Master of Myrror Fantasy Mod 2.0

This is an example of what the lighter terrain might look like: (current terrain below) Opinions?
 

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I've been playing around with this mod for the last few days now and have to say the goblins and dwarves are my two favorite unique unit branches. The dwarves simply because they're the best defenders available and also the first unit is very cost effective. And the wolf riding goblin is also very effective. His two movement gives decent survivability against slower defenders combined with low cost makes a deadly combination. I mostly play tiny maps so haven't gotten past the second age yet. Great work, Drift!
 
To tell you the truth Drift, I can't really discern that much of a difference.
Also, about the mod.. I think your city lists are way to short. You need about 30 or so cities so that doesn't get covered in 'New This and Thats' on larger maps. If you'd like I could make up some names and send them to you... But that is my only Nitpick :D
 
@Aanar140

I'm glad to hear you are enjoying the mod. It's also nice to notice that Goblins see use with people - they were pretty wimply for most of the betas and didn't see much use.

@Goldflash

Come on Goldie, there's a clear difference, although the way the pics are positioned, it's not as clear as it could be but the two terrains have a very strong brightness difference... I can make it even brighter, but I wanted to start slow and see what people think of this draft.

Thanks for reminding me about the city lists. I will add more city names. As for now, I'll mark it as something I'll try to do myself, but I'll be sure to let you and others interested know if I change my mind. Thank you for the offer though. :)
 
Well, I checked my version and it isn't 1.22. This is due to that I have a copy of Civ3 that I use for this scenario but the 1.22 patch must of extracted to my original folder and so in lies the problem. Fixing it all now and if doesn't work I will hit the detonate button.
 
Drift - The color choice is definately an improvement - A big one. However, if it's possible to take it one step brighter, you'll stop all detractors and naysayers in their path.

V
 
I just played this mod yesterday and was impressed with the quality of it. I also really like how the races are different. This is a good example of how vastly different races can really increase the reply value of the game. Playing with a death mage, nature, life or chaos will each give you a much different experience. Too bad the normal civ didnt have something like this.

Im also looking for some other mods with this sort of quality. Any recommendations? I especially like sci-fi or fantasy ones.
 
@Vanadorn

I'll see how it looks if its even brighter. :)

@Dragonlord

Thanks. I wonder why I haven't thought of doing this before. :)

@naf4ever

Thank you. Of the other fantasy mods, you should really check out Warhammer Fantasy Mod 2.0 that is going to be released during the next few weeks. There are also some good looking fantasy mods in production.

Scifi is harder, especially if you are looking for a somewhat finished mods. Pentagenesis looks promising, but there's only one outdated beta that I haven't had the time to check out. BeBro made a very nice X-COM mod that I've tested quickly but haven't had the time to play. X-COM can only be found at CDG. Then there are some space mods, but I'm not very familiar with those, but some projects look promising.
 
Drift said:
Stuff that needs to be worked out:

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.

Which ones do you exactly want? :)
 
@Lusikka755

Which spell graphics I want? Well, all the ones that still lack unique graphics :) :
- Fertility
- Secret Lore
- Harmony
- Secrets of the Dead
- Transmutation Mastery
- Enchanted Mana Pool

Those at least. Should be something in key with the ones I already have for spells. If you can help, I owe you one. :)
 
Just finished my game, won by cultural victory, even though I had crushed everyone on my continent...My game, I played as Freya, and expanded as fast as possible. There were alot of goody huts near my starting point, and not many barbarians, so I quickly expanded and got ahead in the tech race. I got control of the worlds only supply of orcs and goblins as fast as I could. When I foudn out my neighbor, Tloac, had the only supply of dwarves, I declared war on him and basically crushed him, but he got a settler away, so he didn't die. I built up my army to where it was around 200 units. Then, I invaded my much weaker neighbor, Oberic. The war turned sour when it turne dout that he had units exploreing behind my territory, and destroyed 2 of my cities. For a while, my army was scattered, and the RNG seemed to be against me. I was eventually able to beat back the attack, and start to capture citys. I was able to get his capitol, along wiht the only source of men. I got a peace treaty, but then the next turn he attacked someone I had a mutual protection pack with, and I had to completely crush him, where he only had 2 city's, with his capitiol on a single tile island. Then, when my army was over 250, I attacked Ariel, my neighbor, and the second most powerful civilization. My army was crushing her, and I was about to completely crush her when : "We have achieved a culural victory!" So much for my giant army......But, this victory has imspired me to move up from cheiften. Thanks Drift!
Smilies! ;) :D :blush: :cool: :mischief: :confused: :crazyeye:
 
Drift,
Thanks for MOM!!

I've been modifying the rules as i've been playing - think i've played about 10 games so far now on emperor. Since you asked for suggestions... and i've kept a change list...

BTW, I like the lighter terrian a lot.


Here is the list
Trolls can't fly (via birds).
As a consequence of this, spells can ride on ships.

Dark elves have ZOC and defensive bombard at half thier Attack Str (rounded down).

Wolf Packs now have a defensive bombard of 1

Conscripts now have 3 hit points (affects 2 dead and all goblin units)
Jaguares and wolf packs hp have been adusted so they still have 2, but barbarian sea units now have 3 hitpoints.

Costs of non standard units where looked at. some minor adjustments made.
Men 3rd through 5 units cheaper (by 5, 10, 15).
Dark elf 5 & 6 Cheaper (by 5, 20)
Dwarf 5 & 6 Cheaper (by 5, 10)
Elves 5 & 6 Cheaper (by 5, 10)

Lizards 2 & 3 more expensive (by 5 each)
Troll 5 & 6 more expenisve (by 10 each)

Costs of all standard units where looked at, the following change was made.
The Choas 4.2.1 unit now costs 35 instead of 30

Frea (best AI tribe) is now seafaring instead of scientific

Morja (worst AI tribe) is now industrious instead of expanistic.

Thats all i've changed so far in my personal version of MOM :)
The biggest thing that I've been considering is making the special race techs neccesarry for advancment to iethor the next race tech or neccesary for erra advancment - so that I will be forced to aquire them as well, and AI's will have a reason to be aquiring them themselves. Right now its a built in advantage for me.
 
Drift said:
@Lusikka755

Which spell graphics I want? Well, all the ones that still lack unique graphics :) :
- Fertility
- Secret Lore
- Harmony
- Secrets of the Dead
- Transmutation Mastery
- Enchanted Mana Pool

Those at least. Should be something in key with the ones I already have for spells. If you can help, I owe you one. :)

I'll see what I can do :)
 
Thanks Lusikka. :) Both Fertility and Harmony are very good, Secrets of the Dead is OK, even though I was thinking more along the lines of a spiritual contact to underworld. Secret Lore is a bit too weird for me. :crazyeye:
 
The ones on the left are great! Thank you! :)

I haven't yet gone through the buildings with enough time. They look great, but I haven't yet compiled a list of what's changing and what's staying. I'll try to do it as soon as I can.
 
@The Omega

I wonder how the culture victory limit is at the moment - could it be a touch too low? Sorry to hear that you triggered it by accident.

@Meisier

Interesting changes. Even though many of them are something I wouldn't personally add to the mod, there's some in there that I might consider. Especially raising conscript unit stats. I'll also consider whether some of the price changes you've made might be appropriate for official MoM.

Don't relocate spells to boats BTW. It causes the game to crash and was the reason why I made the system as it is. It's not a problem as long as you know it but I wanted to play it safe as new players wouldn't know about it.


In other news, I've been considering unique units today and I have a feeling they're going to go in. Each mage would get an additional unit unique to them. It wouldn't replace any of the other units. I need some new units for this, but it could be doable.

I've also thought of ways of differentiating the mages of the same faction more. UU's are one step, but I've also thought of more radical stuff. It's still disorganized and far from final though. It would have its roots in the original Master of Magic where most of the mages didn't represent a single faction, but two. It's of course potentially unbalancing and I wouldn't be emphasizing it much - more like mages gaining small perks from one other faction. We'll see whether it's something that's both doable and feasible. It may well be that there's no point in breaking the delicate balance with extra stuff.
 
Welcome back Drift, and I'm looking forward to the next version of MOM.

I wonder how the culture victory limit is at the moment - could it be a touch too low?

I got a cultural victory in one of my games (did you see the report I wrote up a few pages back?). It was on standard size map, continents, 60% water, andI was aiming for cultural victory from the beginning. I got to 75000 culture points when the top civs were about half way through the third age. So that seems about right to me, though it could go a bit higher. I don't know good it is on other sizes of maps.

On other issues of balance, it seems like the price on units with extra hp is usually too low. This might explain many of the changes Meisier made. Elves and dark elves are expensive and weak compared to units like life's and chaos's fast units, which do have extra hp. And lizards and men and death units don't compare well to all the slow attackers with extra hp. Although, it's kind of convenient like this: you know that any unit that has extra hp is a good fighter compared to its construction cost. And most things that don't have extra hp make up for it with special abilities. Probably the only change I'd make is beef up the elves. Dwarves and trolls are awesome as defenders and slow attackers, but elves are the only race that is all fast attackers, and they're only ok at it.

One thing that is kind of weird in the early game is how fast a city can grow to size 6, and then how long it is stuck there. All you have to do is irrigate a few grasslands, and you can get to 5 surplus food per turn. This is an ordinary city, without any food bonuses or granary, and it can get from size 1 to size 6 in 24 turns. Then you're stuck there until the beginning of the second age when you can build enchanted springs (and those cost quite a bit). In regular civ, you started in despotism, and that same city would take 50 turns to get to size 6. Plus, you get to build aqueducts earlier and cheaper. Would increasing the food required for a town to grow (to 30 or so) mess up anything else?

Little bugs I've noticed:

Clerics upgrade to wizards. They should upgrade to sorcerors.

The essence of death gives 3 happy faces everywhere EXCEPT the city that builds it.

When you win by trancendence, it plays the spaceship launch movie.

Some land bombardment units do the explosion animation when they hit, but others don't. Some low-tech ones do it and some high tech ones don't.

I've gotten disease from a floodplain as a death mage.

I'm always afraid that my posts with lots of criticism make it sould like I don't like the mod, but I really do. I've played entire games as each of the four factions, and I've enjoyed something about each one. Drift, if the additions you're planning are half as good as the mod already is, I'll be very happy!
 
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