History VideoGame / MasterOfMagic

19th Mar '17 4:36:16 AM Ramidel
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** Halflings are small and weak, no mistaking it, and they lack access to university research and its infrastructural fruits. But they produce massive quantities of food, their [[SufferTheSlings slingers]] are deceptively lethal, and because they're so nice, they're actually the best possible administrators for a multiracial empire. Very few races would object to being governed by halfling governors, who don't oppress conquered races and who make sure that the food always reaches the table.
17th Mar '17 8:58:01 PM NOYB
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And yet another SpiritualSuccessor is in the works, called ''[[http://myworldsofmagic.com/ Worlds of Magic]]'', which is more of a lawyer friendly remake of ''Magic of Magic'' instead of being "inspired". However, the critical reception has not been kind.

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And yet another SpiritualSuccessor is in the works, called ''[[http://myworldsofmagic.com/ Worlds of Magic]]'', which is more of a lawyer friendly lawyer-friendly remake of ''Magic ''Master of Magic'' instead of being "inspired". However, the critical reception has not been kind.
15th Jan '17 11:27:47 AM nombretomado
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''Master of Magic'' only held together after patching - in the pre-WWW era - and has more [[GameBreaker GameBreakers]] than you can shake a stick at, but is still fresh and offers numerous things to fiddle with. The in-game help system is marvelous. The game remains appreciated and has the odd SpiritualSuccessor, particularly the ''AgeOfWonders'' series, which is similar in having tactical combat, ItemCrafting and "research from random spellbook" approach, but weaker non-linearity factors.

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''Master of Magic'' only held together after patching - in the pre-WWW era - and has more [[GameBreaker GameBreakers]] than you can shake a stick at, but is still fresh and offers numerous things to fiddle with. The in-game help system is marvelous. The game remains appreciated and has the odd SpiritualSuccessor, particularly the ''AgeOfWonders'' ''VideoGame/AgeOfWonders'' series, which is similar in having tactical combat, ItemCrafting and "research from random spellbook" approach, but weaker non-linearity factors.
6th Oct '16 12:29:22 AM Ramidel
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* MasterOfNone: Orcs are a downplayed example. They are the purest of vanilla races with no real weaknesses and no real strengths, but what this means is that their military is nearly always inferior to High Men, while their economy is essentially identical. However, they make excellent slaves for less-advanced races, and they're also excellent garrison troops, producers and researchers for a wizard with summoned armies.
5th Oct '16 11:44:49 PM Ramidel
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* FightsLikeANormal: Life armies. Other forms of magic often phase out normal humanoid units to a greater or lesser extent in the midgame in favor of summoned monsters, but Life has only a handful of summons and they aren't designed to be made into armies. Instead, Life magic focuses on raising and buffing Normal Units, resulting in endgame armies of normal men supported by magic, but fighting with mail and steel instead of dragon-fire or sorcerous lightning.

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* FightsLikeANormal: FightsLikeANormal:
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Life armies. Other forms of magic often phase out normal humanoid units to a greater or lesser extent in the midgame in favor of summoned monsters, but Life has only a handful of summons and they aren't designed to be made into armies. Instead, Life magic focuses on raising and buffing Normal Units, resulting in endgame armies of normal men supported by magic, magic (and yes, possibly with an Angel in their midst), but fighting with mail and steel instead of dragon-fire or sorcerous lightning.lightning.
** The Warlord trait doesn't provide you with any magical benefits whatsoever. It just turns your normal units into master fighters.
5th Oct '16 11:39:15 PM Ramidel
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* FightsLikeANormal: Life armies. Other forms of magic often phase out normal humanoid units to a greater or lesser extent in the midgame in favor of summoned monsters, but Life has only a handful of summons and they aren't designed to be made into armies. Instead, Life magic focuses on raising and buffing Normal Units, resulting in endgame armies of normal men supported by magic, but fighting with mail and steel instead of dragon-fire or sorcerous lightning.
5th Oct '16 9:44:16 PM Ramidel
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*** BornInTheSaddle: Nomads are a nation of horsemen and [[ProudMerchantRace merchants who get extra income from trade routes]]. Instead of regular cavalry, however, they get [[HorseArcher Horsebowmen]].

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*** BornInTheSaddle: Nomads are this in theory, though in practice they're similar to High Men, as well as being a nation of horsemen and [[ProudMerchantRace merchants who get extra income from trade routes]]. Instead of regular cavalry, however, they get [[HorseArcher Horsebowmen]].Horsebowmen]], harkening back to their raider origins. Also unlike High Men, they don't get Engineers and roads - instead, they are masters of traversing untracked wastes, and their merchants don't ''need'' roads or rivers.
5th Oct '16 8:26:40 PM Ramidel
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* HumanSacrifice: The Dark Rituals spell turns the town's religious building into a center of this, reducing pop growth and increasing unrest in exchange for mana.
5th Oct '16 6:18:03 PM Ramidel
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** To a certain extent, the lowly spearmen as well. Their base stats are pathetic beyond reason, but they require zero gold upkeep (only eating one food per turn), and having just one in a city is enough to allow you to defend the city yourself with magic. Finally, spearmen units come with more figures than most other unit types, so they get more benefit from attack enhancements than an equivalent unit of swordsmen.

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** To a certain extent, the lowly spearmen as well. Their base stats are pathetic beyond reason, but they require zero gold upkeep (only eating one food per turn), and having just one in a city is enough to allow you to defend the city yourself with magic. Finally, spearmen units come with more figures than most other unit types, so they get more benefit from attack enhancements than an equivalent unit of swordsmen. Dark Elf spearmen are the epitome of the "lethal joke" part, being one of the most powerful normal units in the game through their magical power.
5th Oct '16 5:52:03 PM Ramidel
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** OurOrcsAreDifferent: Instead of being TheHorde-like, they are a fully civilized race with access to engineers, universities and cathedrals (among other things). They can build every building in the game and have [[JackOfAllStats no particular specialty]], and their normal units are the baseline from which other races' units vary.

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** OurOrcsAreDifferent: Instead of being TheHorde-like, they are a fully civilized race with access to engineers, universities and cathedrals (among other things).things) - in other words, these are ''classic'' Tolkien Orcs, though their morality (also like Tolkien Orcs) is a function of their master rather than being AlwaysChaoticEvil. They can build every building in the game and have [[JackOfAllStats no particular specialty]], and their normal units are the baseline from which other races' units vary.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.MasterOfMagic