PherdnutChiken

PherdnutChiken

Joined Member # 1267674
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I suggested small planar areas earlier. Not as big as Myrror but tough places, where, if you conquer the Fortress of Fire, say, you could gain substantial bonuses to your fire magic/summons and maybe a special critter. I think they're going to play it smart though and just do a basic update with a few bells and whistles for now. They can do all that totally new fun stuff when the game makes them a crapload of money so it's still worth bantering about IMO. Hell, even if don't it's still fun to ba

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You need an alchemist's guild (I think that's what it's called) to get mithril or adamantium on your weapons. Otherwise, I think it just serves as a mana bonus. Consequently, some races can't get the magic weapons. I wouldn't bother waiting for the paladins. It's nice to have some kind of a meatshield against certain types of enemies but a group of five elite slingers can take on just about anything the AI will throw at you and ultra-elite (attainable with Warlord) slingers are just ridiculous.

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Tougher nodes did typically give out better goodies. Sometimes an AI would hit a tougher node in my game and wear it down but not win. Then I would go in, kill the last couple critters remaining and it seemed like I still got the value of the original group of monsters. I think node difficulty is covered by how big it is (how many squares are covered by the shinies emitting from the center of the node.). They also seem to stock more monsters over time although the little ones may have a much sma

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I just started dating an actress who did voiceovers for Infogrames. Maybe we can convince her to do some espionage. You know, get into some files, whiteout a few zeroes here and there, forge some signatures and BOOM! Stardock gets full creative control over MOM and first rights of refusal for any upcoming sequels for $5.00 hmm... no let's not be too obvious. $50.00. [Message Edited]

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Let every race build high level buildings? That's a major balancing point. Some races were built to conquer other races, not colonize and build massive cities. They trade off getting nastier units quickly whereas the others gain the benefit of improved resources at the cost of slower development. I've already discussed my take on racial balancing in another thread. Basically, "Don't." Some races are much more challenging to use or are better captured than started with. It keeps things i

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Huh? Towns don't do research. That's just a factor of your mana slider bar. I also don't see any easy solution to the issue of food micromanagement short of having a better town sorting system like MOO2's where you can easily find cities that don't need as much production. Amen on build queues though. I always wished they would just let you set up several predetermined build queues for every possible structure in MOM and MOO2 that automatically ignores unavailable structures due to race

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[quote]I'd be happy to see the overall number of races whittled down to 8 or so... then make that the max number of players per game, and you can concentrate more on giving each one a unique, GalCiv-type AI... [/quote] Uh.. but the other players were based around the Wizards themselves, not the races. Sometimes I would start with a single town of lizard men and never build another one because the other races had much better city building. I think I see where you're coming from

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Most of that made sense but I don't see the point of allowing multiple spells to be cast. If you're casting a really nasty Global Enchantment I think that should tie up your spellcasting efforts. Besides do you really want the AI dumping constant firestorms on your units and casting corruption on your cities while casting global enchantments. I think that would get pretty annoying. The auto button issue would probably be best resolved by allowing players to turn off auto for specific un

398 Replies 100,504 Views