master of magic

magush

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Jan 23, 2004
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konstantiniye
i'm just throwing an idea out here: anyone played Master of Magic? i think it would be a very ambitious project, but this engine (civ4) is probably the best possible baseline for something like this. i hope there are some equally ambitious coders/designers/artists up for such a big deal.

crossed fingers.
 
there's a decent MoM mod for civ3.

it would be awesome to have one for civ4...the main obstacle is waiting till there's a decent supply of fantasy unit models.


we could start planning it though.....and doing basic rules modifications..

i think i've seen comments about now being able to have separate civ specific tech trees somehow? that would solve the issue of schools of magic =)
 
Is there a way to get spells to work? That seems like the biggest obsticle - the ability to summon new units, spend points putting buffing spells on them, revealing parts of the minimap.... stuff like that. And how would you have multiple planes of existence?

I want MoM II as much as the next guy, but I just don't think Civ is moddable into it, at least, not at the quality it deserves to be. :(
 
i'm happy about the replies i've got for now. it's a start.

MerakSpielman: you've got a very good point, that was the main problem in my eyes too. i was almost sure that we had to wait for the SDK to see what we are actually capable of, and what we weren't. the spells system and multiple planes cannot, as far as i can see, be implemented under the current modding rules.

anyway, assuming we are able to construct a decent spell system (an extra advisor or two basically) and we have the ability to host multiple planes (linking up n maps square by square) we're done. :P

i know it's a long shot, but we could put a system in place assuming we cannot cast/research spells or change planes of existence. the mod for civ2 was decent, and it did not have any of these functions if i remember correctly. still, i'm hopeful for the SDK, because i remember an interview where the devs(?) said something like people will be able to create a strategy game loosely based on Civilization 4. that should give us, if nothing else, hope.
 
I am also a big MOM fan. The 2 planes can be made with one map that has two identical landmasses and a special terrain (like ice) between them. The spells can be made with the little icons on great persons, just load and save the spells points on each action. The most big problem are the different unit 3d models. Everything else is not a big dea, you need a few guys who know how to make 3d models. I also thought about making that long before civ4 was out but i am no 3d specialist, just a modder.
 
I have been dreaming about a MoM mod since I first read about Civ4's moddable-bility. (Is that even a word?) I don't have a lot of time to devote to it, but I would be more than happy to help where I can. I have, somewhere, the original game manuals, and I still play the game once in a while. (Getting it to run in WinXP is really fun, eh?)

I believe the most difficult parts will be getting magic (research to an extent, but mostly "books" and traits), nodes and the planes to work in a believable way. Modelling, graphics and sounds will be the easiest part, although time consuming.
 
Yep, a MoM mod would be ... magical. ;)

Don't Civ4 and Oblivion both use the same Gamebryo engine? If yes, we might be able to get some truly great fantasy units. :)

Spells would be different to implement because much of this functionality is totally lacking in Civ4.
 
I'm still working on one, so far the buildings are 70% done(I want to add custom skins to each building dependant on race), added High men, Halflings and barbarians (civs and units(only stats using current models and skins))for testing purposes. Fair chunk of the civilopedia has been updated and a huge pile of paper with notes and tables of unit stats and ideas on how to impliment magic etc.

Unfortunatly I really need the sdk to progress further than units buildings and races,:( I'm trying to disable the population working city plots and just getting all the plot recources and bonuses automatically, freeing up everyone to be specialists.

My greatest hope is there will be a way to recreate the mini battle map, it just would'nt be the same without it:)
 
I just couldn't resist posting this idea... If you can use a modified great person to cast spells and mod it so that using it powers doesn't use up the unit... You have an instant Wizard... Different types of great people could be wizards from different schools of magic.

This would add several very interesting aspects to the game.
1. This would limit the amount of wizards (or magic-using units) you could build
2. It would require them to be guarded from physical attack by normal units (So they aren't too uber-powerful).
3. This would lead to stacks of units lead by a wizard general.
4. It would probably lead to players specializing their cities to persue a certain school of magic.

BTW, my apologies if my info about MoM is inaccurate... the last time I played MoM was almost a decade ago.
 
It is possible, you just have to respawn them, if they were used. Anyways, my prob is, that we need many people to reskin all the units. The magic nodes can be made with improvements and the Wizards with Great People, but maybe we should wait for the sdk.
 
MerakSpielman said:
Is there a way to get spells to work? That seems like the biggest obsticle - the ability to summon new units, spend points putting buffing spells on them, revealing parts of the minimap.... stuff like that. And how would you have multiple planes of existence?

I want MoM II as much as the next guy, but I just don't think Civ is moddable into it, at least, not at the quality it deserves to be. :(

I have spells in my mod, fireballs, buffing spells, summoning, etc.
 
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