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#1 |
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Chieftain
Join Date: Dec 2001
Posts: 53
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Master of Magic MOD
Hi All.
![]() I started making a master of magic mod last night and currently working on it heavily ![]() All spells/creatures/building/races will be directly from master of magic. (Due to some spell conflicts I have removed 1 spell for each group of spells (1 common, uncommon, rare from each spell class) I have finally completed the life magic tree and just want some feedback or ideas if possible ![]() Basic life magic - Holy Armor Improvement : 20% extra defense in city - Star Fires Unit : Star fires (Missile Unit) - Just Cause Small Wonder : Increased chance of leader appearing - Endurance Tech Effect : Workers complete tasks twice as fast - True Light Improvement : Reduce Corruption, Resist propaganda - Holy Weapon Not sure of bonus yet. - Guardian Spirit Unit : Guardian Spirit - Healing Tech Effect : Disable Disease from swamps (changing jungle) - Heroism Improvement : Veteran units (ground/air/sea) Advanced Life Magic - True Sight Not sure of bonus yet. - Unicorns Unit : Unicorn - Plane Shift Improvement : Air trade - Raise Dead Not sure of bonus yet. - Resurrection Not sure of bonus yet - Planar Travel Small Wonder : Plane Shift Improvement in every city - Dispel Evil Unit : Dispel Evil (Missile Unit) - Heavenly light Small Wonder : True Light in every city - Prayer Not sure of bonus yet. Expert Life Magic - Lionheart Tech Effect : Conscription - Altar of Battle Small Wonder : Heroism in every city - Incarnation Unit : Incarnation - Angel Unit : Angel - Stream of Life Tech Effect : Irrigate Without Fresh Water Small Wonder : +2 pop per city growth - Righteousness Small Wonder : True Light in every city - Mass Healing Small Wonder : Heal in enemy territory - Prosperity Tech Effect : Wealth production doubled Small Wonder : +1 trade per square already producing one +50% tax - Holy Word Small Wonder : Missile success reduced by 75% Well there it is for now. Feedback very welcome
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#2 |
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Caliph
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I wonder if you noticed that a Master of Magic mod was released few days go (it's called Master of Myrror).
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Sengoku-mod - Feudal Japan mod preview/test The Sword of Islam: RFC Medieval Middle East - Caliphates, Byzantium, Crusades, Turkic & Mongol Invasions, Rajputs & Mughals and moar! Now with its own subforum! Medieval Reskin Shop | Buildings & Stuff | RFC Epic/Marathon | Warhammer Fantasy Mod | Medieval European Mod II
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#3 |
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Chieftain
Join Date: Dec 2001
Posts: 53
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I did actually notice that. But the master of myrror one is not designed to work like Master of Magic.
The one I am making i going to try and stay as true to the original as possible. |
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#4 |
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It's a boy!
Join Date: Mar 2003
Location: Tampere, Finland
Posts: 2,175
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Well, all I can say is good luck and god speed!
![]() A Master of Magic mod that stays true to the original is an ambitious project indeed. I discarded that approach right from the start and went on to make a mod of my own with Master of Magic as the primary source of inspiration. The gameplay of these two games (MoM&Civ3) is so different that it was the only logical choice for me. I felt like if I couldn't do justice to Master of Magic with the tools available to me, I would rather do something different. But I'll naturally be looking at this project with interest. One question: I assume life mages can only research life spells, but will they be arranged into a chain a'la "Holy Armor - Star Fires - Just Cause - Endurance..."? If so, isn't it a problem that the player will never have a choice of what to research? And will for example Merlin be life + nature and be able to research some of the spells from both branches?
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Retired from Civ3, focused on my family. Thanks guys, it was a blast! Master of Myrror Fantasy Mod - If you don't mind me saying so, a great fantasy mod with innovative and fresh gameplay ideas. Master of Myrror II and Master of Arcanus My final effort at truly finishing MoM and taking it to the next level. Didn't get out of beta. |
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#5 |
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Chieftain
Join Date: Dec 2001
Posts: 53
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I will be making it just like the original MOM how that you can research whatever spell you like at any time pretty much, it will just take you AGES to do it.
And yes, merlin will be able to research basic and advanced life magic. As well as basic and advanced nature magic. But he will not have access to expert of either of those. The expert levels of magic are going to be very powerful to make up for that fact that the dual magic races have a larger range of spells. And there will be no wonders in this game except for one. Spell of Mastery. Everything else will be small wonders, to signify that in MOM you could have more than one person with a global enchantment running. So one person building a life wonder, won't stop all other life classes doing it. |
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#6 |
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It's a boy!
Join Date: Mar 2003
Location: Tampere, Finland
Posts: 2,175
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Ok. It will probably be difficult to balance the tech costs, but it does sound like an interesting approach.
That's a bit problematic about small wonders IMO. You can't sell small wonders so giving them a maintenance cost is a problem. On the other hand, huge amount of small wonders without maintenance cost means simply that all players will build all available small wonders and have exactly the same bonuses...
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Retired from Civ3, focused on my family. Thanks guys, it was a blast! Master of Myrror Fantasy Mod - If you don't mind me saying so, a great fantasy mod with innovative and fresh gameplay ideas. Master of Myrror II and Master of Arcanus My final effort at truly finishing MoM and taking it to the next level. Didn't get out of beta. |
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#7 |
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Chieftain
Join Date: Dec 2001
Posts: 53
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Not every race has access to all the small wonders though.
i.e. For the Altar of battle listed above. Only Ariel will be able to build it because she is the only one who has access to the third group of life magic spells |
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#8 |
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Chieftain
Join Date: Dec 2001
Posts: 53
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Yaay first preview
![]() First age for life magic only user. The first row of 4 spells are the ones you can research at first Each of those 4 spells open another 1 or 2 spells to research. There will eventually be an arcane spell section on the top with arcane spells to keep people busy And one tech per age which will advance you to the next one. So you don't even have to research any spells if you don't want to and just go straight to the age of mastery and research the spell of mastery & win ![]()
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#9 |
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Chieftain
Join Date: Dec 2001
Posts: 53
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Sss'ra(Draconian. (life/chaos)) research options when first starting.
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#10 |
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Deity
Join Date: Feb 2002
Posts: 11,261
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An idea for the magic nodes that uses C3C's new AI capabilities:
Make a "node" terrain, and have the resources graphically do the work of making the terrain look, (ie, death node resource would have pruple "stars" and be swampy looking), and impassible to wheeled units. Then make many "magic" buildings, that have airport capabilites. Make the airport look like white stars, (to mix with the pruple stars, for example) Make gaurdian spirtis the "captured" unit, and the only non-wheeled worker type-unit, or perhaps just make the spirit have only the "build airfield" command.... edit: nm, then all cities would have "teleport" capabilities too early. |
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#11 |
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Chieftain
Join Date: Dec 2001
Posts: 53
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Sharee Leaderhead.
(This is my first attempt so it may look really bad. LOL) Any suggestions for how I can improve the modelling would be very appreciated! (Image removed because it sucked. heh) Last edited by Taranthor; Jul 21, 2004 at 05:12 PM. |
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#12 |
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It's a boy!
Join Date: Mar 2003
Location: Tampere, Finland
Posts: 2,175
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I'll be straight with you and say that it looks horrible. You've done a very good job with a program that is obviously not meant for designing realistic human characters, but the result is nevertheless completely unsuitable for a leaderhead.
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Retired from Civ3, focused on my family. Thanks guys, it was a blast! Master of Myrror Fantasy Mod - If you don't mind me saying so, a great fantasy mod with innovative and fresh gameplay ideas. Master of Myrror II and Master of Arcanus My final effort at truly finishing MoM and taking it to the next level. Didn't get out of beta. |
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#13 |
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Furioso!
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I think that looks great
But it doesn't quite fit to the civ3-graphics style.
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R.I.P. Stormrage, my partner in Green Warhammer Fantasy mod 2.5 for Civ3Conquests - HistoriCanada - Civ3-mod about canadian history My Civ3-units**My all other Civ3-graphics**Things for me to do. It's not an optical illusion - it only looks like it... |
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#14 |
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Caliph
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Well, it doesn't look very much like human being...
__________________
Sengoku-mod - Feudal Japan mod preview/test The Sword of Islam: RFC Medieval Middle East - Caliphates, Byzantium, Crusades, Turkic & Mongol Invasions, Rajputs & Mughals and moar! Now with its own subforum! Medieval Reskin Shop | Buildings & Stuff | RFC Epic/Marathon | Warhammer Fantasy Mod | Medieval European Mod II
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#15 |
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Deity
Join Date: Feb 2002
Posts: 11,261
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There are a bunch of free head models and skins around the net.
I find this website can be a good start for a search. http://bakhter.com/index.html I assume you are not using Poser? I can e-mail you the head models I have. They work ok for still leaderheads. |
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#16 |
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Chieftain
Join Date: Dec 2001
Posts: 53
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I'm using blender. It's kind fun, a bit difficult, but I'm not exacty great at modeling considering this is like the first thing I have ever attempted..
I wasn't really planning to actually use it.. but it's a start.. I'll probably see if anyone else can help with the leaderheads as I suck at them :P |
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#17 | |
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Deity
Join Date: Feb 2002
Posts: 11,261
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Quote:
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#18 |
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Chieftain
Join Date: Dec 2001
Posts: 53
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Update on how mod is going :)
Ok guys long time no see I know
![]() I have finished working on the research trees and how they work Each race has different categories for what spells they will get divided into each age, Magic Age, High Magic Age, Grand Magic Age & Age of Mastery. Example. Barbarian - Tlaloc - Nature & Death. Tlaloc begins with Basic Nature, Basic Death, Advanced Nature & Advanced Death. This allow him to research all Nature & Death spells from the Magic Age and High Magic Age. He will only be able to research arcane spells in the Grand Magic Age and a selection of spells in the Age of Mastery. The loss of any color spells in the Grand Magic Age is balanced by the fact that he will gain at least 9 more spells than someone who is purely nature or death, but he will lose the bonus of getting the higher levels spells from each. (Jack of all trades master of none) Magic spells will be handled in various ways. Example. Any damage spells will be a cruise missile type unit. Only useable once. Summons will be enduring units. Any global enchantments will be small wonders. Any city enchantments will be improvements. Unit enchantments will work somewhat differently. Each of the Basic units (non summoned) will have an option of one enchantment. i.e Life magic, Swordsmen, can either be trained with holy armor, or with holy weapon. Not with both. |
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#19 |
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Fantasy Warlord
Join Date: Oct 2002
Location: Stuttgart, Germany
Posts: 2,245
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Hadn't noticed this thread before!
With no reflections on Drifts Master of Myrror - Mod (it's very good), I for one would be very interested in another Master of Magic - inspired mod! Looks interesting, keep at it! Now, if only someone would finally make a new version of Master of Magic itself....
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#20 | |
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Deity
Join Date: Feb 2002
Posts: 11,261
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Quote:
Go to stardock.com... they want 5000 prepaid orders for Master of Magic 2..... |
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