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Ah, that's pretty tough with pure Chaos then. Hmmm.... a single doom bat + Magic Vortex can probably clear most VR nodes, if you have enough skill to cast 3 or 4 of them in one battle... no chance against Colossi or Djinns probably, but any other Chaos/Nature/Sorcery node should die to that if you have enough patience.
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Maybe the observation is not so much about halberdiers and more advanced military units being overpowered. Actually, halberdiers have various disadvantages (low resistance, low movement, high-armored enemies) balancing out their excellent melee to cost ratio, making me wonder how lucky you were in some of your games.

I still think the game's magic casting struggles at keeping up with the city production the later it goes on because you're having more and more productive cities. Amplifying Towers helped a lot, but I still think we need a bit more. If that building costs a bit more and adds a benefit that helps later in the game like "+5% overland skill per building", what is seemingly a marginal side benefit becomes quite strong in the mid to later stages of the game. I say 'overland skill' only because the combat skill would otherwise get excessive.


I do find the game slightly favoring wizards with high number of retorts and lower number of books, if wizard is lucky on getting the right spells.

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(October 29th, 2016, 15:53)zitro1987 Wrote: Maybe the observation is not so much about halberdiers and more advanced military units being overpowered. Actually, halberdiers have various disadvantages (low resistance, low movement, high-armored enemies) balancing out their excellent melee to cost ratio, making me wonder how lucky you were in some of your games.

I still think the game's magic casting struggles at keeping up with the city production the later it goes on because you're having more and more productive cities. Amplifying Towers helped a lot, but I still think we need a bit more. If that building costs a bit more and adds a benefit that helps later in the game like "+5% overland skill per building", what is seemingly a marginal side benefit becomes quite strong in the mid to later stages of the game. I say 'overland skill' only because the combat skill would otherwise get excessive.


I do find the game slightly favoring wizards with high number of retorts and lower number of books, if wizard is lucky on getting the right spells.

Hmmm, +5% per tower would add up to a pretty crazy number once your empire gets sizeable in the late game. And I'm not sure it helps with the main problem, because AT being more expensive would push back when you get the bonus, forcing you to be even more reliant on normal troops in the meantime. 

IMHO, pushing the AT earlier would be better. For example, consider if the AT was 300 hammers, and gave 4 casting skill directly and 10SP per turn. Less of an instant bonus, but you'd be able to afford to get the building earlier, where a small bonus can be very impactful. Furthermore, you'd really want to get the building early for that 10 SP per turn. In the very late game, the resulting accumulated skill will be less than the +7 casting skill you get from the AT now, but hopefully you can turn the earlier skill into some kind of other advantage. Another benefit of pushing the building earlier is that it would force the player to choose between Halberdier spam and getting the AT, rather than waiting to pump out ATs only once their empire is stable.
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Problem with amplifying towers is lizardmen can make them. Like I said, this current lizardman game I have over 40 cities, and my opponents are only just starting to use rare spells. Admittedly a lot of them dont have amplifying towers yet, but that's because i build them last due to their cost vs benefit (getting a wizards tower first is just better). And while most humans don't do that, if an AI does that against you... you'd get wrecked really badly.

And don't get me wrong, halberdiers have lots of flaws (I used them on impossible against death, death/nature, life/chaos, and nature/sorcery all in the same game, and max power impossible nodes of all kinds). But they're cheap. That's their biggest strength. Churning out hundreds of them from only 3 cities is a realistic scenario (and more cities with mithril/adamantium makes that even worse). And if you're trying to defend 10+ cities against 2+ wizards.. you need a lot of troops. Summons just can't keep up.


On a side note:

Wave of despair is very strong. As an example, it kills 2 great drakes in 2 casts. Effectively it makes it so you MUST attack with 5+ units (or 4, when they're all great drakes) any time you face a death wizard with Wave of Despair, no matter what the enemy is using, and no matter how strong your units are. (High end heroes being a possible exception, but I haven't used those much.) Which I think is super great as the ai was somewhat weak against human when playing death. Not sure if it's too strong though (compare against doom bolt or word of death, and I think you might not bother with them very often.)
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Hey everyone. I've just got back into playing Master of Magic again using the Caster of Magic mod and oh boy, it's a refreshing change. There are a lot of new goodies to try and test out!

Considering I played the insecticide patch a year or two ago, I've noticed that Sorcery has been changed out quite a bit in CoM. I was wondering how would one go about playing a pure Sorcerer in CoM? What are some of the suggested picks and races that I should go with, when playing as an all Sorcery wizard?
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Archmage, sagemaster, specialist. Myrran is generally always good on higher difficulties. Charismatic could work to avoid wars but its not reliable even with aura of majesty.

I'm going to avoid commenting on species as I'm fairly biased.
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All blue is kinda weird to play because blue doesn't do a whole lot on its own, but combos very well with other realms. It's kinda weird to describe but I think everyone here has kinda said something like this at some point.

But, uh, you wanna think about Magicians if you wanna play all blue. Not that it can't work without em, but that's a big draw because of Focus Magic and Invisibility. So, High Men or any of the Myrrans besides Dwarves? Although, you wanna make sure you have Amplifying Towers for Uranus' Blessing, so maybe not Trolls either?

Another retort that is good for Sorcery is Channeler because you tend to blow a lotta mana on Counter Magic and Dispelling Waves. I agree with Nephline though, you absolutely want specialist and sagemaster no matter what else you pick, as all the best blue spells are in the rare and very rares levels.
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Except focus magic. Its possible to build entire games around mass focus magic, though you need to win before the enemy gets very rare globals and certain very rare summons. Note, I wouldn't call this easy. And can really only be done with high men who start on Myrror.
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Thanks for the tips everyone! The big changes to Sorcery had me a bit overwhelmed at first. But, after reading all of the tips, I have a better grasp on how I should go about playing it now!
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(November 7th, 2016, 09:26)Nelphine Wrote: Except focus magic. Its possible to build entire games around mass focus magic, though you need to win before the enemy gets very rare globals and certain very rare summons. Note, I wouldn't call this easy. And can really only be done with high men who start on Myrror.

You ever try massed Troll magicians? I love me my trolls.

Speaking of Very Rare globals, I'm playing an impossible game right now where Lo Pan broke through to Myrror on Feb 1405 and cast Armageddon on Sep 1407.  dancing
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