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Hadriex's MoM LPs

Endurance is +1 def now?

I thought I'd caste all my spells. Surprised I'd missed one.

In the vanilla game the enemy heroes almost never used artifacts, certainly never artifacts of such caliber. I think in future games I"ll have a very different approach to things. I'm not sure how much even a stack of worms could do. Everything they have is flying, and they have so much magic to decimate the worms with.

I'm so used to taking capitals being the optimum strategy. And tricks like Doom bolt and cracks call punishing the hell out of me if I try to fight in any other manner. But clearly I have to rethink the game.
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(December 23rd, 2015, 21:04)Hadriex Wrote: In the vanilla game the enemy heroes almost never used artifacts, certainly never artifacts of such caliber. I think in future games I"ll have a very different approach to things.

I think you'll be shocked to hear this, but the AI can't even use their vault. Any item that's not carried on a hero gets melted down immediately.
Future games will surely be different, as I just implemented the vault for the AI today. Now they can reuse the artifacts of dead heroes! Will be able to in 1.2 CoM, to be more specific, and I believe this should go into Raid as well.
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Start WIZARDS.EXE instead of MAGIC.EXE, it takes you directly into SAVE9.GAM instead of through the title screen. Helps to cut down on loading time. Also you can specify cycles=max in dosbox.conf and that will maximize the CPU in order to avoid slowing down the game.

A hero with 20 shields...you just can't hit that without massive incoming damage. 7 points of damage just to decrease 1 heart. At +0 to hit, 30% hit chance, that's 24 swords attack...yikes.

I used to emphasize offense in my heroes, thinking to kill the enemy before he can strike back. But now I see the key is defense - if the enemy can't hurt you, you're invincible, and it doesn't matter what your attack rating is.

When your heroes were getting pounded by Djinn, you could have cast Iron Skin or Resist Elements on them to help. One gives extra shields and the other gives +3 against magic ranged attacks.
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I'm currently looking into what changes where exactly made between 1.31 and insecticide and found something quite shocking, when the AI found items in dungeons in 1.31, they did not receive them at all, only insecticide added that "feature". No wonder you haven't seen properly geared heroes before from the AI, they did not get items at all!
I believe they also weren't able to buy from merchants, which leaves the items the player lost to them and create artifact, I guess?
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Yeah, that was one of the big changes that Insecticide made that I liked a lot. The other being that the CPs will create their own artifacts, that's even better. This is one of the reasons I'll never go back to 1.31. 1.4 made too many good changes that were just plain improvements.
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I was thinking a bit more about this last battle.

Endurance would not have helped, most of the enemy heroes ignored armor.
You absolutely should have taken advantage of the Paladin's First Strike because pretty much all heroes there, including yours, were powerful enough to instant-kill almost anything thanks to their armor pierce or illusion. If your Paladin killed or double-koed their swordman, you could have won. Your plan was to web it, which was good, but unfortunately it was immune and you noticed that too late, only after the Mana Leak.

oh, and one line I would want to quote from WSL's comment :
Quote:~ you don't go "pam-pam-pam" in boss battle man XD especially the diagram stated military power and checking stats of those monster-heros
When you see the enemy is holding like 40,000 mana worth of artifacts, the natural reaction should be "omg I only got one excalibur and they have 15!" not "pam-pam-pam" although we had a lot of fun seeing that.

What year is it in the game, I wonder? I've had enemy wizards get to Spell of Mastery around 1435 on impossible, so probably takes like 45-50 on hard...but I really don't know because of Tranquility and the outdated version having different power allocation to research decisions. At this point I can't even guess who gets it first, Tenshi or Clow.
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(October 26th, 2015, 10:17)Seravy Wrote:
(October 26th, 2015, 09:47)Hadriex Wrote: Tlit wants me to give halflings a go next, so I'll do that, and let the random game generator hand me my spellbooks and retorts. Either next Sunday, or the one after that (whenever the next version is ready).
the..what? Random game generator?
I think you're safer using dice if you want random stuff, I'm not sure if 3rd party generators are very compatible. And they definitely would not know about the changes to retort costs, restrictions and such. Probably no life+death either.

...I found that random generator, I guess it's safe but you won't be able to get a lot of possible new options with that, it seems to use original game rules...and the number of picks are wrong too.

Wow, after several months away from these forums, I check back and am excited to see the new CoM 1.21b mod and also a pending upgrade of Insecticide to MoM 1.5. I plan to try them both out.

As mentioned, the MoM random game generator (MRGG) I coded is for the standard game rules (1.31 and Insecticide), not CoM. However, I did code MRGG to potentially be able to handle alternate rulesets (such as simultaneous life/death books, changeable total picks, new or revised retort requirements, new spells, etc), so extending MRGG to handle CoM would be doable if there is enough player demand.

Are there any changes in MoM 1.5 that would require changes to the existing MRGG?
Creator and maintainer of the Master of Magic Random Game Generator (MRGG)
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(January 5th, 2016, 20:43)Tlaloc Wrote: Are there any changes in MoM 1.5 that would require changes to the existing MRGG?

No, 1.5 follows the original game rules with less bugs and stronger AI. The only somewhat modlike change that made it in is the amount of monsters and treasure but that is subject to change depending on what people say about it.
Oh, there is one thing, the Tiny land size.

In CoM however there are changed retort requirements, costs and even 2 new retorts replacing old ones. Also there is a limit of 10 books per realm, and 12 total picks.
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(December 24th, 2015, 13:56)Tiltowait Wrote: Start WIZARDS.EXE instead of MAGIC.EXE, it takes you directly into SAVE9.GAM instead of through the title screen. Helps to cut down on loading time.
Huh. That's interesting. Unfortunately, there's still some unknown stuff in the save game format (for example, there's more than one type of water tile for reasons that are not obvious), but in principle that would allow a new launcher with the ability to create other types of starting scenario.
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Worst Wizard Ever round 2!

Basically I'm doing the same challenge I did before, but using the Caster of Magic mod. Obviously, with all the rebalancing in this mod this will no longer be the worst possible build, but it's still pretty bad. And we can compare and contrast it easily with my previous Worst Wizard videos.

1st video
https://www.youtube.com/watch?v=GwqfZsnnfuI

2nd video
https://www.youtube.com/watch?v=tJLi9WNRquo
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