Master of Myrror Fantasy Mod 2.0

Drift said:
I've just corrected all the bugs mentioned so far for 1.01. I'll probably release it Thursday so all suggestions and bugfixes are still welcome.

I noticed that the cp says the Spell of Doom is a minor spell, while in fact, it is a great spell.

Drift said:
Or are the death mages too strong? Klyden had very dominating death mages, but ChaosLord had them somewhat weak. Psyringe's late beta game has strong death mages.

I'd like to ask people who have played the 1.0 to post a quick mention about the way death mages have fared in the games. Thank you. :)

Vlad got to 4 cities, but was fenced in by me (Merlin) and Freya. Mordja and Rjak got about the same. I destroyed Vlad, then Ariel finished of Rjak; I now also took Mordja out of the game to get men (=> fishery). The top mages are me, then Ariel, then Oberic/Freya (approx. equal).
Troll Arena stays as it is in 1.0, Orc Camp stays as it was in betas but with a halved cost. It's mere 10 shields now and I am pretty sure that even though AI builds both orc camps and barracks to some cities, there are cities that wouldn't have barracks-ability if it weren't for the orc camps that are probably built to all cities. So the AI benefits from it even though it doesn't understand selling the barracks. Having barracks too is a good thing in some situations as cutting AI off from orcs doesn't remove its ability to upgrade troops and train veterans for a period of time.

Sounds good. :)
 
About the barracks and orc camps: If the city get bombarded the barracks may get destroyed, having an orc camp too should be good in that case (it's not common, but...).
Do you have any units giving collateral damage? This could maybe be something for orcs, trolls or goblins. Possibly best to wait for 1.1, though, it may need some testing. :)

Lusikka: you can always post those gfx even if Drift won't use them all. Someone else may, they do look good. :)
 
None give collateral damage mrtn. I meant to say the same about Lusikka's graphics, but forgot to. :)
 
Sure I will post them :D

Here is the next four buildings, I think they will be for some help...

Life Tree, Well of Souls
Chaos Gate, Church ( I don't know if it is any use :confused: )
 

Attachments

  • Image2.jpg
    Image2.jpg
    22.9 KB · Views: 442
Hey, those are really cool! :) That wasn't exactly what I had in mind for Well of Souls, but it looks cool anyway. Don't know about the church. It's pretty strongly a church (but then again, so are the current graphics for the halls of the dead)
 
OMG the AI make soooooooooo many units, it is almost unbearable! I didn't complete the entire game yet, but here are a few comments:

-AI doesn't use barracks (but you know that.)
-There really aren't enough elves/men/orcs/whatever in the game. On a standard continents map, there was only one of each. Obviously, they were nowhere near my lands at all. I think of those techs as move of "AI research speed bump" techs...since I never bothered to research them myself.
-It would be really cool if you could let us upgrade the 'king' units. One for Mages, Masters, and the Trancended. After the early part of the game, they become quite useless and forgotten.
-The Library of Alexandria(sorry forgot the name) is TOO powerful. Vlad was able to steal it out from under me, and I had to force myself to use the ToE to propell myself up to Life X just so Vlad wouldn't take over the world. I suggest making it obsolete in the early mage age...any of the VII techs would do.
-The archers need a defensive bombard.
-None of the Death civs are having any trouble staying on top...I say this because according to a few other games, this isn't a coincidence. I am not sure what to do here. Perhaps simply nerfing their defenders would work.
-Do we have any UU?

Also, posting any of the little changes and problems to the first page of this thread so any new players can fix any problems before they start playing (or maybe they can find the answer!)

Anyways, EXCELLENT mod! I look forward to anything else you plan on putting out for us!
 
Thank you everyone. :)

@Kiech

- resources are sparse intentionally. Makes for interesting resource wars and unit mixes. Each mage has his own units and the race units are just a bonus - not something everyone or even half of the mages should have.
- I don't like king units so upgradeable kings are at the bottom of my priorities. AI doesn't understand them so it's IMO rather useless feature.
- I like strong wonders. If Spell of Knowledge becomes a problem I can address it, but I won't be doing anything now.
- I don't like defensive bombardment either. Besiders, archers of the mod are a very varied bunch ranging from 1.4.1 Devils to 3.2.2 Bowmasters. At one point I thought of having defensive bombardment for life mage defenders, but in the end, decided the whole concept is just complicating a perfectly good combat system.
- There are no UU's. Fantasy unit graphics are too sparse for that. The race resources are the UU's of Master of Myrror. Granted, they don't trigger GA, but they offer variety and often useful units.

Thank you for the feedback. Hopefully I didn't sound gruff - I just woke up and I'm again in a hurry.
 
Drift said:
- resources are sparse intentionally. Makes for interesting resource wars and unit mixes. Each mage has his own units and the race units are just a bonus - not something everyone or even half of the mages should have.

Just to let you know, I tried to play a game with all the resources' (not nodes) appearance ratio changed from 20 to 40 and I have to admit that I enjoyed the game maybe a bit more. It just was enjoyable when almost every civ had one resource and I could get them to myself only by beating the enemies.

Also two own criticisms:
- I suggest changing the Spider Mastery to Snake Mastery, unless that is totally against the original idea. The only reason for that is that we would have so much better graphics for snakes than for spiders.
- Why aren't you using the Slann boss unit by Kinboat? That would be so cool :D
 
The appearance ratio was 40 during the betas, but people (and I) felt the race resources had become too common taking away from their speciality. Also, AI doesn't understand trading them and will pay too much for a them. I really like the idea, that there is only one of each, but naturally people are free to change the appearance ratios themselves in the editor. :)

- I actually like the spider graphics more than the snake. Snake was an advanced barbarian at one point and it didn't look all that nice. Spiders have crappy animations, but apart from that they look ok IMO.
- Slann was in for a long time (all betas) but it didn't fit in with the rest of the lizard units so I removed it for 1.0. I was sorry to see it go, but it felt artificial to have a unit just for its looks when there were more fitting ones (two skinks) to choose from.
 
Drift - keep the appearance at 20. The game is more interesting and enjoyable when there is not alot of the same units available to all civs.

Burned through a quick test game as Raven and then a follow up as Mordja.

notes.
Nothing I did could get cost of Death II to come down - had to research it for full 50 turns. Only tech this happened on. Reason?
Are there graphics coming for all great spells?
Well of souls was a bit o'powered - like the proposed changes.
Map is dark - took a few hours to get used to it.

Other than that, had a great time. Should start a larger, epic style multi-hotseat game this weekend. Enjoy your wedding and thanks again.

My 2 cents
 
Master of Myrror 1.01 patch (0.4MB).
  • Extract to Civ3\Conquests\Scenarios\ and overwrite existing files.
  • This patch requires that you have installed MoM 1.0 first

Changelist includes mainly bugfixes and small tweaks to balance. Most notable changes were fixing AI not building barracks and toning down the death mages by removing the granary-ability from the Well of Souls.

- -

It is done. And so am I. ;)

I'll probably visit this place from internet cafes and such, but don't expect to hear from me until late July. In the meantime, enjoy Master of Myrror 1.01 and wish me luck for tomorrow. ;)

See you all later this summer. :)
 
aaglo said:
Good luck for tomorrow!
They are forecasting rain, but people say, that it is a good thing on your wedding day :)

Damn, 'cause at Tampere they're forecasting +18 degrees Celcius and partially cloudy. ;) Maybe there will be a small bit of rain somewhere. The forecasts have been doing a rollercoaster ride the whole week regarding Saturday. This time they could really stop - we want to get married outside. :)
 
@Drift: Good luck for tomorrow, and have a wonderful time. :)

And something that I wanted to tell you for some days now: Thanks not only for creating this mod, but also for the way how you deal with the suggestions, wishes and criticism of us players. Really, I think you did an outstanding job especially in that regard. As far as I can can see, there is not a single suggestion in the whole thread that hasn't been addressed by you. You managed extremely well to keep a balance between implementing people's wishes, but still keeping the mod focused. Your kind, constructive and open-minded way to respond to the postings of (for example) Klyden and TLC was one of the incentives that got me out of lurking. Also, you encouraged us to play the mod the way we enjoy it, i.e. when you mentioned that no one should stop a good game to test a newer patch - this way, the whole experience always felt like playing a game, never like "doing work".

All in all, I think that I learned a lot in the past weeks, just by watching how you "managed" your mod. If I'll ever do a mod for a game (unlikely, but who knows), I'll try to do it in the same way.

That just had to be said ... I hope you're still around to read it. :) And now, wipe your mind of all things MoM and enjoy your wedding and your honeymoon. :)
 
Back
Top Bottom