Master of Myrror Fantasy Mod 2.0

No I haven't gotten to play the game yet. It crashes about the time I build my first city. A very nice person has volunteered to send me the game on a cd along with Warhammer and some other stuff. What a prince. So I hope to be trying it out next week. Auto-saves have saved my efforts many times.
 
Hi there, first time posting.

First of all, I think the mod is fantastic. Very very enjoyable.

One "bug" I found (unless it's intentional), is in the race rally points. I'm playing as Ungor right now, and I have five of the eight races. I first got Orc rally point II, and then because in the second age I was speeding through the chaos techs, I then immediately went for Orc Rally Point IV. The problem that I found, is that while I'm getting the Uruks from Rally Point IV, Rally Point II is still producing Black Orcs. I don't know if there's a way to fix this or not, but I just thought you should know.
 
Hi, and welcome to cfc.
Yep, that bug is know, and Drift found the only way to make this from happening is, that the race-specific techs are required for era advancement.
And due to that, the minimum research rate of techs has been lowered to 5 or 4 turns (currently 6 turns). Maybe the tech costs of those race-specific techs should be lowered too?
 
Thanks for the response.

The other possible idea that I just had would be to make the race-specific advances requirements for one another (i.e. in order to get Orcs & Trolls IV, you would need Chaos Magic IX AND Orcs & Trolls III).

Anyway, like I said, I am enjoying the game very much. Thanks for a great addition to Civ.
 
Hi again. I've actually managed to do some work with MoM during last few days. It's not that there is that much left to do - it's just that most of the time I'm too busy to do it. However, I have my first build of 2.0 done and at the moment there is just one or two unit graphics left to add. I'll have to go through civilopedia, reconsider some game elements and do a bunch of small tweaking, but I have a feeling that the end is near. I won't make promises as I can't be sure I can keep them, but I have a feeling that the 2.0 will be done in two weeks of time. It will be a completely new download so unfortunately everyone has to download it from scratch.
 
eww... download it from scratch.. :eek:

:lol: - is this going to be as big as the current wh-mod (~260 MB)? I guess it's going to be close to that :)

BTW, will you also update the previews in the 1st page?
 
My current build is 250MB zipped. Final version should be a bit smaller as an executable RAR is more efficient. However, there is at least the Tuskgor Chariot still going in so 220-240 will probably be the final size.

It's a lot, I know. However, I want to make the download as simple as possible with just one file and possible updates. An update version isn't out of the question, but I really would like to get a clean start for the 2.0.

I'll naturally update the previews on the first page. :)
 
Just when the finish line is in my sights, things take an unexpected turn. However, it's a positive one. Just... unexpected. You may have noticed the change in my signature - at this point I'm not going to say more than that it's not just a new name for the MoM 2.0 you are familiar with...

More information to follow. Sometime in the future.
 
Just installed MOM2B3... and I noticed an odd bug. Playing as Rjak, I built (cast?) Spider Mastery. 5 turns later, I was rewarded with a Black Dragon.

Now, I'm not complaining, but that seems a little odd...
 
@Endovior

Hmm. The units spawned by improvements/wonders were messed up at one point due to a utility program I used for arranging the unit list, but I believe I fixed them for beta3 or at least for its fixed .biq-file. Anyway, my latest build of MoM II has spider mastery generating giant spiders, so it has been taken care of already.

Thank you for the bug report though and hope you have good time with the mod (and the upcoming release.) :)
 
Master of Myrror II - The Fall of Arcanus

Ok, I know it's kind of pointless to drag out this thread with a comment that is probably on everybodies mind anyway but:

Master of Magic II: The Fall of Arcanus

What does it mean? the mystery, the anticipartion, the speculation!

ergh! the frustration.

Can't wait to hear what it is.
 
@Cabbit

I'm sorry to keep you and others in the dark, but the good news is that the reason for me being quiet about the mod's future is only partially caused by me being wicked and secretive. ;) It's also because things are still in motion, pieces of the puzzle aren't in place yet even for myself. I don't want to make accidentally false announcements.

What I can say is that Master of Myrror II will have a couple of different play modes. One of them is probably an option of playing with the old race resource setup - race units being buildable in normal fashion. The other... is something different. ;)
 
I still don't know what it is, but I know it'll be good.

Llewen said:
Freudian slip... :)

oops
 
Drift said:
@Cabbit

I'm sorry to keep you and others in the dark, but the good news is that the reason for me being quiet about the mod's future is only partially caused by me being wicked and secretive. ;) It's also because things are still in motion, pieces of the puzzle aren't in place yet even for myself. I don't want to make accidentally false announcements.

What I can say is that Master of Myrror II will have a couple of different play modes. One of them is probably an option of playing with the old race resource setup - race units being buildable in normal fashion. The other... is something different. ;)

My first post. :)

Master of Magic is one of my fauvorite games. When I saw your mod, well, you can guess what happened. I still play it from time to time.

And when you wrote this... the costumizable wizards...well, let's just say you made my day.

Keep up the good work dude. :goodjob:
 
@Emperor Meiji

Thank you for the compliments, but I'm afraid either you've gotten a wrong impression or I'm misunderstanding 'customizable wizards'.

To clarify my clues and hints:

The wizards won't be customizable. There are going to be just alternative play modes (3 at the moment) that are essentially 3 slightly different modpacks. Two of them will resemble each other a lot as the only difference will be the race unit system. The third will be more different from the other two, but the details are still in the works. It's that third one that gives the mod its new name - Fall of Arcanus and its that third one that has aaglo making those unit requests of mine...
 
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