Master of Myrror Fantasy Mod 2.0

Oh my... And I was just feeling really happy about not having to make a new patch right after the last one.

I added mod's units over Civ3's. Undead used to be aircraft in their past lives... Can't belive I didn't notice the air missions in the editor. (or notice them when playing as undead!)

Thanks a lot for bringing this up. :)

Edit: Tlaloc would be a nice mage to have, but I would like for him to be Aztec looking. I'm kinda against using Firaxis leaderheads in a fantasy mod - otherwise I would just use for example Montezuma or Smoke-Jaguar. Of course, there is Sween32's Atahualpa, but he doesn't really look at all like a mage.
 
Ouch it was bug? Goodbye my instaneous armies:cry: Btw Life Protector is probably reincarnated aircraft too.
Tlaloc- hmm... Aztec hmm... I do not know. In original he was voodoo shaman was he not?
 
Originally posted by Gladi
Ouch it was bug? Goodbye my instaneous armies:cry: Btw Life Protector is probably reincarnated aircraft too.
Tlaloc- hmm... Aztec hmm... I do not know. In original he was voodoo shaman was he not?

Yep, a bug. :) You are naturally free to change it back with the editor (just don't report it as a bug. :lol: ) I went through all units - none of them have any air missions any more excluding the rebase ability of spells.

Tlaloc was an Aztec priest, Sharee was the voodoo shaman. :) She would be a nice mage too.
 
Bright day

I believe ideal list of wizards would be- Merlin, Sss'ra, Raven, Tauron, Sharee, Freya, Lo'Pan, Horus, Jafar, Ariel, Oberon, Tlaloc, Rjak and Kali. But some of mixing you have done is quite interesting... not that I disaprove. Sss'ra-Freya
 
To be honest, I'm not very fond of Raven, Lo Pan, Jafar and Horus. Raven is a bit too much from our world (native americans are not usually the stuff fantasy uses), Jafar, Lo Pan and Horus lack some character IMO. One arab, one chinese and a kid with curly hair. I never figured out why a 20 year old bloke is an archmage. :lol:

Naturally, using just mages from Master of Magic would be cool, but the available leaderheads restrict me. I've decided not to fret about it and have actually turned the situation around - I've grown to like the new faces I've added. :)

It's really nice to have some feedback, things have been a bit quiet lately. :) Has anyone who had troubles with the darkness tried the new terrain set? Any better?

Edit: Also, the bug Gladi found out (some units having air missions) got me thinking. How unbalancing do you people think it would be if select high-end land units had rebase ability (rebase for non-immobile land units allows them to move to any owned city from anywhere in one turn)? My first idea of these units were Archdemons of chaos mages and Wizards of life mages.
 
As Horus goes, in mind of artist he was Galen The Aprentice, unfortunately I cannot find the artist's website now, for it is quite educational. But one thing MoM needs IMO is bit of backgroung and some scenarios, but I am now shuting up before somebody tell me "Wrong Forum!!".:)

As to your Idea: if you remember I was not really aware it is bug- as Skeleton is worst unit in-game. I would assign re-base to some very bad undead so that death mages would zerg. The problem is of course artificial idiocy. But the best units- I do not know, but it could be very powerful as we do not have idea what AI would do, and in any case, I personally outconcantrate my enemy so it could be very much.
 
Originally posted by Gladi
As Horus goes, in mind of artist he was Galen The Aprentice, unfortunately I cannot find the artist's website now, for it is quite educational. But one thing MoM needs IMO is bit of backgroung and some scenarios, but I am now shuting up before somebody tell me "Wrong Forum!!".:)


I've seen that site. I stumbled on it just few days ago. :) Very nice design sketches of MoM art.

Some of the background will naturally come when I start with the civilopedia and mod's texts but MoM will always be a bit stumped in this respect when compared for example to wh-mod.

Scenarios are something I simply don't know how to do. Or to be more clear, I naturally know how to do them, but I'm not good at it as I've never done a single scenario, just mods. Maybe when the mod is a lot more finished, someone else takes up the challenge. :)

BTW no one will yell you "wrong forum" for speaking about scenarios in mod's feedback and development thread. :)

As to your Idea: if you remember I was not really aware it is bug- as Skeleton is worst unit in-game. I would assign re-base to some very bad undead so that death mages would zerg. The problem is of course artificial idiocy. But the best units- I do not know, but it could be very powerful as we do not have idea what AI would do, and in any case, I personally outconcantrate my enemy so it could be very much.

Hmmm. Have to think on this. I think it would be too powerful in early game and that it could only work as a late game reward for some mages. AI is naturally a problem, I'm not sure if it can handle rebase for land units. I'll put it on the list of things to consider. :)
 
I have a slow connection and I don't know if I should download the mod.
Could you PLEASE post the readme file?
 
Originally posted by Yaniv
Could you PLEASE post the readme file?

I haven't yet written one. First post contains most of the information one should know before downloading. If you have some questions you'd like answers for, ask them here. I'll try to answer them as best as I can. :)
 
There will be an update later tonight. I just need to figure out how much damage I've done by playing the tests in accelerated production mode. How can I be this stupid? I've been wondering why everything is so cheap and giving things bigger pricetags... Then I thought of playing a quick test game in accelerated production and noticed to my delight that it was already selected. :crazyeye:

Did accelerated production affect tech research too?
 
Bright day Drift

^^^^I was not speaking about Master of Myrror, but original that is why wrong forum:).
But yes, scenarios for the mod would be nice too;) . I would try to do scenario, but I do not know anything about making them either. My knowledge of geography is not very good, and when I try then wizards end with races that are not theirs.
 
That rebase idea sounds cool, but I'd worry abit it could be unbalancing if it's given to the very mightiest units. Imagine in the epic game if Mech Inf had it - a couple of Marine Armies in transports capture a beachhead city on an enemy continent, and the every single Mech Inf from your home continent teleports over!

Might work better om some sort of specialist units.
 
Must... go... to... sleep...

I did promise an update tonight, but it'll have to wait until tomorrow. I've been redesigning many things and fixing many bugs. Rebase is currently going in as a Archdemon specialty. It's powerful, but it's also almost at the top of the tech tree. Besides, it's not like the other mages are without their own tempting strong points. I only wonder whether AI uses it. If not, then it will definitely go. Special unit for this purpose is also problematic because of the AI. What's the use of diverse units if your opponents uses just two of them? I already tested a maintenance free, cheap-to-build and weak skeleton unit, but removed it when in my test games none of the AI death mages built it even once.

But now it's about time I drifted towards bed. :)
 
Bright day

If you ever include wizards themselves, as original MoM is regicidal, they could have re-base ability. Just my two cents before bed.

May all your days be bright.
 
Regicide works already. Wizards themselves all look a like (Mursilis from PTW) and there aren't any nifty upgrade options like in the Medieval Japan conquest, but it works. I may give different mages different graphics, but I feel it's a secondary goal - I'm not very fond of regicide(and Capture the Princess) as a game mode.

As fitting as rebase for king units would be, it could make it too hard to hunt down the enemy king as it could always escape to a still un-conquered city...
 
Beta patch 7 released

Download (0.8MB)

Extract to Civ3\Conquests\Scenarios\ and overwrite existing files.

This one changes so many things that I don't think I can list them all. I'll try to mention some of them:
- Death mages have a new perk: they can cast Drain the Land improvement giving them +25% production.
- Death mage spell Necromancy renamed Essence of Death and in addition to allowing healing in enemy territory, it makes two citizens content in all cities.
- Chaos mage spell Chaotic Warcraft renamed Essence of Chaos. A new feature for it is that it pays maintenance of Marketplaces and Traders' Guilds. (Yes, this is more than just a little forced, but Chaos mages needed a boost in finance)
- Elven tier 5 unit Eagle Rider replaced with Elven Lord (graphics shared with tier 4 Glade Rider) I wanted all five units to be land based for upgrade reasons.
- Dark Elf tier 5 unit Doom Drake replaced with Shadow Rider (graphics shared with renamed tier 4 unit Dark Horseman) Same reason as above.
- Archdemons are 10.4.2 and have teleport ability (from anywhere to any own city in one turn)
- Griffin placed in the same unit string with Centaur - Saurian - Torosaur as the highest unit. Stats changed into 4.6.3, not a flying unit anymore.
- Great Eagle has 2 moves and still 'all terrain as roads' meaning it has 6 moves.
- Tech costs were changed. Some building costs too.
- Some units were moved around in tech tree. Many had their cost changed. Some unit stats were tweaked.
- Many bugs were fixed.

Edit:
- Some ships have bombard ability. (Galleass, Heavy Galleass, Frigate, Battle Frigate, Ghost Ship)

This is the biggest update so far in both terms of size and importance. I feel the mod took a big step towards what I want it to be.

Hoping to get some feedback. There's no such thing as a too trivial thing to mention. :)
 
Originally posted by Drift
...As fitting as rebase for king units would be, it could make it too hard to hunt down the enemy king as it could always escape to a still un-conquered city...
I don't think that the AI would use this (has anyone ever seen a king unit move at all? :rolleyes: ), but I'm sure a human player would, making it too much like an exploit IMNSHO.

I haven't really had time to play yet (want to finish my Macedon game first :) ), but I'll get around to it in a year or two... ;)
 
Ok, i just have 1 Q why do u have the mod broken down in to 2 folders no including the net/ arts folder. I combined all the folders into 1 under the name MoM and redid the path in the editor and i have no problems running the mod. What i'm saying is u don't need a folder called MoM and another 1 called MoM interface.
 
Originally posted by recon1591
Ok, i just have 1 Q why do u have the mod broken down in to 2 folders no including the net/ arts folder. I combined all the folders into 1 under the name MoM and redid the path in the editor and i have no problems running the mod. What i'm saying is u don't need a folder called MoM and another 1 called MoM interface.

MoM Interface is an individual folder because
a) it's easier for me to keep the mod organized when I separate the 216 files used for just interface from the actual mod content.
b) if someone likes the interface so much that he wants to use it for something else, he can do so easily by adding "MoM Interface" to mod's search folders.

FTP-server limit wasn't a factor here. The account Thunderfall gave me was bigger than 100 megs.
 
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