Post by Boaster on Oct 1, 2008 6:15:44 GMT -6
The following was taken from LOMSE v3.00 readme.txt.
III. GENERAL GAME ISSUES
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ADDITIONAL RULES
The following rules were added to the game as finishing touches; we hope they enhance your visit to Urak:
Interrogation and Torture are limited to three times per turn. (How much can one prisoner take in one day, anyway?)
Any Great Temples which, through conquest, have come under the control of human and AI players can now be relinquished back to their original owners, resulting in an increase in political standing for the benefactor. This of course assumes that it was not taken from its rightful owner to begin with, as that constitutes an act of war. An as example, suppose that while in an ally's region you witness the invasion of your ally's Great Temple by a marauding party. To help your ally, you then kill the marauding party. Assuming you wish to remain allied with this Faith, you have no choice other than to relinquish their Great Temple to them, otherwise they will have to take it by force. To relinquish the Great Temple back to your Ally, simply open the Great Temple panel, and click on the 'Relinquish' button.
Fafnir, the Ice Dragon and Transferring Artifacts. Great Dragons for Fire and Air are not allowed to have other party members travel or join with them. In order to allow the Dragons to transfer their artifacts to members of other parties, we have given them the ability to transfer an artifact approximately three tiles away (very close). To transfer a Great Dragon's artifact, click on the Dragon, click on the 'Transfer Artifact' button, then click on the nearby party whom you wish to receive the artifact. All of that Dragon's artifacts will be given to the targeted party.
Note that saved games from previous versions of LOM are not comaptible with the Special Edition.
MAP EDITING HINTS & RULES
(For more detailed information on Map Creation & Editing, please check our website.)
The Props button may be used to access Random Dungeon Placement. This toggle enables or disables the placement of random dungeon encounters at run time, and saves this option within the map. When placement is turned off, all encounters must be placed manually within the editor. It is best not to place any encounters close to Capitals or villages, as they may interfere with military buildings, which are automatically placed by the program (leave at least 3 tiles around Capitals and Villages).
LOM will not support more than 75 encounters in any given region. For purposes of determining a region's borders for dungeon placement, a region extends in a thirteen tile radius from each Capital.
Random encounters will not be placed on terrain that is inaccessible to that region's Capital. In other words, the random placement will not include islands that are not attached by land to a Capital.
You may not place resource producing encounters, such as gold mines, but we have included the Statue for graphic purposes only.
The eight lowest level encounters in a region will never yield an artifact or scroll as spoils. Thus if you only place 10 encounters in a region, and turn off random placement in the properties, only 2 artifacts or scrolls will be placed in the entire region.
MULTI-PLAYER
Multi-player games only support maps that have each of the eight faiths placed on them.
For internet play we have included support for both WON.net and KALI. If you experience difficulty playing multi-player games, depending on your location, you may want to experiment with both WON.net and KALI to see which provides the best game play speed.
Note that Special Edition multi-player games are not compatible with earlier versions of LOM.
REMINDERS (Hint Locations)
Our Web site (WWW.LORDSOFMAGIC.COM or http://WWW.LORDS-DOMAIN.COM) is LOADED with free information about tips with combat, strategies and quest help.
Here is a sample-
-To cast a healing spell from inside a building, select the casting party and click on the overland map. Your party appears to pop out, but actually remains inside. Select your mage and you can now cast your spells.
-You can rename ALL units by right clicking on individual party member icons in the panel at the bottom of your screen.
HINTS AND TIPS FOR THE LEGENDARY QUESTS:
The following is a VERY SMALL sample of hints and tips that are posted on our website. We advise that you familiarize yourself with the standard game of LOM before attempting any of these special Quests. When you're ready, try the Fire Quest first, as this relatively simple adventure will help prepare you for the other, more complex Quests.
General notes
Maps in all the Quests have been carefully constructed to provide the player with hints. Following roads is always a sure bet to lead you to further adventures. This does not mean that you shouldn't stray from these roads at times, just return to them when looking for further action.
Fire Quest
-Get to the palace quickly, as aspiring adventurers might get there before you and receive better supplies than you.
-Keep an eye on your ale consumption, but don't expect marauding parties to keep your bellies full. Taking their lairs is a better bet for a full meal.
-Never underestimate the value of Mana potions.
Death Quest
-Remember that experience after a battle is distributed equally among surviving party members. If you create too large a skeleton army at the beginning of the Quest, not only will it be a burden on your supply of crystals, but in the long run you may reduce the level of the party members you need the most, your missile units, and yourself.
-Elven archers succumb easily to a skeleton that is raised in their midst.
-Raising shades and skeletons can cause your party's arrangement to be reshuffled. As a result, some units may not appear on the interface panel, though they do still exist in the party and can be selected on the combat map. When you return to the overland map, moving any unit out of or into the party will rearrange the party so all your units will once again be visible on the interface.
Earth Quest
-A thief is supposed to be stealthy. When entering a cave as a thief it is a good idea to sneak about.
-You can do an 'aimed' attack for greater damage. Though it takes a bit more time, the additional damage is usually worth it.
-Once you emerge from hiding, you can return to stealth after a short period of time, even if you are being chased.
-Sturdy dwarves can become even harder to damage when you order them to parry.
-Don't drink all your Ale if you can avoid it! (Boy those Dwarves are thirsty.)
Order Quest
-This is a quest for wisdom, and as such it will require some wisdom on the part of the user to get through it.
-The Order Quest is less geographically structured than the other quests, and exploration is encouraged. If nobody has asked you for help or given you an adventure recently, keep exploring.
-If you get bogged down by the stylized text, after receiving a new adventure click on the adventure roster and then click on an individual adventure. You will see a summary of the adventure in more familiar language.
-This version of the Arthurian Tales is based on the version written by Sir Thomas Malory, and not on any recent movie or TV interpretations (so don't expect Sam Neil to show up anywhere).
The Fifth Quest...
It is on your CD! ACHTUNG and Happy Easter!
Once you find it, come to our website for more hints. (O.K., when alone it is a good idea to run behind obstacles and to try and take enemies on one by one. Keep running.)