments:
Diplomacy:
- All 4 Opponents declared war on me very early for no reason. I was a bit behind in power, but did not do anything to provoke them. (I was locked on a small island in the beginning.)
- When I catched up in power the opponents suggested peace and even Wizard Pacts (cool)
- Later on, the opponents refused to trade spells, although I had some very high powered black spells, they were certainly missing. (This seems not so clever, if they want to win)
Bugs/oddities I noticed:
- Jaer Windmage: Has ability wind walking. When he fights on ocean squares he cannot move.
- Jaer Windmage: In combination with a pathfinding unit the whole stack needs 1 movement point per square. So pathfinding does not work.
- Enchanted roads: Pathfinding units need 0.5 movement points even on enchanted roads.
- Enchanted roads: When you order a unit somewhere on enchanted road to board a ship a few tiles away, it treats the enchanted road as normal road.
- Single Wyvern Rider: Moved to destroy an unoccupied Gnoll outpost. Destroying the outpost did not cost movement points.
- You have a combined stack of flying units and ships. If you want to move away with one ship, all flying units follow the movement, although they are not marked.
- I used the warp node spell on enemy nodes and AI does not dispell their warped nodes, instead it gathers magic spirits around them.
- Three enemies did not cast spell of return, although they had many cities left (they should?).
- All enemy heroes stayed usually at their master's fortress forever (they should not?).
- Roaming monsters from nature node attacked my city and still had the stat bonus from the node.
- The last opponent with two cities left had to disband all his land troops (because of not enough gold?) except he kept his large fleet of many warships.
One last question: Is there a table somewhere which bonusses the Ai gets? It seemed to me that even on "normal" difficulty it is cheating a lot.
Thanks for the patch, it was I good playthrough.
I played Master of Magic the last time many years ago. Found by luck this forum with the new patch and thought I give it a try.
I choose unmodified Tlaloc(Orcs) for my playthrough
Enemies were Sharee(Gnolls), Tauron(High Men), Rjak (High Men), Kali(Nomads)
Difficulty: Normal
Patch version 1.50
A nice patch. I noticed the AI builds now many ships and also transfers invasion troops.
Here a few comments:
Diplomacy:
- All 4 Opponents declared war on me very early for no reason. I was a bit behind in power, but did not do anything to provoke them. (I was locked on a small island in the beginning.)
- When I catched up in power the opponents suggested peace and even Wizard Pacts (cool)
- Later on, the opponents refused to trade spells, although I had some very high powered black spells, they were certainly missing. (This seems not so clever, if they want to win)
Bugs/oddities I noticed:
- Jaer Windmage: Has ability wind walking. When he fights on ocean squares he cannot move.
- Jaer Windmage: In combination with a pathfinding unit the whole stack needs 1 movement point per square. So pathfinding does not work.
- Enchanted roads: Pathfinding units need 0.5 movement points even on enchanted roads.
- Enchanted roads: When you order a unit somewhere on enchanted road to board a ship a few tiles away, it treats the enchanted road as normal road.
- Single Wyvern Rider: Moved to destroy an unoccupied Gnoll outpost. Destroying the outpost did not cost movement points.
- You have a combined stack of flying units and ships. If you want to move away with one ship, all flying units follow the movement, although they are not marked.
- I used the warp node spell on enemy nodes and AI does not dispell their warped nodes, instead it gathers magic spirits around them.
- Three enemies did not cast spell of return, although they had many cities left (they should?).
- All enemy heroes stayed usually at their master's fortress forever (they should not?).
- Roaming monsters from nature node attacked my city and still had the stat bonus from the node.
- The last opponent with two cities left had to disband all his land troops (because of not enough gold?) except he kept his large fleet of many warships.
One last question: Is there a table somewhere which bonusses the Ai gets? It seemed to me that even on "normal" difficulty it is cheating a lot.
Thanks for the patch, it was I good playthrough.