clearbeard
King
I've been working on this expansion to Drift's magnificent Master of Myrror (MoM) fantasy mod for some time for my own amusement. It's finally in a state that I think I can reveal it to the world without too much embarassment:
Requires:
C3C, all patched up and pretty (1.22 currently)
The original Master of Myrror (2.0 beta3 currently)
Primary changes/additions from MoM v2.0:
1. Added a fifth faith: Sorcery, with all that entails (techs, units, buildings, etc)
2. Returned to 3 factions per faith, from MoM 2.0's 4, for 15 faith factions
3. Added a 16th faction, the Barbarian Horde
4. Reworked the tech tree to have 5 magic branches, expanded to 4 eras
5. Reworked the race resources and incorporated units into main tech tree
6. Removed most buildings from tech tree, increased building upkeep, and increased building prerequisites to recapture more of that part of the original Master of Magic
7. Unique units will return with version 1.1, coming soon
8. Added 2 new races: Nomads and Klackons, to go with the Sorcery faith
9. Added "railroads" to the final age, easily disabled if people prefer the "medieval" flavor of the original
10. Added "king" units for each faction, usable in both regicide and non-regicide games.
11. Retained old race system, rather than using rally points (still under consideration)
Some minor tweaks to fit the way I like things, most of which I just don't remember
To Do:
1. Make/get someone else to make actual animated units for the Klackons, to replace the generic units currently in use.
2. Figure out a better place for the initial race techs in era 1
3. Modify some/all of the wonder splashes to be more informative
4. Look up all the folks whose work I used in this, to give proper credit
5. Neaten up spaceship screen to fit slight changes over MoM 2.0
Requires:
C3C, all patched up and pretty (1.22 currently)
The original Master of Myrror (2.0 beta3 currently)
Primary changes/additions from MoM v2.0:
1. Added a fifth faith: Sorcery, with all that entails (techs, units, buildings, etc)
2. Returned to 3 factions per faith, from MoM 2.0's 4, for 15 faith factions
3. Added a 16th faction, the Barbarian Horde
4. Reworked the tech tree to have 5 magic branches, expanded to 4 eras
5. Reworked the race resources and incorporated units into main tech tree
6. Removed most buildings from tech tree, increased building upkeep, and increased building prerequisites to recapture more of that part of the original Master of Magic
7. Unique units will return with version 1.1, coming soon
8. Added 2 new races: Nomads and Klackons, to go with the Sorcery faith
9. Added "railroads" to the final age, easily disabled if people prefer the "medieval" flavor of the original
10. Added "king" units for each faction, usable in both regicide and non-regicide games.
11. Retained old race system, rather than using rally points (still under consideration)
Some minor tweaks to fit the way I like things, most of which I just don't remember

To Do:
1. Make/get someone else to make actual animated units for the Klackons, to replace the generic units currently in use.
2. Figure out a better place for the initial race techs in era 1
3. Modify some/all of the wonder splashes to be more informative
4. Look up all the folks whose work I used in this, to give proper credit
5. Neaten up spaceship screen to fit slight changes over MoM 2.0