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Old 27-07-2005, 05:54 PM   #141
Borodin
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"Stardock continues to pursue the Master of Magic license, but development of Stardock's fantasy TBS game, which may be the next MoM, is on hold. Stardock is now focused on completing Galactic Civilizations 2 and the newly announced massively multiplayer RTS, Society."

Bah! That's just plain...evil. :angry:

Question is, is he building from the ground up on this one? Or is he using graphics and scripting from the last one? Some times you will never know.

As far as I know (per a conversation I had with the lead dev about 18 months ago), they were going to include everything in the original title, but focus on AI. Of course, who knows what happened after that?

I was really looking forward to Stardock's MoM2. Pardon me while I sulk and brood.
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Old 29-07-2005, 06:21 AM   #142
Chet Danger
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Been playin MoM fairly steady since it came out. My favorite game of all time despite its flaws. If Stardock even remakes the original - with very little enhancements, you can count me in! This game really cries for a sequel though, I do hope for great AI, 6 (or so) "planes", and it would be super cool to have some of the old heros show up as playable (MOVABLE this time) wizards/warlords ('Ravashack the Lich' and 'Brax the Dwarven WarLord' anyone?) Some old races gave up and went "home" (goodbye knolls and Klackons) and a few new starting races take thier place. of course- a bijillion new spells/units/monsters/artifacts/&multiplay. Sigh...Maybey someday...
                       
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Old 29-07-2005, 03:26 PM   #143
blastradius14
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Moveable? your heros can't move?

This must be a glitch in your software. I have used nearly all of the list of heros.

Off hand I can think of
Brax
Warrax
Serena
X
Fang
The wind wizard guy
Some bard chick
Some sage guy
And a few others

I haven't played within 5 months or so, so perhaps if you were to list the immobile units, someone could help you.

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Old 29-07-2005, 05:19 PM   #144
Borodin
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Quote:
Originally posted by Chet Danger@Jul 29 2005, 06:21 AM
Been playin MoM fairly steady since it came out. My favorite game of all time despite its flaws. If Stardock even remakes the original - with very little enhancements, you can count me in! This game really cries for a sequel though, I do hope for great AI, 6 (or so) "planes", and it would be super cool to have some of the old heros show up as playable (MOVABLE this time) wizards/warlords ('Ravashack the Lich' and 'Brax the Dwarven WarLord' anyone?) Some old races gave up and went "home" (goodbye knolls and Klackons) and a few new starting races take thier place. of course- a bijillion new spells/units/monsters/artifacts/&multiplay. Sigh...Maybey someday...
What do you mean by, movable? I remember having the lich around some time ago, and he moved correctly. Of course, this was back when the game was relatively new on the market.
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Old 29-07-2005, 06:32 PM   #145
Chet Danger
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Wizards must stay in thier fortress, they cannot move in overland or engage in combat the same way as other units do. They can move thier fortress if they cast the move fortress spell or If banished followed by casting the spell of return, choosing the city to place thier fortress.

MOM2 should let them move around.

Ravashack is a Necromancer champion/hero unit. My sugestion for a sequel (MOM2) would follow that all but one wizard, maybe Merlin, was permanantly banished from the two known planes of Arcanus and Myrror. The sequel game's Wizard/Warlord pool could be filled with some of the hero types from the original game,
i.e Rjak is no longer a starting wizard choice, he was banished to an unknown plane
(he may or may not make an appearance in some other plane in MOM2).
Ravashack became a Lich and is now the most powerful of the death magic wizards you can choose as a starting wizard. i.e. 2 - Let's say Roland became a warlord.
Note that Warlords are not necessarily magic users (Warax being one exception),
they would have to team up with a magic using companion, generic or otherwise. Wizards already have familiars that could be given combat/leadership abilities. (or they could team up too). bottom line is there are many places you could go with a sequel - wizards have leggs - use some characters from the original game.
                       
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Old 29-07-2005, 08:39 PM   #146
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Ohhh. Thats what you mean. Your guy isn't a unit, really. Or perhaps the sequel will have wheeled or floating fortresses that count as units themselves. But think of it this way: you are god, and you are only tethered to the planet by one string: that fortress. Now, if someone hacks that string you float away and lose. Because of this, you aren't a unit at all.
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Old 04-08-2005, 06:39 PM   #147
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Which portrait do you prefer to use for a custom wizard? Myself I like Tauron and Rjak's portaits, but Tauron has a lame snake familiar and Rjak looks like a frail wuss in the spell discovery scenes. Jafar's image is the one I use 3rd most - but it's too mid-east for me but at least he has a nifty little imp familiar. Speaking of portraits, I really hate the tribal look of three of the wizards - you know Thaloc(?), Sharee(?) and Goatskin-Helmet Guy. Those guys are good for nothing but stomping into dust simply for being annoying-looking. Horus looks like a cheeseball. Freya and Merlin are *yawn* and I can't help but offer tribute to Kali. What? I'll Word-of-Recall her over to my summoning circle, *wink wink*. *begins casting Endurance*
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Old 04-08-2005, 09:53 PM   #148
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Sharee is good for one thing: watching her cast spells. Too bad you cant tell much, and she aint so hot anyway LOL
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Old 04-08-2005, 10:46 PM   #149
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Sharee begins casting Show Skin.
blastradius14 begins casting Digital Video Capture.
Squaddie casts For Shame! on blastradius14.
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Old 05-08-2005, 02:13 AM   #150
Borodin
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Who was the Wind Mage, again? As I recall, he was the best for my strategy. I always started in the other world, with small amounts of land, and his ability to fly with a party anywhere in a straight line made him invaluable in the early or midgame.
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