Master of Mana website dead?

Here it is
Spoiler :


My suggestion : is it possible to resize the picture (not cropping it)? at present, I think that the sorceress is too big (at least in my screen). resize her into 80% maybe will do :)
 

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esvath the main problem is that the base picture i am using to make the texture for the menu has totally different aspect ratio then 4:3 (your screen) or 16:10 or 16:9 (widescreen) so i can either:

1) stretch the picture, but this would mean that all proportion will look weird, i.e. the head is too wide and not tall enough an so on. to me that is no good solution

2) use the original picture and crop 16:10 and 4:3 images out of it. the proportions will still look good, but it will look zoomed in

here is a picture to illustrate this point (in both cases you see the base picture and the dotted rectangles indicate the texture you will be seeing on your screen) :
Spoiler :



3) use the original pictures aspect ration, but make black bars at the side, but this you don't seem to like


i don't think option 1 is good and you don't like 3, therefore i have chosen 2.
But the picture you are seeing is still the 16:10 version i have yet to make the 4:3 version. it will look a bit better then.

may i ask where the bottom bar is (where you can start a game or go back in the menu hierarchy)?
 

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Oh, I see... How about giving some effect in the black columns? Or, make them not black, but colorful (maybe copy-and-paste from the original picture) thus making it less bland? If one of those is possible, I'm in favor of (modified) side columns then.

And about the bottom bar, maybe it was missing while I pasted the picture to gimp. Since 3.19, I can not directly produce screenshot from the game. All screenshot files were 100% black. I have to print-screen, paste it to a graphic program and save it from the program.
 
Python bug when I moved my huntress stack into Hippus capital. Then when I moved another huntress to the city, the game ctd. Maybe related, maybe not, I don't know. File save is not attached since I play with Xtended Beta :rolleyes:

Spoiler :


BUG : Khazad receive my cease fire proposal and declare war on me in the next turn!

Several balance inputs :
  1. Several heroes require mundane tech (as I noted before). FoL's Kythra and Yvain also require mundane techs. Is this feature?
  2. FoL aura granting promotions require second sacred tech. I think this is too restrictive. I suggest move them to the first sacred tech. To fill the second sacred tech, you can move Summon Treant there, or move Kythra there, or both.
  3. I think Ancient Forests should give small benefit (beside +faith). +0,5 food or +0,5 lumber per Ancient Forest is enough, imho.
  4. Order's second sacred tech is empty.
  5. Order, Empyrean, FoL priests have Divine Aura combataura (thus can not stack with each other), while RoK priest have Strength combataura (thus can stack with the other priests'). Is this intended? I think it is better for each priests to have unique combataura (thus can stack and provide incentive to build all religions' priests). If for some reason this is not feasible, then I think all priests should have Divine Aura combataura (and can not stack with each other, no incentive). OO's priest is okay with its Frightful Presence hostile combataura.
  6. Sphener, Mardero, Yvain (and maybe other disciple-class heroes) do not have combataura. I think they should have combataura just like priests in their religion.
  7. Temples should provide +1 happy when its religion become the state religion, imho.
  8. Since library get serious malus now (-3 gold, iirc), building three libraries to get the Great Library often cripple my economy. I think some balance should be done whether : a) increase the Great Library's benefits; b) reduce requirement for Great Library; c) reduce gold penalty for library.

I have so much fun with this Beta 5, thank you Sephi, tesb, Graywarden, for your hard work! :goodjob:
 

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what graphic options have you disabled to get this weird looking terrain?

the terrain uses two textures, one grid/blend texture that i primarily use for the color and one detail texture. it seems you run without detail textures. you can enable them they are just 512*512 with no alpha, i.e. fairly small (~132 Kb). it is the blend/grid textures that are really big.
 
[*]Order, Empyrean, FoL priests have Divine Aura combataura (thus can not stack with each other), while RoK priest have Strength combataura (thus can stack with the other priests'). Is this intended? I think it is better for each priests to have unique combataura (thus can stack and provide incentive to build all religions' priests). If for some reason this is not feasible, then I think all priests should have Divine Aura combataura (and can not stack with each other, no incentive). OO's priest is okay with its Frightful Presence hostile combataura.

Those 3 tend to get along with each other, but RoK has a Diplo penalty with Order for example. Not sure if I am explaining it properly.:lol:
 
I just found a CTD bug. Using th 3 tile per limit I had a 4 mercenary spot with the 4rth to the south. I killed one so the one south moved up, next 2 proceeded to attack me and the game then crashes.
 
esvath here is the final sorceress menu (unless you find any bugs).

first delete all files in art/interface/main menu/dragon and then upack the files in the attachment into that folder :)

please provide a screenshot and report any bugs and opinions. i made the spell circles a bit less imposing. personally i really like the looks without the black bars and don't mind the 'zoomed in' factor that much, but what do you think?. the sorceress menu is the only one where this is even a big issue. the angel menu will suffer from this to a small extend and for the elf and devil menus i have widescreen base pictures :)

i will finish the angel menu in an hour or so and i will redo the elf and devil menus after i have slept. they will take a bit longer because i will have to redo the alpha channels and make some adjustments to the pictures which will take quite some time.
 

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@esvath

angel is ready too. same procedure:
delete all files in art/interface/main menu/blue angel
then extract the files in the attachment into this folder.

good night :)
 

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tesb, I can only say this : P-E-R-F-E-C-T!!!

The screens are beautiful, the effects are not flashy but elegant and enliven the picture. And I do think that the sorceress is not too zoom-ed. :goodjob: :goodjob: :goodjob:

Here are the screenshots :

angel :
Spoiler :


sorceress :
Spoiler :


Btw, what did you mean by "strange looking terrain" in my bug-picture? If you think that they are too dull (in color), the python pop-up did make the rest of the screen become dull (lessen in color and contrast, as such).
 

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Btw, what did you mean by "strange looking terrain" in my bug-picture?
well it looks like you have no detail textures on your terrain in that screenshot. perahps this is due to the error. how do your marshes look? (if they are just grey then you have no detail maps enabled)
 
devil menu finished :)

i removed a lot of effects and slowed the clouds in the background. i changed the writing a bit so it is easier to read and added a new effect. the widescreen version looks a bit better because you have portal pieces left and right while the normal version only has them on the right.

i hope i can finish the elf menu today, but i am not sure it too will require a lot of work on the alpha channel again :(
 

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Really great work with those widescreen menus. The sorceress indeed is looking a little bit too much zoomed in at 1920*1080, but those other screens are perfect.

Spoiler :
 

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The sorceress indeed is looking a little bit too much zoomed in at 1920*1080
yeah on a 16:10 aspect ratio it is not quite as bad than on 16:9, but on the other hand the devil menu looks much better on widescreen :)

elf menu is attached :)

finally i have time to revisit the hero classes and make hero classes for mounted units.
 

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Hi MoM team,

after my translation of WM 8.34 into German i had to pause gaming for a while because of university, now after finishing it i want to contribute again.

I really adore your mod and would really like to help. I already translated a lot of MoM into German and while looking through all this files i found some improvable strings in English and small typos and such. I would also like to change some tags of hardcoded, untranslatable buildings and civics.

In an older thread i found a link to your SVN. Perhaps you could give me access, so i could merge in my translation and fix typos and such? Of course i also can post all translated files, if you don't want anyone else to work with your SVN, but it would be alot easier if i could update the translation after a patch myself. ;)
 
Lets play a game. Can you guess what could be wrong with the pictures....


Spoiler :
Text is cut off and does not talk about the performer. Text key missing for exploring dungeon after the hero orc runs off one tile west. Placement for dungeon has space but will not accept one. City has no forge but still allow him to join as specialist. I can see the other scout but diplo window does not pop up until next turn.
 

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now after finishing it
congratulations :)

I would also like to change some tags of hardcoded, untranslatable buildings and civics.
what do you mean by hardcoded and untranslatable? afaik every text is in some xml. can you give examples?

Perhaps you could give me access, so i could merge in my translation and fix typos and such?
you should write sephi about this, probably in a pm.
 
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