View Full Version : Master of Myrror Fantasy Mod 2.0


Pages : [1] 2 3 4 5 6 7

Drift
Feb 22, 2004, 11:29 PM
http://www.civfanatics.net/uploads6/mom_title.jpg


...thematically sound and well designed, which guarantees unique game experiences over and over again. It's hard to think of reasons for not playing it. - Pelit Magazine (145 000 readers)


News - August 17th: Master of Myrror II - The Fall of Arcanus officially bogged down. Current estimate is that it may be done before Christmas. Maybe.
News - May 10th: Master of Myrror II - The Fall of Arcanus officially announced. Read more here. (http://forums.civfanatics.com/showpost.php?p=2755386&postcount=1348)
News - February 24th: Patch 2 (http://www.civfanatics.net/uploads9/MoM_20_Beta3_patch2.zip) released for Beta 3 of Master of Myrror 2.0.
News - February 22nd: The wait is over, Beta 3 of Master of Myrror 2.0 released!
News - January 27th: Clearbead has made an expansion to Master of Myrror called Sorcerors. Check it out here (http://forums.civfanatics.com/showthread.php?t=110746).



Downloads:

Master of Myrror requires Conquests add-on and it cannot be played with regular Civ3 or Play the World. Make sure you are running Conquests 1.22

Master of Myrror 1.0 (166MB) (http://www.3ddownloads.com/civfanatics/civ3/modpacks/MoM_10.exe)
This is a self-extracting archive. Execute it, browse for Civ3\Conquests\Scenarios\ and hit "install".
After you've installed the mod, just choose "civ-content" from Conquest main menu and select Master of Myrror.biq
Master of Myrror 1.01 patch (0.4MB). (http://www.civfanatics.net/uploads7/MoM_101_patch.zip)
Extract to Civ3\Conquests\Scenarios\ and overwrite existing files.
This patch requires that you have installed MoM 1.0 first

Master of Myrror 2.0 BETA Downloads:

Master of Myrror 2.0 Beta 3 (61MB) (http://www.civfanatics.net/downloads/civ3/modpack/MoM_20_Beta3.exe)
Before installing, make sure you have Master of Myrror 1.0 or 1.01 installed.
This is a self-extracting archive. Execute it, browse for Civ3\Conquests\Scenarios\ and hit "install". Overwrite existing files.
IMPORTANT: After installing, also install the latest patch (http://www.civfanatics.net/uploads9/MoM_20_Beta3_patch2.zip). Simply unzip to Civ3\Conquests\Scenarios\
After you've installed the mod, just choose "civ-content" from Conquest main menu and select Master of Myrror.biq
Note: this is a beta version, not finished 2.0. There will be changes to it in the future and there may be some bugs or problems left.

Optional downloads:

Lighter Terrain Update Part 1 (2.1MB) (http://www.civfanatics.net/uploads8/MoM_lighter_terrain_1.zip) and Part 2 (2.3MB) (http://www.civfanatics.net/uploads8/MoM_lighter_terrain_2.zip)
Before installing, consider backing up
Civ3\Conquests\Scenarios\MoM\Art\Terrain\
Civ3\Conquests\Scenarios\MoM\Art\Cities\
Civ3\Conquests\Scenarios\MoM\Art\resources.pcx
Extract both packages to Civ3\Conquests\Scenarios\ and overwrite existing files.
Note: these graphics are included by default in the 2.0 beta.
Preview:
http://www.civfanatics.net/uploads8/mom_comparison3.jpg

MoM title screen (http://www.civfanatics.net/uploads7/MoM_title.zip)
Backup x_title.pcx in Civ3\Conquests\Art\ and replace it with the one in the package
Preview:
http://www.civfanatics.net/uploads7/mom_title_preview.jpg


Mod overview


Here's (http://www.civ3files.com/Teasers/Mom/index.html) a great overview of the mod made by GIDustin.

Master of Myrror is based loosely on a classic computer game Master of Magic by SimTex. It’s by no means a remake or even a Master of Magic mod. They share a lot, but have even more differences. Don’t expect to relive Master of Magic. Expect an excellent fantasy mod for Civilizaton 3.

The mod isn’t in competition with Warhammer Fantasy Mod. The two of them both deal with fantasy but they are so different that you shouldn’t really consider making a choice between the two - get both of them!

Master of Myrror revolves around wars over resources that include the four types of magic and eight different race resources that each give you access to new unit lines. Each of these unit lines has its own strength. For example, you may want to step carefully around the mage with trolls. Or you probably shouldn’t start a naval war against the mage with men and their longships. The race resource system makes each game a new experience as you can never know what you are going to get as the resources are very rare - usually just one of each on the map.

The twelve mages are divided into four factions - chaos, death, life and nature. Each has their own units, strengths and weaknesses. You will have to adapt your playing style for different mages and you will find them to be very different opponents as well.

Mod uses ~130 custom units and I’ve maintained high requirements for their quality. 10 of the 12 leaderheads are fan made and just like with the units, I’ve accepted only the best graphics for them. Terrain graphics are done originally by Snoopy, but I’ve given them a new, twilight look that fits the magical dimension of Myrror spot on. Mod’s texts have been edited for large part, but there is always room for improvement in this matter. Rest assured, civilopedia contains all the information you need and some more, science advisor talks about the techs of the mod and so on.

The response the mod has caused during beta testing has been practically 100% positive. I’ve yet to receive any negative criticism about the mod in whole apart from not everyone liking the fantasy setting. I encourage you to step aboard. Even if you are already familiar with the mod from some of its early beta versions and wasn’t hooked back then, I strongly suggest you to try again. A lot has changed since then and I feel the mod has really grown to maturity during our beta testing.

Mages of Myrror:

http://www.civfanatics.net/uploads7/mom_mages5.jpg


Units of the mod:

Units available through different race resources:
http://www.civfanatics.net/uploads7/mom_raceunits2_thumb.jpg (http://civfanatics.net/uploads7/mom_raceunits2.jpg)

Units of the life mages:
http://www.civfanatics.net/uploads7/mom_lifeunits2_thumb.jpg (http://civfanatics.net/uploads7/mom_lifeunits2.jpg)

Units of the death mages:
http://www.civfanatics.net/uploads7/mom_deathunits_thumb.jpg (http://civfanatics.net/uploads7/mom_deathunits.jpg)

Units of the chaos mages:
http://www.civfanatics.net/uploads7/mom_chaosunits_thumb.jpg (http://civfanatics.net/uploads7/mom_chaosunits.jpg)

Units of the nature mages:
http://www.civfanatics.net/uploads7/mom_natureunits_thumb.jpg (http://civfanatics.net/uploads7/mom_natureunits.jpg)

Drift
Feb 22, 2004, 11:29 PM
In-game screenshots:

http://www.civfanatics.net/uploads7/mom_screen1_thumb.jpg (http://civfanatics.net/uploads7/mom_screen1.jpg)
http://www.civfanatics.net/uploads7/mom_screen2_thumb.jpg (http://civfanatics.net/uploads7/mom_screen2.jpg)
http://www.civfanatics.net/uploads7/mom_screen3_thumb.jpg (http://civfanatics.net/uploads7/mom_screen3.jpg)
http://www.civfanatics.net/uploads7/mom_screen4_thumb.jpg (http://civfanatics.net/uploads7/mom_screen4.jpg)
http://www.civfanatics.net/uploads7/mom_techtree_thumb.jpg (http://civfanatics.net/uploads7/mom_techtree.jpg)

Drift
Feb 22, 2004, 11:30 PM
Alright. Beta is posted and now I leave the stage to you people for a while. Play the mod and tell me what you think. I especially need information about how the mod actually plays, how's the balance and what kind of problems you encounter. I myself have got some serious studying to do this week so I'll be following this thread, but I don't have time for extensive developing. Besides, I want to give this current version some time before changing it too much.

I hope to hear from you all. Feel free to use this thread as a feedback and discussion forum. And don't hesitate to ask if you have a question. I'm happy to answer. :)

Yoda Power
Feb 23, 2004, 12:12 AM
I'll see if I can fit some time in between testing The Persian Empire scenario and the Warhammer mod, 'cause this looks awesome:thumbsup::thumbsup:

aaglo
Feb 23, 2004, 12:52 AM
Damn!
I see sleep deprivation in my future.... :p

tjedge1
Feb 23, 2004, 06:07 AM
Me too. :sleep: I'll try and get to playtesting for you. It sure looks nice. :goodjob:

uhm, I was 78th in line so I backed out. A 20 minute wait? Wow you have a few testers I think. ;)

Drift
Feb 23, 2004, 07:37 AM
The queue isn't just for my files. Unfortunately.

I'm a bit sorry about not getting the files on CFC file server. It's a new site policy - large mods (>100megs) go to 3D Downloads. But I really shouldn't complain. Someone who is willing to host over 170 megs for me deserves my eternal gratitude. :)

Drift
Feb 23, 2004, 08:04 AM
I just realized that I had posted wrong information about where the base install should be extracted. It should be extracted to Civ3\Conquests\Scenarios\

I hope nobody extracted it to Civ3\Conquests\ :(

Sorry about the trouble.

Nibble
Feb 23, 2004, 11:27 AM
Drift,
First off, let met say that all the hard work you put int this mod was well worth it. :D

The DL wait was rather long, but no problems were encountered. I did install the mod into ...Civilization III\Conquests\Scenarios.

I played about 50 turns with everything set to random on a huge map (Ijust like very large maps). No unit errors were encountered and game play brought me back (way back) to my days of playing the original Master Of Magic game. Your mod manages to pull that off rather nicely.

The only complaint I have is that the overall graphics pallet is way too dark. This is just my opinion but much of the map details are missed because of the dark pallet. The tile sets are fine, just too dark.

I will continue to play this mod and report any problems to this forum.

Drift
Feb 23, 2004, 12:26 PM
Nice to hear you like it. :)

The darkness is bit of a problem. I can make it lighter, but the terrain will lose some of the twilight theme that I'm quite fond of. I personally have grown used to it, but then again, I'm in Finland and it's winter. Problem is naturally heightened if it's bright outside.

I'll test brighter terrains. In the meantime, if it's too dark, all I can unfortunately suggest is cranking up monitor brightness. :(

Gogf
Feb 23, 2004, 02:37 PM
You finished (well, finished the beta)! Looks great Drift!

Nibble
Feb 23, 2004, 03:29 PM
Yes, even if you can lighten it up a tad, that would be great, especily for these 50 plus year old eyeballs!. :eek:

Thorgrimm
Feb 23, 2004, 11:19 PM
Drift as soon as i can dl it from 3d downloads i will most definitely playtest it. Just one question, from your preview pics, there are no high level life units, is that because you do not have the art for the angels and archangels, or are you not going to use them?

Oh BTW my mod was 185 mb's and CDG was more than happy to host it. Just fyi, as all my times at 3d dl's as been more than an hour, which from my experience would mean at least a 2 hour wait.


Cheers Thorgrimm

Drift
Feb 23, 2004, 11:39 PM
Life mages do have high level units that compare, it's just that I don't have as much units for them yet so they have less units overall. However, it could be true that they have slightly weaker units than other factions - on the other hand, their units are relatively cheap. If new fitting units are made, I'll probably rearrange the unit order a bit. I'm requesting at the moment angels and a unicorn. Pegasi cavalry wouldn't be bad also. I believe someone offered to do some pegasi for tjedge, don't know what came out of it.

CDG offered to host the mod. I said "maybe later" as I didn't think I would need my own forums and two download sites for betatesting. However, this 3D Downloads thing has changed matters a bit. I'll look into it.

Thorgrimm
Feb 23, 2004, 11:44 PM
As i am most assuredly looking forward to testing it, as i liked the game it was based on very much.


Cheers Thorgrim

The Last Conformist
Feb 24, 2004, 04:21 AM
When I try to DL the thing, I get ads pages from UGO?

Drift
Feb 24, 2004, 04:38 AM
@TLC

I'm not sure what you mean. The download is hosted by 3D Downloads that is UGO related if I've understood correctly. It's a download service Thunderfall has started using for large downloads.

There should be a download link in the lower right portion of the pages. During your queueing, there's also an ad-window open.

Hope this helps.

The Last Conformist
Feb 24, 2004, 05:07 AM
Ah, thanks.

Since the links say things like "...MoM.rar", I figured they went directly to the goodies, so I right-clicked and chose "save target", which just got me those ad-filled pages on my HD.

Currently #118 and #123 in the queues ...

tjedge1
Feb 24, 2004, 05:42 AM
Originally posted by Drift
Pegasi cavalry wouldn't be bad also. I believe someone offered to do some pegasi for tjedge, don't know what came out of it.
I'd like to know what came of that myself. The offering person had said they would try several things including rocs and leviathons also, but they haven't been around since December I think. The last I checked, I've just assumed he doesn't plan to do them now. That happens. I just hope my Gnolls don't fall through :cry: Those are my real babies.

Originally posted by Drift
CDG offered to host the mod. I said "maybe later" as I didn't think I would need my own forums and two download sites for betatesting. However, this 3D Downloads thing has changed matters a bit. I'll look into it.
CDG is a better place. That's where I think I will have my my mod downloadable from. They allow a great amount of space for large mods, like mine, which will be pretty intimidating to those with dial-up. And it is also free. I'm looking into their offers as well. I noticed War Hammer mod may be moved there as well.

Drift
Feb 24, 2004, 05:54 AM
Originally posted by tjedge1
CDG is a better place. That's where I think I will have my my mod downloadable from. They allow a great amount of space for large mods, like mine, which will be pretty intimidating to those with dial-up. And it is also free. I'm looking into their offers as well. I noticed War Hammer mod may be moved there as well.

I will always keep a version of my mod at Civfanatics. I love this place, but the 3D downloads thing is becoming something of a problem for large mods. I am naturally eternally grateful about my files being hosted, but the queues and download rates at 3DD are pretty bad. I can understand people being frustrated with them.

tjedge1
Feb 24, 2004, 05:59 AM
Don't get me wrong, I didn't mean to leave Civ Fanatics. I love this site too much myself, but since I doubt Thunderfall will want a mod the size of mine, then I will use CDG to host it, and set up a link here. Since registration is free at CDG, I don't see that it's much problem for civfanatic fans to download from them as well. That's more what I was implying. :)

EDIT: Well, I'm not enjoying this 3DD thing, but I'm 133rd in line and I have 34 minutes to wait. If it stays on schedule then I will have the mod this morning. I was hoping for the numbers to dwindle, but it just keeps going up so I will try to get it now anyway. I only have 50 minutes though. Once it starts a download it only takes a minute since I use cable, but getting it to download is what is frustrating to me. Your mod looks worth the wait though.

The Last Conformist
Feb 24, 2004, 06:33 AM
Don't talk about it. I had advanced to position 55 or so when my computer decided to go crashing on me ...

Currently #115.

tjedge1
Feb 24, 2004, 06:47 AM
The estimated time is taking longer than it claimed. I now have 9 minutes to go before download, but I have to head to work in 5 minutes. :hmm: If it wasn't so bad outside with the weather, I would just wait. Currently 33rd. :aargh: Well, you might get to move forward a little I may have to bail before it gets to me. Oh well, maybe later then.

The Last Conformist
Feb 24, 2004, 07:28 AM
Can't you just leave you're computer on when you go to work? I do hope you're not on a modem considering the size of this thing ...

Drift
Feb 24, 2004, 07:59 AM
I'm really sorry for you guys. Hope you get the download eventually. :(

The Last Conformist
Feb 24, 2004, 08:03 AM
3rd in line ATM ...

The Last Conformist
Feb 24, 2004, 08:15 AM
OK, DL starting ...

The Last Conformist
Feb 24, 2004, 08:50 AM
Done.

Raw is War?
Feb 24, 2004, 09:35 AM
Looks Great, waiting to download it now :thumbsup:

The Last Conformist
Feb 24, 2004, 10:00 AM
Started up a game as the Draloc, and has essentially just been fooling around. Couple comments:

There doesn't seem to be any early culture-producing building for Chaos?

Am I supposed to start in Anarchy? I was able to switch to Chaos on turn two, but it was a bit confusing.

Please do something about the Barbarian names! Uzbek wolves is only funny once.

Drift
Feb 24, 2004, 10:55 AM
Life mages are at an advantage culturewise. They are one step closer to Life Magic II and Shrines. If it's too crippling to other mages, I can do something about it, but I don't want to jump into conclusions. :)

You are supposed to start in anarchy. It's the same system WH-Mod uses. Only way of having just one useable government for each faction.

Barbarian names are naturally on the to-do-list. :) I just didn't bother with them as I didn't yet touch labels.txt. I hope they are not too distracting. (and I laughed at them more than once. :lol: )

Keep the feedback coming. :)

The Last Conformist
Feb 24, 2004, 11:00 AM
So I have to research the Life techs as a Chaos mage? I was sorta assuming I should be sticking to "my" techs.

You do know that the barbarian tribe names are on the Civilizations tab, not in labels.txt, do you?

Drift
Feb 24, 2004, 11:09 AM
Originally posted by The Last Conformist
So I have to research the Life techs as a Chaos mage? I was sorta assuming I should be sticking to "my" techs.

You do know that the barbarian tribe names are on the Civilizations tab, not in labels.txt, do you?

You have to research everything. :D You just start with the level 1 tech from your own branch of magic. After that, all techs are equal. You don't unfortunately research your own magic faster or anything.

"Chaos Races I, Chaos Races II, Life Races I..." unlock new units and the unique building of each race resource. They are not required for era advancement. (First large set of bugs found. They seem to be required at the moment.) Idea is that you can research just the race techs that you need.

And I do know about the barbarian names. The other part of the message shown when barbarians appear or attack is in labels.txt though. I didn't really look into it. Maybe simply changing barbarian names would've given ok results. :)

I'll upload a new .biq with the race techs not being required for era advancement. (I usually got them all by bargaining or from Spell of Knowledge so I didn't notice the problem.)

embryodead
Feb 24, 2004, 11:48 AM
For barbarian names:
I advise editing of both the list in BIQ and labels.txt. Labels.txt allow to change all the messages and get rid of the name variables completly, but they will still appear when you right-click on a unit (ie. Uzbek Conscript (2/2) Something).

After several hours of waiting and downloading I finally got the mod, I'll post my comments after I play a bit.

Drift
Feb 24, 2004, 12:00 PM
@E.D

I've kinda stayed away from labels.txt and scripts.txt until Firaxis releases next official patch. My solution ws to remove barbarian tribe names completely. There are still the required 76 of them, but they are just blank entries. In game it reads for example "We have disturbed an angry Wolf Pack." Do you think this will cause any problems? The few situations I tested worked alright.

Raw is War?
Feb 24, 2004, 12:16 PM
I left my PC for a while, only to come back to it saying this:

"Key is Invalid

The unique key you are using has expired.

There are a few explanations for why. One reason is that you have cookies in your browser. Another possibility is that the queue window has gone too long without refreshing."

And now I can't download it at all.

Drift
Feb 24, 2004, 12:27 PM
Beta patch 1 released

This patch is outdated. Download the latest patch from post #1

Extract to Civ3\Conquests\Scenarios\ and overwrite existing files.

Fixes:
- Race techs are not required for era advancement
- Race techs given more descriptive names ("Orcs & Trolls I" instead of "Chaos Races I")
- Barbarian names replaced with blank entries to get rid of "Uzbek Wolf Packs".
- New (empty) icon for techs that are not required for era advancement.
- Sorcerers don't have "ranged attack animation" flag checked.
- White Rider pedia entry is fixed.


- -

@ Raw is War?

That sucks. Have you tried closing the browser and trying again? I've contacted Thunderfall about the problems people are having with 3DD. It's a difficult situation for everyone. :(

Raw is War?
Feb 24, 2004, 12:37 PM
Right, I closed my browser and tried again, but it didn't work. However, I use opera, so I tried it with internet explorer and i'm back in the queue, so fingers crossed.

Edit: It's just come up with "Cannot find server", so i'm having to rejoin the queue :(

mrtn
Feb 24, 2004, 04:26 PM
I'll have to download the mod again as winrar said the files were corrupt, but as embryodead seems to have got it to work I assume I just have to try again... And now I don't have to get that first bug. ;)

Drift
Feb 24, 2004, 04:47 PM
You've got the latest winrar?

mrtn
Feb 24, 2004, 05:44 PM
That may be it... It says I've got corrupt headers (I'm currently unraring it, 209 errors, no 211 and rising) but it seems I get the files. We'll just have to see...

tjedge1
Feb 24, 2004, 06:03 PM
Originally posted by The Last Conformist
Can't you just leave you're computer on when you go to work? I do hope you're not on a modem considering the size of this thing ...

I'd rather not, and luckily I'm on a cable modem so it takes 1 minute to download anything, including the full War Hammer mod. I'm an energy conserver since I have to pay that bill. :nono: Computer drains too much juice as it is, but to leave it sitting for 9-10 hours before I can get back to it? It's also my baby, so I have a paranoid sense to watch over it constantly while it is running.

Back in line and it asays 34 minutes so that means about 1 hour 15 minutes I'm geussing. :hmm: ok, I'm for a while so that will be fine. Then I get to play it.

mrtn
Feb 24, 2004, 06:57 PM
I found something that should be a bug. The Great Eagle has 4/1/1, but is flagged as both offensive and defensive.

And I'm sure embryodead is gonna tell you that it's silly that it upgrades to a Griffin, and he's gonna demand, in that deep scary voice of his, to remove the upgrade flag immediately. Or else...

The same with Griffin to Dragon, and so on...

I'm not sure I'll say this when all's said and done (balance?), but I'm sure he will. :D

Drift
Feb 24, 2004, 07:11 PM
http://www.civfanatics.net/downloads/civ3/modpack/MoM_leaderheads.rar
http://www.civfanatics.net/downloads/civ3/modpack/MoM_leaderheads_not_from_wh-mod.rar
http://www.civfanatics.net/downloads/civ3/modpack/MoM.rar

And there was much rejoicing. :D

Thunderfall proved yet again what a nice guy he is and put the files on CivFanatics server also. First post has been updated.

@mrtn

Great Eagle is definitely a bug. Another patch it seems. Chaos mages had also free Trebuchets.

I've got a nifty explanation for upgrade chains: units are transmutated into other units. So it's perfectly logical that a powerful wizard can turn an eagle into a griffin with his/her great magic. :p

Drift
Feb 24, 2004, 07:23 PM
Beta patch 2 released

This patch is outdated. Download the latest patch from post #1

Extract to Civ3\Conquests\Scenarios\ and overwrite existing files.

Fixes to base version: new fixes in italic
- Race techs are not required for era advancement
- Race techs given more descriptive names ("Orcs & Trolls I" instead of "Chaos Races I")
- Barbarian names replaced with blank entries to get rid of "Uzbek Wolf Packs".
- New (empty) icon for techs that are not required for era advancement.
- Sorcerers don't have "ranged attack animation" flag checked.
- White Rider pedia entry is fixed.
- Chaos mage Trebuchets cost 30 points instead of 0
- Great Eagles don't have defense AI strategy
- Sorcery Spellforge renamed Life Spellforge

4th of Eleven
Feb 25, 2004, 03:16 AM
Downloaded it and played a couple of brief games; a lot of fun, and it looks like a lot of effort went into this.
Found one minor bug - a typo in Pediaicons.txt. The splash for the Necromancy small wonder is listed as "#WON_SPLASH_BLDG_BLDG_Necromancy", it should be just "#WON_SPLASH_BLDG_Necromancy"; as it is, the game crashes if you try and build Necromancy.
Also, the 'Enchant Shrines' wonder is listed as having the effects of 'Sailing Magic' in the Civilopedia and on the splash screen - this confused me for some time... ;)

Drift
Feb 25, 2004, 03:39 AM
@4th of Eleven
That's definitely not a minor bug. Thanks for bringing it up. I can't belive I've missed it. :mad:

Here we go again: :rolleyes:

Beta patch 3 released

This patch is outdated. Download the latest patch from post #1

Extract to Civ3\Conquests\Scenarios\ and overwrite existing files.

Fixes to base version: new fixes in italic
- Race techs are not required for era advancement
- Race techs given more descriptive names ("Orcs & Trolls I" instead of "Chaos Races I")
- Barbarian names replaced with blank entries to get rid of "Uzbek Wolf Packs".
- New (empty) icon for techs that are not required for era advancement.
- Sorcerers don't have "ranged attack animation" flag checked.
- White Rider pedia entry is fixed.
- Chaos mage Trebuchets cost 30 points instead of 0
- Great Eagles don't have defense AI strategy
- Sorcery Spellforge renamed Life Spellforge
- Casting Necromancy doesn't crash the game
- Enchant Shrines has correct pedia entry

Sorry about the patch barrage. Many of these are things I should've noticed myself before posting beta.

tjedge1
Feb 25, 2004, 06:20 AM
Originally posted by Drift
And there was much rejoicing. :D

Thunderfall proved yet again what a nice guy he is and put the files on CivFanatics server also. First post has been updated.


:rotfl: Cool, cause I got disconnected yesterday and decided I wasn't going to bother anymore, until now. Downloading as we speak, ETA 1 minute. Thank you Thunderfall.

Drift
Feb 25, 2004, 08:48 AM
Guess what? New patch.

Beta patch 4 released

This patch is outdated. Download the latest patch from post #1

Extract to Civ3\Conquests\Scenarios\ and overwrite existing files.

Fixes to base version: new fixes in italic
- Race techs are not required for era advancement
- Race techs given more descriptive names ("Orcs & Trolls I" instead of "Chaos Races I")
- Barbarian names replaced with blank entries to get rid of "Uzbek Wolf Packs".
- New (empty) icon for techs that are not required for era advancement.
- Sorcerers don't have "ranged attack animation" flag checked.
- White Rider pedia entry is fixed.
- Chaos mage Trebuchets cost 30 points instead of 0
- Great Eagles don't have defense AI strategy
- Sorcery Spellforge renamed Life Spellforge
- Casting Necromancy doesn't crash the game
- Enchant Shrines has correct pedia entry
- Casting Sea Link doesn't crash the game

I tested all wonders and small wonders. This should be the end of Wonder splash crashes. Again, I'm sorry for the inconvinience.

Drift
Feb 25, 2004, 06:29 PM
I continue my patch-monologue:

Beta patch 5 released

This patch is outdated. Download the latest patch from post #1

Fixes to base version: new fixes in italic
- Race techs are not required for era advancement
- Race techs given more descriptive names ("Orcs & Trolls I" instead of "Chaos Races I")
- Barbarian names replaced with blank entries to get rid of "Uzbek Wolf Packs".
- New (empty) icon for techs that are not required for era advancement.
- Sorcerers don't have "ranged attack animation" flag checked.
- White Rider pedia entry is fixed.
- Chaos mage Trebuchets cost 30 points instead of 0
- Great Eagles don't have defense AI strategy
- Sorcery Spellforge renamed Life Spellforge
- Casting Necromancy doesn't crash the game
- Enchant Shrines has correct pedia entry
- Casting Sea Link doesn't crash the game
- Techs are more expensive
- Some high-end wonders are more expensive
- Life mages maintain 6 units for metropolises instead of 8 and can use 1 unit as military police instead of 2.
- Nature mages maintain 8 units for metropolises instead of 6 and can use 2 units as military police instead of 1.
- Chaos has nuisance corruption and 150% worker rate
- Chaos Node comes with Chaos Magic IX instead of Chaos Magic VIII
- Techs that make wonders obsolete mention the wonders in question in their pedia entries
- Bombardment unit upgrades should work now. (not tested in game yet)

This is getting silly with multiple patches coming out during a same day, but I feel it's better to fix things right away when they are noticed. That way the version available is always the best possible one.

yaksack
Feb 25, 2004, 08:42 PM
So far I like the Mod but have one question. I notice you have released five patches. Do I need to download them all or can I do the most recent?

PS - At about 8:30am today I got on right away. :D

embryodead
Feb 25, 2004, 10:49 PM
I played with Oberic and Rjak so far. Was definetely more interesting with Rjak, mainly because of surrounding terrain and good resources (lizards and elves near capital, while with Oberic I still had Acolytes after 100 turns). It looks nice with all the wonder-spells and mage-oriented gameplay. I didn't play enough yet to find any serious bugs, so I will comment mostly on visual stuff.

Interface & Terrain - it's also too dark for me. Colours of grasslands, plains and forests is ok, but for example deserts don't look so good, and those blue stones are really weird. Bright resources (ie. ivory, sheep, wheat, dyes) and cities (life, nature) don't fit in the color scheme IMHO. I assume it was your intention to provide high contrast by brightness, but it looks strange. Raising brightness should go with raising contrast. Maybe you could pump up the contrast of everything, ie. keep dark terrain as is, but make mountains brighter and deserts more like deserts. Same with popfaces with high brightness and no contrast (ie. death citizens - btw are they supposed to be darkelves or undead? I can do skeletal popheads if needed).

I'd prefer to see different graphics for some race resources. Lizardmen look ok, but elves would look better with some sort of tree village (ie. from MoM).

I though Sss'ra was chaos mage (probably chaos + nature, don't remember, but he looked sort of evil :) )

Mark "ranged attack animation" for serpent maybe... it won't help much (still will move when fighting with non-ranged) but always a bit. Now it looks strange when the snake jumps on the enemy unit and tries to hit something a tile away.

OF COURSE I think beasts shouldn't upgrade. In MoM they didn't :p I demand... ;)

Are you gonna use railroads (that glowing roads from MoM)? Normally I detest this option, but here it has some sense.

Why are Settlers so cheap? They need stuff to settle, materials to build they new home etc. ;) I had to build mana crystals all the time, just to fill up the time.

Can I use your Breeding Pools for my Spawning Pools? Mine look more like muddy swimming pool right now :)

Drift
Feb 26, 2004, 01:49 AM
Originally posted by embryodead
I played with Oberic and Rjak so far. Was definetely more interesting with Rjak, mainly because of surrounding terrain and good resources (lizards and elves near capital, while with Oberic I still had Acolytes after 100 turns).

This is something I've been contemplating. Each mage's own higher units require his own type of mana. This is ok as long as there is a node of mage's own mana type around or the player has access to some race resources. If he has neither, he's kinda screwed. Maybe I should make sure each mage has one offensive unit without any resource requirements. Nodes are very common so your neighbour usually has what you are lacking. :)

Interface & Terrain - it's also too dark for me. Colours of grasslands, plains and forests is ok, but for example deserts don't look so good, and those blue stones are really weird. Bright resources (ie. ivory, sheep, wheat, dyes) and cities (life, nature) don't fit in the color scheme IMHO. I assume it was your intention to provide high contrast by brightness, but it looks strange. Raising brightness should go with raising contrast. Maybe you could pump up the contrast of everything, ie. keep dark terrain as is, but make mountains brighter and deserts more like deserts.

Ok. I'll experiment with terrain/resources/cities more. I guess I've been looking at it for so long that I've become blind to its lackings.

Same with popfaces with high brightness and no contrast (ie. death citizens - btw are they supposed to be darkelves or undead? I can do skeletal popheads if needed).

Confession: I hate the popfaces of the mod. Death citizens are supposed to be undead... Skeletal popheads would be most cool! :) Even more horrible are the chaos citizens who are the same as death citizens, but in bright red.

I got kinda fed up with making those popheads at one point and thought I'd revisit them later.

I'd prefer to see different graphics for some race resources. Lizardmen look ok, but elves would look better with some sort of tree village (ie. from MoM).

Yup, some of them are not very pretty. I originally had different settlements with small units outside for most races, but they didn't look good in game. Then when I started to make them as lone figures, I kinda wanted to keep the style consistant. But I can definitely redo some of them.

I though Sss'ra was chaos mage (probably chaos + nature, don't remember, but he looked sort of evil :) )

I remembered him to be nature + chaos, and placed him as a nature mage as I felt he was needed there (at the moment other nature mages were samwise and ariel so they kinda lacked some harshness) I was a bit surprised when I found out Sss'ra was actually chaos + life. Maybe he has changed sides?

Mark "ranged attack animation" for serpent maybe... it won't help much (still will move when fighting with non-ranged) but always a bit. Now it looks strange when the snake jumps on the enemy unit and tries to hit something a tile away.

Ok. I'll try it. I'm looking for replacements for serpents. I've been trying to stick to nature beasts as barbarians and there isn't anything very useful around. I had raptors in place of serpents for some time.

OF COURSE I think beasts shouldn't upgrade. In MoM they didn't :p I demand... ;)

I agree on a theoretical level. However, I hate units that don't upgrade and it keeps AI better in game.

Are you gonna use railroads (that glowing roads from MoM)? Normally I detest this option, but here it has some sense.

I had forgotten MoM had these. I did originally make graphics for silver roads, but then decided I didn't want to cover the whole landscape with them and give infinite movement to units of a fantasy mod. The magic thing would be naturally a good backstory, but I don't know.... Not at the moment at least.

Why are Settlers so cheap? They need stuff to settle, materials to build they new home etc. ;) I had to build mana crystals all the time, just to fill up the time.

They are a bit cheap but I haven't paid attention to it as I have them costing the same as they do in regular Civ3 (or do I? At least I haven't changed their cost intentionally.) Maybe I should give them a bit more cost.

Can I use your Breeding Pools for my Spawning Pools? Mine look more like muddy swimming pool right now :)

What kinda question is that? You can use anything from the mod. :) You don't know how much I've benefitted from WH-mod. If you find anything useful in MoM, you don't need to ask.

Drift
Feb 26, 2004, 01:50 AM
Originally posted by yaksack
So far I like the Mod but have one question. I notice you have released five patches. Do I need to download them all or can I do the most recent?

You always need just the latest patch. Patch 5 contains all the changes made in 1,2,3,4. :)

embryodead
Feb 26, 2004, 03:24 AM
Well you certainly changed the cost of settlers... they cost 10 shields, which is little as worker's cost. Needed 2-5 turns to build a settler, if not the pop cost. Normally settlers cost 30.

Drift
Feb 26, 2004, 03:37 AM
Don't understand how I've done it, but you're right. Why haven't I suspected anything from the way they were built so quickly? :confused:

Oh well. I've been testing adding contrast to terrain and I have to admit that it looks a lot better. Resources and cities also blend in better. I've also made new resource icon for elves. Sorry, it's not a treehouse - I want to keep the icons consistent. :)

Drift
Feb 26, 2004, 07:11 AM
Beta patch 6 released

This patch is outdated. Download the latest patch from post #1

Fixes to base version: new fixes in italic
- Race techs are not required for era advancement
- Race techs given more descriptive names ("Orcs & Trolls I" instead of "Chaos Races I")
- Barbarian names replaced with blank entries to get rid of "Uzbek Wolf Packs".
- New (empty) icon for techs that are not required for era advancement.
- Sorcerers don't have "ranged attack animation" flag checked.
- White Rider pedia entry is fixed.
- Chaos mage Trebuchets cost 30 points instead of 0
- Great Eagles don't have defense AI strategy
- Sorcery Spellforge renamed Life Spellforge
- Casting Necromancy doesn't crash the game
- Enchant Shrines has correct pedia entry
- Casting Sea Link doesn't crash the game
- Techs are more expensive
- Some high-end wonders are more expensive
- Life mages maintain 6 units for metropolises instead of 8 and can use 1 unit as military police instead of 2.
- Nature mages maintain 8 units for metropolises instead of 6 and can use 2 units as military police instead of 1.
- Chaos has nuisance corruption and 150% worker rate
- Chaos Node comes with Chaos Magic IX instead of Chaos Magic VIII
- Techs that make wonders obsolete mention the wonders in question in their pedia entries
- Bombardment unit upgrades should work now. (not tested in game yet)
- Settlers cost 30 like they are supposed to
- Chaos Warrior, Ent and Shadowman don't require any resources.
- Some units were given ranged attack animations to make them behave correctly.
- New, slightly better population heads for Chaos. Also modified the death mage population heads, but they are still ugly.
- Fixed city graphics for several culture groups (had correct graphics for only one era). Aaglo's beautiful cities didn't fit in with the rest of the graphics after all so I had to replace them.
- New resource icons for Trolls, Elves and Men


New terrain graphics released

Download part 1 (2.6MB) (http://www.civfanatics.net/uploads6/MoM_beta_terrain_patch1_part1.zip)
Download part 2 (2.4MB) (http://www.civfanatics.net/uploads6/MoM_beta_terrain_patch1_part2.zip)
Download part 3 (1.6MB) (http://www.civfanatics.net/uploads6/MoM_beta_terrain_patch1_part3.zip)

Extract to Civ3\Conquests\Scenarios\ and overwrite existing files.

Old terrain graphics were too dark and had too little contrast. You may want to backup your Civ3\Conquests\Scenarios\MoM\Art\Terrain\ but I don't believe anyone prefers the old graphics over the new ones. This is purely aesthetic update and you don't have to download these if you don't want to.

Preview (old on the left, new on the right):
http://www.civfanatics.net/uploads6/mom_terrain_change.jpg

dreiche2
Feb 26, 2004, 07:37 AM
Hi!

I had no time to play your mod yet but it indeed looks very nice!

Just about the railroads: Maybe you can make them somehow very expensive so that the whole land doesn't get covered with them so fast. Then you could only use them for some strategical important connections.

On the other hand probably AI couldn't handle it very well. Also I remember ED said they are not very customizable...
Also, in MoM, I think I remember that they couldn't be build by the player himself?

About Sss'ra: Yes, I remember him being life + chaos. Don't you remember this white uniform he was wearing (white =good/life per definition ;) )? I actually liked him very much, he was fierce, strange and good altogether :cool: ...

Drift
Feb 26, 2004, 07:59 AM
@dreiche2

Thanks. Problem about railroads is that no matter how much they cost, eventually player and AI will cover the land with them. After that, warfare loses all resemblance to medieval warfare - reinforcements zoom from another side of the continent in one turn. I feel that while not having railroads slows down unit movement, it also allows overwhelming your enemy much more efficiently than it would be possible with railroads in play. I personally like much more the medieval wars of Civ than Industrial&Modern. Unit movement rates matter, unit deployment matters and so on.

If movement in late game becomes a problem, I'd much rather allow Chaos Gates or their equivalents to all mages so each mage could airlift his/her troops around.

Sss'ra isn't the only one who has changed camps. Ariel of original MoM was a full life mage - I have her as nature mage. Freya on the other hand was a full nature mage and I have her as life mage. :crazyeye:

Kali is a mage I might want to replace. Malekith doesn't fit very well with that skull on his helmet (and the fact that he is male while Kali is female. :lol: ). Sss'ra could replace him and then I would have to come up with a new nature mage (or make Freya a nature mage and come up with a new life mage)

Gladi
Feb 26, 2004, 03:29 PM
Bright day

Good mod, though quite militaristic due to lack of buildings. Most things I found has already been adressed so I have nothing to grumble around:cry: . Well almost;)- few cosmetic complaints. First is it possible to get all that ugly extra air missions of undead? Skeletons have btw more air missions show than zombies- also it would be nice to see this special ability in civpedia? Ad Mages would not be there african leaderhead that could double for Tlaloc? He may could be used in both scenarios you spoke about (get rid of Kali, replace it with Sss'ra).

May all your days be bright.

Drift
Feb 26, 2004, 03:39 PM
Oh my... And I was just feeling really happy about not having to make a new patch right after the last one.

I added mod's units over Civ3's. Undead used to be aircraft in their past lives... Can't belive I didn't notice the air missions in the editor. (or notice them when playing as undead!)

Thanks a lot for bringing this up. :)

Edit: Tlaloc would be a nice mage to have, but I would like for him to be Aztec looking. I'm kinda against using Firaxis leaderheads in a fantasy mod - otherwise I would just use for example Montezuma or Smoke-Jaguar. Of course, there is Sween32's Atahualpa, but he doesn't really look at all like a mage.

Gladi
Feb 26, 2004, 05:01 PM
Ouch it was bug? Goodbye my instaneous armies:cry: Btw Life Protector is probably reincarnated aircraft too.
Tlaloc- hmm... Aztec hmm... I do not know. In original he was voodoo shaman was he not?

Drift
Feb 26, 2004, 11:15 PM
Originally posted by Gladi
Ouch it was bug? Goodbye my instaneous armies:cry: Btw Life Protector is probably reincarnated aircraft too.
Tlaloc- hmm... Aztec hmm... I do not know. In original he was voodoo shaman was he not?

Yep, a bug. :) You are naturally free to change it back with the editor (just don't report it as a bug. :lol: ) I went through all units - none of them have any air missions any more excluding the rebase ability of spells.

Tlaloc was an Aztec priest, Sharee was the voodoo shaman. :) She would be a nice mage too.

Gladi
Feb 27, 2004, 02:43 PM
Bright day

I believe ideal list of wizards would be- Merlin, Sss'ra, Raven, Tauron, Sharee, Freya, Lo'Pan, Horus, Jafar, Ariel, Oberon, Tlaloc, Rjak and Kali. But some of mixing you have done is quite interesting... not that I disaprove. Sss'ra-Freya

Drift
Feb 27, 2004, 02:55 PM
To be honest, I'm not very fond of Raven, Lo Pan, Jafar and Horus. Raven is a bit too much from our world (native americans are not usually the stuff fantasy uses), Jafar, Lo Pan and Horus lack some character IMO. One arab, one chinese and a kid with curly hair. I never figured out why a 20 year old bloke is an archmage. :lol:

Naturally, using just mages from Master of Magic would be cool, but the available leaderheads restrict me. I've decided not to fret about it and have actually turned the situation around - I've grown to like the new faces I've added. :)

It's really nice to have some feedback, things have been a bit quiet lately. :) Has anyone who had troubles with the darkness tried the new terrain set? Any better?

Edit: Also, the bug Gladi found out (some units having air missions) got me thinking. How unbalancing do you people think it would be if select high-end land units had rebase ability (rebase for non-immobile land units allows them to move to any owned city from anywhere in one turn)? My first idea of these units were Archdemons of chaos mages and Wizards of life mages.

Gladi
Feb 27, 2004, 03:49 PM
As Horus goes, in mind of artist he was Galen The Aprentice, unfortunately I cannot find the artist's website now, for it is quite educational. But one thing MoM needs IMO is bit of backgroung and some scenarios, but I am now shuting up before somebody tell me "Wrong Forum!!".:)

As to your Idea: if you remember I was not really aware it is bug- as Skeleton is worst unit in-game. I would assign re-base to some very bad undead so that death mages would zerg. The problem is of course artificial idiocy. But the best units- I do not know, but it could be very powerful as we do not have idea what AI would do, and in any case, I personally outconcantrate my enemy so it could be very much.

Drift
Feb 27, 2004, 04:02 PM
Originally posted by Gladi
As Horus goes, in mind of artist he was Galen The Aprentice, unfortunately I cannot find the artist's website now, for it is quite educational. But one thing MoM needs IMO is bit of backgroung and some scenarios, but I am now shuting up before somebody tell me "Wrong Forum!!".:)

I've seen that site. I stumbled on it just few days ago. :) Very nice design sketches of MoM art.

Some of the background will naturally come when I start with the civilopedia and mod's texts but MoM will always be a bit stumped in this respect when compared for example to wh-mod.

Scenarios are something I simply don't know how to do. Or to be more clear, I naturally know how to do them, but I'm not good at it as I've never done a single scenario, just mods. Maybe when the mod is a lot more finished, someone else takes up the challenge. :)

BTW no one will yell you "wrong forum" for speaking about scenarios in mod's feedback and development thread. :)

As to your Idea: if you remember I was not really aware it is bug- as Skeleton is worst unit in-game. I would assign re-base to some very bad undead so that death mages would zerg. The problem is of course artificial idiocy. But the best units- I do not know, but it could be very powerful as we do not have idea what AI would do, and in any case, I personally outconcantrate my enemy so it could be very much.

Hmmm. Have to think on this. I think it would be too powerful in early game and that it could only work as a late game reward for some mages. AI is naturally a problem, I'm not sure if it can handle rebase for land units. I'll put it on the list of things to consider. :)

Yaniv
Feb 28, 2004, 05:22 AM
I have a slow connection and I don't know if I should download the mod.
Could you PLEASE post the readme file?

Drift
Feb 28, 2004, 05:28 AM
Originally posted by Yaniv
Could you PLEASE post the readme file?

I haven't yet written one. First post contains most of the information one should know before downloading. If you have some questions you'd like answers for, ask them here. I'll try to answer them as best as I can. :)

Drift
Feb 28, 2004, 10:22 AM
There will be an update later tonight. I just need to figure out how much damage I've done by playing the tests in accelerated production mode. How can I be this stupid? I've been wondering why everything is so cheap and giving things bigger pricetags... Then I thought of playing a quick test game in accelerated production and noticed to my delight that it was already selected. :crazyeye:

Did accelerated production affect tech research too?

Gladi
Feb 28, 2004, 10:31 AM
Bright day Drift

^^^^I was not speaking about Master of Myrror, but original that is why wrong forum:).
But yes, scenarios for the mod would be nice too;) . I would try to do scenario, but I do not know anything about making them either. My knowledge of geography is not very good, and when I try then wizards end with races that are not theirs.

The Last Conformist
Feb 28, 2004, 11:39 AM
That rebase idea sounds cool, but I'd worry abit it could be unbalancing if it's given to the very mightiest units. Imagine in the epic game if Mech Inf had it - a couple of Marine Armies in transports capture a beachhead city on an enemy continent, and the every single Mech Inf from your home continent teleports over!

Might work better om some sort of specialist units.

Drift
Feb 28, 2004, 05:07 PM
Must... go... to... sleep...

I did promise an update tonight, but it'll have to wait until tomorrow. I've been redesigning many things and fixing many bugs. Rebase is currently going in as a Archdemon specialty. It's powerful, but it's also almost at the top of the tech tree. Besides, it's not like the other mages are without their own tempting strong points. I only wonder whether AI uses it. If not, then it will definitely go. Special unit for this purpose is also problematic because of the AI. What's the use of diverse units if your opponents uses just two of them? I already tested a maintenance free, cheap-to-build and weak skeleton unit, but removed it when in my test games none of the AI death mages built it even once.

But now it's about time I drifted towards bed. :)

Gladi
Feb 28, 2004, 11:08 PM
Bright day

If you ever include wizards themselves, as original MoM is regicidal, they could have re-base ability. Just my two cents before bed.

May all your days be bright.

Drift
Feb 29, 2004, 01:15 AM
Regicide works already. Wizards themselves all look a like (Mursilis from PTW) and there aren't any nifty upgrade options like in the Medieval Japan conquest, but it works. I may give different mages different graphics, but I feel it's a secondary goal - I'm not very fond of regicide(and Capture the Princess) as a game mode.

As fitting as rebase for king units would be, it could make it too hard to hunt down the enemy king as it could always escape to a still un-conquered city...

Drift
Feb 29, 2004, 02:27 AM
Beta patch 7 released

Download (0.8MB) (http://www.civfanatics.net/uploads6/MoM_beta_patch7.zip)

Extract to Civ3\Conquests\Scenarios\ and overwrite existing files.

This one changes so many things that I don't think I can list them all. I'll try to mention some of them:
- Death mages have a new perk: they can cast Drain the Land improvement giving them +25% production.
- Death mage spell Necromancy renamed Essence of Death and in addition to allowing healing in enemy territory, it makes two citizens content in all cities.
- Chaos mage spell Chaotic Warcraft renamed Essence of Chaos. A new feature for it is that it pays maintenance of Marketplaces and Traders' Guilds. (Yes, this is more than just a little forced, but Chaos mages needed a boost in finance)
- Elven tier 5 unit Eagle Rider replaced with Elven Lord (graphics shared with tier 4 Glade Rider) I wanted all five units to be land based for upgrade reasons.
- Dark Elf tier 5 unit Doom Drake replaced with Shadow Rider (graphics shared with renamed tier 4 unit Dark Horseman) Same reason as above.
- Archdemons are 10.4.2 and have teleport ability (from anywhere to any own city in one turn)
- Griffin placed in the same unit string with Centaur - Saurian - Torosaur as the highest unit. Stats changed into 4.6.3, not a flying unit anymore.
- Great Eagle has 2 moves and still 'all terrain as roads' meaning it has 6 moves.
- Tech costs were changed. Some building costs too.
- Some units were moved around in tech tree. Many had their cost changed. Some unit stats were tweaked.
- Many bugs were fixed.

Edit:
- Some ships have bombard ability. (Galleass, Heavy Galleass, Frigate, Battle Frigate, Ghost Ship)

This is the biggest update so far in both terms of size and importance. I feel the mod took a big step towards what I want it to be.

Hoping to get some feedback. There's no such thing as a too trivial thing to mention. :)

mrtn
Feb 29, 2004, 02:50 AM
Originally posted by Drift
...As fitting as rebase for king units would be, it could make it too hard to hunt down the enemy king as it could always escape to a still un-conquered city... I don't think that the AI would use this (has anyone ever seen a king unit move at all? :rolleyes: ), but I'm sure a human player would, making it too much like an exploit IMNSHO.

I haven't really had time to play yet (want to finish my Macedon game first :) ), but I'll get around to it in a year or two... ;)

recon1591
Feb 29, 2004, 10:52 AM
Ok, i just have 1 Q why do u have the mod broken down in to 2 folders no including the net/ arts folder. I combined all the folders into 1 under the name MoM and redid the path in the editor and i have no problems running the mod. What i'm saying is u don't need a folder called MoM and another 1 called MoM interface.

MarineCorps
Feb 29, 2004, 10:59 AM
Most likely becuase the FTP server he was given has has a limit of 100MB.

Drift
Feb 29, 2004, 11:10 AM
Originally posted by recon1591
Ok, i just have 1 Q why do u have the mod broken down in to 2 folders no including the net/ arts folder. I combined all the folders into 1 under the name MoM and redid the path in the editor and i have no problems running the mod. What i'm saying is u don't need a folder called MoM and another 1 called MoM interface.

MoM Interface is an individual folder because
a) it's easier for me to keep the mod organized when I separate the 216 files used for just interface from the actual mod content.
b) if someone likes the interface so much that he wants to use it for something else, he can do so easily by adding "MoM Interface" to mod's search folders.

FTP-server limit wasn't a factor here. The account Thunderfall gave me was bigger than 100 megs.

recon1591
Feb 29, 2004, 12:49 PM
Oh ok , kool thanks for the info, never thought about it that way.

tjedge1
Feb 29, 2004, 03:27 PM
Originally posted by mrtn
I don't think that the AI would use this (has anyone ever seen a king unit move at all? :rolleyes: ), but I'm sure a human player would, making it too much like an exploit IMNSHO.
As a matter of fact, I have seen some AI's move their kings away from cities. Never as a means of survival. They seem to spread them out into their biggest or best defended cities (I don't how it is really deetermined by the AI). I was spying a neighbor civ once (in a different mod) and they moved 2 kings out of a city on the border, which I took a few turns later without taking my eyes off of the city and on the same turn I declared war and there was no king in the city. Maybe they just move them closer to their empire center. Their capital was on my border, but it was the only border city to have a king.

P.S. if it wasn't obvious I usually play Mass Regicide.:king: :king: :king:

The Last Conformist
Feb 29, 2004, 05:20 PM
Apparently, the AI doesn't like to have more than one King in the same place, which makes tolerable sense I guess.

But while Mass Regicide wouldn't make much sense, wouldn't Sengoku-style upgradeable Kings (Mages) make plenty thereof?

(Not that I'm personally much in favour of regicide in general - never use it in my normal games.)

tjedge1: I've always wondered how you nick is supposed to be pronounced, BTW. As if "chedge won"?

tjedge1
Feb 29, 2004, 08:15 PM
Originally posted by The Last Conformist
tjedge1: I've always wondered how you nick is supposed to be pronounced, BTW. As if "chedge won"?

:hmm: I've never heard it pronounced that way. Not bad, but it is actually my initials, T and J with Edge attached. I added 1 out of habit since the first place I used this name was on BattleNet and it seemed that somebody else had beaten me to tjedge. Edge is part of the name of my first novel so I'm a little partial to it. Since I've used this name on every site or network I join, I just keep using it. Makes it easier for me to remember when I go to sites I haven't been in a while.:)

I guess the way to pronounce it would be t j edge one. But if you desire you can call me chedge won. Does that have any particular meaning I should know about. Wouldn't want to call myself something like cat poo. :blush:

The Last Conformist
Mar 01, 2004, 04:36 AM
"Chedge won", as far as I know, doesn't mean anything. I was just trying to indicate a pronunciation as unambiguously as I could without resorting to phonetic transcription.

But you're henceforth "tee jay edge one".

I note that you're currently at 1337 posts. 1337, m4n! ;)

Drift
Mar 01, 2004, 08:46 AM
The "correction" to tech costs in the last patch was a mistake - research is way too fast. I'll upload an updated .biq later today. It'll include some other fixes too. Chaos workers were too good and some other small things.

Drift
Mar 01, 2004, 05:40 PM
Updated MoM.biq for Patch 7 released

Download (0.02MB) (http://www.civfanatics.net/uploads6/MoM_beta_patch7_updated_biq.zip)

Extract to Civ3\Conquests\Scenarios\ and overwrite existing files. Note that you need to have the Beta Patch 7 installed. This is not a full patch.

Tech costs roughly doubled and Chaos government 150% worker rate reduced to 100%.

There will be a larger update sometime in the future including also new units.

Nibble
Mar 02, 2004, 09:55 AM
Drift,
Have you eliminated the Doom Drake? I noticed, in the editor in the ANIM section, that "Doom_Drake" points to Dark Rider. In the "ICON_PRTO" section, Doom_Drake points to "22Catapultlarge.pcx" and "22Catapultsmall.pcx", respectively.

Thanks,

Nibble

Ville
Mar 02, 2004, 10:43 AM
:scan: Bug Report:scan:

Drift
Mar 02, 2004, 10:50 AM
@Nibble

Doom Drake and Eagle Rider were removed at least temporarily. They didn't fit where they were. I'm thinking of a new place for Doom Drake, but Eagle Riders I was never very fond of. They won't probably make a comeback.

@Ville

Edit: it wasn't a bug afterall, but a lack of patch on Ville's part. Mod works 100% as far as I know. :)

Ville
Mar 02, 2004, 11:55 AM
No problem, this mod is really fun so I'm testing it very eagerly:)

Nibble
Mar 02, 2004, 12:32 PM
Looking forward to see where you put the Doom Drakes. In the original Master Of Magic game Doom Drakes were very powerful. Believe it or not I still play it now and again.

Too bad you can't swap maps in-game (e.g., go from one relm to another, as in MOM.). Maybe Civ 4. :lol:

Drift
Mar 02, 2004, 03:04 PM
@ Ville

Glad to hear you like the mod. :)

About the bug. This is really weird, I just tested it and the improvement works. Could you tell more specifically where you encountered the error message?

Also, are you sure you have extracted MoM_beta_patch7.zip and then MoM_beta_patch7_updated_biq.zip to your Conquests\Scenarios\ ? I just did it and the improvement worked. The improvement was added in patch 7 so the most probable option is that you haven't extracted patch 7 itself, just the updated MoM.biq for it. Or then I'm too dizzy with not enough sleep and coffee in my system to figure this out. :crazyeye:

@Nibble

Logical place for Doom Drake would naturally be a Draconian race resource, but unfortunately, there aren't any draconian units. Unless you count the Doom Drake itself and Embryodead's airship. Draconians had airships in MoM, didn't they? It should find a place somewhere. One option I've been considering is a late game unit producing great spell. Could be a good place for DD.

Nibble
Mar 02, 2004, 03:18 PM
Drift,

A late game Doom Drake sounds about right to me. Maybe a combination of two or more magic resources. As I mentioned earlier, it was a very powerful unit in MOM. :tank:

Pfeffersack
Mar 03, 2004, 11:49 AM
I get the same error message as Ville.It appears while loading the scenarion(before setup screen).I have extracted the complete BetaPatch7 to /Conquest/Scenarios.

EDIT: Sorry, shame on me.Should read and download more carefully-I downloaded only the updated biq...

I'm looking forward to play this mod because i get MOM a few years ago, but it never works on my compunter...

Drift
Mar 03, 2004, 01:07 PM
Nice to hear that it works. I clarified the wording a bit to avoid future misunderstandings. :)

It's no wonder people get confused with all these things to download. Base install, leaderheads, latest patch, possible updated .biq, new terrain graphics...

mrtn
Mar 03, 2004, 03:48 PM
Originally posted by Drift
...It's no wonder people get confused with all these things to download. Base install, leaderheads, latest patch, possible updated .biq, new terrain graphics... Yes, why didn't you include it all from the start? :p


;)

Drift
Mar 03, 2004, 04:13 PM
Originally posted by mrtn
Yes, why didn't you include it all from the start?

I was meaning to, but then I thought that if I separated everything into small patches, I could keep bumping the thread constantly with the excuse of posting "new patches". Aren't I clever?

:lol:

And just to be on the safe side, even though that wasn't very funny, it is 100% humour and not meant to be taken seriously. I'm not doing this patch bombardment out of malice. Honest. I'm not. Not at least completely. :lol:

mrtn
Mar 03, 2004, 11:37 PM
Maybe I should do that with Magnamund too. :hmm: Here is the new patch: Era Three! :lol:

dreiche2
Mar 04, 2004, 10:07 AM
I finally found some time to play some turns and it looks pretty nice! The different race ressources for example truly give the mod a unique feel and gameplay!
:thumbsup:

So far I have only one (minor) complaint: The text in the Tech Tree is sometimes hard to read (dont know if something can be done about that anyway). Also the fact that no prerequisite-links are shown makes is a little bit confusing when you play for the first time... this could probably be fixed by explaining the tech system in the readme.

And finally one question: What are the ideas behind changing shields to "energy" (think that's how it is)? As far as I remember, in MoM you had food, shields, gold and mana.

Maybe because you wanted the possibility to "cast" spells (hence changing shields to something magical), but also a way of hoarding magical power (thus gold -> magical)?

mrtn
Mar 04, 2004, 10:13 AM
Well, I've played 130ish turns as Tauron now, and have some comments and bugs.
The pedia needs more pics IMNSHO. Oil as the default Strat resource is kinda silly. You should also make terrain icons.
How about prechosen victory conditions? Do you have all conditions or should you disable some?
Remember to fix the author names ("Livy compiles wealthiest nations"). One idea is to use the mages not included in the mod as authors...
the popHeads.pcx is no beauty, the unhappy chaos guy has severe palette spots.
The serpent pedia pic is the flak one. :p
Should Curagh upgrade to galley? Just an idea.
The Durloc (or whatever his name is, Sauron) city name Rashem give me bad vibes as that means Race Home in Swedish. :undecide:

Anyway, I'm having fun. :D

Drift
Mar 04, 2004, 10:47 AM
@dreiche2

Tech tree text visibility can't be helped. Although, I could test different color techboxes. Prerequisites could be clarified. I'm still unsure about removing the restriction of level 3 techs requiring all level 1 techs, level 4 techs requriing all level 2 techs and so on. It comes down to tech costs I think. Other than that, the prerequisites are simple - you can move either horizontally or vertically from tech to next one. :)

Reason shields are called energy is to make it a bit more feasible that they are used to cast spells and summon units. Final mod will talk about summoning stuff, not about building. I guess I could have kept the shields as they are more familiar to people. Energy could be called simply production. Hmmm.

@mrtn

Pedia is a work in progress. I've focused my efforts on the actual gameplay and content instead of niceties. :) Terrain icons are something I'm not sure about... Most people won't ever visit terrain section. I'll consider it though. I'll go through different unit pediaicons for the next patch - serpent isn't the only one with a wrong pediapic (at least elven lord and shadow rider that were both changed in the last patch, but didn't get new pediaicons.)

I don't really like prechosen victory conditions. Freedom of choice is in my opinion a good thing. Thanks for the author reminder - didn't have them on my list. Idea about unused mages is a good one. :)

Popheads are also bit of a work in progress. I noticed the unhappy chaos guy's palette problem after uploading the last patch. If E.D makes those skeleton popheads he offered, I can live with the rest. Unless someone wants to do some demonic popheads. If not, I can fiddle with their coloring a bit more.

Complains about city names should be directed to Simtex, they are straight from original MoM. :p Besides, I'm not complaining about Persepolis even though it means Asspolis in Finnish, am I? :lol:

Glad to hear you like what you're seeing. :)

Edit: and yes, curragh should upgrade to galley. Will do for next patch.

dreiche2
Mar 04, 2004, 12:05 PM
About the Energy thing:

No don't call it production, it makes sense as it is now (when casting spells etc. just like you said), and adds to the atmosphere... I was just curious...

So basically shields/energy is the magical energy used to cast spells, and gold/mana crystals is a way of storing magical power for later use?

The only problem I see then is what about buildings and units that are actually built not "cast" (only a philosophical problem of course!;) ).

Still I prefer it the way it is now, even if it means that sometimes you "cast" buildings and the like... I was only confused when I read the civ.pedia for the first time, because of the difference between Mana and Energy... also because in the city screen it still says gold and shields (but I know you will change that later, so again no problem here...)

Keep up the good work!

Cabbit
Mar 04, 2004, 07:46 PM
I've been playing your mod a bit, not enough to have any great comments on gameplay but I do have just a couple on appearance:

The Tech tree can be hard to read for 2 reasons:

1. You can't see pre-reqs

2. The orange text for turns to research is hard to read

I don't know if 2 is made worse by the blue background and I don't know if you can change text colors, just making an observation.

In general a lot of the mod is very dark... I don't know if it's because it was raining here today or if its becuase of the darkness but I found it a little bit depressing.

All in all I think your concept is really cool and so far the gameplay seems pretty good. Back to the mod for me.

Cabbit
Mar 04, 2004, 10:16 PM
Played a couple hours more and noticed the following bugs:

When I pulled up a link to Horses and Cattle in the civilopedia
I got something that siad "invalid entry" or something like that

(maybe you took these resources out... but they were still referenced in a tech advance for something)

edit: also the picture for shadow rider is a catapult

I had a problem when I tried to build a costal fortress... it wouldn't complete; it just stayed at 1 turn to complete for a few turns, then I switched to caraval and that built imediately... I have no idea why that happened.

A couple not-so-important comments:
I don't know if I'm the only one slightly bothered by seeing "Merlin of the Merlin", might it be plausible to name the civs Merlinites, Freyenites, Arielians, etc?

Admittedly I never played MOM (although I did play the old mod for civ II) but is there really no better name for the eras than "first era" and "second era"? If nothing else you could do something like "the age of mages" & "the age of wizardry" or something like that.

Great mod... I'm really starting to like it

Drift
Mar 04, 2004, 11:42 PM
@Cabbit

The texts are a bit hard to read because of the blue coloring. I don't know whether you can change text color, perhaps from palette files, but it's something I don't know how to do. Like I said to dreiche2, I'll experiment with different colored techboxes. :)

About the prereqs, I can't really make them show since I'll run out of space in the advisor screen. I'll think on the whole prereq system for a bit though.

About the darkness, have you downloaded the updated terrain graphics?

Did it crash to desktop when opening those links in pedia? I'll try to go through civilopedia and remove these dead links.

All unit pediaicons will be corrected for next patch.

The coastal fortress thing sounds strange. My guess is that it's not caused by the mod. (At least I have no clue why it would do something like that.)

"Merlin of the Merlin" and others will be fixed when I start with the mod's texts. Until then, you just have to suffer them. Sorry. :)

First age and Second age are placeholders. I tried to think of something better but nothing came up. Age of mages and age of wizardry doesn't sound bad at all btw. :)

Thanks for the comments!

mrtn
Mar 05, 2004, 12:45 AM
Maybe you could name the eras for the four elements? Or, I guess you get just two of them... Age of Fire doesn't sound so bad. :)

Nibble
Mar 05, 2004, 06:17 AM
Drift,

I have the same problem with the Costal Fortress. It is placed on the build list as if it were a wonder and stays at one turn.:hmm:

Thanks.

Drift
Mar 05, 2004, 06:41 AM
@mrtn

Age of Fire, Age of Water, Age of Air and Age of Earth? Hmmm... no? :lol: I'd have to come up with a reason for them.


About the coastal fortress. It seems to have capitalization checked making it act as a "wealth" improvement. I never build them so I hadn't noticed it. Thanks for bringing this to my attention. :)

It's such a small bug that I won't make an official announcement about this, but here's the updated .biq that fixes the problem.

Nibble
Mar 05, 2004, 07:03 AM
Drify,
Thanks for the quick update. I'll be testing it later this morning.:goodjob:

Nibble
Mar 05, 2004, 07:04 AM
Sorry about the typo (Drify) Drift.:D

Cabbit
Mar 05, 2004, 08:13 AM
About the dead links in the civ-pedia:
They don't cause the game to crash so its not a real urgent fix I just thought you might like to know.

About the prereqs:
It's not that bad of a system really, once you get used to it you can usually figure out what you need for an advance... It's mainly the text color that bothers me.

About the darkness:
I think I have the updated version of the terrain... which still seems rather dark to me. It's not a big issue though, just something slighlty annoying. One thing though is that sea and ocean squares can be really hard to tell apart.

mrtn
Mar 05, 2004, 10:04 AM
Originally posted by Cabbit
...About the darkness:
I think I have the updated version of the terrain... which still seems rather dark to me. It's not a big issue though, just something slighlty annoying. One thing though is that sea and ocean squares can be really hard to tell apart. How about making Ocean really dark? Deep purple, or something like that? And to remove the possibilities of silly jokes I'll add the rock band here already: :band:

Drift
Mar 05, 2004, 10:31 AM
I'll see what I can do about the ocean. It is a bit hard to distinguish from sea. :)

mrtn, I was a little tempted to turn that element suggestion into an Earth, Wind & Fire joke so the band was indeed a good idea. I don't think I could have helped myself. :lol:

The Last Conformist
Mar 05, 2004, 11:07 AM
Originally posted by mrtn
How about making Ocean really dark? Deep purple, or something like that? And to remove the possibilities of silly jokes I'll add the rock band here already: :band:

That's not fair! :mad:

ChaosLord
Mar 07, 2004, 04:51 PM
Mod looks excellant, i'm downloading right now. Though its been ages since i've played the original MoM I had an idea of something to add for the mod. What about Apprentice units for each of the 4 magic types that you can upgrade? IE, if you played as Death you'd be able to build 1st Level Apprentices of Death, then various tech advances would allow upgrading the Apprentices.

The base cost of these units should be pretty high, but only as an intial build cost. Don't make the shield cost for higher level apprentices increase a ton, so the AI isn't left with old Apprentices. The Apprentices should also be close to or above the power of other units along the techs their upgrades are with. For the abilities I was thinking this:

Death-Ability to enslave/convert defeated units into Skeleton workers.(starts out without a/d values, but could increase with upgrades so it doubles as defensive/attack unit)
Chaos-Has a ranged lethal bombard that increases with upgrades.
Life-Naturally has more HP(to represent healing) and more defense possibly with upgrades.
Nature-Early on ignores forest move cost, then hills, then mountains, till finally treating all terrain as roads with upgrades.

I think done like this the AI would use them properly. This would be a good way to represent the heros in MoM, since they would be stronger then normal units. With a high cost there shouldn't be a huge number of them and it'd add flavor to the various magic types.

Drift
Mar 07, 2004, 11:47 PM
@Chaoslord

The idea isn't bad at all, but I feel it requires too much balancing. I'd have to get the unit stats exactly right so that they appear but are not the only units the AI builds. I have a feeling I couldn't get the AI to build them or they would be the only units AI ever builds.

One option could naturally be a small wonder producing these units. Hmm. Well, I'll put it on the list of things to consider. At the moment I'll try to focus on adding simple stuff and balancing the existing content. I've been having less time lately for development so I don't get easily excited about new, large features. Idea is good though, so I'll definitely think about it. :)

About new patches. Current version seems to work so well that I'm not going to release an update for a while, but focus my efforts on a larger patch.

mrtn
Mar 08, 2004, 01:33 AM
Originally posted by Drift
[B...About new patches. Current version seems to work so well that I'm not going to release an update for a while, but focus my efforts on a larger patch. [/B]You think so, eh? well, then you didn't count on Count Mrtn, mwahaha! :vampire:
The Enchanted Spring has palette problems, if you use Photoshop you can have the magenta and green as default colours in the palette... I do, saves lots of trouble.
I think you should use the same pic for the Troll resource pedia pic as for the resource. I was looking for a grey troll for ages until I finally found that yellow Ogre. :mad:

Drift
Mar 08, 2004, 01:45 AM
Originally posted by mrtn
You think so, eh? well, then you didn't count on Count Mrtn, mwahaha! :vampire:
The Enchanted Spring has palette problems

Hmm. True. I don't think it constitutes as a problem that requires a patch of its own though. :lol:

I think you should use the same pic for the Troll resource pedia pic as for the resource. I was looking for a grey troll for ages until I finally found that yellow Ogre. :mad:

Yep, changed some resource icons in the last patch, but forgot to update the civilopedia. I'll do it for the next patch (the big one). :p :)

mrtn
Mar 08, 2004, 09:49 AM
I want more links in the pedia. The info for a wonder shouldn't just say that it gives a Giant Spider, it should link to the unit (which apparently is called Black Spider...:rolleyes: ). This would help. :)

I don't like the way you have completely messed up the palette for the popHeads. :mad: I want civ colours in the heads, but you have even removed them from the humans. The last row (in Photoshop) is different greens, and they give the civ colours...

I think I'll take another stab at messing the WH one up. ;)

I'm enjoying the game. :D

Drift
Mar 08, 2004, 10:05 AM
Be assured, pedia will be refined. Current entries are largely placeholders. About the Giant/Black Spider... Whoops. Will fix. :)

Popheads will also be fixed, civ color included. I got frustated with the whole pophead thing with available colors not fitting undead and demons and civ color giving me continuous palette problems so I just removed it and decided to revisit the whole thing at a later point. Pedit also stopped working for me (overflow error each time I start it up). Just hang in there, I'm aware of the problems it has. :)

Cabbit
Mar 08, 2004, 10:34 AM
Originally posted by ChaosLord
What about Apprentice units for each of the 4 magic types that you can upgrade? IE, if you played as Death you'd be able to build 1st Level Apprentices of Death, then various tech advances would allow upgrading the Apprentices.

I think done like this the AI would use them properly. This would be a good way to represent the heros in MoM, since they would be stronger then normal units. With a high cost there shouldn't be a huge number of them and it'd add flavor to the various magic types.

What about upgradable Kings? (I think someone suggested this earlier) You could have 4 different King types that upgrade, and have the special abilities ChaosLord suggested. It would also be possible to use mass regicide so you can use your units a little bit w/ out worrying they will die. The "official" civ 3 team felt good enough about the AI's ussage of the feature to include such Kings in Sengoku so, ostensibly, the AI should use the kings.

mrtn
Mar 08, 2004, 10:34 AM
I've started to mod the WH one by turning the civ colours blue, so I later can easily give the orcs civ colours. You can wait with starting to mod yours til I finish mine, if you find it useful.
Will doing this I found a cool thing with RGB values I didn't know before. :)
RGB (95,163,15) is a green. If you shift the numbers "to the right", to (15, 95, 163) you get a "similar" blue. And I suppose (by conjecture) that if you shift it "to the left" you get a red colour. Cool, ain't? :D

ChaosLord
Mar 08, 2004, 12:50 PM
@Drift

Now that you mention it, having a wonder or even the Palace producing them every X number of turns would be better. AI wouldn't build too many, and would have the oppurtunity to use them just as much as the player.

Also, I though of some more abilities. Give the Life mage the ability to build barricades(call it Shield/Barrier/etc..) and restrict it to Life mages only. Then for Nature, give them the ability to plant forests.

@Cabbit

The AI actually doesn't use its King units at all, they sit in the cities until they die. Not even retreating when the city is about to fall. Plus not everyone plays regicide, so I think it'd be better for them to be regular units so they can play a part in all games.

embryodead
Mar 08, 2004, 02:42 PM
Some comments from my sister, whose been playing your mod a lot lately. I agree with her fully though :)
- bears do not live in swamps
- you won't find any fish in swamps neither. in civ3 there are marshes, which are something completly different.
- boars live in forested areas, be it a forest or swamp, but not a grassland!
(that's not something unimportant, mind you. It really looks strange for me to see bears in swamps...)
- we both really think that using Legolas as Freya (and also.. you know what ;) ) looks horrible... I don't understand your stubborness about original civ3 leaderheads. A plain Isabella will look a tad better as Freya than Legolas...

ChaosLord is right unfortunately... AI is stupid. Sengoku scenario isn't a good example, because AI doesn't use his kings there neither, and the whole thing is only in favor of human player, who can conquer the whole island with his Shogun. An argument against the whole hero-kings idea :(

Drift
Mar 08, 2004, 03:52 PM
Originally posted by embryodead
- bears do not live in swamps
- you won't find any fish in swamps neither. in civ3 there are marshes, which are something completly different.
- boars live in forested areas, be it a forest or swamp, but not a grassland!

You and your sister are right. :) To be honest, resources (apart form race resources and mana nodes) are something I haven't really paid attention to and their current state is a bit embarrassing (although, if I'm not badly mistaken, Finnish bears do prowl the swamps also ;) ) I did intend to rework the natural resources for the beta, but never got around to do it. I'll put it on my list for the next big patch. :)

- we both really think that using Legolas as Freya (and also.. you know what ;) ) looks horrible... I don't understand your stubborness about original civ3 leaderheads. A plain Isabella will look a tad better as Freya than Legolas...

Right again. I've been having similar thoughts myself lately. Sween's elf is also of low graphical quality. The model and animations are top notch, but the quality is strangely low. As for using Firaxis leaderheads... I know I'm being stubborn, but it's just that they hold a very strong association to their role in the epic game. I'll try work out something. :) (Maybe even use a Firaxis leaderhead :eek: )

The upgradeable heroes thing is definitely interesting, but it's something to be considered at a later point in development. I'll be sure to come back here and revisit all these suggestions then. :)

Thanks to everyone for the feedback!

Drift
Mar 09, 2004, 03:19 AM
I made new popheads.pcx based on mrtn's civ colored fantasy population heads. They have civ colors and are better quality. Undead also got new look - dead elves with a vampiric touch. Female human also has different graphics.

E.D, I'm still interested in those skeleton popheads if you are willing to do them, but there's no rush. :)

To use these popheads, just replace the popHeads.pcx in Civ3\Conquests\Scenarios\MoM\Art\SmallHeads\ with this new one. Hope you like them. I know I think they are better than the old ones.

Here's a preview of them:
http://www.civfanatics.net/uploads6/popheads.jpg

Edit: I removed the download, new version few posts down. Male demon is now same color with the female (reddish brown)

aaglo
Mar 09, 2004, 03:26 AM
In Finland bears do live in swamps too, because they don't have no place else to go (approx 60% of the land-area of Finland is basically swamp :) )

embryodead
Mar 09, 2004, 06:09 AM
This is not Finland :p

Drift
Mar 09, 2004, 01:07 PM
I rushed those popheads a bit too much. That pork-pink color of chaos dude is horrible. I can't stand the idea of it being online. :lol:

Here's a better one. I did some other small fixes too.

Drift
Mar 11, 2004, 06:30 AM
Here's the new setup of mages:

http://www.civfanatics.net/uploads6/mom_mages3.jpg

- Sss'ra replaced Kali as a chaos mage.
- Tlaloc took Sss'ra's place as a nature mage. (Original Tlaloc was death + nature and I like my current death mages a lot.) I'm looking for possible replacement graphics for Montezuma, but he'll do for now.
- Nature mage Ariel (elf with a green dress and wings) was renamed Freya.
- Old Freya (Legolas) was removed and replaced with Ariel. Theodora is ok although I would've given her a white robe. However, I can't upload C3C content with such small modifications.

I took a few steps towards being more faithful to old Master of Magic. I would also like to replace Beorn as he isn't from Master of Magic and looks bad. Also, as good as Sween's Sauron is, I'm looking for a replacement.

I've got a lot of the next patch done:
- New unit, Wyvern rider makes its appearance as a 6.3.3 Chaos unit. It's a Chaos Knight upgrade.
- Doom Drake makes a return as a unit spawned by a new Drake Mastery great spell.
- Kinboat's new saurus units replace two of the three skinks from Lizardmen and aaglo's updated Cog and Siege Cannon graphics are in. I also hope embryodead gets those giants done soon so I can include them - I would really like to get rid of those ugly placeholders. :)
- Monolith was moved into death magic branch and obelisk into nature magic branch. Monolith also received a 50% effectiveness cut.
- Magic techs don't require techs from other branches (for example, Chaos Magic IV requires just Chaos Magic III, not also Life-, Death- and Nature magics II) Hope this won't wreck tech balance.
- Civilopedia has been somewhat updated. For example, when a unit or building is mentioned, there should be a link to that building/unit.
- Resources have been reworked. Bears live in Forests and Ancient Forests. Boars live in Forests and Swamps. New resource Cattle roams grasslands and plains. Seals make an appearance to tundra. Fish and whales were added to coasts and seas just like they have always been meant to. There's no longer any fish in swamps.
- Techboxes have a new lighter color making it easier to see the texts.
- New popheads are naturally in.
- Enchanted spring palette problem is gone, resources have correct icons. All units have correct icons.
- I couldn't figure out a good way to make the ocean more distinct from sea - technical difficulties. Sorry.

I continue to work with stuff while waiting for those giants. (two of them were made about a week ago so it can't be long. :) ) I'd like to make this patch as finished as possible, so even if the giants appear today, it could take a few days before I release this.

What do you people think of the changes? New mages in particular? I've been against using Firaxis leaderheads, but I have to admit that I really like Theodora-Ariel. Montezuma I'm not that keen on. Also, is there anything I've missed. I've gone through this thread and fixed / tried to fix everything that has been mentioned.

Nibble
Mar 11, 2004, 07:06 AM
Drift,

Glad to see you've put the Doom Drake back in. ;) Also, I'm curious to see how that new siege unit is goint to play.

BTW if you need help with Civilopedia text input, I would be glad to help.

Drift
Mar 11, 2004, 07:11 AM
Originally posted by Nibble
Also, I'm curious to see how that new siege unit is goint to play.

Actually, the siege unit is just a graphical update, it's still the highest bombardment unit of the game and exclusive to chaos mages. Aaglo updated some of his older units and I decided to include the upgrades in the patch.

BTW if you need help with Civilopedia text input, I would be glad to help.

Thanks. :) I think I have this under control right now, but I'll be sure to ask if I ever need help with it. :)

Nibble
Mar 11, 2004, 07:15 AM
Great! Looking forward to the new patch with high anticipation. Not looking forward to days on end without sleep!:rolleyes:

Keep it coming!

mrtn
Mar 11, 2004, 02:59 PM
I have no idea if Theodora fits as Ariel or not, as I never played the original, but I'm happy you gave up your stiff necked resistance against Firaxis heads. ;)

Why do you have seals in tundra? Seals are sea creatures, you know. :p Put them in coast instead, if you want them. Tundra could have reindeer or musk ox instead. Or gold (Alaska, for instance).

Drift
Mar 11, 2004, 03:34 PM
Originally posted by mrtn
I have no idea if Theodora fits as Ariel or not, as I never played the original, but I'm happy you gave up your stiff necked resistance against Firaxis heads. ;)

I attached a sketch of Ariel from a great site (http://dragonsandmonkeys.com/gallery/games/mom/momsketches.htm) with concept sketches from Master of Magic. It's not a match, but it's close enough.

As for my neck loosening up, you're unfortunately wrong. My neck has been really stiff lately, must've been sitting too much in this crappy computer chair or something. :lol: ;)

Why do you have seals in tundra? Seals are sea creatures, you know. :p Put them in coast instead, if you want them. Tundra could have reindeer or musk ox instead. Or gold (Alaska, for instance).

Hmm. Well, I put them in tundra because... I don't know really. :lol: The seal in the resource is lying around so it can't be placed on water. Guess I was unconsciously treating tundra more as a sea of ice kinda thing. Pity, I liked those little seals lying around, they were kinda cute. :) I'll come up with something else.

Here's that Ariel sketch:

The Last Conformist
Mar 19, 2004, 06:42 AM
Too bad you can't restrict land resources to tiles next to water.

Looking forward to the next patch.

Drift
Mar 19, 2004, 07:01 AM
The next patch will be postponed a bit. I've been taking time off from modding and focusing on my real life lately and now I'm going to Lapland for a skiing trip. I'll try to wrap up the patch after I come back (it's a one week trip). :)

tjedge1
Mar 19, 2004, 07:02 AM
Have a good trip! :wavey: A safe trip, too.

Drift
Mar 19, 2004, 07:07 AM
Originally posted by tjedge1
A safe trip, too.

Yes, hopefully. It's something of a current topic at the moment as last night, 24 people were killed when a bus bound for Lapland collided with a truck in central Finland. It was so slippery that the rescue teams had trouble walking on the road.

All victims were young people going skiing to Lapland. :(

tjedge1
Mar 19, 2004, 07:08 AM
Originally posted by Drift


Yes, hopefully. It's something of a current topic at the moment as last night, 24 people were killed when a bus bound for Lapland collided with a truck in central Finland. It was so slippery that the rescue teams had trouble walking on the road.

All victims were young people going skiing to Lapland. :( :sad:

mrtn
Mar 19, 2004, 09:14 PM
I'm amazed this was "blown up" (not the right words, but this isn't Swedish, after all...) as large as it was here, as it wasn't in Sweden, after all...
I hope you use a seat belt in the bus...

Well, love from your neigbours... :love:

michellembrodeu
Mar 22, 2004, 04:36 PM
This is a great mod.

Makes one want to play civ again. Just great.

Only problem I have is not being able ot build the coastal fortress.

Since we (roommate) and I only downloaded it 2 days ago, we should have all the right files.

Just a great game though.

Pfeffersack
Mar 23, 2004, 04:01 AM
The problem with the coastal fortress is already known (caused by checking the wealth flag) and an updated .biq is available.Look here (page three of this thread, post in the middle):

http://forums.civfanatics.com/showthread.php?s=&threadid=79607&perpage=40&display=&pagenumber=3

michellembrodeu
Mar 23, 2004, 12:45 PM
Found a new bug.

I put the fireball things, rebased, unto a ship.
tried to off load to shore and crashed the game.

also since I downloaded this game like three days ago. how come the mom.biq update was not part of it.

Cause i downloaded that and still the fortress cannot be made.

Do I need to start a new game to get it to work?

Pfeffersack
Mar 23, 2004, 04:49 PM
I think the download on the first site including the various patches do not include those last quick fix for the coastal fortress bug.You have to replace the .biq manually and a new .biq only affects new started games.

Don't konw about the fireball crash, because I don't run in this situation until yet, but what kind of crash is it? Any error or simple to desktop?

Glunk
Mar 24, 2004, 05:19 AM
Fantastic mod! I hope animated sparklies for the magic nodes is added. I figure they could be done in the same way that Volcanoes animate on the map when they erupt.

tjedge1
Mar 24, 2004, 06:04 AM
Drift is on vacation so don't feel ignored if he hasn't responded. He'll most likely jump right on it when he gets back.

michellembrodeu
Mar 24, 2004, 06:06 AM
When you try to offload the fireblast things. it crashes and locks the game.

You have to do three finger salute to end it.

Drift
Mar 27, 2004, 05:19 AM
Well, I'm back. Trip was a safe one although we did see a couple of elks crossing the road (we had our own car), but it was during the day and they were pretty far away. Weather was great, but the wind at the slopes was so bad and the tickets so expensive that I ended up skiing cross country style the whole vacation. Definite high point of the trip was conquering two fells during one trip - the other via a brutally steep Pirunkuru - Devil's Pass. :)

@michellembrodeu

Coastal fortress bug can be fixed by replacing mom.biq from Civ3\Conquests\Scenarios\ with the one attached to this (http://forums.civfanatics.com/showthread.php?postid=1646554#post1646554) post. Or you can wait untill I finish the next larger patch. Should be in the next few days.

About the spells crashing the game when rebased onto ships and then moving them into land square... First of all, spells are immobile units so you shouldn't be able to move them into a land square from a ship. They are meant to be moved around by re-basing them. To be honest, I didn't realise it was possible to rebase them onto ships. I'll have to dig into this one and see if I can do something about it. Thank you for bringing this up and thanks for playing. :)


Well, like I said, bigger update should come in the next few days. Stay tuned. :)

tjedge1
Mar 27, 2004, 10:59 AM
If you tag units with the "foot unit" flag
then make the ships have "load foot units only" flag
then make sure spells are not flagged "foot unit"
that should do it.

The Last Conformist
Mar 27, 2004, 11:54 AM
I think the problem wiht the Fireblast could be fixed by reflagging it as an air unit. It seems to work like the CivIII Release cruise missile.

Drift
Mar 27, 2004, 03:08 PM
@tjedge1 & TLC

Thanks guys. :)

I was thinking along the same lines, but haven't yet tried anything out.

Rigormortis
Mar 31, 2004, 02:54 PM
Hello everyone

since the mod looks so nice I downloaded and installed it.
It doesn´t work though so I´d really appreciate help. The error I get is

File not found

"art\advisors\Vlad_all.pcx"

the game will now blah...

I did everything as instructed; installed mom.rar, the leaderheads, patch and update and the terrain graphics,.

Did it again too after a complete reinstallation of Civ 3 + Conquests.
(And downloaded the files again just in case...)

Btw, in the "art\advisors" folder, there are no files after "tombking"...

Any help or idea would be really appreciated

Drift
Mar 31, 2004, 03:04 PM
Sounds like your extracting software can't handle MoM.rar. Art\Advisors\ should definitely have files after Tombking_all.pcx Since you downloaded the package again, it shouldn't be corrupt either.

What software are you using? WinRar is free and should work 100%. You can get it from here: http://www.rarlab.com/

Hope this helps. If not, say so and we'll try to work this out. :)

Rigormortis
Mar 31, 2004, 03:23 PM
it works !

I was using WinAce *grumble*

WinRar worked just fine - many thanks for the fast reply

going to play now :-)

Drift
Mar 31, 2004, 03:30 PM
Nice to hear I could help. :)

I've been finding it hard to focus on the project last few days - been busy with RL. The update will come, but I can't promise when. Soon though. :)

posty54
Apr 03, 2004, 12:30 AM
Is there a version of this mod that will work with civ III gold edition, not just conquests?

Drift
Apr 03, 2004, 12:40 AM
Originally posted by posty54
Is there a version of this mod that will work with civ III gold edition, not just conquests?

No. :(

Drift
Apr 03, 2004, 05:03 AM
New patch is coming soon. I'm putting finishing touches on it and I've requested ftp access from Thunderfall. Patch size will be 26 megs (it includes the new terrain graphics - I want to lessen the amount of downloads required for new players)

I've rearranged the wizards a bit more. Here's how they look
http://www.civfanatics.net/uploads7/mom_mages5.jpg

Lo Pan replaces Darloc (Sauron) and Raven replaces Beorn. Now only Mordja and Vlad are mages that aren't from original Master of Magic. I have no plans of replacing them though as I like them a lot.

Traits of different mages were changed a bit. Each type of mage (death, chaos, nature & life) have their basic two traits and a bonus trait from one of the other branches:

Death mages
Mordja - Rel, Com, Exp
Rjak - Rel, Com, Mil
Vlad- Rel, Com, Sci

Chaos mages
Tauron - Mil, Ind, Exp
Lo Pan - Mil, Ind, Sci
Sss’ra - Mil, Ind, Rel

Nature mages
Tlaloc - Exp, Agr, Mil
Raven - Exp, Agr, Rel
Freya - Exp, Agr, Sci

Life mages
Oberic - Sci, Sea, Mil
Merlin - Sci, Sea, Exp
Ariel - Sci, Sea, Rel

There are also a lot of smaller fixes including all the ones I outlined on page 7.

Stay tuned. :)

The Last Conformist
Apr 03, 2004, 07:03 AM
Is my memory playing a trick on me, or was Mordja a demon in the Belgariad?

Drift
Apr 03, 2004, 08:13 AM
Originally posted by The Last Conformist
Is my memory playing a trick on me, or was Mordja a demon in the Belgariad?

Yep. :lol:

Man, it's been quite a few years since I read those series. I know they don't do it for me anymore, but they hold certain nostalgy value. I was thinking of a name for the mage "something death related... muerte... mor.... Mordja." I guess it was one of the more memorable parts of the series. (and the name's kinda cool) :lol:

The Last Conformist
Apr 03, 2004, 11:14 AM
I greatly enjoyed the Belgariad and the Malloreon at age thirteen or so. I read the entirety of both series twice within a year. But I'm afraid they don't do it for me either anymore, and I'm starting to get seriously rusty on names and the like.

I've read too little good fantasy lately. China Miélville's The Scar was heartily recommended to me, but I didn't find quite all it's been cracked up to be. Going for something lighter, I started on Mary Gentle's Grunts today - we'll see if the fantasy/comedy combo works well.

mrtn
Apr 03, 2004, 07:2