Master of Mana Xtended

Sorry for the late reply, guys. Got caught in real live (tm) activities :p

I'm a bit sad that the "tracker" (obtained by the hunting guild) is underpowered.
he is 7str (and normal hunter unit save that)

I'll check on this!

I'm new to this mod - I'm on my second game, and now that I have a faint idea of what the heck's going on I'm very impressed!

I'm getting a CTD around turn 124-128 in a Ljosalfar game. The first time, it was turn 127 every time, regardless of what I did during the turn; I started the game again from turn 12, and I started getting a CTD at turn 124, again, regardless of what I did during the turn.

Happenend to me too a few days ago, playing as Khazad...couldn't identify the problem on my side either, no unit/building/project was about to finish, no great person to spawn, no tech to get researched. So it had to do with something outside my civ then. Was at peace, tried to declare war on everybody...still CTD.

Do you perhaps have Kuriotates AI civ in your games? I don't know why but Kuriotates AI causes CTD :(
 
Hey everyone,

i just wanted to say big thanks for keeping this mod alive. I really enjoy playing it and it would be a shame if it already died. Keep up the great work! :goodjob:

Thank you for your kind words! Have fun playing Master of Mana and wait for the next version! :D
 
Do you perhaps have Kuriotates AI civ in your games? I don't know why but Kuriotates AI causes CTD :(

I always play random on huge map with 16 random opponents, might very well be that Kuriotates was amongst them.

Sadly I started over again already and don't have any savegame left, will try to remember to keep one in case it happens again anytime soon.
 
Very nice mod , I have tried a few games now and unfortunatley at about turn 200+ game keeps crashing, anything I can do to make it more stable?

Cheers
 
Hi,
started a game with Austrin.
I'm a bit sad that the "tracker" (obtained by the hunting guild) is underpowered.
he is 7str (and normal hunter unit save that)

while the Rogue (initial recon unit) is 5str +2poison (total 7).... +can pass through borders + can explore cities.

the tracker is then worth less than the Rogue. (it is like it is a sub-par version of the rogue... save that it is slightly stronger versus undeads due to the poison resistance of undead)

It seems to me that the tracker could get something more.
either promotions or +2 str or +%vs animal/beasts... or maybe be a mix with archers ? ?? can upgrade to seeker? or .. is an archery unit (but with +50%vs animal and 2mvt like recon.. ?) ?
something is needed I think.

I rename Tracker into Spook (according to Google, "Spook" is an old-fashion term for Spies :lol: ) and make it 9 str recon unit, unlocked at Masters of Wild. Rogues can be upgraded to Spooks.

I remove "investigate city" ability from Rogue and give it to Spook. Both Rogue and Spook can explore rival territory.
 
Now trickier question :D why Hippus Spearman doesnt have any spear? (graphics) Guess you`ll improve his graphics or rename him for new version?

Forget to answer this!

Hippus Spearmen do have spear! Their spear only appear when they are defending or in battle, though :lol:
 
I rename Tracker into Spook (according to Google, "Spook" is an old-fashion term for Spies :lol: ) and make it 9 str recon unit, unlocked at Masters of Wild. Rogues can be upgraded to Spooks.

I remove "investigate city" ability from Rogue and give it to Spook. Both Rogue and Spook can explore rival territory.
thanks.
btw, I found 1 advantage of tracker over rogue :
-acolyte (at least the FoL one) can upgrade to tracker.... for some nice benefits:
1) medic 1 + FoL religion (not much useful, unless I can get the "aspects" with chan2... but I don't have the tech yet so I cannot check)
2) if enough xp at start, can get cross-promotion using the class common to disciple & recon but using the first discipline for a justiciar (+3 holy/ chance of verdict) or the (+1mvt, multiple attack/turn).. nice for a hunter-type that will attack lots of animals ...
 
I rename Tracker into Spook (according to Google, "Spook" is an old-fashion term for Spies :lol: ) and make it 9 str recon unit, unlocked at Masters of Wild. Rogues can be upgraded to Spooks.

I remove "investigate city" ability from Rogue and give it to Spook. Both Rogue and Spook can explore rival territory.

How do I update my game with your changes? Do I just redownload the Mediafire file and overwrite the existing ones? Will it break my savegames?
 
Greetings and Salutations!

First of all, kudos to you esvath for taking the helm on this mod! It looks more awesome than ever!

A question: Im currently playing as the Elohim and im not able to build military units. Is there a unit cap or do I need more resources (low on stone atm) or is it something else?
 
Greetings and Salutations!

First of all, kudos to you esvath for taking the helm on this mod! It looks more awesome than ever!

A question: Im currently playing as the Elohim and im not able to build military units. Is there a unit cap or do I need more resources (low on stone atm) or is it something else?

There is a unit cap. Located in the Gold generation area. You should see a ##/## type display. Some units need special resources, but not stone.
 
Updated the first post with link and changelog for version 2.0

(for the sake of simplicity, let us forget about prior versions of Xtended :lol:)

Instruction for downloading the installers:
  1. Download Master of Mana Full Setup installer and Patch 2.11 from Sourceforge.
  2. Install the game.
  3. Download Master of Mana Xtended 2.0 here.
  4. Unrar and move the Assets folder to your Master of Mana folder.
  5. Run the mod!

Changelog
  1. Adapted Scion to current unit roster mechanic.
    • Only Korrina as leader can build the Vacant Mausoleum and get the Risen Emperor as hero.
    • The Risen Emperor as hero can create Revenant after combat (this is the only way to create Revenant).
    • Only The Risen Emperor as leader can build Temple of Gift, Legate, Doomsayer and Doomgiver. Consider this as an intensified form of Cult of the Emperor.
    • Xivan can build the Lord Usurper, who starts with Hero, Combat I, Combat II and Marksman. You can get lots of free units by using him.
    • Ophelia has Korrina as hero, and I have not give her unique mechanic. Maybe later :p
  2. Adapted Aristarkh to current unit roster mechanic.
    • Skeletons are still using old mechanic: not scaling with tech and can be upgraded.
    • Vampires are using new mechanic: scaling with tech.
  3. Leader traits expanded to include Faithful traits.
  4. Hell terrain is now spreading all over Erebus when the AC is too high. The Hell Planes are now mostly Plains, with pockets of hell terrains spread here and there.
  5. Civics are reworked.
  6. Various bug fixes and updates suggested by forum members.
 
Greetings and Salutations!

First of all, kudos to you esvath for taking the helm on this mod! It looks more awesome than ever!

A question: Im currently playing as the Elohim and im not able to build military units. Is there a unit cap or do I need more resources (low on stone atm) or is it something else?

There is a unit cap. Located in the Gold generation area. You should see a ##/## type display. Some units need special resources, but not stone.

Got it! Thx a lot sungchiahao. Time for a civics change, then!

Hi mikmac! Sorry for the late reply.

As sungchiahao said, the number of your military units is capped by "Unit support". You can increase this number by changing to Military State or building Training Yard etc. Warrior Districts also help.

Be warned, Sidar has less options to increase military unit cap. Their Training Yard's UB (and its upgrades' UBs) do not give extra unit cap. This is to emphasize their "quality before quantity" flavor.

Enjoy your game!
 
Thx for the info!

I am really enjoying my first game. I havent really been able to get into wm/mom earlier because of mafs but Im back with a new computer now.

I started my game @ settler with increasing difficulty/marathon speed setting to ease into things slowly n play around with all the new stuff. Lessons learned so far: The barbarians are crazy agressive in this game. I lost a stack of 3 or 4 monks and an adept when I got a little overconfident next to an orc fort. Then I parked a city with a one-monk defense force next to a mercenary fort. I figured they wouldnt attack across the river. Well, they sacked that city, didnt they. Ouch!

As for the AI, I just met Tasunke and hes ahead of me in points! I havent hit noble yet! Sheesh! Ill definately have to play this one out...
 
Do I have to do a clean install of the base MoM 2.11 every time I update Xtended? Can I skip steps 1 and 2 if I already have the MoM and the previous Xtended version?
 
Do I have to do a clean install of the base MoM 2.11 every time I update Xtended? Can I skip steps 1 and 2 if I already have the MoM and the previous Xtended version?

You don't have to do clean install. Just copy-and-replace the Assets folder to your MoM's Assets folder and you'll be fine.
 
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