View Full Version : Master of Myrror Fantasy Mod 2.0


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mrtn
Mar 01, 2005, 07:18 PM
Ah, please, this is a English speaking forum. If you want to tell Drift he's great, do it in English, ok? :)

Drift
Mar 02, 2005, 02:19 PM
Thanks everyone for the feedback. I'm currently very busy as we just moved into a new apartment and my studies keep me extremely occupied. Therefore I don't have the time to reply in depth at the moment. I will read everything though and address suggestions and bug reports when I have the time to do so. Thank you, and keep the feedback coming. :)

(I could try to squeeze out a new patch to address the essence of death causing a crash. It's due to it having probably the wrong pedia entry. I'm starting to regret rearranging the unit list as it has caused loads of trouble.)

tjedge1
Mar 02, 2005, 05:21 PM
That's exactly why I have avoided that. Instead I use a spreadsheet. It has all the catagories and then I fill them in and organize them by flags then reset them in the order they are in the mod. Very confusing otherwise trying to find units. Easy to forget some too.

aaglo
Mar 02, 2005, 11:48 PM
hmmm... I think I've built the essence of death, and I had no problems with it - I think I'll have to check that tonight... :hmm:

Cabbit
Mar 03, 2005, 08:47 AM
Here's the exact file; I think this has to be from the essence of death becuase when I changed production to a granary in the last autosave the game didn't crash.

Drift
Mar 03, 2005, 09:53 AM
Cabbit, you don't have the latest patch (or you are playing a game that was started with the previous one)

A lot of buildings and wonders used palace's pedia entries for some mysterious reason, which made the game look for a wonder splash for palace when you built them. This has been taken care of in the latest patch.

This was a relief. I really didn't want to patch up the game again. :)

azzacanth
Mar 03, 2005, 10:13 PM
I just loaded the most recent patches up.. not sure what version I had before but I did have a version of MoM on here previously. (suggestion: start including version numbers in the description panel of your mod - the part visible from the civ-content menu...)

I play for a turn, plant my city, go to do my tech tree and get this :(


EDIT: Nevermind, I just discovered there are two different files, I must've loaded the wrong one. (MOM instead of Master of Myrror)

Ok, trying again...after wasting half an hour redownloading the original incase I had a corrupt install :)


EDIT again: I tried the second file and it too crashed. so I deleted everything and reinstalled. Iguess that half hour was not wasted. we'll see how it goes

Cabbit
Mar 04, 2005, 07:41 AM
Sorry about that. I downloaded the patch files about a day before I installed them. When I did install them I must have extracted the files in the wrong order. After re-installing the latest patch everything appears to be going smooth so far.

aaglo
Mar 05, 2005, 09:26 AM
I've noticed, that many units made by kinboat (all the gnolls, the new spiders) don't have any sounds (which is quite disturbing at times...)

Drift
Mar 05, 2005, 10:31 AM
@aaglo

Yeah, that's one of those things that has been on my to do -list for ages. I suck at adding sounds for units, it takes time and it's tedious business. With all my other duties at the moment, I can't promise that I'll be able to add those unit sounds. :( If someone who is good at that stuff wants to help, I'm more than willing to accept.

tjedge1
Mar 05, 2005, 04:11 PM
I've pieced some together for my mod, but I used sounds form in-game and a couple others for gnolls like a hyena laugh. For the spiders, I just used the old giant spider sounds.

I could try to upload them if you wanted.

Drift
Mar 05, 2005, 04:22 PM
Please do so. :) If you upload just the sounds and ini-files, it doesn't even take up much space. (The way I would do it is make a copy of the unit folders in question, delete all the flics, and then pack them into a one zip).

Thanks a lot for the offer. :)

tjedge1
Mar 05, 2005, 04:42 PM
Ok here they are. With INI's included and a Sounds folder where the sounds are. Each INI has the links to the sound folder and vanilla sounds. I can't promise high quality, but I haven't had any complaints from my beta testers. :)

Drift
Mar 05, 2005, 05:51 PM
Thanks a lot. These will sure come in handy.

MacktheKnife
Mar 10, 2005, 01:58 AM
It's a great mod, seems like it would be really fun in multiplayer. A few problems I've noticed, though. Chaos and death mages seem to roll over and die throughout the game (monarch difficulty). Most of their cities have very low populations, making them fall like dominos. Perhaps the AI decides to constantly draft citizens with those? Nature and life were well balanced, though I saw Minerva with several black dragons mid-game (Tech level VI or VII, and I was ahead of her). I thought those were exclusively death, and I have no idea how she got 4 of them while we were still using ents and half gnolls. Keep up the good work.

Drift
Mar 12, 2005, 01:49 AM
OK, now we’ve settled down in our new apartment, my big study project has been submitted and I’m starting to get the hang of my new work. So, I finally have some time to look at the feedback properly.


Bezhukov & others
- Tech of other factions costing more to research. Interesting, but not a priority. Fiddling with tech is always very risky as it contains a large probability of messing up the whole system so I’m very hesitant to try it at this point. At the moment, at least I find myself focusing on my own branch just to get my higher level units, so the priority of research is forced ‘softly’. BTW MoM doesn’t use the flavor system at the moment for anything.
- Tedious late game. I’ll adjust the rally point system and the race units. I do hate having too much units to move around and it was my one fear with the rally points - being overwhelmed with the task of managing the units created by them. I’ll do what Bezhukov suggests.
- Limited government options. This is another concept that would be nice to implement, but that would be very impractical due to technical limitations forced by the game engine. Also, I don’t have the time for major stuff like this. I hate having to cut down on my involvement with the mod, but it has already taken too much of my time.

@MacktheKnife
- Chaos and Death mages being too weak. The main thing holding them back is the forced labour. It seems that they whip their citizens just for the fun of it. However, I’ve seen dominant chaos and death mages. I do realize that it’s more common to have life mages and especially nature mages at the top, but balancing this kind of a mod with the tools available while keeping the factions diverse, will always result in a compromise of some kind. I’ve lowered the penalties for forced labour and from time to time I wonder if that’s because they use the whip so willingly. Maybe I should bring the penaly back to normal level and see what happens.
- Minerva having dragons. This is probably due to mixed up unit producing wonders in a previous version. It has been fixed so you should get the latest update.


I’ve been hoping for a bit more feedback actually. However, myself staying pretty quiet for the last few weeks hasn’t probably helped. The rally point system especially is something I’d like to hear more about. I guess it’s a good sign, that no-one has written a bitter complaint about how I’ve ruined my mod. Anyway, I do plan to follow Bezhukov’s advice and tone down the spawning rate with 4 turns being the fastest.

Next patch will come in the near future. Exact date remains to be decided, but I plan to get it done rather soon.

Lusikka755
Mar 12, 2005, 02:35 AM
I would be eagerly testing but I have the matriculation examination starting on Monday :( And after that the entrance test to the university of Tampere. So I'm quite busy this spring.

Drift
Mar 12, 2005, 02:42 AM
@Lusikka755
Don't worry, I understand perfectly. I also hear you on the entrance exams. I'm studying at Tampere university for my third year and I'm considering to take them again this year in order to change the subject I'm majoring in. Those exams are brutal.

aaglo
Mar 14, 2005, 02:16 PM
I've been playtesting this patch for quite some time now, and the only true complaint I can find is the 6-turn minimum research time :p.

There are also some minor issues, mainly in the civilopedia which isn't up to date (wrong links and such).

And there's also one thing (that is actually my fault): some of the undead sounds (especially on the tomb swarm) are a bit too loud :lol:

Drift
Mar 14, 2005, 02:47 PM
@aaglo

Nice to hear you're liking it overall. :)

Hmm, 6 turn minimum. It has been some time since I fiddled with the tech and all I can remember is that it wasn't fun. Not fun at all. I don't know... tech advancement has been ok for me, but do you feel like the overall tech advancement is too slow or is it just the 6 turn minimun that's bugging you?

Maybe if I made the minimum 4 turns and increased tech cost slightly? I really don't know as the whole tech thing has million different variables with all of them affecting each other.

I'll put the civilopedia in order for the final version. What are some of the other minor issues not related to civilopedia?

I've played 2.0 beta 3 so little that I haven't really heard the undead units much. Hmm. I have the tools to tone down the sound files, maybe I'll have a go at it. Although I'm not very good at the whole sound thing. What's the wav-format they should be in? Mono/stereo, 8/16 bits per sample, what frequency? edit: mono, 16 bit, 22Khz seems to be the norm.

Cabbit
Mar 14, 2005, 07:42 PM
I've been playing the new Beta whenever I've had some free time, for a while now, and like Aaglo, I don't really have any complaints. I like the new rally point system, even though it's annoying not to be able to upgrade any of my race units.

I'm slightly annoyed by the research limits, but not enough that I think it needs to be changed (or, at least, changed on anybody's Mod besides mine).

I still haven't gotten past the second era in any of my games yet, so if there are late-game changes I haven't really experianced them, so I can't comment on them.

A stupid remark on race-symmetry:
In the current version of MoM there is a race-required navel unit for elves, humans, and lizardmen(the Giant Turtle,which happens to be my favorite naval unit in the mod); this means that the resources are slightly unbalanced. If you added a navel unit or maybe a special unit of some other kind for orcs or trolls then the "bonus race-units" would be symmetrical over mage types (Life, Chaos, Death, Nature), even though the resources would still not be exactly symmetrically distributed w/ respect to each race resource (elves, dwarves, humans, etc.).

But that's not neccessarily something that needs "fixing", because I don't think that every resource has to exactly as powerful as the others, slightly un-even strengths lends itself to more variaty.

Anyway, for the most part, the mod still looks great, and it's nice to see some of the new Aaglo units in action. Btw. as regards your Mod surviving a lapse in development (this comment is in the WH thread), I personally think that MoM could and should survive, even if you after you are no longer able to devote anymore time to developing it. It's unquestionably (in my opinion) one of the best 2 fantasy modpacks for Civ 3), and is in my top 3 mods overall.

So don't feel like the mod is going to sink into total obscurity even if you can't devote much time to developing MoM. I look forward to the final release of v 2.0, but don't want to put any pressure on you to finish it anytime soon, becuase you've gotta have your priorities straight, real life always comes first. It's just nice to know (or hope) that it will be done eventually, and provide a sort of final gloss to one of the greatest (at least in my personal opinion) mods of Civ III in existence out there. (and besides, it seems like Clearbeard will still have some stuff to add after you finish, so the mod won't stagnate completely) :goodjob:

clearbeard
Mar 14, 2005, 08:54 PM
I've not found the 6 turn min particularly bad. I tend to like more epic games anyway, so that lends itself well. The expansion reduced it to 5 turns, but that's mainly because there are 5 branches to research instead of 4. With just the 4 factions 6 seems about right. I definitely wouldn't go all the way down to 4 turns. 5 turns with a cost increase might work too, though.

aaglo
Mar 14, 2005, 11:41 PM
What are some of the other minor issues not related to civilopedia?

That would be the sounds of many units - or rather the lack of them :)

Drift
Mar 15, 2005, 12:43 AM
Tech advancement

I'm tempted to drop the minimum research time to 5 turns. I'm not sure about the cost increasements, probably not for starters.


@Cabbit

Thanks for the encouragement. :)

I'll have to think about the resources. An Orcish ship should be doable, but I don't know how I would differentiate it from the other ships while keeping it powerful enough. No point in adding a unit just for the sake of adding it. At one point I thought of adding a bonus unit for all races. I still would like to do it, but coming up with original concepts is hard.

clearbeard
Mar 15, 2005, 01:57 AM
I'll have to think about the resources. An Orcish ship should be doable, but I don't know how I would differentiate it from the other ships while keeping it powerful enough.

As an alternative, perhaps an Orcish artillery unit? That would be in keeping with the philosophy of Chaos, you could give it move of 2 to make it sufficiently different from the existing art'y units.

Fader55
Mar 15, 2005, 03:26 AM
This is a great mod, that having been said I'd like it if the min tech research was a bit faster, since I seem to have quite abit too much money & would like to spend it there.

I think the Rally point idea is very nice, but I think that it's not working the way it's supposed to. I was playing as Freya, & had goblins, I built RP1 & then somehow skipped whatever RP makes it obsolete (3?) then built whatever the next one was 4 I think. I was getting goblin spearman & wolf riders every couple turns. Just thought you should know.

Again, a great mod.

Fader

aaglo
Mar 15, 2005, 03:35 AM
hey, that is true!
you can research some of those "dwarfs&elfs X"-techs without researching the previous ones. I think that each of those race-involved techs should have the previous tech as a required tech (so that you can't research "dwarfs&elfs III" before you know tech "dwarfs&elfs II"). And since you would need to research all those techs, the 6-turn minimum research could be a bit much. how about 5.5-turn minimum :D

Drift
Mar 15, 2005, 04:03 AM
@Clearbeard

Artillery would be my second choice, but since the other bonus units are ships, it would be best if it was a ship. However, if I was to give all races a bonus unit, there would probably be artillery as well in there.

Fader55

Good find! I'll have to fix that somehow. Aaglo's suggestion is probably the only possible option. I'm just not sure how it works with era changes as techs from a previous era can't be prerequisites for a tech in the next one. I'll look into it today.

As for the tech times, I'll go with 5 for starters. I'm actually tempted to go with 4 and raise the costs, but maybe I should go easy at first and see how it goes.

Drift
Mar 15, 2005, 05:05 AM
Aaglo, how would you feel about making a new earth elemental somewhere down the line? ED's version has disturbingly human-like look with the muscles and features. Also, it has no civ-color. I'm trying to replace all units with no civ-color and with your new Treeman, I think the only unit used by more than one mage with no civ-color is the Earth Elemental.

I had something like this in mind:
http://www.cglenn.com/images/3d/EarthElemental_b.jpg

I think it would be a cool unit. Lots of mass and weight, lumbering motions and maybe some gravel falling off as it walks and swings its huge fists... :)

I see you're pretty occupied with them hobbitses and you've said you're going to take it more easy with the unit making so I understand perfectly if you don't feel like making it. If you decide to make it, there's no rush. I'm going to release a small patch first with the gameplay changes, playtest it and then update the graphics for the final 2.0.

clearbeard
Mar 15, 2005, 05:21 AM
Good find! I'll have to fix that somehow. Aaglo's suggestion is probably the only possible option. I'm just not sure how it works with era changes as techs from a previous era can't be prerequisites for a tech in the next one. I'll look into it today.


AFAIK, it is not possible to have a prerequisite from a different era. I seem to recall trying to do that once and the editor got pissy at me. Maybe you could put the obsolescence points on the associated magic line, say one step above where the next race tech is available? i.e. Orc Rally Point III requires Orcs and Trolls III which is off of Chaos Magic VI, so Rally Point II would become obsolete at Chaos Magic VII, whether or not Orcs and Trolls III was actually researched. Since the magics are required techs, the rally points would all become obsolete at some point, but you'd still have the opportunity to get the next one before it does.

aaglo
Mar 15, 2005, 05:24 AM
I had something like this in mind:
http://www.cglenn.com/images/3d/EarthElemental_b.jpg

Hmmm... actually there is quite a lot of lookalikeness with the first version of the stone giant I was making :lol:

http://forums.civfanatics.com/showpost.php?p=2610799&postcount=112

Drift
Mar 15, 2005, 05:30 AM
@Clearbeard

Hmm. That would work, but hopefully I won't have to resort to that as that would place the two crossed over icons in the already crowded main branch...

I have good faith though that I'll find a way to do it nicely. Gotta be optimistic.

@aaglo

I had forgotten that one. :) Yeah, different color, no pants, some serious moulding to make it less human-like in appearance... Yup, should work out nicely.

clearbeard
Mar 16, 2005, 06:05 AM
@Clearbeard

Hmm. That would work, but hopefully I won't have to resort to that as that would place the two crossed over icons in the already crowded main branch...

I have good faith though that I'll find a way to do it nicely. Gotta be optimistic.


Good luck, I hope you succeed (where I failed :crazyeye: )!

DeathPantera
Mar 17, 2005, 06:55 AM
I download your beta version of master of myrror 2.0 yesterday and played it yesterday night.
I had a first problem when loading the mod in Civ-Content at 15%. It was a thing about Borgio in the flics. I pasted one of the Master of Myrror 1 into the flics.
I restarted C3C and it was missing some flics of IN and 2 other.
After solving this problem: some civilopedia files where missing: dragonshrine_chaos ... ; some units; some advanced; andf some leaderhead in the diplomacy screen.
I think i understand all these miss files because it is a beta version.
But for the little bit i played it was great!!!
There is also Dire Wolf INI and Wolf Spider INI missing.
But it was great fun playing this mod.
Congratulation !!!

Drift
Mar 17, 2005, 07:11 AM
@DeathPantera

You have made some kind of a mistake while installing the mod. Either you've installed the mod in wrong order or didn't install some part of it.

First install MoM 1.0, then MoM 2.0 Beta 3 and then the latest patch. All of them can be found on the first page of this thread.

Thanks for the compliments and hopefully you get the mod to work.

Cabbit
Mar 17, 2005, 03:52 PM
Hello,

I just won a "space-race" victory, that's a neat little cut scene at the end.
( i sort of cheated, by the way, I cut down the tech research time to 2, I never would have made it to the last era, otherwise)

On the bonus unit, discussion:
I like the idea of having an artillary "bonus unit" for the orcs or the trolls, when I think orcs or trolls, I don't really think of ships so much, but I could easily see some sort of orkish artillary unit. (i know Aaglo made an orkish cannon, I can't remember if he made any other orkish artillary units, he also made that ogre with a gun, but that seems to much like a main-line infantry unit to be used as an artillery only unit)

Edit: I checked the unit graphics thread, Aaglo also made an orc rock lobba and orc lobba, besides the cannon unit, so there are a number of choices for orkish artillary units. (grammer that's bothering me, "orc" is spelled with a "c", at least in most fantasy contexts, but "orkish" sounds like proper adjective to me, and that shouldn't be spelled with a "c" becuase then the word would sound like "orsish", oh well)

Drift
Mar 17, 2005, 04:44 PM
@Cabbit

Rock lobber and orc lobba (I always get confused with the names of these units) are already in the mod. They are chaos artillery with red colored orcs acting as devils. Ogre with the gun will probably be part of the new troll line. :)

The bonus unit thing has started to appeal me less during the last few days. It's again a case of me getting carried away and starting to add new stuff, while I should concentrate on polishing the current stuff. If I add anything, it's probably going to be an orcish ship - just to keep in theme with the other bonus units.

LAW_FREAK
Mar 17, 2005, 08:44 PM
It looks sweet I am going to test it as soon as it is downloaded...40%(4 min so far) I have a fast connection, lucky me.

LAW_FREAK
Mar 17, 2005, 09:56 PM
Only played for a little bit and I'm already high! Great mod, I'll give more critism when I actually play the game for more that 10 minutes.

fe3333au
Mar 17, 2005, 11:08 PM
Wow Man ... Turn your signature down ... it's deafeningly blinding ... :scan:

EDIT: Arr That's better ... thanks Law Freak :goodjob:

FoulFoot
Mar 20, 2005, 02:16 PM
I've enjoyed playing the various stages of this mod, and a hearty congratulations -- and thanks! -- are certainly due.

I agree with most of the points made so far. The tech advancement seems a bit slow, but only a bit -- the slower pace actually makes for a more interesting game (though it makes it much harder to get back on top if you fall behind...). A reduction to a 5-turn minimum is probably a good move.

Ungor's Hell Hounds seem overpowered. He gets them at Chaos Magic V, and they trump every other unit in the first age (and trump most of the units in the second age, too!). Att 5, Def 3, move 2, +1 hp... they've got it all. Ungor builds 40 of these and rampages over the map. I'm all for having a shift in the power alignment from time to time, but the Hound seems a bit too much.

The AI doesn't prioritize race resources... though that's probably a limitation of the game engine. I can often beat the AI to a race resource. I may be imagining this, but it seemed like the AI (in regular Civ) made a concerted effort to obtain rare resources, such as Uranium, and I'd find myself switching to uncluttered-map-view to find out which AI had Uranium (or Aluminum, etc) and strategizing on how to negotiate/fight for them.

In practical terms, I haven't noticed the Dwarven Fortress giving a 100% defense bonus... it doesn't seem to make any difference at all (i.e., my Warrior Monks (def 4) should have a def of 8 behind a fortress, but they certainly don't seem to). Again, might be my imagination (or bad dice rolls), but it'd be worth checking out.

For some reason, three of my satellite cities -- that were sitting on an island off the coast, by themselves -- became connected (trade-wise) with the rest of my empire, *before* any of them had built a harbor (or fishery). I couldn't figure that one out.

That's about all I can think of -- and these are certainly minor issues. I'm having a blast with the mod, and am completely impressed with the effort. Keep it up!

Foul

fe3333au
Mar 24, 2005, 12:49 AM
Hi Drift

I have just re-installed MoM, played prior to the Beta 3 verson ... Fantastic :goodjob:

I have installed in this order ...
>Master of Myrror 1.0
>Master of Myrror 1.01 patch
>Master of Myrror 2.0 Beta 3
>Master of Myrror 2.0 Beta 3 patch 2

Love the new leaderheads ... especially Minerva and the new Tauron :)

I found an error in the Kali Description
Kharan used to be a general-king of the Cursed Legion. Now he walks the earth ... etc ... no biggie but :p it's there

Look forward to exploring the new version and interact with the new aaglo units :D

Drift
Mar 24, 2005, 05:54 AM
@FoulFoot & fe3333au

Thanks for the feedback. I'm off to my Easter vacation, but I'll reply in depth when I get back. :)

Installation order was correct btw. :)

travathian
Mar 27, 2005, 09:34 PM
@FoulFoot & fe3333au

Thanks for the feedback. I'm off to my Easter vacation, but I'll reply in depth when I get back. :)



Welcome back from Easter. I hate you.

I just uninstalled Civ3 since I started school and dont have time to play it anymore. Now I stumble across this mod. *must fight urge to reinstall*

Once again, I hate you. Oh, and you suck too. I put a hex upon you and your kick-ass mod!

aaglo
Mar 28, 2005, 02:01 AM
:lol:
Enjoy your school :p

Drift
Mar 28, 2005, 05:35 AM
I've enjoyed playing the various stages of this mod, and a hearty congratulations -- and thanks! -- are certainly due.

Thank you. It's always very touching to have a longtime CFC-member with a low post count post in your thread. It makes you feel special. :)

A reduction to a 5-turn minimum is probably a good move.

I agree about the 5-turn minimum. 4 would probably be too drastic a change.

Ungor's Hell Hounds seem overpowered.

I have to agree with you there. Chaos Knight itself is a great unit for its time and the same unit with 3 defense is pretty mean. I'll have to think about it. Chaos Knight is pretty problematic unit to base a unique unit on. I may have to replace some other unit or go with the somewhat boring "same unit with a cheaper price tag" -approach.

The AI doesn't prioritize race resources...

The AI doesn't really understand the importance of resources in general. It seems to be worse in MoM than it is in regular Civ3, but I'm not sure about it. There really isn't anything that I can do about it. I'm not sure if the change in the way race units are produced affected the AI. It could be that the AI doesn't fully understand that the small wonders unlocked by race resources give free units to it. It might be that it appreciated buildable units more and researched the techs more often.

In practical terms, I haven't noticed the Dwarven Fortress giving a 100% defense bonus...

If the pedia claims a 100% defense bonus, I'll have to fix it. I'm pretty sure however that it states 25% that is what the improvement gives. It's not much, but as it affects all city sizes and can coexist with all the other defense bonus improvements, it can't be too strong.

For some reason, three of my satellite cities -- that were sitting on an island off the coast, by themselves -- became connected (trade-wise) with the rest of my empire, *before* any of them had built a harbor (or fishery). I couldn't figure that one out.

I'll have a look at the improvement stats. I can't think of anything that would explain that.

Thanks for the feedback. :)


@fe3333au

The pedia has some errors in the latest betas. I'll fix everything for the final release, I've just focused on more pressing issues lately. :)

Nice to hear you're enjoying the mod.


@travathian

Good, I can feel your anger. Play the mod with all of your hatred and your journey towards the dark side will be complete.

No seriously, go study and when you get home, then play the mod. Homework is for wussies.

No, really seriously, keep your priorities straight. Plenty of time to play the mod during holidays and weekends.

And if I lost you with that modified quote, it was from Star Wars. ;)

lachniet
Mar 28, 2005, 08:41 AM
Its a lot of fun, and pretty bug free. I did notice at one point that I was able to research a level II and level III of the same tech once, but alas I forget which one! I think it might have been one of the racial ones.

Thanks for doing it! I like squishing spiders, they make a satisfying noise.

Jebus_H_Cripes
Mar 30, 2005, 09:21 AM
Firstly, I'd just like to say thanks for such a great mod. You've managed to kill any remains of my social life thanks to this mod ;)

Secondly, I haven't read the entire thread, but I would imagine that there have been a few comments about this already, but I find the colour scheme VERY difficult on the eyes. It's decidedly too dark overall (even with the lighter texture packs) and the magenta tint on everything actually gives me a headache (seriously!). It's so bad, that I find I can't even read many things. I've had to go and replace the original textures for nearly everything (aside from the unit images, terrains, and whatnot) with the originals, but I'm wondering if in future releases you'll consider releasing the mod without the UI alterations and perhaps a non magenta tinted set of textures for terrain and whatnot? While I can live with the customized version I'm using now, I still find the terrain and unit images to be difficult to make out (ie. I almost can't see a difference between sea and ocean tiles). Or maybe it's just me and my old man's eyes :)

I understand your desire to emulate the look/feel of Master of Magic in certain ways, but I'm hoping you'll consider releasing a version that's not so hard on the eyes. Oh, and if you've already addressed this in some way (ie. telling people to flip off if they don't like it ;)), feel free to ignore me.

Anyway, thanks again for a great mod that's finally made my purchase of Civ3 worth it! :D

Jebus

fe3333au
Mar 30, 2005, 09:30 AM
Welcome Jebus_H_Cripes to CFC :goodjob: ... the dark terrain has been mentioned before ... have you tried DL'ing the Brighter Terrain Files ... see front page of this thread ... they may be less straining on your eyes :p

Drift
Apr 04, 2005, 12:14 PM
Thanks for the feedback!

@lachniet

Thanks for the bug-report. This has been fixed for next patch.

@Jebus_H_Cripes

I've lightened the color scheme numerous times and I believe that the last time was final. As for making an alternative, bright terrain, I'll think about it. I'll have a look at it during the next few days. It's not out of the question, but I'd like to get the 2.0 off my back as quickly and with as less work as possible.

Edit: I tested the bright terrain quickly and I like it as well as an alternative. 2.0 will include a brighter terrain. (roughly as bright as regular Civ3 terrain) :)



I've decided to go directly for 2.0. So the current beta will be final. I can't promise when it's done, but the good news is that I've got all the units I need (well, Kinboat finishing his Pegasi rider would be great) and when CivArmy gets his Comanthyr done, I've also got all the leaderheads (Galen's getting the axe). I've updated civilopedia during last few days and made some small changes. Unfortunately the only way I could make the race system work was to make each race tech mandatory for era advancement. This sucks, I know. Maybe it helps that to compensate it, I lowered the minimum research time to 4. So, 2.0 is coming. Maybe during the next couple of weeks. :)

Steel General
Apr 04, 2005, 01:16 PM
Great news! Looking forward to it.

Jebus_H_Cripes
Apr 04, 2005, 02:56 PM
I've lightened the color scheme numerous times and I believe that the last time was final. As for making an alternative, bright terrain, I'll think about it. I'll have a look at it during the next few days. It's not out of the question, but I'd like to get the 2.0 off my back as quickly and with as less work as possible.

Edit: I tested the bright terrain quickly and I like it as well as an alternative. 2.0 will include a brighter terrain. (roughly as bright as regular Civ3 terrain) :)


You are a God among men ;) Anxiously looking forward to the final release.

Jebus

Wauthan
Apr 05, 2005, 01:12 PM
*Cough* Ahem... I'm not someone who easily hands out compliments through the Internet. In my opinion it's very difficult to tell if such kind words are truly sincere.

That said I feel it would be a shame not to mention how appreciated your mod have been Drift. Three of my friends recently bought second-hand copies of the game because myself, and others, have heartily recommended this mod. As far as I know you have created the foremost tribute to the golden oldie Master of Magic.

My hat goes off to you Drift. Through a considerable sacrifice of personal time you've created a solid strategy game that's able to stand on its own legs, with minimal support from the original CIV III mechanics. You've put the invidual creations of the community, though brilliant on their own, into a greater whole. Your continued and dedicated efforts to perfect your mod puts many of the large game developing companies to shame.

On behalf of myself and my friends I thank you for sharing this mod with the world. I hope when you look back at the time you spent on the project that you will feel that it was time well spent.

(This does of course not mean that I think any less of any of the other mod projects presented in this forum. It's just that me and my friends are still hoping for a sequel to Master of Magic, the game that devoured much gaming time indeed, and this mod comes pretty darn close.)

Drift
Apr 05, 2005, 02:07 PM
@Wauthan

That has to be the most touching piece of feedback I've ever received. It's things like this that keep us modders going. Thank you. This moment will be one of those I'll remember when I think back on Master of Myrror in the future.

WhiteDoberman
Apr 07, 2005, 09:38 AM
I have downloaded all this stuff and did what the instructions said. I still cannot get it to run. I get messages saying there are missing files etc. I don't know what else to do that I have not already done. I would really appreciate a copy of it on a cd to load on my system if anyone would be kind enough to do that. I have blank cds if that is a problem I would gladly mail some to whomever would deign to help me out. :(

fe3333au
Apr 07, 2005, 09:46 AM
Welcome WhiteDoberman

I too had this problem and then DL'ed the file again ... in fact with some mods I've had to DL a couple of times before a got a 'pure' copy ...

Then I used a programme called GetRight which is free (search google) and it allows the DL to be resumed after dropouts ... maybe this will help

The other option is to inform us which files are missing

Hope this helps

WhiteDoberman
Apr 07, 2005, 10:07 AM
I will run it again and write down the missing files and post it. I am using Internet Download Manager. For some reason the file is missing 5mgs. I don't know why......... :cry:

WhiteDoberman
Apr 07, 2005, 10:26 AM
Instead of 166 mg it is only getting 165.705 which is leaving .295 unaccounted for. It gives me different error messages but here are 2 of them

"art\advisors\TA_all.pcx"
art\units\shadowdemon\balrogvictory.flc

I hope this tells you something

Drift
Apr 07, 2005, 10:41 AM
@WhiteDoberman

I'm sorry to hear that you have trouble getting the mod to work. It seems that for some reason the download becomes corrupted. Do you have an access to a broadband and a cd-burner somewhere?

Also, if I get the 2.0 final released during the next few weeks, you'll have to download the whole thing again if you are planning to upgrade. So, I really have to suggest you to wait a bit for the final version to be released and then try to get someone to download if for you or use a download manager like getright. Hopefully it'll work out some way.

WhiteDoberman
Apr 07, 2005, 04:42 PM
I have a cd burner but no broadband. Nothing I downloaded worked except for the title page file. It is quite lovely I might add. Suitably dark and brooding. I love it.
I guess I'll wait if I must, unless someone takes pity on me and sends me MoM 1. somehow.......... :mischief:

WhiteDoberman
Apr 07, 2005, 07:41 PM
I downloaded "Get Right" and installed it.. When I used it to try and download the MoM 1. I got the same results again.........not 166mgs but 165.705mgs which means some of the file is missing from the get go.........so it's not me being a dumb fem........

Drift
Apr 07, 2005, 10:33 PM
@WhiteDoberman

The file size I mention in the download isn't an exact figure. I should've picked that up from your earlier post already, sorry.

fe3333au
Apr 08, 2005, 11:25 PM
@WhiteDoberman
Did you try installing the new download of MoM ... it may have fixed your problem ...

If not can I suggest that you try DLing another mod and see if you have similar problems ... if so post a question on the Computer Talk subforum in the Colosseum section of CFC

Regards

Hellbound
Apr 12, 2005, 05:57 PM
Well, i was invading Ungor's island using a lot of Dragon ships, and i loaded a Spirit of the forest in 1 ship; tried to unload it into enemy territory and my Civilization game crashes :cry: And i didnt save the game :lol:

So maybe this is a bug or my computer?

Also, The Forest spider doesnt have any sound.

By the way, this is the best mod i've ever played :goodjob:

Good job Drift

WhiteDoberman
Apr 12, 2005, 08:36 PM
I would not venture to comment on why your computer crashed, :rolleyes:
but I will say this, "It pays to save". Saves you from pulling out your hair sometimes! :mad:
I have a *****y computer which desparately needs an upgrade so I have had my share of problems. :nuke:

fe3333au
Apr 12, 2005, 09:24 PM
I take it that you were successful installing the game WhiteDoberman? ... is it working for you now?

Hellbound
Apr 12, 2005, 11:04 PM
heheheh yeah it really sucks when game crashes and dont save a game. But is ok to me i always like restarting a game.

fe3333au
Apr 12, 2005, 11:10 PM
@Hellbound
No autosave?

Drift
Apr 13, 2005, 12:38 AM
@Hellbound

That's a known bug and because of it, I've turned off relocating spells to ships. However, I had forgotten to check "transports only foot units" on couple of ships making it possible to place spells on them.

Thank you for the bug report!

Llewen
Apr 13, 2005, 06:40 AM
@ Hellbound

If autosave is active it should be saving every turn I believe.

WhiteDoberman
Apr 13, 2005, 07:21 AM
No I haven't gotten to play the game yet. It crashes about the time I build my first city. A very nice person has volunteered to send me the game on a cd along with Warhammer and some other stuff. What a prince. So I hope to be trying it out next week. Auto-saves have saved my efforts many times.

Hellbound
Apr 13, 2005, 02:36 PM
LoL no autosave, i might start to use it :mischief:

BiffQJ
Apr 14, 2005, 05:04 AM
Hi there, first time posting.

First of all, I think the mod is fantastic. Very very enjoyable.

One "bug" I found (unless it's intentional), is in the race rally points. I'm playing as Ungor right now, and I have five of the eight races. I first got Orc rally point II, and then because in the second age I was speeding through the chaos techs, I then immediately went for Orc Rally Point IV. The problem that I found, is that while I'm getting the Uruks from Rally Point IV, Rally Point II is still producing Black Orcs. I don't know if there's a way to fix this or not, but I just thought you should know.

aaglo
Apr 14, 2005, 05:12 AM
Hi, and welcome to cfc.
Yep, that bug is know, and Drift found the only way to make this from happening is, that the race-specific techs are required for era advancement.
And due to that, the minimum research rate of techs has been lowered to 5 or 4 turns (currently 6 turns). Maybe the tech costs of those race-specific techs should be lowered too?

BiffQJ
Apr 14, 2005, 03:15 PM
Thanks for the response.

The other possible idea that I just had would be to make the race-specific advances requirements for one another (i.e. in order to get Orcs & Trolls IV, you would need Chaos Magic IX AND Orcs & Trolls III).

Anyway, like I said, I am enjoying the game very much. Thanks for a great addition to Civ.

Drift
Apr 25, 2005, 01:23 AM
Hi again. I've actually managed to do some work with MoM during last few days. It's not that there is that much left to do - it's just that most of the time I'm too busy to do it. However, I have my first build of 2.0 done and at the moment there is just one or two unit graphics left to add. I'll have to go through civilopedia, reconsider some game elements and do a bunch of small tweaking, but I have a feeling that the end is near. I won't make promises as I can't be sure I can keep them, but I have a feeling that the 2.0 will be done in two weeks of time. It will be a completely new download so unfortunately everyone has to download it from scratch.

aaglo
Apr 25, 2005, 02:27 AM
eww... download it from scratch.. :eek:

:lol: - is this going to be as big as the current wh-mod (~260 MB)? I guess it's going to be close to that :)

BTW, will you also update the previews in the 1st page?

Drift
Apr 25, 2005, 02:35 AM
My current build is 250MB zipped. Final version should be a bit smaller as an executable RAR is more efficient. However, there is at least the Tuskgor Chariot still going in so 220-240 will probably be the final size.

It's a lot, I know. However, I want to make the download as simple as possible with just one file and possible updates. An update version isn't out of the question, but I really would like to get a clean start for the 2.0.

I'll naturally update the previews on the first page. :)

fe3333au
Apr 25, 2005, 05:30 AM
Fantastic News thanks Drift ... :)

dottim
Apr 26, 2005, 03:14 AM
it's great to hear you nearing a final version, I've been waiting for it ;)

Drift
Apr 27, 2005, 10:05 AM
Just when the finish line is in my sights, things take an unexpected turn. However, it's a positive one. Just... unexpected. You may have noticed the change in my signature - at this point I'm not going to say more than that it's not just a new name for the MoM 2.0 you are familiar with...

More information to follow. Sometime in the future.

fe3333au
Apr 27, 2005, 10:38 AM
Sounds interesting

Endovior
Apr 28, 2005, 12:33 PM
Just installed MOM2B3... and I noticed an odd bug. Playing as Rjak, I built (cast?) Spider Mastery. 5 turns later, I was rewarded with a Black Dragon.

Now, I'm not complaining, but that seems a little odd...

Drift
Apr 28, 2005, 12:59 PM
@Endovior

Hmm. The units spawned by improvements/wonders were messed up at one point due to a utility program I used for arranging the unit list, but I believe I fixed them for beta3 or at least for its fixed .biq-file. Anyway, my latest build of MoM II has spider mastery generating giant spiders, so it has been taken care of already.

Thank you for the bug report though and hope you have good time with the mod (and the upcoming release.) :)

Cabbit
Apr 28, 2005, 01:25 PM
Master of Myrror II - The Fall of Arcanus

Ok, I know it's kind of pointless to drag out this thread with a comment that is probably on everybodies mind anyway but:

Master of Magic II: The Fall of Arcanus

What does it mean? the mystery, the anticipartion, the speculation!

ergh! the frustration.

Can't wait to hear what it is.

Llewen
Apr 28, 2005, 01:40 PM
Master of Magic
Freudian slip... :)

Drift
Apr 28, 2005, 03:38 PM
@Cabbit

I'm sorry to keep you and others in the dark, but the good news is that the reason for me being quiet about the mod's future is only partially caused by me being wicked and secretive. ;) It's also because things are still in motion, pieces of the puzzle aren't in place yet even for myself. I don't want to make accidentally false announcements.

What I can say is that Master of Myrror II will have a couple of different play modes. One of them is probably an option of playing with the old race resource setup - race units being buildable in normal fashion. The other... is something different. ;)

Cabbit
Apr 29, 2005, 08:25 AM
I still don't know what it is, but I know it'll be good.

Freudian slip... :)

oops

Emperor Meiji
May 02, 2005, 05:07 PM
@Cabbit

I'm sorry to keep you and others in the dark, but the good news is that the reason for me being quiet about the mod's future is only partially caused by me being wicked and secretive. ;) It's also because things are still in motion, pieces of the puzzle aren't in place yet even for myself. I don't want to make accidentally false announcements.

What I can say is that Master of Myrror II will have a couple of different play modes. One of them is probably an option of playing with the old race resource setup - race units being buildable in normal fashion. The other... is something different. ;)

My first post. :)

Master of Magic is one of my fauvorite games. When I saw your mod, well, you can guess what happened. I still play it from time to time.

And when you wrote this... the costumizable wizards...well, let's just say you made my day.

Keep up the good work dude. :goodjob:

Drift
May 03, 2005, 03:03 AM
@Emperor Meiji

Thank you for the compliments, but I'm afraid either you've gotten a wrong impression or I'm misunderstanding 'customizable wizards'.

To clarify my clues and hints:

The wizards won't be customizable. There are going to be just alternative play modes (3 at the moment) that are essentially 3 slightly different modpacks. Two of them will resemble each other a lot as the only difference will be the race unit system. The third will be more different from the other two, but the details are still in the works. It's that third one that gives the mod its new name - Fall of Arcanus and its that third one that has aaglo making those unit requests of mine...

Llewen
May 03, 2005, 11:31 AM
I just want you to know that every time I see a Rock Lobber, I think of the B-52's...

aaglo
May 03, 2005, 12:04 PM
I just want you to know that every time I see a Rock Lobber, I think of the B-52's...

to me, this statement does not make any sense to me... :confused:

fe3333au
May 03, 2005, 12:28 PM
B52's were a band who did a famous song called 'Rock Lobster'

Llewen
May 03, 2005, 12:34 PM
Rock Lobber, oooahooo,
It was a Rock, it was a Rock, Rock Lobber...

You have no idea how painful it is to have that running through your brain at 3:00am...

tjedge1
May 04, 2005, 06:25 AM
I'm glad I never heard that song. So I can't fell your pain. Though I'm having trouble getting the tune from Hitchhikers Guide to the Galaxy out of my head.

"So long, and thanks for all the fish..."

OwieB2003
May 04, 2005, 02:11 PM
<ot>

42.

</ot>

tjedge1
May 05, 2005, 03:01 PM
<ot>

42.

</ot>
"It would have been easier to get the answer if there had been a question."

I almost didn't catch that. :lol:

Drift
May 10, 2005, 12:55 PM
Due to my studies and work requiring 100% attention until the end of the month, the mod won't be progressing an inch during the next few weeks.

So, what's that mystery thing I've been planning? I guess I can reveal it - it's not really that big of a mystery and with the mod development postponed until June, I don't want to keep the two people who are excited about it waiting. ;)

The alternative play mode that I've been talking about is a sort of prequel to the original Master of Myrror. If you've read the short background story that is displayed at the beginning of each new game, you know that the mages came to Myrror due to their old world of Arcanus being destroyed. The new play mode "The Fall of Arcanus" tells that part of the story.

The Fall of Arcanus has naturally new terrain graphics - Arcanus is a lush, earth-like realm - not a gloomy twilight world like Myrror. The race units have a completely new twist and most importantly, there is sorcery magic in Arcanus. An often repeated request is finally fulfilled in The Fall of Arcanus as the Sorcery Mages make their appearance as a completely new faction.

This is the reason that has had aaglo working with those fantasy units these past two weeks. He's making units for the sorcery mages. Sorcerers are masters of illusions, water and air who rely in speed and diversion over brute strength. Their units include nagas, phantoms and multiple air units like djinns, sky drakes and flying fortresses - most of them familiar from the original Master of Magic.

The Fall of Arcanus aims at being a refreshing and inspiring take on the classic Master of Myrror. Overall, the play modes will play similarly, but there will be a number of significant differences affecting game play. The play modes will remain separate so The Fall of Arcanus won't affect Master of Myrror (this means that at the moment there are no plans of adding Sorcery Mages to MoM, but this may change still). I am very excited about all this and I hope I can make good on my promises. I'm hoping I can finish The Fall of Arcanus during June.

fe3333au
May 10, 2005, 01:02 PM
Thanks for the update ... it sounds fantastic ... thanks for getting excited about the mod again ...

Good luck with your exams ;)

Llewen
May 10, 2005, 04:06 PM
I think you'll find there are more than two people waiting with anticipation for your next release... :D

woodelf
May 10, 2005, 06:20 PM
At least 3!

tjedge1
May 10, 2005, 07:27 PM
Make that 4.

Drift
May 11, 2005, 12:23 AM
Thanks guys, it was just my typical self deprecating humor. :) Seriously, it would be interesting to know how many people play MoM.

The download is hosted at Civfanatics file server instead of 3DDownloads so I have no idea how many people have downloaded the mod. Some figures of 3DDowloads that may help at getting the number right are:

Rise and Rule: 10000 downloads
Warhammer Fantasy Mod 2.0: 8000 downloads
Rhye's of Civilization: 4000 downloads
Pentagenesis : 2000 downloads

I'd guess that MoM is in the same ballpark with Rhye's 4000 downloads. RaR and Warhammer have done exceptionally well - I don't think I have any chance at their figures.

MoM is also hosted at least at Pelit.fi - website of the big Finnish gaming magazine that had an article about the mod. I don't have access to their stats though, but it's a busy site. I've also seen MoM included at some other file sites as well.

mrtn
May 11, 2005, 07:18 AM
Remember that the vast majority are silent lurkers; for example my pollution gfx has 1600 downloads or something like that, but only a page of replies. :)
I don't feel I have the time/energy to help you beta test, but I'd like to try MoM again once it leaves the beta stage. ;)

Wauthan
May 11, 2005, 11:30 AM
Add a few dozens or so people to the waiting-in-anticipation list.

Old man, you seek the Spell of Mastery...

Mr KW Monk
May 13, 2005, 08:23 PM
Lurking in wait ;)

Thanks for putting in the all the hard work Drift.

Cheers

jimkirk
May 14, 2005, 08:44 AM
sounds like fun

Emperor Meiji
May 14, 2005, 07:57 PM
I tend to lurk everywhere I go... Though I am very excited... :mischief:

Komoda
May 16, 2005, 04:54 PM
Have enjoyed playing MoM and would like to play its expansion.
A couple of points though.

Having to reinstall it and getting the errors about Net Art\Flics\*.flc, had to copy the *.flc files from base MoM to get that section working properly.

Now my problem is, Art\Civilopedia\Icons\Buildings\fertility-small.pcx
Tried to find it in the base MoM, but unsure as to where to look.

Sorceror looks good, with what little of it I played. Any ideas as to how to fix my current bug?

MoM is still a very good mod, and enjoy it immensely. Any thoughts about a mapeditor so that someone could create maps for it? :)

Drift
May 16, 2005, 05:06 PM
@Komoda

You have made somekind of a mistake during installation - the mod doesn't have any of the errors you are getting if the installation has been successful. Delete your current install and follow the instructions on post #1 of this thread closely.

1. install MoM 1.0
2. install MoM 2.0 beta 3
3. install latest patch

All of the files are in post #1. Good luck.

clearbeard
May 17, 2005, 12:22 AM
Have enjoyed playing MoM and would like to play its expansion.
A couple of points though.

Having to reinstall it and getting the errors about Net Art\Flics\*.flc, had to copy the *.flc files from base MoM to get that section working properly.

Now my problem is, Art\Civilopedia\Icons\Buildings\fertility-small.pcx
Tried to find it in the base MoM, but unsure as to where to look.

Sorceror looks good, with what little of it I played. Any ideas as to how to fix my current bug?

MoM is still a very good mod, and enjoy it immensely. Any thoughts about a mapeditor so that someone could create maps for it? :)

For issues specifically related to The Sorcerors expansion, I maintain that on this thread. Your problems are corrected in the patches available there, and I'd be happy to help out more on that thread, if you need it.

As for a map editor, why not use the one that came with C3C?

Komoda
May 18, 2005, 08:23 PM
if you have the dl for WH2 you can find the WarriorMonk.INI, and as for MedievalJapaneseLeader.INI, you only need to look for MiddleAgesJapanLeader, within will be found the the INI for the forementioned INI file.

Komoda
May 18, 2005, 10:06 PM
One only needs to go to the following files to locate both the Medieval Japanese Leader and Warrior Monk; File Errors in MoM:S

CivIII\Civ3PTW\extras\Medieval Japan

found that even even if you correct the missing INI files, the MoM:S mod will also give you another File Error for not having the 'x_Japan Leader Default.flc',
found the mod works best if you just copy both files into MoM_sorc\Art\Units and be done with it. It seems to be working fine so far.

Hope this helps you out Clearbeard (6'2" dwarf) :D

Drift
May 19, 2005, 01:04 AM
Komoda, please keep the discussion about MoM: The Sorcerors in its own thread (like clearbeard suggested - or did you post here accidentally?).

Neither the warrior monk or the japanese leader make an appearance in regular MoM so discussing them in this thread will only confuse people.

Komoda
May 20, 2005, 03:19 AM
My apologies for using the wrong thread.

This is no doubt my first or second time for posting in the wrong thread, but then again, I only recently have been spending some time in the forums. Who really knows how long that will last.

This may not be the thread to type this, but both MoM and MoM:S, even WH2 has given me a few ideas, just wish there were more animal based units.

UWS
May 22, 2005, 10:54 PM
Just fired it up and I was told something called tombkingall.pcx (or something similar) was missing.....any ideas?

Drift
May 22, 2005, 11:12 PM
@UWS

You have made somekind of a mistake during installation - the mod doesn't have the error you are getting if the installation has been successful. Delete your current install (not really necessary, but you should install the whole thing from scratch anyway) and follow the instructions on post #1 of this thread closely. My guess is that you haven't installed MoM 1.0 at all as tombkingall.pcx is part of it and is one of the numerous files that aren't included in the 2.0 downloads.

1. install MoM 1.0
2. install MoM 2.0 beta 3
3. install latest patch

All of the files are in post #1. Good luck.

Kougar
May 23, 2005, 04:48 PM
Just downloaded this mod in the last day. Thanks to the people that put it together, I always enjoyed the MoM game.

I encountered a problem when playing this mod. I was in a multiplayer game with a friend and the computer built the Spider Mastery Great Spell. Instead of giving out the 3/2/2 spiders (or whatever it was supposed to), It started spitting out Black Dragons instead 16/6/3's.

I tried searching the forums for this problem but was not successful. Anyone able to point me to the solution?

I would appreciate any help given. Thanks

Drift
May 23, 2005, 11:30 PM
@Kougar

You probably don't have the latest patch installed. The improvements that spawn units were messed up at one part of the beta test, but it has been fixed for a while now. Check page #1. You should have Beta 3 with the latest patch installed.
Download link to the latest patch: http://www.civfanatics.net/uploads9/MoM_20_Beta3_patch2.zip
Unzip to Civ3\Conquests\Scenarios\

Kougar
May 24, 2005, 12:06 AM
Thanks Drift. I missed that link to the beta 2.0 patch when I downloaded files. It works fine now, verified it before patch and after building that wonder. ok back to the game thanks again.

Drift
Jun 03, 2005, 06:03 PM
It's June and I've started slowly working with the MoM II. I know from experience that first few days are always a pain. I hope it becomes less of a chore as I go on and I hope I can make good on my promises. It's three months until the baby is born so there really isn't much time. I'm not going to spend my summer sitting in front of this computer and I definitely won't be working with the mod in July-August so I'm hoping that I can crunch it together in as short amount of time as possible.

Vanadorn
Jun 03, 2005, 08:02 PM
Hey Drift,

Don't let RL take a back seat to this mod. I'm sure I speak for all that we'd love to see it tomorrow finished, polished, and bug free but that's not the way things are in life. Do what you can when you can.

And thanks again for all the hard work you've done already.

V

Archullus
Jun 04, 2005, 08:54 AM
Having played MoM to extinction (and I still do under DOSBox) just thought I would drop a few words saying how much the mod is appreciated. There are some minor tweaks that would finish it off (I might change the text files if they start to irritate me). The download was an experience... I use a dial up modem with a 2 hour time limit for each session; about 13 hours spread over 7 sessions - ouch! Good luck with MoM2, I will certainly keep an eye out for it. I wonder if making "barbarians" spawn on unclaimed nodes (aka Master of Magic) would distort the early game play too much.

Nanocyborgasm
Jun 04, 2005, 02:38 PM
I just started playing MoM2 a couple of days ago, and I must say, it's a much better experience than the last version. The factions are much better balanced and the game play less tedious. I'm currently playing Freya on Sorcerer level, and I'm kicking Lo Pan's butt.

Good Job!

aaglo
Jun 09, 2005, 01:43 AM
Hi Drift!
Is there anything else you need for the mod? Now would be a good time to speak up then :)

BTW, I can hardly wait for the falling of Arcanus :) (Arcanus... tee-hee :rolleyes: :p )

Drift
Jun 12, 2005, 02:19 AM
Thanks aaglo for the offer. There's not much that I need any more, but I can think of two units that would be useful.
- Storm Giant :p (aaglo said 'no' to it once before, but I'm tenacious)
- Ghost (something with civ-colors. I kinda like the graphical style of my current ghost (the eerily bright, green tinted princess), but I don't like the fact that it's a Princess waving her wand.)

This would also be a good time to state that MoM II won't be finished in June. Sorry everyone, but it has been a busy couple of weeks. I won't let RL take a back seat so as a consequence, the mod will be released probably in July. The good news is that I now have enough time to actually work with the mod a bit.

fe3333au
Jun 12, 2005, 02:52 AM
Thanks for release update Drift ... we eagerly await July or whenever, don't rush it ... :)

tjedge1
Jun 12, 2005, 10:56 AM
Would that storm giant use lightning in any way? I hope so.

Drift
Jun 12, 2005, 01:59 PM
Would that storm giant use lightning in any way? I hope so.

I have no objections to it so it would be up to aaglo. :)

tjedge1
Jun 12, 2005, 09:36 PM
Sweet. Storm Giants in Mystara love to bathe in lightning when there is a storm, and they can fling it around a bit too, if I recall correctly. They're rare in Mystara so I've never used them much. Would be a great addition to my GIant civ though.

aaglo
Jun 13, 2005, 03:35 AM
- Storm Giant :p (aaglo said 'no' to it once before, but I'm tenacious)
Uh :) , well, I suppose you'd like this one to be something like in actual MoM? Or something like a norse god of thunder? I think I could look into it, and see if I can come up with something... :mischief:

- Ghost (something with civ-colors. I kinda like the graphical style of my current ghost (the eerily bright, green tinted princess), but I don't like the fact that it's a Princess waving her wand.)
So, a warrior-ghost, but not a see-through-one? With what kind of weapon - sword or axe? I suppose you could consider it to be on my todo-list :)

Drift
Jun 13, 2005, 04:05 AM
Uh :) , well, I suppose you'd like this one to be something like in actual MoM? Or something like a norse god of thunder? I think I could look into it, and see if I can come up with something... :mischief:

You can make it anyway you like. I have full confidence in your artistic vision. The playmobile Thor I linked for reference was just a random storm giant, not a request of unit's visual appearance. :)

So, a warrior-ghost, but not a see-through-one? With what kind of weapon - sword or axe? I suppose you could consider it to be on my todo-list :)

Well, I was actually hoping for a more ghosty attack without a weapon. You know, magic style. I'm sure you could come up with something cool for it. :)

aaglo
Jun 13, 2005, 04:27 AM
aaah.... elongating, growing hand of death, that squeezes the life out of the enemies... :evil:

tjedge1
Jun 13, 2005, 05:53 AM
That sounds really cool.

Erich Zann
Jun 19, 2005, 12:34 PM
Finally took the time to register herein...

As I got Civilization III solely for the purpose of playing the Warhammer and MoM mods I might say this as a starter :
A thousand hails to Drift for this awesome mod. It has been cutting my sleep down to 3 hours a night for the past week... great.

Just downloaded the Sorcerors expansion, might try it tonight.

Oh, and of course count me in in the impatient waiting queue for The Fall of Arcanus :)

ichbinsehselber
Jun 25, 2005, 08:42 AM
Spider Mastery builds Black Dragons - My poor enemies ^^.
The dimensional rift also produces not the correct unit.
This is the biggest bug I found so far, that means: GOOD WORK, nice MOD!

Drift
Jun 25, 2005, 09:11 AM
@Erich Zann

Thank you very much. Hearing things like that means a lot to me. :)

@ichbinsehselber

Those bugs have been fixed months ago in the latest patch (http://www.civfanatics.net/uploads9/MoM_20_Beta3_patch2.zip)

ichbinsehselber
Jun 25, 2005, 02:42 PM
@Drift
missed that patch, thanks for the hint!

grimogre
Jul 01, 2005, 10:57 AM
The Fall of Arcanus.Are we there yet?Master of Myrror II was great.

Drift
Jul 02, 2005, 02:19 PM
@grimogre

Sometime in (late) July is my best guess. I've done some work with the mod lately, but it's slow going. It's summer after all and I have a lot of other duties as well.

I do hope that it'll be done before September as if it's not done by then, it will probably be released as a cut down version. Meaning that the whole Fall of Arcanus thing will be scrapped and I'll release just the regular MoM 2.0 with the two play modes (buildable race units and regular). Let's hope it won't come to that, but I have to be honest about it and say that it's possible. All depends on how much I can get done during July.

grimogre
Jul 02, 2005, 08:11 PM
:spear: In the third week of October 1994 I got my Master of Magic.It crashed and crashed.What kept me going were the tactical battles.With over 200 army types,210 spells,80 items of magic and 35 hero classes.To this day I don't think that any PC game has matched that kind of variety.My 486 had more than enough power to play the game.Explore and Conquer Magical Worlds.It's a game that never got it's due respect.:spear:

Breunor
Jul 13, 2005, 02:26 AM
:spear: In the third week of October 1994 I got my Master of Magic.It crashed and crashed.What kept me going were the tactical battles.With over 200 army types,210 spells,80 items of magic and 35 hero classes.To this day I don't think that any PC game has matched that kind of variety.My 486 had more than enough power to play the game.Explore and Conquer Magical Worlds.It's a game that never got it's due respect.:spear:

I think the game got a LOT of respect. It is in the Computer Gaming World HAll of fame. A recent poll one of the magazines had listed it as the game most voters wanted updated.

Many people feel to this day it is the best strategy game ever made. It splits people. Probably no game ever had its choices or depth. But the BUGS -- Oh my! People complain about bugs in CIV III Conquests!!

Breunor

Breunor
Jul 15, 2005, 10:15 PM
I ahve to admit to having some trouble with this mod. I trying it on the equivalent of Emperor.

I've tried it three times. In all of the games, I've had a cramped starting position. In my second game, by the time I built my first settler, Arial had about 5 cities and was smoking. In my last game, on a normal sized map, I was surrounded and had trouble getting even a third or fourth city (fortunately the AI did also).

With three trials, this can be bad luck; is there any aspect of this mod that makes it tighter at the start? On top oof this, it seems like the AI's are pretty aggressive.

I think there is a civilpedia error. When I look up the characteristic of having the races as resources, the civilopedia says that building the 'free' wonders let you draft the race unit; in reality, they give the player free units.

Incidentally, for flavor, we should probably play MoMy with few opponents. In real MoM, the they advantage you have esepecially of being on Myrror is that you have a lot of time before running into the other wizards. Of course, with Arcanus destroyed, this would probably be harder.


One other question -- why not stick with creatures/monsters in the original game? That is, why not give Nature magic war bears instead of Gnolls, Basilisks instead on Ents, etc?

To Drift and the others, thanks for the TLC you gave this Mod.

Breunor

fe3333au
Jul 16, 2005, 02:15 AM
One other question -- why not stick with creatures/monsters in the original game? That is, why not give Nature magic war bears instead of Gnolls, Basilisks instead on Ents, etc?

To Drift and the others, thanks for the TLC you gave this Mod.

Breunor
Ummm ... because the units that you describe are unmade ... so cannot be used :rolleyes:

mrtn
Jul 16, 2005, 06:45 AM
Breunor, one reason that the AI grows so fast, especially the Nature mages, is that they are Agricultural and has no starting tile penalty. This was the case in 1.0 at least, don't know if that's been changed or not...
I'm sure Drift wouldn't mind if someone made a war bear. :) And LOTM wouldn't mind either. ;)

Drift
Jul 16, 2005, 10:36 AM
@Breunor

Maybe you should try a lower difficulty setting? MoM is quite different from Civ3 after all so maybe you just need to find a difficulty setting that suits you?

I'll take a look at the civilopedia, but I don't think it says anywhere that the free wonders lets the player draft units.

I would like to use as many MoM units as possible, but if the units haven't been made, it's rather hard to do so. I've also underlined from the day one that the mod isn't about recreating original Master of Magic.

Thanks from the feedback. Hopefully I didn't sound too abrupt. I'm just busy at the moment.

This would also be a good chance to note that the mod won't probably be done in July. I'm through with giving promises of when it should be done. I will hopefully finish it one day, but if I won't then I won't. Too much things to do in real life for me to fret about a mod that was essentially finished last summer. For some strange reason I just couldn't stop working with it despite it being in pretty nice condition already. Don't get me wrong, 2.0 is superior to 1.0 in all ways. It just isn't THAT much better to justify all the work and stress it has caused.

Well, no worries. If I can't get the ambitious Fall of Arcanus done, the regular 2.0 with a choice of buildable/summoned race units is pretty much finished already. If September starts drawing too close, I'll just release them and forget about the expansion (which will be a pity as it was looking real nice).

Breunor
Jul 16, 2005, 06:27 PM
Hi Drift!

I appreciate your posting back to me!

Yup, I play on Demi in Civ 3, about to go to Diety, so I usually go down 1 (to Emperor) the first time.

I'm in my fourth game, and it is GREAT! I'm playing Lo-Pan. It's a 'normal' start, without crowding. I'm now in thirs place among the wizards I've found, 9 out of 15 -- Freya is in first and Merlin second. Maybe I'll try Monarch next time if I lose, but I'm starting to get the hang of it ....

I may lose this one, but it is exactly what I want -- it will be a tough fight and I definately have a chance!

I think the bad entry in the Civiliopedia is probably for Goblins. Check out the low level goblins like the Snortlings. I think it talks about drafting.

I really like how you HAVE it necessary to change standard Civ tactics, which is probably why I am having a tough time.

Anyway, it amazes me how much TLC you put into this. I was a BIG TIME MoM player, one of its best known players and defenders. I won MoM at the highest level over 200 times. Not only does your mod bring back fond memories, but it is just an ass-kicking mod on its own!

Thanks so much!

Breunor

aaglo
Jul 28, 2005, 07:09 AM
Bump!

Hi Drift - how's things going with this mod :) ? Is the due-date of Drift jr. getting near already :) ? And are you thinking about starting a settler-factory with missus Drift ;) :p ?

Keep it up :thumbsup: (in order to keep the missus happy ;) )

Drift
Jul 28, 2005, 01:48 PM
@aaglo

Things with the mod are going... badly. I've got too much to do at the moment to concentrate on the mod so I have no idea whether I can finish it before the due date of Drift jr. hits us. It's 5th of September by the way so there really isn't much time left. And there really is no telling if he/she decides one day during August that he/she has waited long enough already.

But yeah, I don't know how I'm going to pull the expansion off. I'll need to sit down and really look at what needs to be done and whether I have the time for it. I would really like to finish the thing as I'm really excited about it, but it just feels like I lack the time. I'm going to try though -- maybe next week after one summer exam that I have on Tuesday. It would be really shame if all your new units and my cool plans wouldn't materialize as a kick-ass expansion.

Settler factory? Well, depends on how quick a manufacturing rate 'a factory' requires. There are definite plans of pumping out more settlers, but let's take them one at a time. ;)

tjedge1
Jul 30, 2005, 03:40 PM
Don't try to rush it Drift. I'm putting together an expansion for my mod and I'm just doing it a little at a time when I have time. I would rather wait another 6 months for a good expansion instead of a few weeks for one that is missing what you wanted done. I thikn there will still be a lot of folks playing Civ3 even after Civ4 is out.

Humptycat
Aug 02, 2005, 07:15 PM
Hi All,

New to this forum. Love civ and the MODS that are beening delevoped. Have played th Warhammer and love it.

Now I think I am a moron here. I have downloaded it and winrar it.
I extracted it to Civ3/Conquests/Sce area and di the same with the patch. (Just starting with 1.0 found this site recently) .

the files are there when I look in the program area. But when I run the gaem and look under the civ content it is not listing it. Not sure what is goin on with me here.

Have down alot of DL and extracting rar files for other games with np.

Any idea what I am missing? I would really love to play this but just can not it going.

Thanks

Left
Aug 02, 2005, 08:21 PM
Did you download the .biq and put it in the Civ/Conquests/Scenarios folder?

Don't put the .biq in the mod folder, put it in the scenario folder.

Hope that helps. :)

mrtn
Aug 02, 2005, 08:22 PM
Make sure that you unrar the .biq file that you find in the patch to the right folder; i e Civ3/Conquests/Scenarios, and NOT to Civ3/Conquests/Scenarios/MoM or something. It sounds just like a "right thing in the wrong folder" type of error. :)

Welcome to CFC! :wavey:

mrkingkong
Aug 03, 2005, 10:46 AM
Hi Drift! Congrats on the ace mod! :goodjob:

Iv been around a while, and i originally downloaded way back when the original came out (not the Beta tho- i was still a modding infant back then, content to try and master the original civ3 game before trying anything new! :) ). Back to the point....

Iv downloaded the mod again, due to a certain virus on my computer which unfortunately caused it to crash and i lost EVERYTHING. Unfortunate. Anyhoo, that is what sparked me coming on here and downloading again without hesitation, and i was wondering- what is the Fall of Arcanus going to be about? Having looked at it, i thort it must be just an add-on, but having read the extra title i am hopeful it will be like a new mod?So can you enlighten me please, are my hopeful predictions accurate?

mrkingkong

Drift
Aug 04, 2005, 02:21 AM
@mrkingkong

Thanks for the compliments. This post should clarify what Fall of Arcanus is.
http://forums.civfanatics.com/showpost.php?p=2755386&postcount=1348

However, the development of this add-on has run into some trouble. I'm a soon-to-be-father, whose running out of time with this silly hobby of his. I haven't modded anything for almost a month now and I'm finding very hard to find the time for this project. Like tjedge1 said, it's possible for me to work with it in small bits every now and then, but I'm a little skeptical about that ever working out for me. Anyhow, I'm going to try and we'll see how it goes.

fe3333au
Aug 04, 2005, 02:46 AM
Drift ... slow and steady buddy ... thanks for the effort it's a fantastic and funtastic mod ... keep us informed of bub :welldone:

zafyro
Aug 12, 2005, 01:31 PM
what files should i modify to be able to pay in with a spanish version of civ III. I can translate them and send them to you to post with the downloads.

zafyro

Drift
Aug 16, 2005, 10:38 AM
@zafyro

I'm sorry, but I can't help you with that. I don't know anything about the subject.

Humptycat
Aug 16, 2005, 12:41 PM
Thanks for the help Left & Mrtn I did out it in the wrong places.

BTW- amazing work to all the MOD and Map designers in here.Made the enjoyment of the game to a whole new level.n WTG

zafyro
Aug 17, 2005, 07:31 AM
then, i´m starting to be tempted with buying an english version of the game sigh

bkwrm79
Aug 30, 2005, 07:11 PM
Having just graduated from my MA program, I've been playing an awful lot of Civ III lately. :) Today I turned back to this mod. I still love it. I'm playing as Freya at the moment, and I'm having a blast. I get the impression the other Wizards don't like me, and I've had to beat off attack after attack, and pay out a lot of tribute... but I just captured Oberic's capital. Things are tilting in my direction.

The nature units are quite cool. Those two-move defenders come in really handy; I also use Gnoll Rangers to attack red-lined units and then retreat back to safety. My race resource is Elves. Most of my domain seems to be Ancient Forest, so I enjoy great flexibility in out-manouvring invading forces. I've also built a number of fire catapults, which were essential in establishing a sustainable kill-ratio versus Oberic.

On the other hand, I'd trade my forests for Oberic's crappy terrain (lots of desert, but also lots of nodes and so on) and his having only one border (with me) not three!

Drift, I hope you're able someday to complete Fall of Arcanus. But at least if you don't, I'll still have this mod to give me my MoM fix.

Ulyaoth
Aug 30, 2005, 07:19 PM
I personally love the Death mages, especially Rjak and Vlad, only problem is it's hard to find lizardmen and dark elves.

bkwrm79
Aug 31, 2005, 10:43 AM
Some of the Death units are very cool!

I'm pondering playing as Merlin next because he always seems to have trolls in my games. :D

In my current game I'm *very* worried about him. He's attacking my neighbour - if I allow Merlin to knock out Rjak, I'll have a huge border (instead of a little tiny one) with Merlin. And he has both Trolls AND Dwarves. Furthermore, both resources are securely buried deep within his vast empire. Trolls-Empty Hill-Dwarves. :eek: Oh, and he has Orcs too, although I've not seen him bothering with any Orc units. Or Life units either. Why would he?

My empire is as big as his (or very nearly so), now that I've conquered Oberic's territories. But as far as race resources, I've added Men to Elves. Nifty units, but I'd like something with more of a punch to fight those trolls and dwarves with. I guess they'll have to do. Let me consult my generals and artificers... I need to see how long it would take to double our artillery arm. Nine trebuchets won't go far against those double-bonus-hp trolls.

Any suggestions? Help! I've already tried approaching the fourth surviving mage on the main continent, and he won't join in a military alliance against Merlin even for all my techs, resources, mana and mana per turn.

I've considered and rejected attacking Rjak myself, in order to take his cities first - I'd have to garrison whatever I took, even if I could take territory faster than Merlin's trolls, and it would only delay the inevitable day of reckoning. Rjak's only race resource is Dark Elves, and while his units are performing fairly well I don't see that resource as likely to help me much (or give Merlin any advantages he doesn't already have).

mrkingkong
Sep 01, 2005, 02:42 PM
My advice would have to be this- build up like mad while you can and then as soon as he is finished with Rjak throw everything you've got at him in a HUGE assault. Or you could make an alliance with him against some1 else and then backstab him :lol: who says you have to play fair! (Remember though, an alliance with the mighty is never to be trusted! *Philosophical!)

mrkingkong

bkwrm79
Sep 01, 2005, 11:09 PM
My advice would have to be this- build up like mad while you can and then as soon as he is finished with Rjak throw everything you've got at him in a HUGE assault. Or you could make an alliance with him against some1 else and then backstab him :lol: who says you have to play fair! (Remember though, an alliance with the mighty is never to be trusted! *Philosophical!)

mrkingkong

Appreciate the advice! I went with basically the first option. Also, while building up my army I completed more research, and was able to bribe Tauron to join in.

I also signed military alliances with Rjak (to keep him in the fight) and Vlad (even though he's off on an island by himself). Grand Alliance to stop the leader. :D

Even with that, things weren't simple. I caught Merlin in the back, grabbing a city he'd taken from Rjak, and cutting off his main army (which I left for Rjak and Tauron to deal with). It took me twenty turns to take three of Merlin's cities; I decided to halt there, as advancing any further would force me to widen the front enormously. Besides, Merlin offered substantial per-turn payments.

That didn't last long though; Merlin sent troops into my territory, probably just to fight Rjak, I ordered him out, he declared war ending the ceasefire. I renewed my military alliances and went on the offensive. I grabbed more cities. Took Merlin's capital! By that time I was running low on troops so I called a halt to await reinforcements. I sent some forces back to suppress a revolt, sent another small force to help Rjak and Tauron attack one of Merlin's cities.

Then Avalon revolted. Wiped out my main army, and my entire artillery corps. :cry:

I regrouped forces for defense, but Merlin was tapped out by that point. My dragons started arriving on the scene - I love those beast! - and that was it. I razed Avalon, then my dragons (and a couple griffins) flew down the coast, burning Merlin's cities to the ground. Sent another army with a settler across the gulf that separated my home territories from Merlin's, they joined up at the Troll and Dwarf resources. Bye bye Merlin, hello invincible army for me. :)

Just as all was looking rosy Vlad, apparently catching wind of your advice about alliances with the powerful, declared war on me! I shall see what comes of this; I'm not feeling too terrified. :lol:

Drift
Sep 02, 2005, 06:56 PM
Nice to see some activity in the thread. Thanks guys. :)

I also have some good news regarding the mod.

I'm playing a song right now in the background - it's the song that plays during Rocky's training montage in Rocky IV. It's about Rocky facing his enemies - mental and physical. He's training real hard to prepare himself for a fight against a seemingly unbeatable foe - Ivan Drago. It's a cheesy 80's song with over the top epic melodies and right now, it's just the right song to listen to as I'm making some progress with the mod. I'm motivated to try and wrap things up and get at least a rough, but playable version of Fall of Arcanus finished along with the final MoM 2.0.

Don't get your hopes up - I've failed you before and I may do so again. ;) But I just felt like announcing that I haven't quite given up yet.

And as for the baby - the calculated date is two days away, so it could really be any day that my priorities are thrown completely around. Exciting times. :)

woodelf
Sep 02, 2005, 07:48 PM
Good news Drift. Gotta love Rocky vs Drago! Good motivation for you, I guess. ;)

Keep us posted on the little Drift.

aaglo
Sep 02, 2005, 11:29 PM
A big thumbs-up for you and your better half, Drift :thumbsup:

R8XFT
Sep 02, 2005, 11:53 PM
Every best wish, mate :goodjob: !!

bkwrm79
Sep 03, 2005, 12:40 PM
Best wishes Drift! :)

Also good luck with the modding. One small note on that; I like Nature's air transport units for moving slow units (like Earth Elementals) around. I originally built just one Pterodactyl for recon, then added another and a couple Great Eagles when I found the transport capability helpful. Actually I've found them much more useful than I ever found helicopters in standard civ, perhaps because of the lack of railroads (which I think is a definite plus for the mod). Maybe the Great Eagle should have 1-2 squares greater range than the Pterodactyl, tho?

Llewen
Sep 03, 2005, 01:53 PM
Definitely best wishes that everything goes well and that your wife doesn't tell you she hates you more than five or six times during the process. :D

mrkingkong
Sep 03, 2005, 03:16 PM
Just throwing in my two penneth and wishing you good luck Drift! :goodjob:

Also to let you know that if you do decide to carry on with the mod after mini Drift's arrival you wont be short of Beta testers!

Keep us posted (geddit?) on the storks arrival... :cry: :D

Sildo
Sep 11, 2005, 11:26 AM
Going to join the bandwagon and say I'm eagerly awaiting the mod :goodjob:

Tank_Guy#3
Sep 29, 2005, 07:44 PM
This is one of the best mods I've ever played, and is Lo Pan based on the one from John Carpenter's Big Trouble in Little China?

Drift
Sep 30, 2005, 08:39 AM
This is one of the best mods I've ever played, and is Lo Pan based on the one from John Carpenter's Big Trouble in Little China?

Thanks.

Lo Pan is based on Master of Magic's (the computer game this mod is loosely based on) Lo Pan who could well be based on the Lo Pan you mentioned.

Drendor
Oct 10, 2005, 06:45 AM
Hello!

First of all i must say i love this mod! :D

I understand that much hard work lies behind it.

Isnt Lo Pan a kung fu master in Fallout 2?

Regarding terrain bonuses in defence. I´m a defensive terrainoholic, my units complain over too always being forced to march in hills and mountains...
I checked the civilopedia on this and have a question:

Have you nerfed terrain bonuses for defenders somewhat to encourage the attacker?
Rivers give no defensive bonus according to pedia while they gave 50% bonus to defender in Conquest. Hills and mountains also looked a little weaker defense-wise.

I´m playing Vlad on sorcerer difficulty right now on a large map. I´m behind the AI players in both tech and cities but i try to hold out until i get the awesome vampires.

Drendor

Drendor
Oct 10, 2005, 07:25 AM
Sorry for the doublepost i returned to late to edit it seems.

One more question: Have you checked if the the well of souls (and the similar improvments) actually give all the bonuses it states in the pedia?

I just checked in my game and it seems like it create culture and a happy face but i see no bonus to production or tax or science.

And i struggled to build it in all my cities...:mad:



Hehe, i say it again though. Great mod! :goodjob:

connerreeves
Oct 13, 2005, 11:16 AM
*edit*

five minutes after posting my brain finally started to work and i found the problem myself ...

impe20
Oct 20, 2005, 10:53 AM
i like this mod... just got a question... is there anybody making a scenario for this mod or its expansion sorcerors??

carn
Oct 21, 2005, 01:47 AM
what files should i modify to be able to pay in with a spanish version of civ III. I can translate them and send them to you to post with the downloads.

zafyro


I can tell how it seems to work with german version.

Problem is, that parts of the normal unit files are used(i suspect sound and some animation procedures) and the MoM mod names the place those files have in the english version of civ.
E.g. upon start of game the error "cannot find file '/art/unit/settler/settler.INI' game quits now" is produced, since in a non english version the files are named differently, e.g. in german version its /art/unit/siedler/siedler.INI.

All this for this mod misnamed files are in (original civ dir)/art/unit.

The mod can be made working by creating copies of the needed directories and files using the correct english name.

So for example for the german version one creates via windows explorer a copy of (original civ dir)/art/unit/siedler and writes it in the same directory((original civ dir)/art/unit). It's then called "copy of siedler" or "Kopie von siedler". Then one renames it to "settler", opens it and renames the file "siedler"(the .INI is not shown in explorer) to "settler".

The same has to be done for "bauarbeiter" aka "worker" and in principle all other units that are used, i'm still not through, but can play the first 100 turns without crash.

Maybe the same thing has to be done for a few files in (original civ dir)/conquest/art/unit, but i do not know that, i think i have the english version of conquest anyway.

If its not obvious, which is the correct dir, search the unit directory for files containing the original english name, as only the .INI file has a different name.
E.g. when the error asked for "../battleship/battleship.INI" i first looked into the directory ../kriegsschiff and saw there were a lot of files starting with "manowar...". So i knew this is the correct dir to change, when game wants ".../manowar" and instead i looked into /schlachtschiff and found there files starting with "battleship", so i knew this is the dir ihave to copy, rename and rename the file in it.


The fast and easy solution would be, that someone with an english version just puts his entire directories (original civ dir)/conquest/art/unit and (original civ dir)/art/unit somewhere to download, then one can just copy those files into the correct directory, then the mod should work.(I suspect this does not violate copy rights)

The original civ is not affected by this, as the original files still exist.(As long in your language the name for battleship is not warrior or something like this).

Greetings Carn

carn
Oct 21, 2005, 01:49 AM
[posted again, removed]

carn
Oct 21, 2005, 02:02 AM
Hello, excellent mod, its real fun.

Some bugs i found during playing:

Great Spell Spider Mastery produces a black dragon every five turns, should be a black spider.(nobody noticed this? this makes winning trivial, it's like having SoZ producing, instead of ancient cavalry, modern armor)

Well of souls(death magic building) has according to description 25% production bonus, but does have 0%.

Dimension rift produces instead of chaos spawn chaos dragons(like getting instead of Templers modern armor, also game crippling)

Hellbeast upgrades to Chaos Warrior, which does not make sense, as Chaos Warrior is cheaper and earlier tech.

The (death dragon altar) is supposed to produce doom dragons, but instead produces great galleys.

I checked all other unit producing buildings in the editor, but i didn't see any further errors there.

(more to follow, when i actually manage to play a full game).

All this mistakes can be corrected by using conquest editor in the menu point changing rules.

Greetings

Carn

carn
Oct 21, 2005, 03:43 AM
Sorry for the doublepost i returned to late to edit it seems.

One more question: Have you checked if the the well of souls (and the similar improvments) actually give all the bonuses it states in the pedia?

I just checked in my game and it seems like it create culture and a happy face but i see no bonus to production or tax or science.

And i struggled to build it in all my cities...:mad:



In editor i saw that well of souls has options "increase science 50%" and increase money 50%" checked, but not increase of production.

And i see the bonuses in game.

Greetings
Carn

Drift
Oct 21, 2005, 09:56 AM
@carn

You are not using the latest patch. All of those bugs have been fixed months ago. Check first page of this thread more closely. :)


In other news, prospects of MoM II look bleaker by the day. Taking care of Aarni (my 5 week old son) keeps me busy along with my studies and work. I'll try to look into the project some day and determine if I could release a sort of stripped down version of it.

Drendor
Oct 27, 2005, 04:27 AM
Could you plz comment my question regarding terrain?

No need for my troops to get exhausted (ok they are undead so maybe they dont have stamina) by marching in the hills and mountains and hide behind rivers if the terrain bonuses are nerfed.

Llewen
Oct 27, 2005, 06:07 AM
In other news, prospects of MoM II look bleaker by the day. Taking care of Aarni (my 5 week old son) keeps me busy along with my studies and work. I'll try to look into the project some day and determine if I could release a sort of stripped down version of it.
Sad news, but not surprising. Becoming a father is one of those earth shattering events that completely changes the way you live for the rest of your life...

woodelf
Oct 28, 2005, 04:02 AM
Maybe a stripped down version accompanied by your ideas for what you wanted completely done? Maybe someone (not I) would be able to finish it off for you?

Drift
Oct 29, 2005, 01:55 AM
Could you plz comment my question regarding terrain?

No need for my troops to get exhausted (ok they are undead so maybe they dont have stamina) by marching in the hills and mountains and hide behind rivers if the terrain bonuses are nerfed.

Yes, the terrain bonuses have been nerfed somewhat to promote more offensive play. They still make a difference though. The bonuses are ~20% weaker than the originals. (e.g. 50% -> 40%, 100% -> 80%)



There's still some hope of me finishing the expansion. I don't want to get someone to finish it for me as that's potentially problematic situation and there aren't many people around here that I could trust enough (and majority of them have their own modding responsibilities).

I'll let you guys know how it goes.

Drendor
Nov 08, 2005, 07:43 AM
Just wanted to say that the tomb swarms work excellent now. I played a game as Vlad and manage to create a huge empire with more than 40 cities

I built crypts as soon as i could in all my core cities and throughout the game they manage to spawn a useful amount of swarms.'

The key tactics is to attack with them relentless with them and let the RNG work for you. You have numbers, sooner or later your 3 attack swarm will make a hit. I had 200+ swarms in the end game and they were useful even against seraph and other powerful units. I used the swarms almost like an expendable form of artillery. When they have softened up the defender my upgradeable "real" troops finish them off to gain experience or create new undead.

Conclusion: they work great in the beginning when 3 attack is useful and they work well en masse in the end game as well if you use them as artillery.

Luthor_Saxburg
Nov 24, 2005, 04:06 PM
Is this just a Mod or does it have a scenario (a map with cities and units already placed)?

Drendor
Nov 24, 2005, 05:00 PM
It is a mod.

ichijiro
Dec 01, 2005, 05:52 PM
Which one should I download and play; the beta or the earlier full version?

CartesianFart
Dec 01, 2005, 09:02 PM
I've just downloaded this mod and i cant find the reason and intent of why make almost all units move 2 spaces on everyturn.It sure is unorthodox in regular gameplay and hard to adjust to it,now i got to got the editor and change all this:crazyeye: Can u elaborate of why u choose this style of gameplay?

Drendor
Dec 02, 2005, 02:09 PM
I've just downloaded this mod and i cant find the reason and intent of why make almost all units move 2 spaces on everyturn.It sure is unorthodox in regular gameplay and hard to adjust to it,now i got to got the editor and change all this:crazyeye: Can u elaborate of why u choose this style of gameplay?

The whole idea of this mod is that it is unorthodox. If you dont like it dont play it!

If you do play it I recommend playing one level easier in difficulty cause everything is so diffrent that it takes a while to get to used to it.

Regarding two movement units; the nature mage have gnolls from the beginning wich move 2 tiles. All nations get some kind of rider when they climb the techtree. Alot of nature mages units move fast in forests as well.
So the nature mages expand pretty fast...

bkwrm79
Dec 29, 2005, 06:33 PM
Drift, if you ever do finish the expansion I look forward to playing it. I just bought Civ IV (and hopefully my computer capable of running it will arrive tomorrow) but I will continue playing Civ III - at the very least, for the sake of this scenario and two or three others. If you don't finish the expansion, this is already one of the best mods and scenarios out there.

The Last Conformist
Jan 03, 2006, 09:30 AM
@Drift: Whom is the credits for the enchanted spring graphics due to? :)

Drift
Jan 06, 2006, 03:27 AM
@Drift: Whom is the credits for the enchanted spring graphics due to? :)

I believe myself. I don't have access to the files from this computer but I believe you mean the puddle with bright spots over it - it's a simple editing job done by myself. You seem to run a tight ship with credits - I still feel a little bad about how vague and general MoM's credits list is. Nice to see others doing a better job with it.


Thanks to everyone for the support and kind words. I haven't been around much lately and the mod development has pretty much screeched to halt. I did manage to put together a playable version, but it's still really far from finished or even releasable. There's still a small chance that I finish it just for the sake of finishing it, but it doesn't look too good at the moment.