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![]() ![]() ![]() ![]() ![]() 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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#2 | ||
![]() ![]() ![]() ![]() ![]() Join Date: Jul 2007
Location: River Hills, United States
Posts: 25
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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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#3 | ||
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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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