Master of Myrror Expansion: The Sorcerors

DLed but I'm having problems:

1) The map is visible from the beginning, no 'fog of war'. Its probably a setting in the editor or somewhere, but I couldn't find it.

2) I didn't actually play but had a look at the tech tree. Strangely enough, it listed the available factions across the top of the screen.

Don't want to play on an already known map, so I'll go back to my regular MOM game for now, but I'll be delighted to play this if we can get this fixed.
 
Dragonlord said:
DLed but I'm having problems:

1) The map is visible from the beginning, no 'fog of war'. Its probably a setting in the editor or somewhere, but I couldn't find it.

2) I didn't actually play but had a look at the tech tree. Strangely enough, it listed the available factions across the top of the screen.

Don't want to play on an already known map, so I'll go back to my regular MOM game for now, but I'll be delighted to play this if we can get this fixed.

Ugh, what another newbie mistake! I forgot to turn off the debug mode! It's an easy fix, just a checkbox in the editor under "scenario properties" but I'll update the patch in the files post (#2).
 
clearbeard said:
I think I need 5 also:
Worker (all worker jobs)
Guard
Warrior
Elite
Royal Guard

Currently all types of them would need build road and build fortress animations too, as I have them set up like the Legions from the Rise of Rome Conquests scenario. At first go, the last four can basically be just differently armed and armored units on the same model, though I may play with that when there's something to work from.

:lol: That's perfect, since as you can see by the names of the different ranks and stuff the Antica of FF IX are based on the Romans, so I was planning on giving Antican units those worker actions as their special abilities, plus have a Worker antican as the special (which has 1.5x the normal worker cost, but works 2x as fast).

Let's see: I could do the warrior Jobs for your warrior, the Ranger job for the elites, the Paladin Jpb for the Royal Guard, and maybe the Black Mage for the Guard?

But I'm getting ahead of myself: I gotta find some models first.....

BTW, I've got the Win 95 version of MoO II installed on my MO drive, and the graphics of that game are better than the original MoO II or MoM. What I'm saying is that I'll see about whipping up a new Klackon Resource for ya.
 
Hikaro Takayama said:
What I'm saying is that I'll see about whipping up a new Klackon Resource for ya.

:lol: Awww, you're saying you don't like the Klackon I drew freehand in photoshop in about 5 minutes? I'm hurt, crushed, wounded!
 
Well, it don't matter anyways, since for some reason I can't take screenshots of MoO II. :mad:
 
clearbeard said:
Ugh, what another newbie mistake! I forgot to turn off the debug mode! It's an easy fix, just a checkbox in the editor under "scenario properties" but I'll update the patch in the files post (#2).

Oh, THERE the checkbox is! Fixed it, no prob.

I only had time to start a game as Jafar and play a few moves, but it looks great - especially since I see you've made UPGRADEABLE KING UNITS!!!!

:dance: :band: :bounce:

I remember I proposed that a while ago on the MOM thread and you did it!

:thumbsup: :worship: :clap:

Now I'm really dying to play this evening... :D

I'll give you some feedback if I notice anything that doesn't work right, for now I'll just say: great job and thanks!
 
I got in a half hour of 'Sorcerers' on my lunch break, lots of fun!

A few first impressions:

- The 'Contact with x races' - techs seem to be very expensive; made contact with several civs and none of them will trade these, even for several other techs and loads of money... er, mana.
I like the concept of these techs revealing the race resources, though!

- I love the upgradeable hero units, but I noticed they seem to count as Great Leaders. Does this mean there's no way of getting/using armies in this mod? :( That would be a shame, because I love using armies.

- Lots and lots of new techs, new units.... :drool:... I love it!

Edit: Oh, and could you give us UU's again, pretty please?
BTW, can you only get a Golden Age with wonders now?
 
Dragonlord said:
I got in a half hour of 'Sorcerers' on my lunch break, lots of fun!

A few first impressions:

- The 'Contact with x races' - techs seem to be very expensive; made contact with several civs and none of them will trade these, even for several other techs and loads of money... er, mana.
I like the concept of these techs revealing the race resources, though!
These techs being expensive was deliberate, in order to give the races more of a flavor of "belonging" to a given faction. Note that they are not required for era advancement, so you don't really ever have to get them. The AI will usually trade them at close to 1 for 1 for another Contact: tech if you have good relations with them (polite or gracious) in my experience playing. Another option is to take advantage of the 50 turn max on tech research, and turn your science down to 10%, rack up some mana reserves, and wait it out to get one, early in the game.

- I love the upgradeable hero units, but I noticed they seem to count as Great Leaders. Does this mean there's no way of getting/using armies in this mod? :( That would be a shame, because I love using armies.
I have no idea why they show up in that box, but you can still get great leaders, and create armies as normal, worry not!

- Lots and lots of new techs, new units.... :drool:... I love it!

Edit: Oh, and could you give us UU's again, pretty please?
BTW, can you only get a Golden Age with wonders now?
UU's are possibilities for the future, but were lower priority. Each faith already has a whole set of unique units, and adding one for each individual leader seemed like overkill. Since you asked so nicely though, I'll reconsider. :)

As for Golden Ages, actually I've reserved them for an end-game thing, with GOD the only unit that triggers one, and no wonders do either. To my view, golden ages didn't fit with the overall concept of MoM, but if there's sufficient disagreement on this, they can easily come back with UU's.

Glad you're enjoying the expansion so far. Keep the comments coming when you find bugs! :lol:
 
Here's a picture of a Klackon...hopefully gonna get to try this mod sometime this week.
 

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Sorry to report that I discovered another bug. There is something wrong with Life faction cities. Start the game as Oberic, found your first city and experience instant chrash. This repeats itself when I establish an embassy or otherwise try to view one of Oberics cities. Something wrong with the graphics of the citizen faces perhaps?

Here's a link to a MoM page listing the original klackon units. Ah the nostalgia...
http://zeugma440.free.fr/MoM/units/troops/klackontroops.html

And since Steel General presented a picture of the Klackon leader it's only fair to link to the rest of the Klackon castes in Moo2.
http://www.angelfire.com/empire/ezixl/picture/klackon2.html

Your efforts are greatly appreciated.
 
Thanx for the reply, glad to see I can still get leaders - though haven't got one yet.

Having lots of fun as Jafar on DemiGod and am almost through the first age and in the tech lead.

Unfortunately, I just encountered my first bug: When you try to build an Aerial Servant (improved worker) and klick on the icon in the build box the game exits, unable to find a: Swordsman_fortify.wav

Huh and again - huh? Never had this kind of error before. The Aerial Servant seems to have the graphics of a Swordsman, so it probably points to an obsolete .wav file, but why in the build box?!?

Hope you can solve this one, its really weird.
 
Dragonlord said:
Hope you can solve this one, its really weird.

Okay, I remember running into this a while ago with some other mod that used the swordsman. There was some issue with there being a space in the name of the fortify sound file. Back then, I made a copy of said file that had no extra space in the original swordsman file, which is why I didn't come up on this bug testing this mod.

Here's what you do to fix this one:
In [original civ3 install directory]\art\units\swordsman\ make a copy of the file
"SwordmanFortify .wav", and name it "SwordmanFortify.wav", in the same directory


Note the space before .wav in the first name, and no space in the second name.

I use the swordsman elsewhere in the mod, which is why I'm suggesting doing this, rather than fixing things within the mod itself. If people have trouble or issues with this, I'll put out another patch that will hopefully fix all instances of this bug.
 
Wauthan said:
Sorry to report that I discovered another bug. There is something wrong with Life faction cities. Start the game as Oberic, found your first city and experience instant chrash. This repeats itself when I establish an embassy or otherwise try to view one of Oberics cities. Something wrong with the graphics of the citizen faces perhaps?

Found the problem, and fixed it. Unzip patch 3 on the files post into the scenarios folder. The .biq file is the same as in patch 2, and it adds a file to \art\SmallHeads to allow interaction with Life mages. :blush: I forgot I changed that file back in the beginning of working on this mod, Drift's only has 4 columns of popheads.
 
clearbeard said:
I use the swordsman elsewhere in the mod, which is why I'm suggesting doing this, rather than fixing things within the mod itself. If people have trouble or issues with this, I'll put out another patch that will hopefully fix all instances of this bug.

No problem for me, but I'd include it in a future patch (or even in the patch 3 you just issued) if I were you, or you'll have to explain this again and again... you know people don't read the threads as they get longer.

Now that you mention it, I remember that issue with the space in the .wav file from somewhere and I actually had corrected it once before. Unfortunately, I had a worm on my PC recently and had to totally reinstall Civ, so here I got caught again... :(
Which reminds me, wasn't there something similar with a knight-file? Oh, damn, I should keep notes...

I still don't understand why the .wav file is adressed from the build box, but oh well....

Will fix the file this evening and DL your patch, then on we go.... *rubs hands*
 
Already DLed your patch and fixed the .wav file - that did the trick, all right!

One thing I noticed: the biq-file in your latest patch had an earlier 'last changed' time than the one I already hat... same day, but 12.30 instead of 4 or so.
Hope you didn't use an old file by mistake... didn't notice any problems while playing, though.

You were right about the GLs, BTW: got my first one, even though my Sorcerer was shown in the GL-box. Strange...
Funny thing: it was my Sorcerer who won the fight getting me a GL... so you might say my GL got a GL! :lol: :lol:

One thing I don't like in your mod - just a little thing, but... your using buildings as prerequisites instead of techs sometimes leads to my having to build superfluous buildings. I especially hate having to build a granary before I can get a harbor.
One example: captured the Troll resource by shoehorning in a city next to it. Desperately need a harbor to access that resource, but first I have to build a granary... even though this city will never go beyond size 2.
So, having started a harbor, I sell the just built granary again... :mad:

Not quite so bad is needing a shrine to build an enchanted spring.. but still unnecessary, IMO.
 
Dragonlord said:
No problem for me, but I'd include it in a future patch (or even in the patch 3 you just issued) if I were you, or you'll have to explain this again and again... you know people don't read the threads as they get longer.
Folded a fix on (I hope) all the units' .ini files that use that sound into the patch. Thanks for the suggestion.

One thing I don't like in your mod - just a little thing, but... your using buildings as prerequisites instead of techs sometimes leads to my having to build superfluous buildings. I especially hate having to build a granary before I can get a harbor....
I can see how that one might be annoying. I'll change that in the patch too. If people have real issues with the enchanted spring requiring a shrine, I can change that too. How does having few tech requirements for the buildings work in general? Are things available too early?

Thanks for the feedback, keep it coming!
 
Here I am again... ;)

Found another small glitch: when I right-click on the Tower (=Palace) in the build box the game crashes with another file it can't find:

art\civilopedia\icons\buildings\WizardeurL.pcx

Otherwise still lots of fun - especially bearding Rjak in his den and finally killing the great dark mage himself.. :D ...

Have to love those wizards, especially since they're not fixed to the Regicide mode like in the Sengoku campaign... THIS is the way to go! Almost like role-playing... :D :D

Edit: upgraded my sig.... :worship:
 
clearbeard said:
.. If people have real issues with the enchanted spring requiring a shrine, I can change that too. How does having few tech requirements for the buildings work in general? Are things available too early?

On the whole it works quite well for me - I build few buildings in the beginning anyway, have to expand first, after all; it's nice to be able to build them if needed, though.
The shrine/enchanted spring isn't too bad, at size 6 you mostly need a shrine anyway.

One thing I haven't figured out yet: what are the settings for the Dark Tower (=FP)? I have 13 cities on a standard map and still can't build it. Is there a prerequisite other than city number? There's nothing in the pedia..
 
Dragonlord said:
One thing I haven't figured out yet: what are the settings for the Dark Tower (=FP)? I have 13 cities on a standard map and still can't build it. Is there a prerequisite other than city number? There's nothing in the pedia..
I have no idea how to change that setting, so I didn't, at least not intentionally. I've never found where it is set in the editor, do you (or does anyone, for that matter) know?
 
I believe the cities needed to build the forbidden palace or equivalent changes according to what you have set as the optimal number of cities. Then again I might very well be wrong.


oy
 
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