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Rex Little
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I agree. By the time I can summon the top creatures (Great Wyrm, Great Drake, Sky Drake, Death Knights, etc.) the game is all over but the mopping up.
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pchang
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Cupertino?
Aug 1999 time: 05:13
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Edit the system.ini file. Find the section which says:
[386Enh]
and add 2 lines so that it says
[386Enh]
EMMInclude=D400-E3FF
EMMExclude=C000-CFFF
This assumes you don't already have any EMMInclude or EMMExclude statements in there.
Make sure you have a boot disk. This may hang your machine and you will have to edit it back out. The key are the memory locations. The above will work with a default system, but you may need to play with the memory locations and change them around.
Last edited by pchang on 25-06-2001 at 20:38
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Rex Little
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An interesting approach; I'll have to try something like it. I don't agree with all his choices; I'd certainly forget about "charismatic", since the enemy wizards always attack you before long anyway. (Granted, that special ability has other advantages.) I'd probably also dump "artificer"; I almost never make magic items, preferring to find them in nodes, towers, etc. I'd probably take a chaos book and a sorcery book with the leftover picks.
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Jack the Bodiless
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Converted underground reservoir tank.
Jan 1970 time: 05:13
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A few things I've tried:
Undead trolls (e.g. Black Channels). Undead units don't heal, but regeneration doesn't count as normal healing (it's Nature magic, not Life). Undead trolls regenerate, negating the biggest disadvantage of being undead.
For a challenge, try Lizardmen, Gnolls etc with Node Mastery. You're very limited in the buildings you can construct, but you get some decent units for early capture of Nodes. I had a very satisfying victory on Impossible with Lizardmen once (I was lucky, I got Armageddon and my magical power skyrocketed).
Pikemen are VERY powerful if you can give them more than 1 hit point per figure: they get Armor Piercing, and there's 8 in a unit rather than 6 for Swordsmen. With boosted hit points, even Great Wyrms will get badly hurt chewing through them. When I'm playing Humans, I generally use them instead of Swordsmen as basic city guards, then cast Heroism and Lionheart (if possible) on them when they're attacked. With 32 hit points per unit and all combat bonuses multiplied by 8, they're awesome.
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Rex Little
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Jack is right: research of other spells counts against the cost of Mastery, so having it come up sooner is no help.
I agree about pikemen. When the computer uses them, I have a lot of trouble taking them out unless I have good ranged attackers.
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Father Beast
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My head stuck permanently in my civ
Feb 2000 time: 22:13
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quote: Originally posted by Jack the Bodiless
The Runelord discount also stacks with the Artificer discount for creating magic items. With 50% off for Artificer and 25% off for Runelord, you can make items at 25% of the usual cost! |
Good heavens! it make me wonder just how many combinations there are available at startup to combine for absurd discounts. the guy who chose conjuror and sorcery mastery for a ridiculous discount on summoning sorcery creatures. then he got a couple more sorcery books and it got really absurd.
most of these things are availble to all players, so it's really not that unbalancing, I guess.
On another subject, I decided to try the life supertactic #1 (with torin), and I foundmyself picking up a few specials from ruins and nodes. I got a sorcery and a nature book, but then I managed to get Node Mastery and Nature mastery. Apparently the game doesn't worry if you have the preqs in giving these specials (ie, 4 nature books for nature mastery, etc)
Funny thing is, the computer gave me the nature mastery (doubling power from nature nodes) and node mastery (doubling all node power), meaning that I get 4 TIMES as much power from nature nodes!!
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