Hey Drift,
So, finally got around to registering to post on the forum, so I could comment on Master of Myrror.

First off, great mod. I've been playing and re-modding it for a while now, and have a some additions I enjoy, and a bunch of other comments I thought I'd mention, offered with the greatest respect:
1. Upgradable wizard units. I really liked the Shogun upgrades in the C3C scenario, so I added an upgrade series for the king units in MoM. I'd be happy to send on the specific stats if you're interested in incorporating it. Basically, each faction has different unit abilities (so the stats for Oberic and Ariel are the same, but different than Rjak), with 6 levels, which upgrade at magic levels 3, 6, 9, 12, and 15.
2. I've been experimenting with incorporating the Sorcery faction (Kali, Horus, and Jafar), though it's a ways off from finished. Biggest flaw is that there is a max of 4 prerequisites for a tech, so all 5 can't be required for, say, Mastery.
3. In regards to whomever mentioned the Aiel units (can't remember, too lazy to search back), they would be ideal for use with a Nomads race, from the original Master of Magic.
4. One thing I'd love to see is Klackons. Granted, they are more powerful when they get starships and head to the Orion cluster, but... they were just so much fun, and such a challenge! Ah nostalgia.... I've worked up some decent stats for race units, and even have a resource icon, but no unit graphics.

My skill is enough to probably pull out decent units_32.pcx icons, but not the animated dojobs.
5. Is there any way to make specific units immune to nukes? In regicide it just seems a shame that two hits on a civ's capitol destroys the entire civ, as the king invariably dies.
6. Okay, maybe I should go play 2.0 now, and get some more comments.
Cheers,
Clearbeard,
The 6'2" Dwarf