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#1 | ||
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![]() I was wondering if anyone else was having an issue with this, perhaps I missed something but I can't get past the intro movie, it goes back to DOS and says "Wizards.LBX [entry 0] could not be found". Any suggestions would be appreciated
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#2 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2005
Location: , Belgium
Posts: 675
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![]() <div class='quotetop'>QUOTE(Guest_Desi_* @ Jun 27 2007, 05:47 AM) [snapback]296602[/snapback]</div>
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A sickened, sensitive shadow writhing in hands that are not hands, and whirled blindly past ghastly midnights of rotting creation (Nyarlathotep, H.P. Lovecraft) |
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#3 | ||
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![]() Okay, I've like drained Goggle dry from all search results regarding Master of Magic, I've searched a ton of file libraries and FTPs, many of them don't function properly anymore, but I can't find the editors for MoM anymore. Seems like the fall of one of those old fansites has dragged all of the good MoM editors with 'em. There used to be a race editor, a unit editor and a win32 graphical savegame editor capable of editing the map to the fullest extent.
Does anyone have any of those anymore or know where to get 'em? If you have or know where to find any of those, drop me a email at 4e6f6374697300(at]gmail.com We can't let quality software disappear completely. - Noctis |
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#4 | ||
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![]() I've played for years this game !
and i continu playing til today Maybe my favorite game ever |
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#5 | ||
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![]() Good to see people still interested in Master of magic. I still love the game and play it all the time. Yes, most of the pages are gone. Perhaps people can post the old dead links here. Here is the secret to old dead links: The internet archive has been saving webpages for years. Go to www.archive.org and type the old url into the wayback machine. You cant download stuff but text files etc... are available.
Now about the Unit editor and race editor. I wrote those. If anyone is interested.... I can create a simple web page and post them. I also have a few old save game editors and instructions on how to edit master of magic files. Email me if interested at schlechtj@gmail.com. |
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#6 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: May 2005
Location: Nitra, Slovakia
Posts: 6,533
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![]() <div class='quotetop'>QUOTE(schlechtj @ Jul 17 2007, 03:55 PM) [snapback]299882[/snapback]</div>
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#7 | ||
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![]() Hey guys I loved this game, boy I wish it were more balanced though. Seems like the main problem is how one decent hero with waterwalk/flying/pathfinding and +movement gear can basically take over the whole world. The problem seems to be with how poweful high defense is against regular units.
Anyway here are my favorite exploits don't read them if you want to keep the game somewhat balanced, you probably already several of them. Choose custom wizard at the begining, choose 11 life books then you can select summon Torin as one of your beginning spell. Also be sure to choose prayer. Prayer is extremely effective with Torin especially when he's vunerable at the begnining. Put all you magic into mana and you can summon Torin by like turn 20. On impossible he's strong enough to kill some of the weaker lairs and smaller towns by himself at first. Once he gains a level or two he's unstoppable in most situations. Get items/heros for +movement and flying/water walking/pathfinding and you just won the game good job. Choose Myyor + High Elfs = Longbowmen + adamantium + heroism = GG Get at least 2 Nature books for water walking and make sure you get enough life books for heroism. You now have an unstoppable unit as soon as you find adamantium and can build a town with sawmill and alcamist guild. Use regular longbowmen until you get that city going. Dwarf Hammerhands these units are amazing. 8 attack 6 guys per unit 4 hit points each. Sadly thats really all the dwarfs have so build them soon and try to take everything over. Anyway I find that I've finished the game before I can use the more advanced units. Paladins do rock though, I'll wait around and build up just so I can use them. |
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#8 | |||
![]() ![]() ![]() ![]() ![]() Join Date: Apr 2007
Location: ,
Posts: 6
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![]() <div class='quotetop'>QUOTE(Guest_Eddie_* @ Jul 20 2007, 12:20 AM) [snapback]300360[/snapback]</div>
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#9 | ||
![]() ![]() ![]() ![]() ![]() Join Date: Jul 2007
Location: River Hills, United States
Posts: 25
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![]() Quote:
When it comes to heroes artifacts are the key, this is why I generally take artificer at the beginning. This cuts your enchanting costs and gives you both artifact creating spells right off the bat. Also worthwile would be warlord, paired with enough life spellbooks and a casting of crusade all your units are able to obtain Champion veterancy. Couple this with either High Men paladins or High Elf Elven Lords and youve got one nasty army. The only ranged units that are really worth the time (outside of heroes of course) are magicians or halfling slingers. Early in the game, if your chosen race has access to them your best friends are cavalry. These can generally subdue any neut towns and have fair sucess against those roving phantom warriors. Dont bother with choosing Klackons, Lizardmen, Gnolls, Orcs or Trolls. These either grow too slow, are unruly, or have poor high end units. Orcs are just boring. High Men are nice as they can build just about everything and they get Paladins. High Elves are nice for thier forester and bonus to hit as well as the Elven Lords and magic power per pop bonus. Halflings are nice for thier food bonus (I dont think im making this up, been a year or so since I played) lucky, and thier slingers, but not really worth picking as your race. Nomads are nice early game because of thier gold bonus and they have good units. Dwarves are nice for thier production bonus, good engineers, hammerhands and stone golems. Draconians are nice but ehh, I dont play them too often. and thats just some random information I just felt like imparting... |
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#10 | ||
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![]() Hey Dan, I do have v1.31 installed (at least that's what it says on the game screen) and normally you can't pick higher level spells except if you pick all 11 in one school. If you pick all 11 then you start with all of the common spells and it let's you pick a few higher level ones.
As for the longbowmen I seem to have games were I don't have time to build up to very advanced armies and I've found having a horde of 8 longbowmen to be just amazing. Especially if you stick with them and they gain experience. All units only have a base of 10% to hit from a distance so the elvish +1 to hit effectively doubles the longbowmen's abilities. Also I like that they have 8 ammo instead of the only 4 that priests have. I think that 8 longbowmen could kill 8 calvary or maybe even 8 lords if you could cast something to slow them down. Beserkers huh? I haven't really used them before. Hammerhands are 8 -attack 4- defense 4 hearts (regular) Beserkers are 7 -attack 3- defense 3 hearts (regular) BUT they have 3 Thrown. Hmmm they are pretty close.... I think that one on one the hammerhand would win because of his extra hit point but actually Beserkers are only 120 to build while hammerhands are 160. So yea I think you're right that all around the Beserker is a better unit. Add to that the fact that the -Thrown attack will kill a few guys before they can counter -Thrown attack can attack flying units -Dwarfs are available only on Myyor and I can see what you mean. Anyway thanks for posting it was interesting. -Eddie PS droma and others what's up with Chaos channels? When I get the "+2 defense" bonus I find that in some battles this bonus is as much at +5 defense!!!!!! I'm trying to play the game without exploiting it and this seems like an exploit |
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