Master of Myrror Fantasy Mod 2.0

Whoops. :blush:

Bad thing is that you can't ged rid of it as it's a wonder. I'll have to consider doing a 1.02 before releasing the future expansion. Maybe I'll also include some of the planned changes to it.

Thanks Lusikka755 for bringing it up. :)
 
Lusikka755 said:
A big bug: the harmony spell makes 2 people unhappy instead of happy. I was kinda shocked when after building Harmony half of my empire ran into a civil disorder :lol:

:crazyeye: :lol: Has anybody seen the computer build this?


I know somebody suggested this before but... my games are usually fortold (at which point i usually stop) before i get to the wonders that automaticly builds those "cruis missles" type units. Would be nice to have a set of them eairlier.

Speaking of small wonders that produce units... could be a way give death AIs a early start with out being too powerfull in the long run of the game, unless they do real bad...

Hold on.. now theres a whole idea... cheap small wonders producing troops would make all small civs more resilent. That would be good and bad though. AIs seem to have a hard enopgh time destroying another AI, but it would make the game a little harder for a human. Ok - I guess this could be a bad idea... lol
 
I am playing Raven. I attacked Oberic fairly early, because the bum left a recently built town undefended (and, shortly after that, I took out an undefended settler and this is a Regent game). I am trying to Pillage his territory, but I am given neither the 'button' for this, nor does the gnoll respond to 'shift-p', the pillage command. A brief glance in the Civilpedia does not mention "NO PILLAGING" with this mod, so what am I doing wrong?

Thanks!

Jonathan
 
@Meisier

I'll think about the spells. They appear a little later than they did in the early betas and it's not necessarily a good thing.

@FM_Freyland

Pillage is available only to death mage units, lizardmen, archdemons and flying fortresses. I should document this better. I also remebered that all dragons could pillage too, but that doesn't seem to be the case.
 
Hello Drift,

I was playing around with you Mod (alot) and thought. Didn't Masters Of Magic (which was and still would be if my computer would play it one of my fav all times games ever) have magic roads with no movement cost? I have never been able to find if your Mod does or not. I loose often as Im too peacful to go attack someone, anyway buildin my own fantasy mod I made these magic roads, they arent great but hey I thought Id show someone I respected and see what he thought.

http://forums.civfanatics.com/showthread.php?t=96572
 
@Gargulwanders

Master of Magic did have roads with infinite movement. Master of Myrror however, doesn't. I would of course have a perfect background story for them as they are included in the game Master of Myrror draws so much from, but I don't like what it means in gameplay terms.
- Every tile inside city radiuses would get a magic road.
- Strategics would play much smaller part in the end game as unit movement ranges and such wouldn't come into play as often making conquering even harder (especially for AI and against a human).
- It doesn't look good having magic roads everywhere. (doesn't really matter what graphics, all of them look bad when they cover a continent)

I've checked your graphics but I've just been really lazy answering threads lately. They look really good, but I don't unfortunately have a use for them in MoM. Also, thank you for your kind words. :)
 
You all recall that in the un-modded game of Civ that the AI knows where all the resources are and will sometimes place cities in the most unlikely locations because of that knowledge?

Are there hidden resources in this Mod that will show up with further tech development? I have not seen any, though I admit to not having gone through every tech. However, in my latest game, I notice that all three of the civs on my continent are placing cities away from there base of operations, in one case *very* far away.

Could it be that the original game resources have not been turned off? Perhaps the AI is trying to build where 'uranium' will be located, but it will never appear in the game since no techs utilize it. I would love to know the answers to any of these questions.

Thanks!

Jonathan
 
@FM_Freyland

At the moment, none of the resources require a tech - everything is visible from the start. This is something I will reconsider for the expansion. However, it won't change much as I like the current setting.

Civ3's original resources don't exist in MoM - the reasons for AI's city placement lie somewhere else. The times that I've played the mod in debug mode and watched the way AI places its cities... It doesn't seem to understand the value of the nodes and often there's a node of mage's own mana type that doesn't get hooked up until after the early expansion phase.
 
Lighter Terrain Update Part 1 (2.1MB) and Part 2 (2.3MB)
  • Before installing, consider backing up
    Civ3\Conquests\Scenarios\MoM\Art\Terrain\
    Civ3\Conquests\Scenarios\MoM\Art\Cities\
    Civ3\Conquests\Scenarios\MoM\Art\resources.pcx
  • Extract both packages to Civ3\Conquests\Scenarios\ and overwrite existing files.

Here they are finally - lighter terrain graphics and I have to say that the original graphics look pretty dark compared to them. Perhaps even too dark. I've attached a preview of the difference between the dark and light terrain.

1.02 should be done pretty soon. I just need to decide how much changes it will contain. Probably just bugfixing and small balancing as I don't want to break a working formula.
 

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  • NOT AN ATTACHMENT - KEEPS PICTURE FROM LOADING.txt
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Drift

The new terrain is *much* nicer, IMHO. Thank you. I was getting a little sore at not being able to distinguish what was what, especially sea vs ocean tiles.

A humble suggestion: I think it's Nature Magic 7 that allows the spell "Sailing Magic", and then Nature Magic 8 that makes it obsolete. If I were trying to burn up the Nature tree, I would probably make Sailing Magic obsolete before I ever built it! Even if I did not immediately go from 7 to 8, I would still be very hesitant to build it just for the committment of resources being wasted. So, I guess I am suggesting making it obsolete later, or not at all.

Thanks!

Jonathan
 
@The Omega

Any particular reason for that? Next version won't contain these new terrain graphics and the expansion's planned release date is somewhere in late autumn / winter. It's entirely possibel that it will be the year 2006 before it's done. :)

@FM_Freyland

Actually, Sailing Magic is made obsolete by Nature XIII, but the civilopedia lists it being made obsolete by XIII AND VIII causing this confusion.. I'll fix the pedia entry of Nature VIII. Thank you for pointing this out. :)

BTW, one thing these lighter terrain graphics are worse at than the originals are exactly ocean/sea tiles. In the process of lightening the terrain, I lost the contrast between them. The contrast is there, but it's not as strong as in the originals. I'll try to think of a way of fixing this in the future, but for now, I hope people can live with it.
 
A small suggestion concerning the aspect of naval warfare, especially landing operations (nothing special for this scenario, more a general way to improve the AI in this aspect of the game):

A common problem with the AI is it fails most of the time to make dangerous attacks, if there is no land connection to the target.So on continetal or archipelago maps, the enemies which are located on the other landmasses are usually not a real danger.Simply because the AIs use of naval transports is restricted to a single transport ship each time.While there is no way to alter this behaviour, it is possible to increase the amount of transported units per ship.I have tested this with several mods, including the Pacific Conquest and the upcoming RAR and it works fine, especially on the higher levels.I have seen invasions with up to 20 units.It takes perhaps a bit from realism away if one ship can carry an entire army of units, but IMO it contributes to a more challenging game.

Just my two cents :)

BTW, thank you for releasing the lighter terrain graphics - MOM is much more fun to play if the map is a bit brighter! :goodjob:
 
Drift said:
@The Omega

Any particular reason for that? Next version won't contain these new terrain graphics and the expansion's planned release date is somewhere in late autumn / winter. It's entirely possibel that it will be the year 2006 before it's done. :)

Actually, I liked the really dark graphics. :sad:
 
First of all, I didn't mean 2006 a few posts back, but of course 2005. I'm getting confused with years. :crazyeye:

@Pfeffersack

Increasing the transport capacity is an interesting option. How much have you increased it in your tests?

@The Omega

OK. I hope the current standard graphics are dark enough. They used to be even darker when I released the first beta. :)
 
Lusikka755 said:
A big bug: the harmony spell makes 2 people unhappy instead of happy. I was kinda shocked when after building Harmony half of my empire ran into a civil disorder :lol:


the fix is easy...
use win explorer to locate the MOM.biq file in conquest/scenorios
double click it and it opens up the editor

under rules > edit
click the tab for wonders and imporvments
find harmony..
youll see 4 boxes happy un happy all cities happy all cities unhappy
zero out the all cities unhappy which shows a 2
and change the all cities happy to 2
close out and click yes to save
and suddenly your making shining happy people instead of unhappy ones
 
Drift said:
(...)

@Pfeffersack

Increasing the transport capacity is an interesting option. How much have you increased it in your tests?

(...)

I run games with up to 50-space-transports, most of the times I simply increase the capacity of each ship by a fix factor, for example 4x or 5x.The highest number of transported units by the AI I can confirm is a bit above 20, but I have seen screenshots from a WW2 scenario where even bigger transports were used.So I think the AI uses them to full extend regardless of capacity, in case it has enough units.

The biggest transport ship in MoM can transport 8 units IIRC, most of the other ships have around 4.My first suggestion would be tripling the capacity of each ship; a not to drastic change, but enough to see how the AI behaves.
 
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