So, when I was much younger, I greatly enjoyed a game called Lords of Magic. I've been reading a bit about Master of Magic lately, and the games appear to share a lot in common. Has anyone here played both and can perhaps confirm or deny the games, similarities? I might want to buy MoM someday in the future.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
i like lords of magic (LOM) but it gets boring quickly, because the map is always the same. it also had too many bugs (more than MOM as far as i can remember). the big difference is, that in MOM you have special abilities ("picks"), in LOM you don't (you just have races, which you have additionally in MOM). i also prefer round based combat (MOM) to real time (LOM, altough you can pause anytime and give commands to your units). MOM also has more city improvements. in LOM the winning condition was also a bit strange (defeat a certain hero and everything else doesn't matter?) and it has only one city per player without the possibility to create additional ones.
so all in all, i like MOM better. but i also enjoyed LOM until i knew the map too well and how to win. altough i just listed many differences, they are indeed similar. both have heroes and units, both have spell research and different races, and different spells depending on race, different unit and hero abilities, map exploration, strategic and tactical aspects.
Awesome, thanks! I was hoping to hear something like that.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
i play this game too. but this game have one place for great temple for each race. also, its magic system is plain. no conterspells, no non-linear effects. yes, its become boring early for me.
The one unusual spell in that game is "reinfest caves", this spell have no corresponding in the MOM. May be i'll introduce it in any my mod.
The really interesting game for me is "magic realms" from avalon hill company. Its a boardgame, but it have its multiplayer computer version named "realmspeak". Alas, its rules have about 110 pages (english) .
yeah magic realm is cool. but i'm not sure i'd recommend realmspeak to people who don't know the boardgame version. realmspeak actually has a houserule option concerning development that was suggested by me =)
Hey guys, it's always cool to find Lords of Magic players here and there.
I've got good news for Lords of Magic: Legends of Urak fans out there.
I am creating new Legends in exactly the same way the classic ones were made.
Anyone who cares, feel free to watch my projects' pages on Mod Database.
The huge Life Legend demo for Mantera's LOMSE GS5 Mod is expected to be released in the autumn.
The work's going fine.