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Might and Magic The Might and Magic Discussion Thread

What is the best Might & Magic game in the series?

  • Might and Magic: Book I

    Votes: 17 2.3%
  • Might and Magic II: Gates to Another World

    Votes: 30 4.0%
  • Might and Magic III: Isles of Terra

    Votes: 60 8.0%
  • Might and Magic: World of Xeen

    Votes: 183 24.4%
  • Might and Magic: Swords of Xeen

    Votes: 5 0.7%
  • Might and Magic VI: The Mandate of Heaven

    Votes: 215 28.6%
  • Might and Magic VII: For Blood and Honor

    Votes: 130 17.3%
  • Might and Magic VIII: Day of the Destroyer

    Votes: 27 3.6%
  • Might and Magic IX

    Votes: 11 1.5%
  • Might and Magic X

    Votes: 73 9.7%

  • Total voters
    751

Snufkin

Augur
Joined
Mar 11, 2012
Messages
589
Doom with bows. Dont forget to strafe.
 

TheDeveloperDude

MagicScreen Games
Developer
Joined
Jan 9, 2012
Messages
655
LOL, this real-time only play is somewhat crazy and fun. But it is maddening as well, because of the recovery times. I am smashing Attack/Shoot buttons like crazy and nothing happens.

You probably have the run by default option on, which doubles recovery times. Hold the walk key to recover faster. With everyone using a bow you are practically a machine gun.
Thank you very much! Indeed there is a big difference in delay. I can see that when I cast only a Bless out of combat.
I am always using the run option by default.
This is why I cannot remember to this slow recovery annoyance for my first MM6 FPS play 25 years ago. I probably used the walk option. I was a very patient man around then.
 

covr

Prophet
Patron
Joined
Sep 3, 2006
Messages
1,453
Location
Warszawa
EDIT: I've found out it has been already discussed there before and I am just late to the party.

Apparently there's a new standalone mod for MM7, using some of the assets from MM8 and a couple of some new QoL stuff. It's called Amber Island and there's even a dedicated site for the mod here https://mightandmagicmod.com/
I've played for some time it is more polished experience than any MM6-MM8 game. Better lvl design, better towns, generally more dense gameplay.
 

d1r

Single handedly funding SMTVI
Patron
Joined
Nov 6, 2011
Messages
4,509
Location
Germany
What is the best way to play MM merged at the moment? Considering that you have three games at once, balancing surely must be complete ass. Any mod recommendation for that?
 

index.php

Arcane
Joined
Jul 5, 2013
Messages
939
https://www.reddit.com/r/MightAndMa...combat_log_stats_and_convenience_mod_for_mm7/
Combat Log, stats and convenience Mod for MM7

I've been thinking about the combat log feature for MM games .... probably for 20 years, since the first attempts to catch and write down messages from the status line.
Much have changed since that time, details of the game mechanic revealed, but still there are argues about who is better and what build/party setup is viable.
For a long time there was no other options but theorycrafting but then... Ive stumbles upon MAW MMMerge mod and it was fantastic experience. First of all in terms of game thrill, but also in showing that you can do with the game, and how you can do this. Basic features of damage processing were already implemented in MAW, and I've developed them further, and applied for all-time classic MM7.
So let me present the CombatStats and Convenience mod for MM7
- Zero changes to the game itself, it is the same good old vanilla MM7, all your save games compatible, all your certificates will be valid)
- Combat logging, in-game combat history, postprocessing with bunch of comparison metrics, data export
- Enhanced tooltips, ultimate characteristics such as DPS and effective health (Vitality) for wise gear selection
- Optional convenience features are also part of the mod - Repair/ID skills share, in-game travel schedule and fantastic inventory sorting
Attached pictures will give you the basic insights, more details in the mod page:
https://github.com/torkvato/CombatStats-MM7-mod

https://preview.redd.it/dugt6wt6xqc...bp&s=05054a28b67ba42fe2691b0b736005b7c806db0e
https://preview.redd.it/83cz0f6axqc...bp&s=014d5d41b53fa56d561fb902d679f2991e85d0ca
https://preview.redd.it/jsqr4pacxqc...bp&s=1bdae8cd2b28f1546b9f662213c922bed301d476
https://preview.redd.it/u9qardkdxqc...bp&s=17e8fbc80b73a5a6a7009350d8648f5825da0d1d
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
14,127
Very cool. Small nitpick, but I wonder what does DPS even mean here? DPT, or real-time DPS based on attack delay? It's been a while, but I thought attack delay in M&M 6-8 had a minimum delay based on the engine that was pretty significant so I'm not sure how meaningful a DPS meter really would be from that perspective.

I always liked MMXL's and Xeen's "extra attacks/strikes" version more in that sense. The realtime combat mechanics were always really kludgy and weird because of the sacrifices they made to make things flow versus old school, much more mechanical turn-based combat. Spellcasters/ranged didn't really notice as much, but for melee it was obvious.
 
Joined
Jan 7, 2012
Messages
15,714
Cool mod but... why MM7? Should be been for MM8/Merge if you want to support all 3 games at once, or MM6 if you want to do it for the best game.

Very cool. Small nitpick, but I wonder what does DPS even mean here? DPT, or real-time DPS based on attack delay? It's been a while, but I thought attack delay in M&M 6-8 had a minimum delay based on the engine that was pretty significant so I'm not sure how meaningful a DPS meter really would be from that perspective.
It looks like DPS, but I'm not sure how they are counting the timeframe. Total time with enemies aggroed? Total time spent recovering from attack cooldown? Latter would probably make the most sense.

The minimum delay is pretty short, I don't think you reach it unless you're really highly skilled. Guns bypass the limit and have 0 min delay.
 

UndeadHalfOrc

Educated
Joined
Nov 5, 2023
Messages
146
Is there an arena in Darkside of Xeen to fight random monsters?
In MM4 (Cloudside) there is the warzone, but I found nothing of the sort in MM5
 

GaelicVigil

Liturgist
Joined
Nov 13, 2013
Messages
591
What is the best way to play MM merged at the moment? Considering that you have three games at once, balancing surely must be complete ass. Any mod recommendation for that?

This is your best bet. You don't need the MAW mod, just stop at or before multiplayer.

Updated installation guide for MAW MMMerge:
download MM8 from GOG
following 3 files needs to be copied into MM8 folder in that exact order.
download base MMMerge at this link: https://1drv.ms/u/s!AklOx6zaOmQgbHB1-Avia15ruaI?e=H4IcBJ
MMMerge patch: https://gitlab.com/letr.rod/mmmerge/-/archive/Rodril_nightly_build/mmmerge-Rodril_nightly_build.zip
download Multiplayer Here: https://gitlab.com/letr.rod/mmmerge/-/archive/multiplayer/mmmerge-multiplayer.zip

download either:
stable MAW release: https://github.com/Malekitsu/Maw-Mod-MMMerge/releases
latest version: https://github.com/Malekitsu/Maw-Mod-MMMerge/archive/refs/heads/main.zip

put MM8 folder into desktop
set mm8.exe into Windows Service pack 2 (or 3) compatibility mode.

https://discord.com/channels/1134855436219191388/1134868334664482817
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
16,355
Invest your gold early in the bank and don't touch it. It hurts but is worth it imho. Well, it worked for one run.
 
Joined
Jan 7, 2012
Messages
15,714
Investing early doesn't help much because your gold income goes up dramatically. Getting a few % on 1k gold doesn't matter when you come out of the next dungeon with 5k.

It's not clear which game you're talking about but just google how to farm money in whatever you're playing, do that as early as possible, and then put something substantial like 100k into the bank.
 

UndeadHalfOrc

Educated
Joined
Nov 5, 2023
Messages
146
Is there an arena in Darkside of Xeen to fight random monsters?
Not really, but in the long run there's a huge surplus of XP, it's money for training that's the bottleneck.

I'm not interested in the XP, I just wanted a place where random monsters from Darkside can appear. I guess not.

I completed the game for the first time recently, and I had no problem with money. I ended up level 196, with the help of free "level ups".
I admit I did a few gemstone runs (maybe 4 or 5?) early on in darkside, when I was about level 25-30, to sell lots of ruby/emerald/sapphire plate armors/plate mails, and stashed that profit in the bank.
After I completed the entire game, including all the WoX bonus dungeons, but before beating the Megadragon, I was 31 years old, level 108, with 42M in the bank.
After spending (almost) all of that money on training, I was level 149. I then collected my accumulated free level ups up to 196.
I could have used the +50 temporary level well you find in in the dragon clouds, but I didn't even need to to beat the megadragon. Heck, I managed to beat him at lv108. I wouldn't have even needed to spend any of my 42M gold on training at all.
 

GaelicVigil

Liturgist
Joined
Nov 13, 2013
Messages
591
I'm about 30 hours into MM7 (Merge) and am overflowing with money. I've always had more than enough to buy as much equipment as I needed.
 
Joined
Jan 7, 2012
Messages
15,714
Not really sure on merge's balance but usually money becomes at problem at high levels. The cost keeps increasing while the rate you find it from exploration tends to flatline around midgame.
 

Mauman

Scholar
Joined
Jun 30, 2021
Messages
1,322
Not really sure on merge's balance but usually money becomes at problem at high levels. The cost keeps increasing while the rate you find it from exploration tends to flatline around midgame.
Never had that problem in 6, 7, or 8. Merge or not.

The games that was a serious problem for me was 3/4/5 unless I used the bank exploit.

2 had spells that could remove money issues like duplication. Or just get stuff in the Dragon's den...or whatever it's called....the dungeon with the Ancient Dragons.
 

Jvegi

Arcane
Glory to Ukraine
Joined
Nov 16, 2012
Messages
5,573
So... what mods do I need for VI to make it as user friendly as it can be without some bullshit modder rebalancing?

My only experience with those games is VII played for about 10 hours untill I got bored of the repetive towns visiting loop and found I can't develop some of my characters they way I planned, because of class restrictions.

I'm in dire need of a numbers go up game that can run on potato.
 

index.php

Arcane
Joined
Jul 5, 2013
Messages
939
So... what mods do I need for VI to make it as user friendly as it can be without some bullshit modder rebalancing?

My only experience with those games is VII played for about 10 hours untill I got bored of the repetive towns visiting loop and found I can't develop some of my characters they way I planned, because of class restrictions.

I'm in dire need of a numbers go up game that can run on potato.
GrayFace MM6 Patch: https://grayface.github.io/mm/#GrayFace-MM6-Patch
 

UndeadHalfOrc

Educated
Joined
Nov 5, 2023
Messages
146
MM2: is there any way to restart a new game?

And I mean really restart a save file: reset 1) hirelings data, 2) cartography data, and 3) current year.

So far the only way I know is to keep a backup copy of the roster.dat save game that came from a fresh install.

So I guess if you ddn't think of making a backup of that original, untouched file, you're stuck? Not my case, I have a backup, but I'm curious if there's a way to do it inside the game.

MM1, on the other hand, stores everything in the characters themselves, so you never need to reset a MM1 game file.

How does MM2 on Genesis handles saves files?
 

madrigal

Augur
Joined
Oct 23, 2012
Messages
251
So far the only way I know is to keep a backup copy of the roster.dat save game that came from a fresh install.

So I guess if you ddn't think of making a backup of that original, untouched file, you're stuck? Not my case, I have a backup, but I'm curious if there's a way to do it inside the game.
You don't need to make a backup. There is a backup on the installation disk. You can transfer the characters through the menu.
 

UndeadHalfOrc

Educated
Joined
Nov 5, 2023
Messages
146
So far the only way I know is to keep a backup copy of the roster.dat save game that came from a fresh install.

So I guess if you ddn't think of making a backup of that original, untouched file, you're stuck? Not my case, I have a backup, but I'm curious if there's a way to do it inside the game.
You don't need to make a backup. There is a backup on the installation disk. You can transfer the characters through the menu.

thanks.
using the transfer option from the menu, and an original roster.dat file, it indeed reset all characters, erased the cartography data and also hirelings, BUT it kept the year at 906.

I know nothing happens when you reach year 1000, but it would be funny if it did and you got stuck with the same save file where you beat the game multiple times and it's stuck at year 999 !
 

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