Master of Myrror Fantasy Mod 2.0

@Colonel Kraken

The idea behind researching all branches of magic is that while you might specialize in one, you can use all of them. Also, it's easier to work things in Civ 3 that way, I think. ;) As for "good" guys using "evil" races, think of it this way: Your people are going out and swaying a certain segment of a race to see things your way, and fight on your side. In general trolls or dark elves or whoever are just like the rest of us: they go to their jobs every day, then go home and play with the little trollings, hit the wife over the head with a rock (a troll kiss), and do normal troll things. Just because they happen to have a taste for human flesh, that doesn't make them Evil, just diverse in their cuisine choice. You're there to make sure they only eat the flesh of the OTHER guy!

Hope that helps in the understanding department. Happy playing!
 
Nice explanation clearbeard. :lol:

@Colonel Kraken

Nice to see you testing the mod despite its theme being somewhat foreign to you. :)

Clearbeard already covered the magic research issue.

Factions are unique because they have completely different unit sets. The only units they share are the race resource ones + settler and worker. They also have different governments, some special improvements and/or small wonders, varying abilities and so on.

Clearly, the game engine limits the way the mages can differ. However, the four factions are a pretty varied bunch. Check the civilopedia for information on them. There's also the additional information written by Klyden (hit more when viewing race information) but that is slightly outdated due to to changes in 2.0 betas.

The good mages recruiting evil races and vice versa is a little silly at times, but I've explained that to myself with couple of things
a) the races aren't really that evil/good. They have their own nature, but are willing to work under any master.
b) Even the nicest of the mages view the lesser races as means to an end. Good mages put their morals aside and recruit trolls, dark elves and orcs. Maybe they view themselves as liberators and rightful rulers - much like a 'white man's burden'. As for the evil mages, they simply enslave any race they come by.
 
Drift said:
@bkwrm79

The difference between race units and mage units resembling the original MoM was one of the reasons I liked the idea so much. It feels somehow right to have the main units of the mage and then the supplemental race units.

Sounds like a very cool game, good to hear you are having fun with the mod. It would be nice to hear how the Archdemon teleportation ability works in practice. I've never got that far as a chaos mage so can't really comment on it. When I added the ability, I was a little afraid it might be bad for the game balance, but so far no one has complained about it ruining their games.

Unfortunately, the effects of Harmony won't be changed for your current game. It's an annoying bug and one I should've fixed with a 1.02 or something. Well, at least it'll work right in the next game.

The war is going extremely well; I let Merlin and the others fight Tlaloc for a while (watched the Giants and Earth Elementals bashing away at each other) then I struck. Tlaloc counter-attacked, still had large and powerful armies, but I was able to contain them while continuing to launch my own attacks. I found Archdemons useful but not broken. Love the drakes with the lethal bombardment; Flying Fortresses were nice because they never seem to get attacked.

I found I used both Dwarf and Lizardmen defenders - Dwarfs for the strong defense, Lizardmen because by that time they were faster. Didn't find much use for Elves (probably not a good combination with Chaos, or at least not with drakes). I just captured Goblins. :)

Too bad about Harmony, but it does kinda make sense in the game... and I'm managing anyway. :D

Just some info for your consideration when you have time to work on this again, I certainly understand real life interfering with more interesting realities!
 
hi, i just downloaded 2.0 and recived a message saying like: could not find file something something/advisor/tombking/something. after that it shuts down. I don't know if anyone else has had this problem but it's really bothering me!! :cry: :cry: :cry:
 
@bkwrm79

Thanks for the report and sorry about not responding earlier. I've been taking time away from the mod with good results - the spark is coming back. However, I've got loads of studying to do at the moment so the progress will be slower than during christmas time.

@Narok_Kurai

You probably installed in wrong order or left some part uninstalled / installed it to a wrong directory.

Correct order is:
MoM 1.0
MoM 2.0 Beta 1
MoM 2.0 Beta 2
MoM 2.0 Beta 2 Patch 3

Considering you are missing the leader animation for Mordja, I'd guess you didin't download MoM 1.0. MoM 2.0 requires 1.0 to operate, it's not a stand-alone version. If that's the case, install MoM 1.0 and then the 2.0 -packages in correct order.
 
I've gotten it in more or less releasable shape, so here goes nothing. I'll be posting my "expansion" to MoM on a new thread in the mods group tomorrow, Friday January 27, if all goes well. I'm waiting on FTP permission at the moment. The thread is already started, with a list of major additions and the few major things that remain to be done. If anyone wants to take some time away from playing beta 2.0 here, I'd be pleased for some feedback/bug reports. The post will require the current version of Master of Myrror for starters, so if you haven't downloaded it yet, WHAT ARE YOU WAITING FOR!?!?! Discussion relating to the expansion should be posted on that thread, not this one. Thanks.
 
The 2.0 development has been sitting still for some time now. This has been due to me being very busy and temporarily fed up with modding, but now that Aaglo is making all those new units and R8XFT is donating a couple of MoM leaderheads, I've got a legitimate reason to postpone the release a bit as I want to incorporate as much as possible into it.

I'm planning on starting the development again today so that I'll be finished roughly when aaglo and R8XFT are. No promises though, but this break has been going on for quite long enough already. It's time to do some modding again. :)
 
Hey Drift,

Glad to hear your life has calmed a little, and you're back in action. ;) One thought I had on your rally point idea for the race resources though: had you recognized that they will continue to produce units even if the controller loses the corresponding resource? That could change the tactical situation quite drastically in some games. The rally point will go inactive when the next tech is reached, but it could be an issue in a close war where you capture a key city or pillage a key square to deny further troop production to your foe. Just a thought, and perhaps it's insuffient to change the course of the idea, but there you go.

Happy modding!
 
clearbeard said:
... One thought I had on your rally point idea for the race resources though: had you recognized that they will continue to produce units even if the controller loses the corresponding resource?
I thought you needed to have the rally point improvement connected to the resource during each turn an unit is to be created..?
 
Wolfhart said:
I thought you needed to have the rally point improvement connected to the resource during each turn an unit is to be created..?
That's how the Statue of Zeus works at least.
 
Wolfhart said:
I thought you needed to have the rally point improvement connected to the resource during each turn an unit is to be created..?

That is in fact true. I'd never noticed that about the statue of Zeus (I never manage to build it. :P) No problem then :lol:
 
The files for my expansion to MoM are finally available at the link below, or on the thread devoted to said expansion. To avoid clutter, this will be the last cross post about the expansion explicitly, but I welcome any and all comments on that thread. Enjoy!

File link:
http://www.civfanatics.net/downloads/civ3/modpack/MoM_Sorcerors_Upgrade.zip

Discussion thread:
MoM: The Sorcerors

@Drift
If you're pleased, and would like to link to my thread on the front page of this one, that would be grand.
 
My first suggestion is to combine all the files next time you release an update. Downloading half a dozen files is not only tedious, but it's also a waste of time when many files are simply over-writing older versions. It also increases the chance of installation error - which is ultimately just more distractions for you when they seek assistance here.
 
Did you read the first post before downloading everything? You only need two files for the mod, unless you want to help with the beta, but then it's maybe best to try 1.0 first?
 
Why play normal when the beta is so big & patched twice? - definately worth having the new stuff, and if it says "beta" I don't mind occasional errors &/or giving feedback, unlike other projects ;)

Anyway, what's with the gloom? I feel like I'm wearing cheap sunglasses while trying to place this.

Otherwise, the units look okay, I like the mana/crystals thing. Not big on the tech tree, but then if you're looking at Civs to be played as wizards, like in Magic, I guess you haven't many options.

I guess I would recommend adjusting overlays (resources) a bit - they are new (so they don't catch your eye), small, blend in with the terrain, and are hard to see through the "gloom." Otherwise looks like it a decent gig.
 
@sourboy

Beta 3 will replace all current beta downloads. I don't like multiple downloads either.

The gloom, well, it's there for the atmosphere. If you don't like it, all I can really suggest is for you to crank up your monitor brightness/contrast - the graphics won't be changed apart from more clearly defined ocean/sea -transitions. I could of course consider adjusting the resources so that they are easier to spot.

Thanks for the feedback. :)

@clearbeard

I'll put a link on the first page today. :)
 
Drift said:
@sourboy
... I could of course consider adjusting the resources so that they are easier to spot.

The only ones I've had trouble spotting from time to time are lizardmen on the swamps and tobacco, especially on the plains. I've always had a bit of trouble seeing furs in the forests too, taken straight from vanilla Civ3. I like the gloomy atmosphere, personally, though the sea/ocean transition could use a little more contrast, yes. A darker ocean would do the trick there best, I think.
 
Deserts and tundra can be a little hard to distinguish as wel; I think making them more yellow would be the best fix. I geuss that really the ocean/sea problem is the only thing that is REALLY annoying.

I personally, DON"T like the gloom, but its not that bad w/ the lightened graphics which are posted as an "optional" download, so I for one don't think lightening the terrain should be a priority.
 
Hey Drift, thank for the real GREAT mod....

I just testet it a little bit, and there is something I can´t explain...

I played as the mordja, they are really great, but what about their units???


name Att Def Mov Cost Upgrade to... Att Def Move Cost

Shadowman 3 3 1 30 --> 5 3 1 45
Skelet. Guard 3 2 1 30 --> 5 3 1 50

you get the shadowman earlier (Death IV instead of Death V), he has better stats and upgrades to a similar unit???? shouldn´t they swap their stats???

Maybe its just a minor bug, but I´ve seen no need to research my optional tech Death V because if this, got to the next age and killed Ariel with my truly great Shadowmen instead....

greetings
 
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