Master of Myrror Fantasy Mod 2.0

Definitely best wishes that everything goes well and that your wife doesn't tell you she hates you more than five or six times during the process. :D
 
Going to join the bandwagon and say I'm eagerly awaiting the mod :goodjob:
 
Tank_Guy#3 said:
This is one of the best mods I've ever played, and is Lo Pan based on the one from John Carpenter's Big Trouble in Little China?

Thanks.

Lo Pan is based on Master of Magic's (the computer game this mod is loosely based on) Lo Pan who could well be based on the Lo Pan you mentioned.
 
Hello!

First of all i must say i love this mod! :D

I understand that much hard work lies behind it.

Isnt Lo Pan a kung fu master in Fallout 2?

Regarding terrain bonuses in defence. I´m a defensive terrainoholic, my units complain over too always being forced to march in hills and mountains...
I checked the civilopedia on this and have a question:

Have you nerfed terrain bonuses for defenders somewhat to encourage the attacker?
Rivers give no defensive bonus according to pedia while they gave 50% bonus to defender in Conquest. Hills and mountains also looked a little weaker defense-wise.

I´m playing Vlad on sorcerer difficulty right now on a large map. I´m behind the AI players in both tech and cities but i try to hold out until i get the awesome vampires.

Drendor
 
Sorry for the doublepost i returned to late to edit it seems.

One more question: Have you checked if the the well of souls (and the similar improvments) actually give all the bonuses it states in the pedia?

I just checked in my game and it seems like it create culture and a happy face but i see no bonus to production or tax or science.

And i struggled to build it in all my cities...:mad:



Hehe, i say it again though. Great mod! :goodjob:
 
i like this mod... just got a question... is there anybody making a scenario for this mod or its expansion sorcerors??
 
zafyro said:
what files should i modify to be able to pay in with a spanish version of civ III. I can translate them and send them to you to post with the downloads.

zafyro


I can tell how it seems to work with german version.

Problem is, that parts of the normal unit files are used(i suspect sound and some animation procedures) and the MoM mod names the place those files have in the english version of civ.
E.g. upon start of game the error "cannot find file '/art/unit/settler/settler.INI' game quits now" is produced, since in a non english version the files are named differently, e.g. in german version its /art/unit/siedler/siedler.INI.

All this for this mod misnamed files are in (original civ dir)/art/unit.

The mod can be made working by creating copies of the needed directories and files using the correct english name.

So for example for the german version one creates via windows explorer a copy of (original civ dir)/art/unit/siedler and writes it in the same directory((original civ dir)/art/unit). It's then called "copy of siedler" or "Kopie von siedler". Then one renames it to "settler", opens it and renames the file "siedler"(the .INI is not shown in explorer) to "settler".

The same has to be done for "bauarbeiter" aka "worker" and in principle all other units that are used, i'm still not through, but can play the first 100 turns without crash.

Maybe the same thing has to be done for a few files in (original civ dir)/conquest/art/unit, but i do not know that, i think i have the english version of conquest anyway.

If its not obvious, which is the correct dir, search the unit directory for files containing the original english name, as only the .INI file has a different name.
E.g. when the error asked for "../battleship/battleship.INI" i first looked into the directory ../kriegsschiff and saw there were a lot of files starting with "manowar...". So i knew this is the correct dir to change, when game wants ".../manowar" and instead i looked into /schlachtschiff and found there files starting with "battleship", so i knew this is the dir ihave to copy, rename and rename the file in it.


The fast and easy solution would be, that someone with an english version just puts his entire directories (original civ dir)/conquest/art/unit and (original civ dir)/art/unit somewhere to download, then one can just copy those files into the correct directory, then the mod should work.(I suspect this does not violate copy rights)

The original civ is not affected by this, as the original files still exist.(As long in your language the name for battleship is not warrior or something like this).

Greetings Carn
 
Hello, excellent mod, its real fun.

Some bugs i found during playing:

Great Spell Spider Mastery produces a black dragon every five turns, should be a black spider.(nobody noticed this? this makes winning trivial, it's like having SoZ producing, instead of ancient cavalry, modern armor)

Well of souls(death magic building) has according to description 25% production bonus, but does have 0%.

Dimension rift produces instead of chaos spawn chaos dragons(like getting instead of Templers modern armor, also game crippling)

Hellbeast upgrades to Chaos Warrior, which does not make sense, as Chaos Warrior is cheaper and earlier tech.

The (death dragon altar) is supposed to produce doom dragons, but instead produces great galleys.

I checked all other unit producing buildings in the editor, but i didn't see any further errors there.

(more to follow, when i actually manage to play a full game).

All this mistakes can be corrected by using conquest editor in the menu point changing rules.

Greetings

Carn
 
Drendor said:
Sorry for the doublepost i returned to late to edit it seems.

One more question: Have you checked if the the well of souls (and the similar improvments) actually give all the bonuses it states in the pedia?

I just checked in my game and it seems like it create culture and a happy face but i see no bonus to production or tax or science.

And i struggled to build it in all my cities...:mad:

In editor i saw that well of souls has options "increase science 50%" and increase money 50%" checked, but not increase of production.

And i see the bonuses in game.

Greetings
Carn
 
@carn

You are not using the latest patch. All of those bugs have been fixed months ago. Check first page of this thread more closely. :)


In other news, prospects of MoM II look bleaker by the day. Taking care of Aarni (my 5 week old son) keeps me busy along with my studies and work. I'll try to look into the project some day and determine if I could release a sort of stripped down version of it.
 
Could you plz comment my question regarding terrain?

No need for my troops to get exhausted (ok they are undead so maybe they dont have stamina) by marching in the hills and mountains and hide behind rivers if the terrain bonuses are nerfed.
 
In other news, prospects of MoM II look bleaker by the day. Taking care of Aarni (my 5 week old son) keeps me busy along with my studies and work. I'll try to look into the project some day and determine if I could release a sort of stripped down version of it.
Sad news, but not surprising. Becoming a father is one of those earth shattering events that completely changes the way you live for the rest of your life...
 
Maybe a stripped down version accompanied by your ideas for what you wanted completely done? Maybe someone (not I) would be able to finish it off for you?
 
Drendor said:
Could you plz comment my question regarding terrain?

No need for my troops to get exhausted (ok they are undead so maybe they dont have stamina) by marching in the hills and mountains and hide behind rivers if the terrain bonuses are nerfed.

Yes, the terrain bonuses have been nerfed somewhat to promote more offensive play. They still make a difference though. The bonuses are ~20% weaker than the originals. (e.g. 50% -> 40%, 100% -> 80%)



There's still some hope of me finishing the expansion. I don't want to get someone to finish it for me as that's potentially problematic situation and there aren't many people around here that I could trust enough (and majority of them have their own modding responsibilities).

I'll let you guys know how it goes.
 
Just wanted to say that the tomb swarms work excellent now. I played a game as Vlad and manage to create a huge empire with more than 40 cities

I built crypts as soon as i could in all my core cities and throughout the game they manage to spawn a useful amount of swarms.'

The key tactics is to attack with them relentless with them and let the RNG work for you. You have numbers, sooner or later your 3 attack swarm will make a hit. I had 200+ swarms in the end game and they were useful even against seraph and other powerful units. I used the swarms almost like an expendable form of artillery. When they have softened up the defender my upgradeable "real" troops finish them off to gain experience or create new undead.

Conclusion: they work great in the beginning when 3 attack is useful and they work well en masse in the end game as well if you use them as artillery.
 
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