Master of Mana website dead?

BUG report :
  1. Yield bug which gives players zillions of lumber/herb/whatever is still exist. I got one just a few minute ago, playing as Svartalfar. I reload and the bug didn't occured again.
  2. I got message "Failed to Compress Data" while ending my turn. From that point on, I got the same message when ending turns and saving game. All save files from that point on become corrupted, I can not load any of them. I don't know whether this is Civ4 bug, MoM bug, or my laptop is getting older and older. This is the first time I encounter this during several years of playing Civ4 though. And this was happening right after Basium enter the game.
  3. Animal Handling (tech which gives you Ranger) cost ~10000 beaker, while Poisons (tech which gives you Assassin and placed after Animal Handling) only cost ~3000. Feral Bond (which gives you Duin and Kythra, placed after Poisons), only cost ~4000. Is this intended?

Not a bug :
In my screen, city maintenance cost (upper left on city screen) is overlap with faith sliders. Placing slider several notches up will fix this, imho.
 
hi guys, I just want to ask something about his mod, Iam playing ffh2 for a long time now and just downloaded this modmod. I just want to know if I have installed it correctly, what I did is download and installed 1.2 then the 1.25 patch afterwards I installed patch 1.3 v5 that is linked on this thread on top of my mom installation.

Iam not sure as well if this is a feature or not but whenever I start a game the AI civs starts and have already founded a religion. ( I was able to verify this by going to world builder on turn 1).If this is a feature would it be possible for me to turn it off?

I have tried playing the 1.25 version and there was an option there for dragons which I dont see on the beta version. Does this mean that dragons are on by default on the beta?

Iam sorry if these questions were already answered before but I did try to find the answers but I was not able to get any luck.

Thanks for your hard work guys and wish you luck on futuren of this mod.
 
congratulations

Thanks :)

what do you mean by hardcoded and untranslatable? afaik every text is in some xml. can you give examples?

Perhaps hardcoded was the wrong word, but for example in "FAERIES_CIV4UnitSchema.xml" the erlking unit has: <Description>Erlking</Description>

instead of:
<Description>TXT_KEY_UNIT_ERLKING</Description> and a translatable block in another xml-file and there are a lot more of those missing tags.

you should write sephi about this, probably in a pm.
Will do that.
 
@impe20
you should install 1.2 and 1.25 in '/mods/master of mana' and the beta (i.e. 1.3 v.5) into its own directory and not on top of 1.25, for example install it in '/mods/master of mana beta'
you need 1.2 installed to run the beta though.

Perhaps hardcoded was the wrong word, but for example in "FAERIES_CIV4UnitSchema.xml" the erlking unit has: <Description>Erlking</Description>

instead of:
<Description>TXT_KEY_UNIT_ERLKING</Description> and a translatable block in another xml-file and there are a lot more of those missing tags.
yeah that happens sometimes, this is also often the case with equipment and barbarian factions (devils, mercenaries) if i remember correctly. your help would be much appreciated :)
 
hi guys, I just want to ask something about his mod, Iam playing ffh2 for a long time now and just downloaded this modmod. I just want to know if I have installed it correctly, what I did is download and installed 1.2 then the 1.25 patch afterwards I installed patch 1.3 v5 that is linked on this thread on top of my mom installation.

Iam not sure as well if this is a feature or not but whenever I start a game the AI civs starts and have already founded a religion. ( I was able to verify this by going to world builder on turn 1).If this is a feature would it be possible for me to turn it off?

I have tried playing the 1.25 version and there was an option there for dragons which I dont see on the beta version. Does this mean that dragons are on by default on the beta?

Iam sorry if these questions were already answered before but I did try to find the answers but I was not able to get any luck.

Thanks for your hard work guys and wish you luck on futuren of this mod.

The holy cities are a new basic game-mechanic and are thereby on by default and you cannot disable this option. And, as you may have already noticed, they are still very much under construction...
Dragons are on by default now, just go out in the wilderness and see what happens. And: Allosaurus are faster than you think. Always:lol:
 
I hate how they randomly run into my land to eat something and leave...... > . > Its funny with the 3 tile per limit so he eats one unit outside of the city.
 
And: Allosaurus are faster than you think. Always:lol:
god how much i hate them. i think i will replace them with jungle drakes or something more fantasy like, i don't want to play jurrasic park :mad:
 
god how much i hate them. i think i will replace them with jungle drakes or something more fantasy like, i don't want to play jurrasic park :mad:

they are quite big and yes, they do not really fit... I would love to see sth like wandering zombies, or a real flying vampire with the assasin-promo (attacks the weakest unit) and additional movement, bringing horror to your cities. He transforms your units to weaker vampires with the assasin promo...

And tesb: please look in the PAE IV mod from pie at, you find it here http://www.civforum.de/forumdisplay.php?f=343 or on civfanatics here: http://forums.civfanatics.com/showthread.php?t=352646

It is fantastic and our mod could/should adopt some of it:
- plagues: if you don't pay attention to your city growth and don't build :health: generating buildings, it becomes unhealthy :yuck: and the city begins to revolt after some turns (and you haven't solved the prob) - and you loose population, even worse than blight (which is kind of mushipussy atm). It is also possible that this unhealthiness develops into a plague and kills all units stationed in the unhealthy tile. The plague can also spread in tiles where a lot of units have been killed due to a battle.
- city revolts: causes - see above about unhealthiness and, of course, if your people become unhappy. If a city ends in a revolt, a part of the stationed units there or the settled slaves (other good point - slaves!!!) begin to fight against you. During a revolt, the city stops its production, looses all culture, buildings may be destroyed and units wounded.
- army revolt: if more than 25 units are on the same tile, there is a %age of revolt. If there is a revolt, a part / half of your units fight become barbs and fight against you.
- katastrophes: plague (already explained), earthquake (devastating), tornado, tsunami, meteors... they kill units, destroy buildings and improvements. katastrphes would also be great for magic (GC) and/or religious wonders.
- improvements: cost coins to build them. I love it. Like a mine costs 35, a farm 10, a pasture 12, a winery 20, a lumbermill 15, a camp 15, etc. - it is great and would totally fit our philosophy. Please keep at least this in consideration.
-slaves: a totally new slave mechanic! Wonderful!!! You can choose how to settle them down: palace slave, temple slave, school, quarry, brothel, etc. - and they revolt if you settle too much of them.

Greez,

Tschuggi
 
katastrophes: plague (already explained), earthquake (devastating), tornado, tsunami, meteors... they kill units, destroy buildings and improvements. katastrphes would also be great for magic (GC) and/or religious wonders.
are those simply events? because it would suck to get a meteor event without seeing the impact on the map (like the meteor and meteor shower spells, which got new art in 1.3 btw).

improvements: cost coins to build them. I love it. Like a mine costs 35, a farm 10, a pasture 12, a winery 20, a lumbermill 15, a camp 15, etc. - it is great and would totally fit our philosophy. Please keep at least this in consideration.
yes i suggested this as an option in the feedback thread to simplify the current system.

the rest sounds too much like mechanics that can cripple the ai and be quite annoying for the player to be honest.

i will not have the time to look that close at the mod, but will keep it in mind.
 
the slave system certainly looks interesting although i think it would be too complicated for MoM, but a streamlined adaptation could be nice. i also like the different movement modifiers, but again i think it would be to complicated for MoM, but a minor adaptation might be good.
with health being much more important in MoM (it cost much more food now), i think we don't need additional diseases, considering that the plague is a AC event. unit deserting sounds too much like a frustrating feature imho.

edit: don't get me wrong, it looks like a great mod, but to me MoM is much more exploring the world and fighting it than a complicated empire simulator.


edit2: to expand on the first edit: i like in-depth systems, but they should focus where the mod focuses on. in MoMs case this would mostly be magic and religion.
 
the slave system certainly looks interesting although i think it would be too complicated for MoM, but a streamlined adaptation could be nice. i also like the different movement modifiers, but again i think it would be to complicated for MoM, but a minor adaptation might be good.
with health being much more important in MoM (it cost much more food now), i think we don't need additional diseases, considering that the plague is a AC event. unit deserting sounds too much like a frustrating feature imho.

edit: don't get me wrong, it looks like a great mod, but to me MoM is much more exploring the world and fighting it than a complicated empire simulator.


edit2: to expand on the first edit: i like in-depth systems, but they should focus where the mod focuses on. in MoMs case this would mostly be magic and religion.

I know, I know, but I can't explain it very well... so take your time and look a bit into it, it is really worth it!!! Just check the python a bit, it certainly explains more than my cripply words.
The slave system is not complicated at all. It is just that you can win a slave after a battle (sometimes you can get the "whole" unit and can use it, which is quite interesting when it is a special unit /UU from another civ) and can then decide how you settle the slave in your city. Practically, settling means sacrificing it for transforming him into a city specialist.
Especially health would fit quite well into MoM, because it has an impact on city management, but it is not focused on it. You just need to pay attention on what and how you build in the city and how you want to let it grow. I think it is a mechanic which MoM really needs.
If you let your city become unhealthy, it looses pop and maybe some of them revolt and attack you.
And if you like in-depth systems, which should focus in MoMs case in mostly magic and religion, then natural katastrphes and plagues would fit very very very good. They are events in PAE IV's case, but we could a) link it to AC and b) make them global enchantments and/or relgious wonders. Agares casting a meteor shower (PAE's looks like a real one and not like a spell, should be interesting for you, at least because of the art), Kilmorph casting some earthquake (looks quite shocking, the first time I saw it, I remained with my mouth open in front of my screen), a tsunami for the OO (palisades and walls protect, although you have to rebuild them afterwards) and tornados would f. e. fit the Austrin...

All in all, the AI doesn't get crippled at all with these mechanics, and it doesn't slow down the CPU either (at least not very much - which the SODs do, therefore I suggested there a MoM-Unit-Hardcap:goodjob:), but some of the events can get quite annoying: you loose high-level units to katastrophes or revolts, your whole city gets devastated by a tornado and then captured by your enemy, because all of your units where wounded... you prepare a sea-invasion and finish in a storm and loose all ships and loaded units... but hey, that's challenging and most of the time I love it:goodjob:

Please try it out and talk with Sephi about it, especially about improvements costing coins (btw, once you started to build one and get interrupted, you don't have to pay it again if you retry).

Greez,

Tschuggi
 
I know, I know, but I can't explain it very well... so take your time and look a bit into it, it is really worth it!!! Just check the python a bit, it certainly explains more than my cripply words.
The slave system is not complicated at all. It is just that you can win a slave after a battle (sometimes you can get the "whole" unit and can use it, which is quite interesting when it is a special unit /UU from another civ) and can then decide how you settle the slave in your city. Practically, settling means sacrificing it for transforming him into a city specialist.
the current slaves work not that much different, i.e. if you have the slavery civic you may get slaves after combat and hurry production in a city or build improvements. what the mod did really different is selling slaves and slave revolts (i don't like revolting cities, they are too important imho). what i would do is rather simplifying the slave system: for example when you have the slavery civic there is the chance that after successful combat production in a city constructing a building is increased or an improvement in works is being sped up. basically you don't have slave units anymore that you have to micromanage around, but get similar effects passively from defeating enemy units.

Especially health would fit quite well into MoM, because it has an impact on city management, but it is not focused on it. You just need to pay attention on what and how you build in the city and how you want to let it grow. I think it is a mechanic which MoM really needs.
If you let your city become unhealthy, it looses pop and maybe some of them revolt and attack you.
health is much more important in MoM 1.3 because unhealthiness offsets more food now. where is the big difference between unhealthiness costing a lot of food or the possibility of causing a disease that reduces food (thus population) except that the former is predictable and latter is random. and again personally i am not a big fan of random things with huge impacts (slave revolts, city revolts, diseases, ...) if things like that happen the player should be able to plan around such things, i.e. they need to be predictable. that is why i don't have that much a problem with the AC plague because you know it hits at AC 30. For example, in terms of gameplay and frustrations there are worlds between a system where a slave revolt would have a counter associated with it and once a certain threshold is reached the revolt takes place and a system where the more slaves you have the higher the percentage per turn raises for the city to revolt. they may sound equal at first, but the former is predictable while the latter will always surprise the player in a negative way.


And if you like in-depth systems, which should focus in MoMs case in mostly magic and religion, then natural katastrphes and plagues would fit very very very good. They are events in PAE IV's case, but we could a) link it to AC and b) make them global enchantments and/or relgious wonders. Agares casting a meteor shower (PAE's looks like a real one and not like a spell, should be interesting for you, at least because of the art), Kilmorph casting some earthquake (looks quite shocking, the first time I saw it, I remained with my mouth open in front of my screen), a tsunami for the OO (palisades and walls protect, although you have to rebuild them afterwards) and tornados would f. e. fit the Austrin...
i will certainly look at those effects, but i would like to remind you that spells and terrform rituals can not really look that devastating because the game plays one effect for each tile affected, i.e. if i would make a big bad meteor it would look too big, because it is only affecting one tile or when affecting multiple tiles you would see more then one big bad meteors. if sephi could change this a bit so only one effect per rital is played i could even make ones for global enchantments and making effects for terraform rituals would be much easier.

Please try it out and talk with Sephi about it
sephi reads this forum too and secondly i don't think i have more of a sway over sephi then anybody else providing feedback or ideas.

especially about improvements costing coins
personally i would not give improvements gold cost, but rather as soon as you are over the improvement limit and want to build more your have to pay something (like global culture currently), i.e. you don't have to increase the city improvement slots in the city screen, but can do so with the worker. this would reduce the amount of micromanagement (opening an extra menu and finding a small button) a lot and would be more intuitive for newer players.
 
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. ;)

TearWiz,

Since our main website and forum is down for the moment, and things are a bit out of whack, its probably best that you upload them here. I will import them into our SVN or Sephi will. Thanks for your contribution. :goodjob:
 
tesb,

thanks for the detailed feedback. A short comment: I tended to think it your way, but with PAE IV from Pie, I discovered that being surprised is actually a lot of fun and challenges me. It made the whole mod a lot more fun! To sum it up: try it.

Greez,

Tschuggi
 
tschuggi it might be the case for this mod, but image in MoM where fighting off the world let alone other civilizations is much more prevalent. a revolt can be quite devastating then (also i rather make myself some sweet allosaur meat, than waiting for a sudden revolt to calm down).
what could be a possibility would be the ability to settle slaves, i.e. they act as a city specialist and give +1 production and -1 culture or something akin to this, i.e. you have a penalty for using slaves, but it is predictable, no sudden effects involved. (of course the problem here being is, that you can't remove them if the need arises)
 
made some small ui changes. unpack the file in the attachment into
art\interface\screen\default
(you have to create that folder)

any comments?
 

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Seems like I've seen Chaos Rift mentioned before but it is in 1.35.
Looks like after my spell is cast the Gold Modifier calculation lost it (see before and after files attached).
Also see this text error. TXT_KEY_PROJECT_CHAOS_RIFT
 
made some small ui changes. unpack the file in the attachment into
art\interface\screen\default
(you have to create that folder)

any comments?

No joy. I created the folder but see no diff.
 
Re Chaos Rift, good memory! Do you know if the DLL problem affects the Gold Modifier problem too? The City Gold Modifier produced 70% of 24:commerce: = 0:commerce: after this was cast.
 
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