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June 14th, 2008, 08:53 AM
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Private
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Join Date: Jun 2008
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Masquerades queries
Hello everyone. I'm Matt and have just recently purchased the game (two years late I know) and I'm currently trying to feel my way through it, generally choosing to play as the sea-based nations because I just like the idea.
I've read the manual through, up to the grimoire that is, played the tutorial and attempted a few SP games which have each ended when I've begun to feel I'm not going anywhere.
I'd like, if I may, to use this thread to ask questions of the helpful readers among you, more knowledgeable than I in this game, that are causing me to stumble or that I'm not entirely certain of the answers to.
In my experience so far I'm starting to get the impression that the capital province is always 100% magic-site searched, but I'm not certain - Is this the case?
So far, whilst playing as Atlantis EA, spells Dark Knowledge, Voice of Tiamat and a search by a Basalt Queen Prophet have repeatedly yielded no new discoveries in the capital so I'm concerned I'm wasting turns there.
That's actually the only question that springs to mind at the moment but I'm sure I'll need to ask more. Many thanks in advance to anyone that helps, Matt.
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June 14th, 2008, 08:57 AM
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Sergeant
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Join Date: Sep 2006
Location: Kaiserslautern, Germany
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Re: Masquerades queries
Hey welcome to the addiction =)
You cant find new sites in your capital. To get quick help on some questions or first mp experiences, you might want to consider to join the irc channel
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June 14th, 2008, 09:12 AM
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Major General
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Join Date: Sep 2006
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Re: Masquerades queries
Quote:
Masquerade said:In my experience so far I'm starting to get the impression that the capital province is always 100% magic-site searched, but I'm not certain - Is this the case?
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Yes, you will never find additional magic sites in your capital.
Furthermore there is a limit of 4 magic sites per province, so not worth searching when you find 4. Once you have searched with a lvl 4 or higher in that magic path, you will have found all magic sites of that type.
Once you have played a nation yourself, you might want to read the strategy guide for it (stickied at the top), to see how it can be played differently and other players views on that nation.
Hope you enjoy the game.
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June 14th, 2008, 10:43 AM
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Private
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Re: Masquerades queries
Thanks for the answers.
I wasn't aware that there was a max number of sites and was also under the impression that some magic sites might require high level magic searches to be discovered.
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June 14th, 2008, 11:58 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Masquerades queries
The answers are generally correct, so dont let me worry you.
However, for those who are more jaded with the game (like me) and tempted to rock the boat... the game does make it possible to break those rules. But it would most likely be done by map commands. In other words, its possible to play a map where the starting magic sites are not the same, or additional hidden magic sites at the capital. I havent seen such a game map created yet. Its an option yet to be explored.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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June 14th, 2008, 12:56 PM
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First Lieutenant
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Join Date: Nov 2006
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Re: Masquerades queries
Quote:
Masquerade said:
Thanks for the answers.
I wasn't aware that there was a max number of sites and was also under the impression that some magic sites might require high level magic searches to be discovered.
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The ones that need high level magic searches need level 4. There are very few such sites, level 3 gets almost everything.
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June 14th, 2008, 01:58 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
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Re: Masquerades queries
In a general sense, 3 and 4 ARE "high magic." Pretenders can go way above that but that just gives you an idea of how incredible they are (when you spend the points for them). If your nation can get Fire-3 or Astral-4 recruitable mages it is considered to be quite strong in Fire or Astral, respectively. Of course it also matters how much they cost, whether they're recruitable anywhere, etc. Generally speaking, if you've searched a province with a Level 3 mage you've probable found everything there is to find in that path. Even a level 1 or 2 will find a high percentage of what's there, so you may or may not want to spend the gems to search it with a spell.
-Max
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Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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June 14th, 2008, 02:02 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Masquerades queries
If you're interested in the detailed numbers, stickied strategy guide thread links to site-searching guide.
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June 14th, 2008, 06:51 PM
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General
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Join Date: Jun 2003
Location: az
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Re: Masquerades queries
Quote:
Masquerade said:
I'm currently trying to feel my way through it, generally choosing to play as the sea-based nations because I just like the idea.
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For SP games the water nations are a good place to start... unfortunately the AI land nations are very poor with attacking water provinces so eventually you'll want to choose a land nation and maps with very few water provinces.
Also max out supplies for the game settings as this will help the AI from starving its troops.
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June 14th, 2008, 07:09 PM
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Major General
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Join Date: Sep 2006
Posts: 2,198
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Re: Masquerades queries
A good guide for magic paths on mages is:-
Lvl 1 = Weak
Lvl 2 = Average
Lvl 3 = Strong
Lvl 4 = Powerful
Lvl 5+ = Pretender God
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