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-
- M a s t e r o f M a g i c
- Version 1.1
-
- -----------------------
- Problem Troubleshooting
- -----------------------
-
- Please make sure you have the following memory available:
-
- 581K Conventional Memory
- 2.7M Expanded Memory
-
- Refer to your DOS manual for information on memory management.
-
- It is recommended that you have the statement FILES=20 in your
- CONFIG.SYS file.
-
- If you use the QEMM memory manager, there are a couple of
- problems that you should be aware of.
-
- 1. You should not use the STEALTH configuration. This mode
- is known to cause problems with Master of Magic. You should
- remove the ST:M or ST:F switch from your QEMM386.SYS command
- line and then re-optimize. If you need help doing this you can
- consult Quarterdeck Office Systems Tech Support at
- (310) 392-9701 from 5:30am to 3:30pm EST.
-
- 2. It is not recommended that you use Microsoft's SMARTDRV.EXE or
- SMARTDRV.SYS with the QEMM memory manager.
-
- 3. If you use SMARTDRV.EXE or SMARTDRV.SYS, you should disable the
- write cache using the /X switch.
-
- ------------------
- Manual Corrections
- ------------------
- There have been many changes to the game since the printing of
- the manual. Master of Magic contains an on-line help system that
- reflects these changes. To access the on-line help, you can
- right-click specific portions of the game screen.
-
- ---------------------
- Sound Troubleshooting
- ---------------------
-
- If you use a SoundBlaster sound card, you must have your BLASTER
- environment variable correctly SET.
-
- If you use a SoundBlaster sound card that is set to IRQ 10, you
- may experience problems. Try configuring your card for a lower IRQ.
-
- If you use a Pro Audio Spectrum card, you must have the MVSOUND.SYS
- driver properly installed.
-
- If you use a Roland or General MIDI sound card, you may experience
- some delays when starting Master of Magic. These cards require a
- short initialization period.
-
- If you use a Roland or General MIDI sound card, you may need to turn
- your machine off and then back on when changing settings in the
- INSTALL program.
-
- --------------
- Hints and Tips
- --------------
- If you would like to skip the intro animation and continue your
- current game, you can run the WIZARDS.EXE instead of the MAGIC.EXE.
- When you type WIZARDS, the continue save game (SAVE9.GAM) will be
- automatically loaded.
-
- -----------------------------------------
- Version 1.1 Feature Changes and Additions
- -----------------------------------------
- Archmages gain +50% towards their spell casting skill.
- Node Mastery makes you immune to having your spells dispelled
- while in a node.
- The special ability of Famous now starts you with 10 fame.
- Channeler reduces the cost of spell maintenance by 50%.
- Conjurers also gain the reduction in casting cost for creatures
- summoned within combat.
- High Men cannot build fantastic stables.
- Beastmen can build a war college.
- Berserkers require an armourer's guild.
- Berserkers have 7 hand to hand, 3 defense, 3 thrown,
- 7 resistance, and cost 120 gp.
- Hammerhands now have a 4 defense.
- War Mammoth requires an armourer's guild.
- Stag Beetles require stables.
- Sky Drakes are now very rare creatures.
- Djinns are now very rare creatures.
- Halflings no longer have a +1 defense.
- Maleus now has the spell of flame strike.
- Magicians 5 strength Warlocks 7.
- There is now a resistance roll for weakness.
- Teleport only cost one movement point in combat.
- Galleys and Triremes have a 4 defense.
- Wrack has a +1 bonus to the target's resistance roll.
- Galleys have a 2 range arrow attack with 8 shots.
- Units may only fire 1 missile attack each turn. Firing
- a ranged attack ends the unit's turn.
- Pathfinding allows all units within the stack to move
- on land squares as if they were roads.
- Non-Corporal units can move on any terrain as a road.
- Desert map squares cost one movement point to cross.
- A left mouse click on any resource on the city view
- screen will give a complete accounting and breakdown
- of resource production.
- Rare and very rare fantastic units have had their defense
- increased:
- Chaos Spawn: 6 DEF Sky Drake 10 DEF
- Chimera: 5 DEF Wraith: 6 DEF
- Efreet: 7 DEF Death Knight: 8 DEF
- Great Drake: 9 DEF Demon Lord: 10 DEF
- Angel: 7 DEF Stone Giant: 8 DEF
- Arch Angel: 10 DEF Gorgons: 7 DEF
- Storm Giant: 7 DEF Beheemoth: 9 DEF
- Air Elemental: 5 DEF Colossus 10 DEF
- Djinn: 8 DEF Great Wyrm: 12 DEF
-
- ----------------
- Customer Support
- ----------------
- If you are experiencing problems with Master of Magic, you can call
- the MicroProse Customer Support Line at (410) 771-1151 weekdays from
- 9:00am to 5:00pm EST.
-
-
- THANK YOU FOR PURCHASING MASTER OF MAGIC!
-
-