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MoM tournament #1: Barbarian Hordes

Nope, not even Holy Weapon. momfan, I hope to prove your pessimism wrong wink Maybe I'll have time to finish the game over the weekend. Magic ranged attack is boosted by nodes, black channeling and doom mastery, btw.
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Catwalk Wrote:Nope, not even Holy Weapon. momfan, I hope to prove your pessimism wrong wink Maybe I'll have time to finish the game over the weekend. Magic ranged attack is boosted by nodes, black channeling and doom mastery, btw.

To be accurate, magic ranged attack strength is affected by:

nodes
black channels
darkness/true light
chaos surge

Doom Mastery casts Chaos Channels on newly built units. It's Chaos Surge that gives a +2 to all attacks for chaos units.

Trivia: make troll shamans useful by first black channeling them and then casting darkness in combat. They'll have decent ranged attack, can still fight in melee, and will come back from the dead as long as you win the battle.

I consider myself a fairly seasoned MOM player (just finished a game at 178% score) but when I saw the tournament rules (especially no alien cities) I said forget it.

IMHO at Impossible level alien cities are the key to holding your own against the AI, because the AI will develop cities much faster than you. The only way to keep up is to take said cities from the AI and use the units they build (paladins etc) to fight. And to take the AI cities you need fast/strong units on the battlefield... 1 hero per stack and no cavalry doesn't cut it.

No matter what race I start with, at the end of the game most of the cities I control were originally built by the AI. It's just too slow to build your own cities. Even with Stream of Life + Gaia's Blessing, it takes 70-100 turns of making Housing to get a city to size 25. The AI does it faster and with all the nice buildings too.

Just my $0.02.
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Still hoping to prove you wrong smile Keep in mind that I changed the rules midway to allow for capture of alien cities, that was indeed way too harsh and just not fun. As you say, it's an important way to boost your overall economy.
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I have 8 cities in June 1405 (including one klackon city that I captured). Most are size 1-2 barbarian settlements with hardly any defense. I want to spam little cities all across the continent and put regular spearmen and swordsmen with magic weapons in them. Sprites are doing a good job taking over neutral cities, and the AI wizards are doing quite poorly. One is completely isolated on his starting island, and two are squabbling over a small continent. All 3 arcanus wizards have weak starting races (2x orc and 1x lizardmen), so I'm feeling hopefull. The myrran wizard will probably be a monster, but I might not have to fight him. I traded for summon hero from my neighbours and plan on spamming it soon once my economy is booming. I definitely want an armsmaster hero as soon as possible, will be invaluable here. I really hope I have Transmute in my grimoire, will help immensely to be able to churn out mithril units from my capital. If I don't, one of my neighbours is bound to have it with this many Nature books abounding.
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I started while ago and it look relatively doable in way you didnt considered. At june 1408 I have 19 cities chaos node and 100gold per turn and and 27mana per turn, casting skill 40.
And without taking neutral cities.
My plan is buy settlers in civ way and use phantom warriors to take nodes/lairs with chaneller they can by salami tactic take almost anything.
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Catwalk Wrote:As described in the other thread, here is a small but challenging tournament for you all to enjoy. Rules are as follows:

Setup
- Impossible
- Large land mass
- Powerful magic
- 4 enemies
- Latest version of Insecticide
.................................. QUOTE SKIPPED ...

Could you tell me which Insecticide version is used at that time? I missed this tournament.

Also, next time, please specify explicitly which insecticide version is used, rather than just said "Latest version". So that the tournament is fair:
It is possible that a Insecticide patch is released after the tournament starts, but before tournament ends.

Another reason for that is for late players to enjoy the tournament after the tournament ends. With same insecticide patch level, the late player can compare his/her grade with others in a fair basis.

Yet I am not so sure if I can get old patches... (Another problem..)
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Hi!

IMHO just use latest. Since no finalists yet wink

Ill give this another shot with the latest patch (m), too.

Edit: also, youre not late, you can even still win this. GOGOGOGOGOGOGO!
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Hi, All,

Finally, I used patch used:140ll, strictly followed the rule of no cities other than barbarian. and finish it around September or October 1407 with 10 melt nodes and 3 defeated enemy wizards.

When I said "Around", because I counted wrong in my melt nodes. I thought I have own 9 nodes, but when I re-count it on January 1408... Wow, I already got 10.

Additional sub-rule:
Because after a winning offending city combat, I normally click "NO" very quickly (a long-time habit) to not razing the city. In this game I do sometimes forget to click on "Raze" for non-barbarian cities. Thus the rule:
If I forget razing the city, I should reload and do it again. (Luckily, I did save game before each offending city combat.)

Reports:
Jan. 1402: 1 node meld. 5 magic spirits, 2 swordsman, 2 spearsman.

Jan 1404:
City: Zwolle, Linz
Units: 10 magic spirits
Node: 3
GOLD: 39
Mana: 172
Casting Skill: 34
Spell researched: Phantom warrior, summoning circle, word of recall.
no hero, no items

Jan 1408: 3 enemy wizards (Arcanus) are defeated.
name(pop,comments)
City: Zwolle(10), Linz (8), Flensburg(6), Konstanz(4), Deventor(0, myron)

Units in city: sharman x3 Swordsman, Zoldron (sage hero) in capital city Zwolle.
swordsman, spearsman in Konstanz.
spearsman, swordsman, Trireme in Linz,
spearsman, swordsman in Flensburg
magic spirit x 2 (one of it path-finding), 3 x settler (babarian, of course) in
Deventor.
Original purppose is to have path-finding magic spirits to lead many settler
to create post for conquring the last enemy wizard. but I have melt 9 nodes, and
Sss'ra is too strong (Some well developed Dark elf cities).
so I decided to try last node without defeating Sss'ra.

unit statistics:
spearsmen x 3, swordsmen x 4, hero x 1 (Zoldron, the sage), Shaman x 4,
magic spirit x 15, Trireme x 1, Settler x 4, Warbear x 1, Sprites x 1.
Researching: Gorgons. (1 turn left).

Hero: Zoldron, the sage, Exp. 4, have amulet of battle
Items: Amulet of battle: Att.+2, Def.+2, Mov+1
Shield of Eros: Def +3, Mov + 1, Resist + 3
Flaming sword of death: Att.+1, Def. +2, Flaming (+3 Att.)

32 Gold, 216 Mana, skill 74(71), Power base 249.

Extra reports: general strategy and progress:
--- January 1701 ---
* First 3 magic spirits to look around.
* Early game research spells: phantom warrior.
* Pump up skill to 30. (so we have 3 phantom warriors)
* Use Magic spirits + phantom warriors. to conquer and melt 2~3 nodes.
* Allocate the power to pump up skills to 40.
* research summoning circle and word of recall.
* Exchange some spells with Merline and Tauron. (not so significant). The reason to exchange is to increase the chance to obtain significant spells when I defeat them.
* Trying to defeat Merlin and Tauron.
* many magic spirits (around 18 magic spirits) goes to Merlin's Capital. No chance since he has 3 basilisks and 1K mana reserve to cast heal spell. So Let's try Tauron.
* 4 magic spirits all with resist elements vs. 7 sprites in Tauron's Capital. With MS's 4 defense + 3 def. from resist elements, Tauron should not be able to kill all my 4 MS. But a surprise! Tauron got good luck, and killed all my 4 MS.
* My settler arrives not far from Tauron's capital, and settle a post.

--- January 1704 ---
* Cast summoning circle. and then more magic spirits.
* Now another team of 4 MS with resist elements for Tauron's capital. This time he does not have that kind of good luck. After all ammo's are used up, I cast phantom worriers. Killed all defending units except for fire elementals.
he same turn, second wave of magic spirits (1 MS is enough) defeats Tauron. (Although he still have some cities.) spell obtained: not significant, and thus can't remember.
* After some months, Merlin sent out 2 of his Basilisk from his capital for his military objectives. Good chance. I then sent in many magic spirits + phantom warriors. Banished Merlin. Got Giant spider and web spells.
* Continue to conquer Merlin's cities. => Merlin defeated. Spell obtained: not significant, and thus can't remember.
* Melt one node originally owned by Merlin.
* Pump up more skills and research Earth lore and Path finding,
* Search with magic spirits and earth lore.
* Found Tlaloc's Capital. He owns two cities: The capital is on a small island with no space for another city.
The other city is created by settler, 4 squares from my capital.
* Again, send magic spirits in and banished Tlaloc. Then defeat Tlaloc by wiping out the 2nd city (no defense units at all).
* Conquered a wizards tower guarded by stone giant and 6 sprites to access Myrror. (again: magic spirits and phantom warriors).
=> Reason: not quite sure we have 10 easy nodes on Arcanus, Also, if the fourth wizard is weak, I will try to banish him
for this moment, and then, when I have 10 nodes, I will defeat him, good scores.)
* It turns out that Sss'ra is too strong: some well-developed Dark-elf cities.
* More earth lore, and magic spirits to conquer the rest nodes.
--- October 1707 ---
Finished by melt 10 nodes and defeat 3 wizards.

Scoring:
1700 January to 1707 October => 7 years and 10 months.
Defeat 3 wizards: -6 years.
Final score: 1 year and 10 months, i.e. 22 months.
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Attached my final save game (10 melt nodes + 3 defeated wizards.)
As I said, the save game is on January 1708. But I already got 10 nodes about October 1707. (wrongly counted be 9, and later re-count revels the fact of 10 melt nodes.) The next latest save game is January 1707.
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You had me way confused there robin, I'm just going to assume that you finished in 1407 wink I was about to get massively impressed by you playing out a 300 year game just to win, but still very well done thumbsup
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