Master of Myrror Fantasy Mod 2.0

@Amesjustin

Gotta check out who it was - thread doesn't seem to exist anymore.

@rhialto

Sorry, it's still too impractical. I like the idea of adding sorcery, but it just doesn't fit. MoM 1.01 is the base on which I build the expansion, I won't be introducing changes as big as adding a new faction, but rather polishing and expanding the current setup to its fullest.
 
"Sorry, it's still too impractical. I like the idea of adding sorcery, but it just doesn't fit. MoM 1.01 is the base on which I build the expansion, I won't be introducing changes as big as adding a new faction, but rather polishing and expanding the current setup to its fullest."

Maybe you could add something in the story of the game to explain this,, just for those of us that played the original game. Maybe you could say it was some devlish sorcery magic that was responsible for the destruction of Arcanum in the first place, so all the other mages hunted down and killed all the remaining wizards who practiced sorcery so they couldnt do the same thing to Myrror. As a result practicing sorcery magic has been outlawed.

On another note, i know it probably isnt top priority, but i miss the long texts of the units. I loved in regular civ reading the unit descriptions and the story behind them. I think it would really add more flavor and story to the game to increase this for the current units. If you would like help with this, i love writing and played the original MoM to death and would be glad to contribute.
 
@naf4ever

I can think of trying to explain the absence of sorcery better, but I won't promise anything. It may be a little cumbersome to fit into the short background story showed in the beginning of each game.

If you want to write flavor descriptions for the units, please do so. It's something I know I won't be finishing. Thank you for your kind offer. :)
 
nullspace said:
On other issues of balance, it seems like the price on units with extra hp is usually too low. This might explain many of the changes Meisier made.

Yep, thats the most of it!! extra hp is a muliplier on a units power, not just an addition... so the higher the power the more it should cost for that extra 1 or 2 hp.
 
Hey Drift,

After my computer crashed about three months ago, destroying the beta version of MoM
I am happy to finally be able to resume play. Anyways I deleted everything in the folder "MoM interface" becuase the dark blue interface is just to dark for me... (no offense to your work, it looks good... but it gets deppressing if you stare at it for longer than 15 minutes) Anyways, I find that the science screen is still dark blue and that on the diplomacy the legend box is still dark blue. I am wondering if anyone can tell me which files I need to delete.
 
@Meisier

I don't think I've fully appreciated the fact that extra hitpoints are in fact multipliers of unit's strength until I read that post. Thank you. :)

@Cabbit

I don't remember the files offhand, but I can get them for you. However, I'm about to release a significantly lighter terrain in the near future so you may want to wait for that. Also, if you delete the blue science screen, you will have epic game's science screen with its arrows... I'll try to release the lighter terrain as soon as I can. It's not much work, but I want to be sure that the terrain doesn't undergo any changes so that the lighter terrain is identical with the terrain of the future expansion apart from it being lighter.
 
Thanks Drift. By the way, even though the science screen is still blue I have wierd arrows. I'll probably just download the whole things agian when you get the new terrain posted
 
Just one little idea: I couldn't provide you graphics for elven council, but how about changing it to an elven forge? Elves are good at forging, you know. And then you could make the life tree work as the elven council used to work. :)

Also I was one day wondering, why nobody is usind aaglo's giant units in the fantasy mods? I think they look great. :confused: At leat the water giant could be a UU for some life mage.
 
@Lusikka755

Thank you for the suggestion regarding Elven Council, but I don't want to touch the stats of the race specific buildings - they seem to be reasonably well balanced at the moment.

Aaglo's giants don't blend in with the other units and they are a little clumsy. They are remarkable feats when you take into account their origins in text based povray, but the difference between them and humanoids made by Poser or a program like it is a bit too wide.

Also, I haven't had a real need for them as Embryo's giants filled all my needs for giants. I've considered the water giant several times, but haven't found a good place for him. Thanks for bringing it up, maybe now that I'm adding UU's, it may find a home in MoM. I'm not sure though.
 
Started up a new game today, as Lo Pan, and got a really good start: enough food bonuses around my capital to have it build Settlers constantly, a Dwarf resource next to it, and a Troll resource a couple tiles away. Netted a Dark Elf resource with another early city.

As soon as I've stuffed the peninsula I'm on with cities, I'm gonna go rape Sss'ra. I only worry it'll be too easy ...
 
@TLC

Keep me informed about balance issues and such. Even though I probably mess with unit stats for the expansion, the relative strength between units of the different factions will remain roughly the same.

I haven't done much for the expansion so far. Some brainstorming, deciding about the new mages for the factions and coming up with a possible system for the UU's. Each mage wouldn't have a unique unit a'la civ3, but rather each mage would have three unique units based on his secondary magic type.

Formula for that would be "basic units + 3 units based on secondary magic type". For example:

Sss'ra who is Chaos+Life would get the basic units of chaos mages and three bonus units of life magic.

Rjak who is purely Death would get the basic units of death mages and three bonus units of death magic (other death mages don't get them).

Mages will share units as every mage whose secondary magic type is nature get the same three nature magic units, but that shouldn't be a problem as their basic units will be different.


Apart from this, I've done pretty much nothing. I'm still waiting for some of those unit and leaderhead requests giving results. Also, I'm still a little out of touch with modding, but that will probably change at some point.
 
The idea of secondary type dictating extra units sounds great.
Looking forward to the exp already!
 
Good looking Mod, cheers for the work Drift, will try it once I get home.

For you MoM fans you can d/l the orginal game and manual for free from here -

<link deleted>

Cheers again,
KWM
 
Apologies - Can't seem to edit post to remove it. Am curious as to why you think it should go?

Regards
 
Well, I think that simtex has not approved the free distribution of this game, so by definition, I think it's illegal. But just to be sure, my advice would be not to post these links in these forums. :)

cheers
 
Ok, my bad. I kinda thought it was abandonware but admit I haven't actually checked. Will PM a mod to take care of it.
 
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