![]() I am always choose Myrran, Race=Draconian, face=Sss'RA, magic books Life=2,Nature=2,Sorcery=2,Chaos=2. Dragon untis can fly so they don`t need ships. Trols with their regeneration are almost imortal when yuo cast few spels on them. But other Myrran races also are extremly tough. Yeah, now you have that jewel of the game here! Have fun with it, anyone! :Dītw, my advise is: choose Myrran-ability and take as race the Night Elves, they produce one magic point per population and their ranged units (magicians, clerics etc.) are more powerful than any of the other races.Īlso every Dark elf unit has ranged atack. Even if I manage to survive the wandering raiders, by the time I really get anywhere some enemy wizard is casting the spell of mastery :tomato. I have never been able to win on impossible with a Myrran race, they all grow too slowly. Be sure to stack a shaman with each army so damaged units heal quickly. You only need 1 or 2 cities producing military units, the rest are only needed for taxes and food to support your armies.Īfter your first 2-3 berserkers are built pause production long enough to build an alchemists guild, this will give your units magic weopons, which affect creatures with weapon immunity (like shadow demons) and get +1 to hit. Expand rapidly to 4-6 cities then send your berserker armies out to crush everything in their path :Titan. With 3 hearts per figure they also soak up damage well. 6 figures per unit, thrown attack 4, melee attack 7, these guys have more offense than paladins and are way easier to produce. The berserkers are almost too good, they seem like cheating. +20 population growth, 60 point settlers, and the awesome berserker unit. You also want a decent military unit that doesn't require a ton of infrastructure to build. You want a race with a good population bonus and cheap settlers. I find that the key to winning on impossible level is to grow quickly. When it say impossible its really imposible. ![]() Somewhere out there a billion monkeys who are perfect master of magic players are playing, and one of them is losing due to an incredible confluence of unfortunate events. ![]() In addition, in theory it is possible to start on a tiny island with room for only your land-locked capital city, and it's also possible to have no neutral cities on your plane, and it's possible to have chaos rift cast on your capital, and it's possible your plane has only 11-book opponents, it's possible the computer player's unsummoning and life force spells always dispel whatever you cast - so one game in a billion all these things, and more, can happen at once! In theory, there is no formula to win every single game, even though you might reasonably expect to win every game you happen to play. That can even things up, sometimes, even if one is an expert player. With save/reload and an editor like momedit you can make the computer player get whatever very rare spell you find the worst - for me and my 11 death books it's great unsummoning, followed by another computer player getting life force, and suppress magic after that, time stop. One thing I find about master of magic that can keep it interesting, is the computer players are occasionally able to get a very rare spell quite early - myrran computer wizards can sometimes clear a tower after 30 turns, for example. ![]()
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