Master of Myrror Fantasy Mod 2.0

I realised why I got so strange names: I installed 1.0 and then played the old MoM.biq.
Didn't know you'd renamed it...
Remember to answer yes in the "Are you gonna commit crimes in America"-form. :p
 
So here it is. Some of them are not tested ingame so tell me if something is wrong. Here's a preview:
 

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Either Lusikaa or Rendermad - Do you have the files to swap the map to something at least a little less dark? 2 of the 4 people that are playing this mod with me (hotseat), haven't stopped b**ching about the color and darkness (one is 50, the other I swear is a vampire - has a nerd tan (pale white skin) and irons her black hair straight).

On the other hand - maybe when Drift returns, we can try to get sometihng at least 1/2 way between the present look and the normal civ terrain.

Either way, thanks again.

V
 
Well, here are the files for the lighter version of MoM:

Part 1
Part 2
Part 3
- UPDATE -
There were a couple of errors in the biq file posted above, please replace it with this file:
MoM Lighter Version

Extract all parts to Civ3/Conquests/Scenarios. You need the original mod.

Here are some pics:

Race Resources
res.jpg


Death and Nature Cities
city1.jpg


New Spell of Mastery screen:
mastery.jpg
 
Just finished my Vlad game.

Some notes:

I think we need to look at the dragons as they should be one of the most powerful units in the game and they really are not. When you have a stack of 3 dragons and 2 miss on bombardment rolls, there is some pretty hefty disappointment there. Also, we know the AI does not use bombarding units very effectively.

Some suggestions:

1. Upgrade dragon bombardment and also should make dragons move 3. We have other units that move 3 and it is harder to imagine something as a mounted unit able to move faster than a dragon. I think using the ignore terrain penalty is the way to go as it won't allow deep strikes on enemy units, but does allow rapid movement and redeployment over friendly territory.

2. Make dragons a flying unit complete with a good bombard ability and air to air. They can fly CAP and also launch "bombing" runs on enemy units/cities. AI does a better job with flying units over bombard units.

3. Give dragons back their attack rating and keep the bombardment rating as well. One of the problems from before was that they had this AND also treat all terrain as roads. This allowed deep strikes and was pretty nasty in the hands of a player vs the AI. I think using ignore terrain movement penalties will be sufficient. Dragon can move very fast over familiar/friendly territory, not so fast in enemy territory.

Hope you are having fun in the US on the honeymoon and congrats as well.
 
Hmmm, I rarely use dragons ... by the time they show up, my games are usually decided or at least I don't depend on bombarders any more.

I remember that dragons weren't bombarders in beta 9, but I don't remember why this has been changed, this happened right before I participated here. Let's see what Drift says when he returns. :)
 
The big reason for the change was that dragons had all terrain as roads and as combat units, they were allowing human players to make deep strikes against the AI player and just basically being very unbalanced.
 
Got around to play a bit more on my Vlad game. I had finally assambled enough troops for the big push against Tauron. Losses were heavy - three armies and a couple dozen individual units, chiefly Death Knights and Grunts - but his defenses collapsed fairly quickly. He's now reduced to a few island cities NE of our continent. I accepted peace in return for a tech.

The only city on my continent not under my control now is Oberic's capital; the rest of his cities are found in the same archipelago as Tauron's. Now, Oberic just declared war on me - Carn Sul is gonna fall as soon as I can get my siege train there.

Getting Dark Horsemen helped alot. Finally an attacker that can deal effectively with Hammerheads and the like.

Seizing Tauronland left me with a few extra race resources to play with - Elves, Dwarfs and Trolls.

I'm now in the fairly ludicrous situation of being the unchallenged land power, but only having one doomed rival city on my continent. Meanwhile, I'm, to quote Hitler, a coward at sea - I can still only build Cogs! My wizards are however busy trying and rectifying that, and once I've got some real ships, I can get rid of Oberic and Tauron, and then perhaps invade the other continent, where a balance of powers of sorts has established itself, with Freya somewhat above the rest of the pack. Mordja was recently killed off, but the rest of the mages over there seem to be in equilibrium.
 
Kicked Oberic off the mainland.

Ariel and Tlaloc, who had landed troops to fight against Tauron, declared war sooner than withdrawing them, and their pathetically outnumbered forces were swiftly crushed. Remains to see whether they'll insist on continuing the war - with my present lack of a fleet, I can't do too much about them.
 
I downloaded this mod a week ago, and I've been playing it a lot since then. I really like the four different factions and the race resources; you're continuallly in new situations based on what units are availible to you and your current enemy. They are all balanced very well. The tech tree is well designed and easy to follow, they way the techs are divided up among the factions. And the whole thing is nice and atmospheric with all the new units, improvements, leaders, and the color scheme.

Right now I'm having a good game as Tauron as I conquer the world. Early on, I fought Oberic and had some trouble as his bowmasters and guardians outmaneuvered my chaos warriors, and then his cities flipped back to him. But after a second try, I eliminated him and moved onto Lo Pan. This turned into a three-way slugfest with Sss'Ra figting both of us. Once they were finished, I owned my continent, but barely had a navy. I scraped together a few Galleasses and Cogs and shipped an invasion force towards an island that had a few of Raven's cities. I got a taste of naval combat when his fleet of Sunhawks came out of the fog and obliterated my little navy. That sent an army and a bunch of other units to the sea floor. Since then, every coastal city has been building ships to exact some revenge. Now I've got naval superiority, and I'm about ready to invade the other continent with a whole lot of Maulers and cannons.
 
I've downloaded the mod 3 times now, and each time its been corrupted. First 2 times I used Opera, 3rd time I used Internet Explorer. I think that it's probably me, but I thought I'd ask to see if anyone else is having the problem?

Edit: Well, even though it asks me to re-download it, i thought what the heck? I'll re-install it again and it worked! :D
 
Ok, just started a game as Death Mage Mordja, and was wondering if anyone can recommend any fantasy music to go along with it, i have all 3 LotR soundtracks playing on random at the moment, which isn't too bad, but perhaps theres something better?

Bah, trust me to download it today. I have to revise for a A2 History exam tomorrow morning! :cry:
 
Well, i started a new game because i forgot to install the 1.01 patch. I looked at the shadow ship in the civilopeadia to find that it requires Life Magic II. This can't be right can it since it's a Death Magic ship?
 
Raw is War? said:
..., and was wondering if anyone can recommend any fantasy music to go along with it, ...
Ah, the ubiquitous question of what's good taste? Personally I just play winamp in the background, but that's me... You could try to find the "Lord of the Rings" album made by Bo Hansson in the early 70ies.
 
As Mordja, i'm getting disease from flood plains, yet in The civilopeadia it says death mages don't suffer from disease?

@mrtn
I'm really just looking for music which fits with the atmoshpere. LotR soundtracks are alright, but i won't go out of my way to buy something else that does fit with the atmosphere.
 
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