Master of Myrror Fantasy Mod 2.0

@Clearbeard

Hmm. That would work, but hopefully I won't have to resort to that as that would place the two crossed over icons in the already crowded main branch...

I have good faith though that I'll find a way to do it nicely. Gotta be optimistic.

@aaglo

I had forgotten that one. :) Yeah, different color, no pants, some serious moulding to make it less human-like in appearance... Yup, should work out nicely.
 
Drift said:
@Clearbeard

Hmm. That would work, but hopefully I won't have to resort to that as that would place the two crossed over icons in the already crowded main branch...

I have good faith though that I'll find a way to do it nicely. Gotta be optimistic.

Good luck, I hope you succeed (where I failed :crazyeye: )!
 
I download your beta version of master of myrror 2.0 yesterday and played it yesterday night.
I had a first problem when loading the mod in Civ-Content at 15%. It was a thing about Borgio in the flics. I pasted one of the Master of Myrror 1 into the flics.
I restarted C3C and it was missing some flics of IN and 2 other.
After solving this problem: some civilopedia files where missing: dragonshrine_chaos ... ; some units; some advanced; andf some leaderhead in the diplomacy screen.
I think i understand all these miss files because it is a beta version.
But for the little bit i played it was great!!!
There is also Dire Wolf INI and Wolf Spider INI missing.
But it was great fun playing this mod.
Congratulation !!!
 
@DeathPantera

You have made some kind of a mistake while installing the mod. Either you've installed the mod in wrong order or didn't install some part of it.

First install MoM 1.0, then MoM 2.0 Beta 3 and then the latest patch. All of them can be found on the first page of this thread.

Thanks for the compliments and hopefully you get the mod to work.
 
Hello,

I just won a "space-race" victory, that's a neat little cut scene at the end.
( i sort of cheated, by the way, I cut down the tech research time to 2, I never would have made it to the last era, otherwise)

On the bonus unit, discussion:
I like the idea of having an artillary "bonus unit" for the orcs or the trolls, when I think orcs or trolls, I don't really think of ships so much, but I could easily see some sort of orkish artillary unit. (i know Aaglo made an orkish cannon, I can't remember if he made any other orkish artillary units, he also made that ogre with a gun, but that seems to much like a main-line infantry unit to be used as an artillery only unit)

Edit: I checked the unit graphics thread, Aaglo also made an orc rock lobba and orc lobba, besides the cannon unit, so there are a number of choices for orkish artillary units. (grammer that's bothering me, "orc" is spelled with a "c", at least in most fantasy contexts, but "orkish" sounds like proper adjective to me, and that shouldn't be spelled with a "c" becuase then the word would sound like "orsish", oh well)
 
@Cabbit

Rock lobber and orc lobba (I always get confused with the names of these units) are already in the mod. They are chaos artillery with red colored orcs acting as devils. Ogre with the gun will probably be part of the new troll line. :)

The bonus unit thing has started to appeal me less during the last few days. It's again a case of me getting carried away and starting to add new stuff, while I should concentrate on polishing the current stuff. If I add anything, it's probably going to be an orcish ship - just to keep in theme with the other bonus units.
 
I've enjoyed playing the various stages of this mod, and a hearty congratulations -- and thanks! -- are certainly due.

I agree with most of the points made so far. The tech advancement seems a bit slow, but only a bit -- the slower pace actually makes for a more interesting game (though it makes it much harder to get back on top if you fall behind...). A reduction to a 5-turn minimum is probably a good move.

Ungor's Hell Hounds seem overpowered. He gets them at Chaos Magic V, and they trump every other unit in the first age (and trump most of the units in the second age, too!). Att 5, Def 3, move 2, +1 hp... they've got it all. Ungor builds 40 of these and rampages over the map. I'm all for having a shift in the power alignment from time to time, but the Hound seems a bit too much.

The AI doesn't prioritize race resources... though that's probably a limitation of the game engine. I can often beat the AI to a race resource. I may be imagining this, but it seemed like the AI (in regular Civ) made a concerted effort to obtain rare resources, such as Uranium, and I'd find myself switching to uncluttered-map-view to find out which AI had Uranium (or Aluminum, etc) and strategizing on how to negotiate/fight for them.

In practical terms, I haven't noticed the Dwarven Fortress giving a 100% defense bonus... it doesn't seem to make any difference at all (i.e., my Warrior Monks (def 4) should have a def of 8 behind a fortress, but they certainly don't seem to). Again, might be my imagination (or bad dice rolls), but it'd be worth checking out.

For some reason, three of my satellite cities -- that were sitting on an island off the coast, by themselves -- became connected (trade-wise) with the rest of my empire, *before* any of them had built a harbor (or fishery). I couldn't figure that one out.

That's about all I can think of -- and these are certainly minor issues. I'm having a blast with the mod, and am completely impressed with the effort. Keep it up!

Foul
 
Hi Drift

I have just re-installed MoM, played prior to the Beta 3 verson ... Fantastic :goodjob:

I have installed in this order ...
>Master of Myrror 1.0
>Master of Myrror 1.01 patch
>Master of Myrror 2.0 Beta 3
>Master of Myrror 2.0 Beta 3 patch 2

Love the new leaderheads ... especially Minerva and the new Tauron :)

I found an error in the Kali Description
Kharan used to be a general-king of the Cursed Legion. Now he walks the earth ... etc ... no biggie but :p it's there

Look forward to exploring the new version and interact with the new aaglo units :D
 
@FoulFoot & fe3333au

Thanks for the feedback. I'm off to my Easter vacation, but I'll reply in depth when I get back. :)

Installation order was correct btw. :)
 
Drift said:
@FoulFoot & fe3333au

Thanks for the feedback. I'm off to my Easter vacation, but I'll reply in depth when I get back. :)

Welcome back from Easter. I hate you.

I just uninstalled Civ3 since I started school and dont have time to play it anymore. Now I stumble across this mod. *must fight urge to reinstall*

Once again, I hate you. Oh, and you suck too. I put a hex upon you and your kick-ass mod!
 
FoulFoot said:
I've enjoyed playing the various stages of this mod, and a hearty congratulations -- and thanks! -- are certainly due.

Thank you. It's always very touching to have a longtime CFC-member with a low post count post in your thread. It makes you feel special. :)

A reduction to a 5-turn minimum is probably a good move.

I agree about the 5-turn minimum. 4 would probably be too drastic a change.

Ungor's Hell Hounds seem overpowered.

I have to agree with you there. Chaos Knight itself is a great unit for its time and the same unit with 3 defense is pretty mean. I'll have to think about it. Chaos Knight is pretty problematic unit to base a unique unit on. I may have to replace some other unit or go with the somewhat boring "same unit with a cheaper price tag" -approach.

The AI doesn't prioritize race resources...

The AI doesn't really understand the importance of resources in general. It seems to be worse in MoM than it is in regular Civ3, but I'm not sure about it. There really isn't anything that I can do about it. I'm not sure if the change in the way race units are produced affected the AI. It could be that the AI doesn't fully understand that the small wonders unlocked by race resources give free units to it. It might be that it appreciated buildable units more and researched the techs more often.

In practical terms, I haven't noticed the Dwarven Fortress giving a 100% defense bonus...

If the pedia claims a 100% defense bonus, I'll have to fix it. I'm pretty sure however that it states 25% that is what the improvement gives. It's not much, but as it affects all city sizes and can coexist with all the other defense bonus improvements, it can't be too strong.

For some reason, three of my satellite cities -- that were sitting on an island off the coast, by themselves -- became connected (trade-wise) with the rest of my empire, *before* any of them had built a harbor (or fishery). I couldn't figure that one out.

I'll have a look at the improvement stats. I can't think of anything that would explain that.

Thanks for the feedback. :)


@fe3333au

The pedia has some errors in the latest betas. I'll fix everything for the final release, I've just focused on more pressing issues lately. :)

Nice to hear you're enjoying the mod.


@travathian

Good, I can feel your anger. Play the mod with all of your hatred and your journey towards the dark side will be complete.

No seriously, go study and when you get home, then play the mod. Homework is for wussies.

No, really seriously, keep your priorities straight. Plenty of time to play the mod during holidays and weekends.

And if I lost you with that modified quote, it was from Star Wars. ;)
 
Its a lot of fun, and pretty bug free. I did notice at one point that I was able to research a level II and level III of the same tech once, but alas I forget which one! I think it might have been one of the racial ones.

Thanks for doing it! I like squishing spiders, they make a satisfying noise.
 
Firstly, I'd just like to say thanks for such a great mod. You've managed to kill any remains of my social life thanks to this mod ;)

Secondly, I haven't read the entire thread, but I would imagine that there have been a few comments about this already, but I find the colour scheme VERY difficult on the eyes. It's decidedly too dark overall (even with the lighter texture packs) and the magenta tint on everything actually gives me a headache (seriously!). It's so bad, that I find I can't even read many things. I've had to go and replace the original textures for nearly everything (aside from the unit images, terrains, and whatnot) with the originals, but I'm wondering if in future releases you'll consider releasing the mod without the UI alterations and perhaps a non magenta tinted set of textures for terrain and whatnot? While I can live with the customized version I'm using now, I still find the terrain and unit images to be difficult to make out (ie. I almost can't see a difference between sea and ocean tiles). Or maybe it's just me and my old man's eyes :)

I understand your desire to emulate the look/feel of Master of Magic in certain ways, but I'm hoping you'll consider releasing a version that's not so hard on the eyes. Oh, and if you've already addressed this in some way (ie. telling people to flip off if they don't like it ;)), feel free to ignore me.

Anyway, thanks again for a great mod that's finally made my purchase of Civ3 worth it! :D

Jebus
 
Welcome Jebus_H_Cripes to CFC :goodjob: ... the dark terrain has been mentioned before ... have you tried DL'ing the Brighter Terrain Files ... see front page of this thread ... they may be less straining on your eyes :p
 
Thanks for the feedback!

@lachniet

Thanks for the bug-report. This has been fixed for next patch.

@Jebus_H_Cripes

I've lightened the color scheme numerous times and I believe that the last time was final. As for making an alternative, bright terrain, I'll think about it. I'll have a look at it during the next few days. It's not out of the question, but I'd like to get the 2.0 off my back as quickly and with as less work as possible.

Edit: I tested the bright terrain quickly and I like it as well as an alternative. 2.0 will include a brighter terrain. (roughly as bright as regular Civ3 terrain) :)



I've decided to go directly for 2.0. So the current beta will be final. I can't promise when it's done, but the good news is that I've got all the units I need (well, Kinboat finishing his Pegasi rider would be great) and when CivArmy gets his Comanthyr done, I've also got all the leaderheads (Galen's getting the axe). I've updated civilopedia during last few days and made some small changes. Unfortunately the only way I could make the race system work was to make each race tech mandatory for era advancement. This sucks, I know. Maybe it helps that to compensate it, I lowered the minimum research time to 4. So, 2.0 is coming. Maybe during the next couple of weeks. :)
 
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