Master of Myrror Fantasy Mod 2.0

In other news, I've been considering unique units today and I have a feeling they're going to go in. Each mage would get an additional unit unique to them. It wouldn't replace any of the other units. I need some new units for this, but it could be doable.

I've also thought of ways of differentiating the mages of the same faction more. UU's are one step, but I've also thought of more radical stuff.

This is great news! These are exactly the 2 things I missed about this Mod!

UUs are one to the things I like best about Civ3, they'll make MOM even more fun to play! :goodjob:
Same goes for differentiating mages of the same faction a bit more - I always wind up playing the same ones... :blush:
 
@nullspace

I did see the report and what a fine report it was. :) Thank you for it.

I guess I won't touch the cultural victory limit yet - if more reports come in where it has been too low, I'll reconsider it.

I'll go through the unit costs with extra attention paid to the extra hitpoints. Elves do have the blitz, but I'll consider whether they need more beefing up.

Interesting with the city growth thing. It's something I haven't touched yet so I need to do some research about it first. At first glance I didn't notice anything in the editor that would setting the required food for town growth - just citizen food consumption and I don't want to touch that. I can also reconsider Enchanted Springs - its place in tech tree and cost.

Clerics upgrading to Wizards is probably intentional, but it's also something dating from an earlier version. I didn't want to rob the player of his cheap defenders by the time he hits the tech with Sorcerers. However, at the moment Sorcerers come at Life V so that shouldn't be a problem. I'll see to it.

I'll fix Essence of Death, Spaceship movie I can't unfortunately help (but now that I think of it, I'll see if I could do something about it. I'm no movie maker though.), I'll also check the bombardment effects. Death mages suffering disease has been a pain for long now and like I said a few posts back, it may remain unsolved, but I haven't yet doublechecked that it's set up correctly.

Don't worry about the criticism - I can take it and I need it in order to make the mod even better. :) Thank you for providing it. Things have been a little quiet since I got back and it's nice to see more posts are starting to come in. This "thank you" goes to all of you people.
 
@Dragonlord

Glad to hear you like the plans. UU's are almost certain now. I already have some of the units, some will be released with WH2.0 (like Blood Dragon that will be Vlad's UU) and some stand good chances of being made in the future.

In addition to differentiating the mages of same factions more, I've been intrigued by the idea of adding one more mage to each faction. It's a little problematic though. Large games would need more than 12 mages, but small games would have even more situations where there are only mages from two factions in the game. We'll see what happens. :)
 
@TLC

Yup, that's what I suspected. Now all I need is a .bik movie about a mage becoming the Master of Myrror. Seen any good ones with that kind of setting? :lol:
 
@Lusikka755

I can rip 'em from previews. And I will inform you when I look at the buildings. Probably today. :)
 
How's this, Drift... I have a 60+ game backlog, I just really started getting into Civ III again, and yet I find myself heading over to your mod instead. :cool:

Thanks for your work

Jonathan
 
I tried out this awesome mod for the first time a few hours ago...
At first I was kinda confused, and had a hard time choosing a civ.
Then I started playing and didn't do too well since I'm not accustomed to the rule changes, but then once I started building up an army and war broke out, it turned into pure fun... I'm second to last of the civs I know, and yet I'm kicking the leader in the behind. Those speedy Elves sure can come in handy!
Anyway, excellent mod, I'm gonna keep playing it for certain, thanks for the great work Drift!
 
I don't know if it's still of any interest to you, Drift, but here's the final sav of my old Vlad game. Only MoM game I've actually played to an end.

I guess the lesson from the final part of the game was that the AI cannot defend against half-a-dozen Armies supported by a few dozen Trebuchets, 21 Ghostships, and a horde of Shadow Demons and Shadow Riders whose losses are replaced at several times the rate at which the AI can build units.

Edit: Needless to say, I won by domination.
 
@TLC
I'll check the savegame. Thank you. :)

@Lusikka755

Hydra is already in my plans. :) I'm a little divided between chaos and nature, but at the moment chaos seems to be winning the struggle. After all, hydras of original MoM were chaotic creatures. Of course, it also depends on what, if any, of my requests are done. :)
 
If you're thinking of adding another mage to each faction, how about an alternative idea? How about adding a new faction instead?
 
Drift,

Finally got around to trying out your mod, and it is very well put together. I enjoyed playing it so much I finally broke my resistance to the 1.22 patch just to get the scripting and label problems fixed. Your attention to detail throughout the mod is fantastic, and I love some of the unique twists you have added to the tech/unit tree.

Can't wait to see what else you will crank out for us!

-AmesJustin
 
@rhialto

New faction (sorcery) would definitely be cool, but it's so impractical that it is out of the picture. I don't have units for sorcery, I don't have any way of representing sorcery's strengths with Civ3 engine and I don't have room in the tech tree.

Edit:

@Amesjustin

Thank you. :) I never realized 1.22 had opposition - I assumed it had become the standard and therefore based 1.0 and 1.01 around it.
 
Me too. The main reason I am still not using 1.22 is that my CD patch won't work with it, and I am far too lazy to do any disk swapping. Of course, I'd be very interested if someone could point me to a no CD patch for 1.22. Privately of course - I have no wish to spoil the public reputation of this message board.
 
Drift said:
Thank you. :) I never realized 1.22 had opposition - I assumed it had become the standard and therefore based 1.0 and 1.01 around it.

Oh it IS the standard, but I am stubborn and really did not understand or like the removal of the Radio tech in 1.22. I figured I only play mods, and all 3 of the mods I am working on use modified tech trees anyway, so I might as well just get it.

Did you make some of those units yourself? some of them (Devil and Jaguar, for instance) I don't recall seeing before.
 
@Amesjustin

I haven't made any of the units, but some of them are color conversions by me (including the Devil). I might as well list them here. I plan to have a more detailed credit list for the expansion so this will come in handy. :)

- Chaos Ettin (Kinboat's Ettin)
- Mauler (Kinboat's Minotaur)
- Dragon of Light and Dragon (Kinboat's Dragon)
- Carrion Beast (Kinboat's Pterosaur)
- Shadow Demon (Kinboat's Balrog)
- Devil (embryodead's Goblin Archer)
- Guardian (embryodead's Ogre)
- Nightmare Rider (embryodead's Wyvern)
- Ghost (Firaxis' Princess)
- Shadowman (Firaxis' Berserker)
- Zombie Worker (Kindred's Gobling Worker)
- Doom Drake and Helldrake (Kinboat's Dragon, made smaller by someone)

- Cursed Legionary (utahjazz7's Easterling converted by smoking mirror)
- Chaos Knight (Firaxis' Knight converted by someone)

Jaguars have been converted from Age of Empires by Aluminum.
 
Drift said:
- Doom Drake and Helldrake (Kinboat's Dragon - made smaller by you, Amesjustin?)

I wish. I have no unit making/editing abilities whatsoever. I remember reading the thread where someone resized them, but it was not me.

The most I have contributed in that category was pestering Kinboat for the (excellent) pteradactyl units. Everything else has been resource/building/terrain/design work.
 
I wouldn't let ot having the units prevent you from gathering them together for the mod. As for representing the faction's strength...

I'd suggest having extra high attack factors, no fast units (excludes the retreat advantage), and extra low defence factors to represent the idea that these guys are mostly illusions. They sould also have some unit to correspond to the floating island spell from MoM - that spell was the main reason I played with sorcery then.
 
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