Let's talk about Master of Magic
Using bullet points
Using just bullet points, what were the key, unique elements of Master of Magic that you think helps make it stand out?
Using bullet points
Using just bullet points, what were the key, unique elements of Master of Magic that you think helps make it stand out?
That pretty much sums it up for me, lots to do, lots of different ways to do it. I loath overly simple systems, like combat in Civ.
how do i get mom?
be born?
Seriously, google it. There are a ton of sites that have downloads of it, not sure if you can buy it off some of those other sites that sell old games or not, but basically, google knows.
When I think of MoM the first thing that comes to my mind are the hero units and their stats screen.
Looking at those shield, attack and special ability symbols just did it for me. And just with a glance you could see by the amount of symbols how totally awesome a hero is.
If you know what I mean ![]()
Ahh, i still remember, warax the chaos sorcerer, with 32 magic attack points. He could roflrape anything. Then i gave him 7 dark elf warlocks and preist for giggles. That stack killed everything on the surface world. Everything.
I agree with virtually all the points brought up in prior posts, very well written.
I would like to add:
- The contents of a dungeon would respawn after some time, so you could clear them repeatedly. Also, monsters occasionally wandered out of the dungeons/nodes
- AI problems aside, in the early game it was possible for things to get tough. I had some games where constant spawining attackers made me fight for my life.
Don't do it.
I recently tried to play Fallout 2 and Starcraft becuause I had fond memories of them, but when I installed them I was appalled at the graphics and animation and resolution, they look absolutely decrepit.
You just can't play old games.
I beg to differ. To some graphic is not important at all.
I downloaded Command and conquer this week and I played an entire evening. Graphic suck but the game if fun and that is what is really important At least to me.
THe problems I have with MoM, Diplomacy aside, is that it needs DoxBox (cycles and all) and resolution is too small.
Its been a LONG time since I played MoM but the highlights I remember fondly were -
I was much, much younger at the time, but here's what I enjoyed...
Apart from the improvements others have listed above (Especially the AI....ugh), I would've also liked the option to customize my opponents in a game. Random was fine, but I think it would've been fun to set up challenges and pick my opponent's setups as well.
With Master of Magic it actually makes sense that a bunch of Swiss don't become expert pikemen and beat the snot out of everybody who tries to take their dirt, a failing most other strategy games share. It would be kind of interesting if independent cities could develop power based on mutual committment to a shared idea of freedom, but then we'd be playing "Master of Constitution" and even Sid Meier hasn't figured out how to simulate that very well. (Too open-ended, I suspect.)
It would be nice to have:
Unique concepts of MoM
Besides all of the things already mentioned I liked the battle system:
1st it was turn based - so no need to hurry ;-=
2nd I liked the diversity in the battles, including fortifications, terrain etc.! So many possibilities and the rewards after every battle (upgrading heroes etc.)!
Made the most fun for me in that great game!
- Trolls that were massive and awsome and got up after being killed, not just some rubbish 5% health regen.
For me, what made Master of Magic compelling was the attention to detail.
- When you researched a new spell, you got a neat little video of your chosen magician hunkered over their spellbook as it was hit with a beam of magical energy. Then, you see the text of your spellbook morph from some ancient and unknown language into a description of the spell.
- Your cursor was a hand clutching a magical wand which left a wake of magical energy as you clicked on the interface.
- Casting spells (at least things like global spells, summonings, etc.) came with custom animations for each, which did more than just make a unit pop up on the map somewhere. It made you feel like you had actually done something important.
- Those who have only downloaded Master of Magic and never owned a hard copy would not know this, but the game, when it shipped, came with a full historical supplement, detailing the world, the factions within it, and the history which had brought it to the point in time when the game begins. It was extraordinarily well-written, and only added to the immersiveness of the game.
You missed the "c" in compelling.. sorry, I couldn't resist. ![]()
I unfortunately got my old copy from a friend, and he didn't have all the supplemental content. Just a stack of floppies. I which I had the history stuff.
Bah. Must have deleted it when I was changing some of the wording around.
I did mean compelling though, yes.
Thanks for catching that. It really would be great if Elemental took a similar approach in terms of immersive detail.
I don't think you can write the phrase "attention to detail" without missing some detail.
I've been thinking about this since this thread was started, since I think distilling the essence of MoM is important.
You can alleviate that somewhat with the 'scaler normal3x' command before starting the game.
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