Master of Myrror Fantasy Mod 2.0

GIDustin said:
The teaser has been updated with the new V1.0 information

- GIDustin

Thank you. :)
 
@Drift: Don't worry, your numbers won't spoil my game. :) My current guess is that I will conquer Lo Pan, then Oberic, then turn against my ally Tlaloc, and after that I'll probably trigger a domination victory. I'll then save the game to pick it up later, just to see whether I can successfully invade Vlad. :) But I'll try out 1.0 first ... when I've got the time, which unfortunately depends on too many things to be sure.

Btw, I was going to suggest the candlelight dinner too. :)
 
Psyringe said:
...Btw, I was going to suggest the candlelight dinner too. :)
Wouldn't real food be to prefer? ;)

Drift, downloading the mod now, say hello to the bride and the American roadways from me. :) Have a good time. :thumbsup:
 
Can't wait to try it out. I'll have to wait to download, because I'll lose it today, since I won't have time to install. As soon as I log off here, I'll be out the door for a few days. :sad:
When I get back, I'll play for a couple of hours before getting back into my mod.
 
:eek: :goodjob: I played for the first time as Freya & loved the mod- have
no complaints and can forsee myself playing many an hours more worth of
games with your mod,... great work!
 
Drift said:
Have a good trip TLC. :)
I did. And now I'm just back, and real tired (tm). :)
Drink several pints of Bavarian beer
Check!
and visit Neuschwanstein.
No time for that, I'm afraid. The schedule was pretty packed.
I've never done either one so you can tell whether it's worth it. (Although I have drunk several pints of regular beer and it 'being worth it' depends entirely on the situation.) ;)
Well, can't help you on Neuschwanstein. Definitively try Bavarian beer someday.

I'm just DL'ing v1.0. I figure I'll finish my Vlad game, however, 'fore I touch it.
 
I've started my first game with v1.0, playing as Merlin, and so far it hast been an interesting game, with strong competition from Freya (Tlaloc was also a pain in the ass in the beginning, but meanwhile I have outgrown and outresearched him.)
I hope you don't mind if I mention a few minor bugs that caught my eye as you'll probably want to start stomping them early:
- trading screen: in the right pane, it says "gold", but if you put it on the table, it reads "mana"
- Life 5 is marked as not necessary for era advancement - is this intentional?
- there is a problem with the text panels in the advisor screens (see attached image)
- I observed some weired flickering along the edges of the fog of war, but I can't reproduce it at the moment

Great work! :)
 

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@grumbler

- will fix the trading screen. Knew I had forgotten something with the gold->mana thing
- All level 5 techs are optional for era advancement. I could of course mention this in the pedia or something.
- Could you describe how to reproduce that advisor thing? They work fine with me. What version are you running? Also, how there is terrain behind the advisor screen? They fill the whole screen in my game.

Thank you. :)
 
it looks great but i recall 5 faction in master of magic , any special reason why sorcery was excluded?
 
@Fëanor

Practical reasons. I couldn't fit 5 factions' worth of techs on the science advisor screen, I didn't have enough units for sorcery, I didn't have suitable leaderheads, I couldn't think of a good way of representing the strenghts of sorcery with Civ3 engine...
 
hehe , i see your point , i seldom played with sorcery in MOM , the only real cool thing they had were the Sky Dragon and the phantom warriors/phantom beast , never really liked the air elemental or all the sorcery spells ....
damm im getting nostalgic... i think im gonna re-install MOM!!!

keep up the good work :)
 
This is a GREAT modpack, and I have to dragged kicking and cursing from the computer in order to see some summer sun. Oh well, when night falls I'm back again, hunting down Mordja and Rjak...

Some itsy-bitsy minor thingies:
- According to the Cleric's civilopedia the Acolyte should upgrade to Cleric, but instead it upgrades directly to next step of the chain; the Sorcerer.
- The Dragon (the brown one of the Nature faction) doesn't have his Artillery AI strategy checked.
 
@Wolfhart

Thank you. I'll fix those bugs you mentioned.

It looks like I'm going to have enough small bugfixes to constitute a 1.01 for next week before we take off on our trip.
 
Drift said:
@grumbler
- Could you describe how to reproduce that advisor thing?
They work fine with me.
Nevermind, seems to have been some glitch unrelated to MoM. Never had that problem before, and it has cleared up itself now without any of my doing. [shrugs] The fog of war thingie was probably the same. Sorry for the "false alert".
Also, how there is terrain behind the advisor screen? They fill the whole screen in my game.
That's a side effect of playing in 1680x1050. :)
 
I really like this mod, had meant to try it earlier but my download died and other evens conspired against me. I really like all the unique units for the various factions, and I think the special race units are good for the most part too. Except for the dark elves, these guys seem way overpriced for what they do. The main advantage with them I think would be taking out weakened defenders, but you'd still need tons of them to be effective. And with the higher costs of them, you're better off just amassing a cheaper unit.

I mean starting out its not too bad, Shades seems to cost about right at 30 shields. But then you go up to Dark Elves II, and it costs 60 shields for a 5/2/1. What Death player would buy this when Cursed Legionarie is one tech up for 45. It gets even worse when you go to Dark Elves II. Its 100 shields for a 6/2/2. Just a couple of death techs up from that is a 6/3/2 Nightmare Rider for 70 shields. And even before that you have a 4/2/2 for 50 shields. Then finally at Dark Elves IV you have an 8/3/2 for 140 shields. Compare this to the Shadow Demon 8/4/2 +1 hp for 120 shields and its worthless.

With all that, the only Dark Elf unit i've been using is the Shade. The others are just overpriced/easily replaced with other units. They don't fill a niche by being amphibious, able to pillage, or just being strong in general. Now I know that Dark Elves aren't Death only units, but I can't see them helping the other factions either. But beyond all that, I do like the Dark Altar.

For a change to make them better, i'd suggest lowering the price of the upper units to make them more attrative. Or, you could lower the prices slightly and remove stealth and replace it with hidden nationaility. While I don't know if the AI uses stealth attack units properly, I know it can do it with hidden nationaility. This would make them a valueable unit for waging a shadow war against annoying allies. But i'd drop the extra move from DE III and DE IV, give them all terrain as roads instead. This would turn the Dark Elves into guerilla fighters who can strike deep into enemy territory.

Of course, this is all based on a couple days(and sleepless nights) of play. Maybe other people find them alot more useful then I do. I just keep ending up with Dark Elves for some reason and figured I should say something. My other question is why so few attack spells? Having to wait till the third era is kinda annoying. What about a building at the Death/Nature/Chaos/Life V techs. Call it the College of Death/Nature/Chaos/Life Wizardry/Magic and have it produce weaker versions of the Spellfore spells every 3-5 turns, or let you train them. I'd rather have them auto-produced then trained though, so the AI gets as many as the player.

Besides for that, my games(I played a few only a little ways in while learning) have had a fairly decent spread of top level factions. Though I do usually see Nature/Life Mages up there. Nature because of expansion, Life Mages because of tech. Life Mages don't seem to last though, Chaos/Nature has a habbit of wiping them out. So far i've only seen a Nature Mage die to someone besides another Nature Mage once, when Lo'Pan wiped out Raven in my current game. I think it might be better if the ability to irrigate without fresh water was pushed back to their V tech or VI with Enchanted Spring. Agricultural already has an edge during the expansion phase with the extra food in city tile, this only increases it.

There, I think thats all, sorry if I rambled through parts of it. Also try to ignore the many typos. I really am having alot of fun playing the mod, my Death Mage is preparing a crusade agaisnt the living, its backed up with 21 Hellspawns, 73 Crypt Skeletons, and 91 Nightmare Riders. Right now i'm in fourth, behind Freya in first, Lo'Pan in second, and Merlin in third. But that'll change once my undead legions conquer Tauron and Ariel, heh.
 
Haven't had much time to play, but here's the report for the last 50 turns. This is still beta 10 update 2.

6. World War

As laid out in my previous report, around Turn 250 a world war started with Tlaloc and me on one side and Oberic and Lo Pan on the other. The war went well for me - with my trebuchets and giants, I took Lo Pan's cities one after the other; his defenders (beholders) simply were no match. I rarely lost an attacker. My main army (the one with which I had conquered the eastern part of Rjakistan) went westward and took cities of ex-western Rjakistan. The situation was a little more even in the north, where I didn't have so many attackers. But there the MPP with Tlaloc came into effect. Tlaloc and Lo Pan fought hard in the hills and mountains across the northern border; Tlaloc had earth elementals and executioners, Lo Pan came with beholders and chaos ettins (later maulers). I waited until Tlaloc gained the upper hand - then I had to attack, because Lo Pan's norternmost city was his capital, with two wonders that I didn't want to fall into Tlaloc's hands. Tlaloc had built enough wonders already. So I pulled northwards with my main army, also readied some forces in the north, and attacked Lo Pan's capital from both sides. After taking it, Lo Pan was effectively defeated, and I conquered his remaining sic cities without too much effort.

In the meantime, I had also conquered the last city of Ariel (who allied with Oberic), a city on an island to the northeast, not very significant. Oberic knew about it and continuously sent Ships there to bombard, but only once sent ground units, which I defeated after their landing.

In the later stages of the war, I also took Oberic's only city on the large continent, and another city of his on a southwestern island that he shared with Lo Pan and Raven.

So I emerged from the world war as only winner - I won all twelve cities of Lo Pan, two from Oberic and one from Ariel, while my ally Tlaloc lost many units, but didn't gain a single city. I now owned all of former Rjakistan, Ariel Salvador and Lo Pannonia.

Just when I thought things were getting a little tedious, Oberic made them interesting again - he plays a very interesting role in this game, sitting on his island with fortified dwarves, without much chance to grow, but his diplomacy determined the course of the world for more than 50 turns now. His next surprise was a mutual protection pact with Raven.

Raven occupied a small peninsula on the southeastern tip of the continent since the beginning of the game. For the most part he didn't participate in any conflicts, although I managed to enlist him as an ally against Rjak two times. Tlaloc made an alliance with him against Lo Pan, from then on Raven tried to send his forces across my territory. I always ordered him back. I was very cautious to keep him polite, because my border to him was only weakly defended with (cough) spare giant spiders, so I kept sending him luxuries as a gift. But apparently that wasn't enough, as Oberic managed to make an MPP with Raven, and Raven declared war on me in the same turn.

I directed my army to Raven's border, but it will need seven turns to arrive. In the meantime, I took Oberic's island city and made peace with him, and also defeated Lo Pan's last city, so I'm now at war with Raven only. I drafted wolf riders in the border cities, sent a couple of centaurs to help out, changed the build orders to military units, sent some lone berserks from my core cities to the cities in Raven's reach, and attacked with a handful of giants the I had stationed there. Raven managed to destroy one of the ex-Ariel cities, but refrained from attacking more border cities. Instead he sent his forces a little deeper into my mainland, where I had cities that seemed totally undefended by now, but I have some berserkers on the way. Not too smart of Raven, he should've struck as long as I wasn't fully prepared.

During the next turns, I'll consolidate Lo Pannonia and probably crush Raven. The interesting question now is whether Tlaloc will hold still, because right now I'm directing my armies away from his borders.

In the other part of the world, Vlad and Mordja are still at war with each other, but neither of them is able to mount an attack on the other's continent. Only a small city on an island between the two changed ownership two times. They don't seem to be willing to expand onto the main continent either, but as far as i can tell, they both don't know of its existence yet. Vlad is still racking up oscene amounts of culture, I'll have to keep an eye on that.

Technologically I'm getting ahead of everyone else now. I'm currently researching my fifth tech inthe third era, while everyone else is still in the second era. It seems as if I was the only one who managed to keep up research during the war.

The game continues to be interesting, although it will be just "playing it home" after crushing Raven.
 

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I noticed that acolyte->cleric->sorcerer upgrade path mismatch too. But there's also another one: the cleric does not upgrade to sorcerer, but it upgrades to wizard

I've also noticed some minor mistakes in the civilopedia (I don't remember all of them); some civilopedia links (in the civilopedia advances) to wonders, that is made obsolete by the tech in question, and also some notifications "current graphics are placeholders". Like I said, nothing horribly different.

I also noticed, that civilopedia mentions most of the lizard units being amphibious. Atleast the lizard swordsmen aren't.

Yeah, this is a great mod - especially now when I'm in control of trolls, humans, orcs, dark elves, dwarfs and lizardmen - YAY! :D Thanks for a great mod, drift :thumbsup:
 
Thank you everyone for the feedback and bug reports. I've sworn to myself that I'll use only bare minimum of time for the mod this week so I can't unfortunately reply in length. At least not now. However, I do read everything, consider all suggestions and fix all small bugs reported for a 1.01 later this week. Changes in the game mechanics will have to wait for 1.1 later this summer, but there's no harm in suggesting stuff for it at the moment. I will go through all suggestions when I start to work on it sometime in August. Right now, I'm just too busy.

So, keep the feedback coming so we can rid the 1.01 of all the small bugs the mod currently has. At least nothing fatal has yet come up so that's a good sign. 1.0 should be perfectly playable as it is - just some small stuff that needs to be taken care of.
 
I have been playing Vlad with the new mod. (Determine to win as a death mage.. ;) ).

Interesting game with a huge continent and a small island and probably an island that we have not seen yet. I got both trolls and dwarfs pretty early and felt good about my chances. My capital was in an exceptional starting spot and its production is sick (63 shields towards the end of the second era). I have Lo Pan to my east, Rjak to the north and Freya to the west. Above Lo Pan and Rjak is Morja. SSs'ra is on a small island by himself.

In the initial part of the game, I got very lucky to be able to mostly seal off my part of the continent and take advantage of a bottle neck to get me a productive penesula. Rjak and Morja decided to go at each other and eventually, Rjak had everyone attacking him, including me. I got 3-4 cities from him and it helped my shape/borders quite a bit and gave me some interior space along with lizards. Lo Pan tried me next and I took a couple cities from him before making peace. Lo Pan has elves. Morja has DE and men.

I was able to get going well on the wonders and such by virtue of my capitals production and good timing. My capital is close to 50 per turn for culture.

Morja decided the time was ripe to attack me and he came at me primarily through Lo Pan to start and then along our border. Freya signed a defense pact with Lo Pan and then attacked me a couple turns later. She tried to entice me to attack across her border and suck in Lo Pan as well, but I was not biting. I was concentrating on holding my own against Morja. (He was the leader at the time). Couple turns later, SSs'ra joins the fun. Couple turns after that, SSs'ra gets Lo Pan to join in the fun so I have everyone attacking me now. The good news is I am holding my own on most fronts as I chew down their militaries. I have giants now and also have the better dwarves. I have a mix of other units and the lack of good 2 point movers is a pain as my death knight performance has been pretty sad. I did have spider mastery earlier, so that helped.

I have a good round against Morja's attackers and he decides to sue for peace. With Lo Pan in the war, I have no reason to be so nice to Freya now and start getting agressive with her and finally take a city. That is sort of where things are at now.

Notes:

Morja loves his DE's. I have seen a predominate force of them coming in with death mage units defending. Unfortunately for him, he really can't get at anything without exposing himself to attack and my counter attacks basically hurt him very badly. Has built some human units as well as human ships. The turtleship graphic looks awesome by the way.

For whatever reason, most of the NPC's in this game have not built barracks and I am running into a lot of regulars, which are dying in droves to my vets. I have 4 armies now. (3 giant, 1 ettin).

This is the farthest I have played a death mage and it is quite different. The lack of good 2 point movers are annoying (I never seem to build enough of them, but its hard when you can build giants). Fighting Freya is particuarly a pain with the gnolls as they either run away or offer tough resistance.

Can send you a saved game if you are interested.

Have fun on your trip.
 
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