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I am an avid heroes of might and magic 2 & 3 fanatic. How does this game differ to them game play wise?

Besides the obvious graphics differences.


I did play and enjoy the master of orion 1 & 2 games.
Post edited April 06, 2019 by UndeadHalfOrc
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UndeadHalfOrc: I am an avid heroes of might and magic 2 & 3 fanatic. How does this game differ to them game play wise?

Besides the obvious graphics differences.

I did play and enjoy the master of orion 1 & 2 games.
This is a little closer to one of the Civilization games than HoMM.

Units must be built, construction of units and buildings takes multiple turns, cities can be created and destroyed during the game, there is research to do, units can wander around freely, and only up to nine units can stack together in a tile at one time.
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UndeadHalfOrc: I did play and enjoy the master of orion 1 & 2 games.
Klackons are here.

I guess the canon story for Master of Magic is that a wizard controlling the Klackons cast the Spell of Mastery but eventually had a heart attack. The bugs continued expanding and eventually became a starfaring civilization. The physics of MoM and MoO are easily-reconcilable by the fact that any sufficiently-primitive magic is indistinguishable from technology. The notion that all their tech is merely the decaying manifestation of the wizard's enchantment is a plausible narrative for the Klackons.
Ok, so, I saw a complete playthrough and the guy summoned some powerful monsters early in the game that pretty much cleared the early game surroundings, no army required. O_o
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UndeadHalfOrc: Ok, so, I saw a complete playthrough and the guy summoned some powerful monsters early in the game that pretty much cleared the early game surroundings, no army required. O_o
Choosing 11 books of the same color at the start gives you one rare spell, and several of the rare summons can murder the normal units that are around in the early game.

Also, some units are simply much more effective than others.