Master of Myrror Fantasy Mod 2.0

@Stormrage

Ok, that's a clear distinction.

Now you'll wait. I don't know how long it'll take for me to go through that list of things to do before beta (I think it's fair to call it an early beta, not alpha after I'm done with the list). I don't have much time these days, mostly in the evenings, but I'll do it bit by bit.

I'd say it'll take a week, but hopefully not more than two.
 
Excellent, that's three names already.

Now I'm starting to feel the pressure of being able to deliver with the mod. Both in the sense that I can finish it and also that it's good stuff. :)
 
@Stormrage

Don't worry. I'm a firm believer in streamlined unit systems and extensive upgrade lines. Everything except for few silly exceptions upgrades and all the upgrade lines go all the way to the top portions of the tech tree. This was one of the fundamental differences between the modding styles of myself and embryodead. I happily upgrade a centaur to harpy if I view it necessary, but ED maintained that upgrades should be plausible (i.e. a spear orc can upgrade to sword orc but a minotaur can't upgrade into a treeman). I'm not sure how much of this has been maintained under mrtn's iron fist though.

There is one big exception to this rule of easy upgrades - the summoned units. You can't upgrade them as it just isn't technically possible, but on the other hand, they are so much stronger than regular units that it takes a while before the regular units catch up with even the weakest summons.

Sometimes there could actually be more units than there currently is. Well, at least for the player who would appreciate intricately varied unit system. The poor computer wouldn't utilize it though.
 
:woohoo:

This is awesome news. No pressure Drift. Let us help you make some balancing decisions.
 
This mod is even better than I hoped! The only problem I have with it is that I do not understand the civilopedia. For example, I instinctively understand what an aqueduct is, and how to use it. However, I do not even know what the equivalent is in this game. You might consider uploading a strategy book. Please...with sugar on top?
 
Imperator One said:
This mod is even better than I hoped! The only problem I have with it is that I do not understand the civilopedia. For example, I instinctively understand what an aqueduct is, and how to use it. However, I do not even know what the equivalent is in this game. You might consider uploading a strategy book. Please...with sugar on top?

Thank you.

The probability of me making a strategy guide are a bit slim, but I could make a quick "what is what" list. Especially as majority of the improvements have Civ3 equals.

Aqueducts are Enchanted Springs
Hospitals are Sewers
Courthouses are Gallows
Police Stations are Courthouses
Libraries are Wizards' Guilds
Universitities are Sages' Guilds
Banks are Traders' Guilds
Factories are Monoliths
Factory # 2 is Obelisk

There are more, but I can't remember all off the top of my head.

Actually, the strategy guide / manual thing is a possibility in the long run. It would be nice to have a sort of introduction/reference document to the mod.
 
Drift said:
@Stormrage

Don't worry. I'm a firm believer in streamlined unit systems and extensive upgrade lines. Everything except for few silly exceptions upgrades and all the upgrade lines go all the way to the top portions of the tech tree. This was one of the fundamental differences between the modding styles of myself and embryodead. I happily upgrade a centaur to harpy if I view it necessary, but ED maintained that upgrades should be plausible (i.e. a spear orc can upgrade to sword orc but a minotaur can't upgrade into a treeman). I'm not sure how much of this has been maintained under mrtn's iron fist though.
Iron Fist? :lol:
I got ED to mellow on this point, as you might know, most greenskins in the WHM upgrades, i e snotling=>orc and goblin=> orc. But, there's also the fact that WH has so much shorter unit lines, most civs only have two defenders.
Having everything upgrade to dragons wouldn't fit the warhammer world, though.

Drift said:
There is one big exception to this rule of easy upgrades - the summoned units. You can't upgrade them as it just isn't technically possible, but on the other hand, they are so much stronger than regular units that it takes a while before the regular units catch up with even the weakest summons.
...
It is possible to upgrade them to units you can build, so you could make it so that e g the first summoned unit upgrades to the third attacker, or something like that.

Idea: I don't know how you have it with Regicide in MoM, but one idea I got was to give the king units high defensive bombard. This way they can "protect their cities with their spellcasting". :)
 
mrtn said:
It is possible to upgrade them to units you can build, so you could make it so that e g the first summoned unit upgrades to the third attacker, or something like that.

I'm not a fan of merging upgrade chains (even though in this case the summoned units don't form a real upgrade chain). Don't like it and not a single upgrade chain in MoM merges with an another. Also, that wouldn't really be possible as the summoned units and basic units aren't attached to each other. Death mages have all death summons, but the basic units are different with each mage (ratmen, orcs and lizardmen IIRC). At least it would require a very cumbersome

Idea: I don't know how you have it with Regicide in MoM, but one idea I got was to give the king units high defensive bombard. This way they can "protect their cities with their spellcasting". :)

It's a good idea and guess I've toyed with it in the past, but I hate regicide and everything that goes with it. I have a single "Wizard King" unit attached to all civs so that those who want to taint their game experience with regicide ( ;) ) can do so. I also feel that giving the king unit more abilities would require more unique king units and like I said, I don't feel like investing time in enhancing regicide. I can consider adding a simple defensive bombardment though.
 
Drift said:
I'm not a fan of merging upgrade chains (even though in this case the summoned units don't form a real upgrade chain). Don't like it and not a single upgrade chain in MoM merges with an another. Also, that wouldn't really be possible as the summoned units and basic units aren't attached to each other. Death mages have all death summons, but the basic units are different with each mage (ratmen, orcs and lizardmen IIRC). At least it would require a very cumbersome
Actually, it wouldn't be any harder to do than the upgrade paths in Epic, that circle around the UUs.
 
The Last Conformist said:
Actually, it wouldn't be any harder to do than the upgrade paths in Epic, that circle around the UUs.

Yeah, I thought of that immediately after posting. Well, the technical difficulty isn't the reason I'm against it. I just don't want the summoned units upgraded into regular units. It would ruin immersion and the special feel of those units. :)
 
Drift said:
Thank you.

The probability of me making a strategy guide are a bit slim, but I could make a quick "what is what" list. Especially as majority of the improvements have Civ3 equals.

Aqueducts are Enchanted Springs
Hospitals are Sewers
Courthouses are Gallows
Police Stations are Courthouses
Libraries are Wizards' Guilds
Universitities are Sages' Guilds
Banks are Traders' Guilds
Factories are Monoliths
Factory # 2 is Obelisk

There are more, but I can't remember all off the top of my head.

Actually, the strategy guide / manual thing is a possibility in the long run. It would be nice to have a sort of introduction/reference document to the mod.

That would be great! (Actually, that is what I was hoping for!)
 
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