Master of Myrror Fantasy Mod 2.0

@Dragonlord

Thanks for the encouragement. :)

@aaglo

Pelit. I knew they were considering doing a small article about it, but it was back in summer. I thought they had ultimately decided against it and didn't expect to hear anything from it. Seems it was just slow in coming. :)
 
@aaglo

I'm not sure yet as I get my copy probably tomorrow. Probably it's 1-2 pages in a monthly feature about their internet service pelit.fi and mods/stuff you can find there. I wouldn't buy the issue just for that. Of course, the magazine is a good one and December issue is usually pretty loaded with stuff (mostly reviews though as the season is at its peak and there's an insane amount of releases). Next time you visit your local library, check it out. :)
 
Drift said:
...the expansion has taken this long and will take even longer. BUT, it will get done. I made a decision about 15 minutes ago when I heard that the biggest gaming magazine in Finland has covered the mod in their latest issue. Also, the new fantasy units for WH2.0 have me itching and I long for the feel of creation. I will get the expansion done, no matter what. Work starts after Christmas. I'll expect to work at a fast rate and go for release during the first two months of 2005.


Good luck! I've always been impressed by your work.
But I have one question: why an expansion? Why don't you simply make a 2.0?
 
Thanks Rhye, you and your modpack have just kept going while I've taken a vacation from CFC. Gotta admire your work morale. :)

About the 'expansion-2.0', we're talking semantics here. The update I'm doing expands on the original version of the mod so the closest match I've got for it is an expansion disc. I know mods usually go with higher version numbers and that may well be the approach I take in the end, but I'm not sure yet. 'Expansion' is actually more informative than '2.0' as some people may call a finetuned version of their mod with little extra content a 2.0.

Edit: Thanks Lusikka755, we crossposted. :)
 
Drift said:
Thanks Rhye, you and your modpack have just kept going while I've taken a vacation from CFC. Gotta admire your work morale. :)

Thank you.

Well, I'm going to retire soon.

Drift said:
About the 'expansion-2.0', we're talking semantics here. The update I'm doing expands on the original version of the mod so the closest match I've got for it is an expansion disc. I know mods usually go with higher version numbers and that may well be the approach I take in the end, but I'm not sure yet. 'Expansion' is actually more informative than '2.0' as some people may call a finetuned version of their mod with little extra content a 2.0.

I made an expansion because it added new stuff, that is not important for the basic scenario, so that one can still play the original, which instead was very strict in terms of additions.
If your expansion completely replaces the original, and the original becomes completely obsolete, then you should imho call it 2.0.
 
@TLC

I hope that too. :)

@Rhye

I'll decide between expansion and 2.0 when I know what the update contains. At the moment it's not clear yet. :)


In other news, I got my copy of Pelit-magazine today and turns out the feature is a 2 page article about WH-mod 2.0 and Master of Myrror. The article is very positive about both mods and concludes with a statement "It's hard to think of a reason why you shouldn't play these mods."

Pelit-magazine has estimated 145 000 readers so I'm naturally very excited about this.
 
Drift said:
@TLC

In other news, I got my copy of Pelit-magazine today and turns out the feature is a 2 page article about WH-mod 2.0 and Master of Myrror. The article is very positive about both mods and concludes with a statement "It's hard to think of a reason why you shouldn't play these mods."

My opinion exactly! See my sig... which has been like this for quite a while.. :D
 
I thought I'd post a little update on where I'm going with the expansion (meaning that this is stuff I've already done)
- 4 new mages, one for each faction.
- Unique unit for all mages. They replace one of mage's faction's own units. For example Vlad's unique unit is the Vampire Lord that creatively replaces regular Vampires.
- Redone civ trait system. All factions have a base trait and each mage has one of the four additional traits. For example, all life mages are scientific, but each one of them has only one of the four additional traits (commercial, industrial, seafaring and expansionist)
- Some unit graphics have been updated.
- "Space race" graphics have been updated (using rendermad's lighter terrain space race graphics) and a new (simple) video created for victory.
- Monasteries changed to life mage small wonders that produce slowly units with the ability to rush improvements in cities. (gotta see how this goes. I may get rid of the monasteries completely.)
- Dragons changed back to melee units, but they can only be accessed via a wonder that produces them slowly. They are now clearly the strongest units available.
- Unit stats now progress more steeply. Meaning that tech advancement is more important and fighting from a technological disadvantage hurts more.
- Ships carry ~33-50% more units.
- Some small tweaking here and there. (Enchanted springs are cheaper and come more early, Pterodactyls come at early second age,...)
- Some new tech icons (by Lusikka755)
- Some other stuff I'm no doubt forgetting.

Still gotta do
- add some building graphics from Lusikka and see whether I need more
- write pedia-stuff
- test things
- tweak

All in all, the expansion is advancing more quickly than I hoped for - I've basically got the foundations laid out. To my best knowledge, I don't need any more units, leaderheads or other stuff like that. All that remains is to combine it all together, add an additional coat of paint and some touches of chrome.

I know I said that work begins after Christmas, but that was back then. At this rate, I will have a playable beta before Christmas. That wasn't a promise though. :)

OK, now to sleep. That race of mastery/space race video gave me (and my poor computer) hard time. I should have been done almost two hours ago, but instead I just finished it after restarting numerous times. It's nothing fancy, just a few pics, some fading effects and couple of lines of text, but nevertheless it was a pain in the butt to run through the optimizer.
 
Drift said:
- "Space race" graphics have been updated (using rendermad's lighter terrain space race graphics)

I appreciate your using them, but I should remind you that I just modified a bit an image found browsing the net.
I hope you're done soon, but don't rush it :-)
 
rendermad said:
I appreciate your using them, but I should remind you that I just modified a bit an image found browsing the net.

Yeah, I recognized it as one of digitalblasphemy's backgrounds when I saw it. It looks good though. I haven't yet decided if I try to do something about it, there are always issues when you use copyrighted images in mods. One way of giving credit could be to include a web address in the bottom corner of the screen. Or then I could try to replace it with something else, we'll see. :)

As for rushing the development, I had some stuff done from summer and lots of notes about future of the mod. I've done some completely new stuff as well, but large part of the process has been about refining my earlier notes into a complete plan. I had all the ingredients but couldn't put it together until now. That's the reason why it has advanced so quickly.
 
I don't think copyright should be a problem, after all your not selling it, and at the time I got the image it was offered for free. Besides, there are many mods that use units form other games (Age of Empires mainly) with no problems. Just give proper credit in the description or readme.
 
BTW, is the secondary-magic-for-every-mage-thing still on your plans? And one suggestion: Please use the CamJH's Aielmen somehow :D

Just my
2centsmall.jpg
 
@Lusikka755

Well, the secondary magic thingy isn't in the plans any more. It got too complicated and started feeling like I was making the system more complex just for the sake of it. Also, the way I had it set up, it would've been a lady dog to balance.

I like CamJH's Aielmen as well, but I don't think I have a need for them at the moment. Haven't really thought about it yet, though.
 
Drift said:
I like CamJH's Aielmen as well, but I don't think I have a need for them at the moment. Haven't really thought about it yet, though.

At a second look at the mod I can't figure out anything either... Unless if it would be a UU for some life mage?

One thing though: Please replace utah's viking unit in the human unit line with Kinboat's Chuculuchuhulucu-unit. I would like it much better :blush:
 
I totally agree with the article..
WH and MoM are the only two mods i play...
though im looking forward to mystral..when it goes beta..

Drift cant wait to see the update...

especailly the dragons back to melee and to play around with the monastary as improvment boosters..
 
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