Master of Myrror Fantasy Mod 2.0

FM_Freyland said:
Howdy

I d/l'd the main file and the patch. I installed the Main File in the scenario folder for Conquests, and all is well there. However, I copied the patched .bic and the MoM folder to the Scenario folder and I am still being told that I am playing ver. 1.0. Where did I screw up?

Thanks!

Jonathan

I feel neglected. Does everyone else get "1.01", or do you see "1.0" when you select the MoM.biq under Civ Content?

Jonathan
 
After the patch, it still says MOM 1.0 when you select the mod from from the Civ-Content screen. That confused me for a while, too.
 
nullspace said:
After the patch, it still says MOM 1.0 when you select the mod from from the Civ-Content screen. That confused me for a while, too.


Thanks for responding! :)
 
I'm back. :D

The trip was amazing but right now we are just really, really tired. America was a cool place. We will definitely return there some day.

Anyways, I'll be looking through the discussion that has went on here during the last 6 weeks and continue the development of the mod. However, due to weddings and six-week-roadtrips being expensive, I really need to work this summer with other kind of things than computer game mods. So the development will be slower than during spring but luckily there aren't as many things to develop any more.

If you feel like giving me a hand, simple "fix these and the mod will be better" lists are appreciated. I feel a little out of touch and general sentiments of mod's audience would be really helpful. Thanks. :)
 
Yeah, what TLC said. :) I think he's the one who's covered your back the most. ;)
Now I just hope you brought a trip for everyone. :D Or some digitalizable pics, at least...
 
Welcome back, Drift!
 
Stuff that needs to be worked out:

Too slow increase in unit strength vs. their cost. Doesn't present enough incentive for research.
Status: working on it. My current draft has tier 3 units receiving ~+25% stat increase and tier 4 units ~+50%. (for example, Chaos Ettin is tier 3 and both Mauler and Archdemon are tier 4. For race resource units I've followed the same formula, but tier 3 has received usually just one point increase for either attack or defense)

Dragons
Status: Haven't got a clue so far. Klyden threw some nice ideas in to play a few pages back, but I haven't yet tackled the subject fully. I will do something about them, but as for now, it's a mystery. I'm not happy with them as bombarders either. They feel wimpy.

Warrior Monks
Status: under consideration.

Relocating birds
Status: under consideration. Maybe push back in tech tree. I don't want them replacing ships.

Death mages suffering disease
Status: will doublecheck again, but this problem is old and everything should be set up correct. Could be that it will be never fixed.

Dark terrain
Status: I can do some tests, but I feel I've now reached an optimum between atmospheric twilight and eyefriendly brightness. But like I said, I can try something out.

Chaos super artillery
Status: This seems to be a problem as it's something only human player utilizes. However, it's also one of the faction's main strenghts. Will think about it.

Lusikka's new building graphics
Status: Will go through them and replace some of the existing graphics. Spells will remain as they are, but I'll try to find graphics for the ones still lacking them.

[edit]
Resource rarity
Status: The abundance of nodes is meant to keep AI's as well as possible in game. They do not understand the value of nodes and do not plan their city placement in expansion phase according to them. I can reduce their appearance ratio a little bit, but I will not make them rare. My aim is that getting all nodes should require reasonable expansion or possibly one war/strategic expanding. The fact that they are common doesn't remove their strategic value, only downplays it.
[/edit]

Please, if you feel there's an issue I'm missing, post it. Like I said, I feel a little out of touch with the mod's audience after my vacation and there's no way I can figure out what problems people feel the mod has unless they are reported to me. Also, if I've missed some problem that has been discussed before but was put on hold until 1.1, please mention it to me. Thank you. :)
 
I've been trying to play the MOM scenario for a while now. Everytime though that a civ takes over 1 city of an opponent the whole civ will disappear and leave ruins for all its non taken over cities. This happens everytime I play.

I'm wondering if there is a setting that may cause this even though I have looked through all my manuals. Regicide and Capture the Princess were not checked before gameplay. I have the newest patches for MOM as well as for Civ and Conquests. Any help would be appreciated.
 
It most likely is Elimination as the Conquests manual labels it exactly as the problem I am having and I feel real stupid... MOM rocks!
 
I went back and viewed the saved game setup before hitting launch. Elimination was not selected. Though it seems like exactly what is happening. Is there some other explanation for elimination to happen without selecting it? again any help would be appreciated so I could enjoy a full game of this genius work.
 
Sorry gonzozen, I have no idea what's causing it. All I can offer is that if Omega has had similar problems with pre 1.22 Conquests, you should doublecheck that your Conquests in fact is 1.22. Hopefully you'll be able to fix it.
 
Drift, here are some comments on the mod.
First I really enjoyed it. I played through as Ariel. I found Trolls to be very strong, especially when backed up by my Elven troops. :D Dark Elves were nasty to fight against. Goblins didn't seem that strong. Game play was very good.

There were only two things I didn't like. One was the terrain colour. Unfortunately I just found far too hard on my eyes and would likely have quit playing except for the lighter terrain posted by rendermad. The second thing was the fighting sound made by the enemy defender. I think it was the Necromancer. It got so bad I had to turn off the sound. If anyone knows how to modify the sound on a unit please let me know so I can change that to something else. :confused:
 
@waylander

Thank you for your comments. :)

Goblins don't suit everyone's playstyle as their strenght lies in large numbers via cheap cost. Trolls have always beens strong and I'm happy to hear that the dark elves are nasty. That's exactly what I wanted them to be with their new stealth attack.

I'll look at the Necromancer. Was it the sound attached to the post? If you wish to turn it off, there's an easy way of doing so. Open Necromancer.ini in MoM\Art\Units\Necromancer and find line:
ATTACK1=SquibPriestAttack.wav

then remove SquibPriestAttack.wav from it resulting in the line looking like:
ATTACK1=

The same procedure works for all unit sounds, just change the unit folder and the .ini file. Or if it's different kind of sound (like movement sound), just choose different sound for removal (RUN= in the case of movement). :)

I've had so many complaints about the dark terrain that I will make an optional download of significantly lighter terrain. I don't want people playing with badly fitting Civ3 terrain (unless they prefer it over MoM terrain). This may be done before 1.1 so that people having trouble with the terrain can play the mod properly/without squinting as soon as possible.

Edit:

And oh yes, thank you everyone for welcoming me back. Appreciate it. :) We do have over 2000 digital pictures from the trip so it shouldn't be too much trouble to put a showcase of the trip to net at some point. :)
 
Now that I've gotten version 1.22, I can play this mod. I noticed that it's possible to create huge armies in this mod. I had a stack of 190 units, and waqs still getting large amounts of mana. But my army has largely been unable to help, because the person I'm at war with seems to a large group of people coming from whichever direction that I thought was conquered, or uninhabited. And because of the slow atk. and def. growth, my soldiers are often defeated. So far, 2 of my citys, one a isolated outpost and the other one of my main production citys, have been razed, while I have only captured one of their isolated outposts, even though I'm in the late 2nd age, while they're in still early first age. Also, I think that species are a bit too rare. On a large map, there's only one of each race.
Also, I really liked the dark terrain... :(
 
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