Masters of Mana

[to_xp]Gekko;11234066 said:
1.41

you should probably uninstall, then:

1) install MoM 1.3
2) install 1.41 over it in Master of Mana folder ( NOT Master of Mana Beta ) . it will ask if you wanna overwrite, click "yes"

Aint working it crashes when every time i try to load a game.
 
that's weird since it works fine for NeoMega O.O

are you sure you completely deleted BOTH Master of Mana folder AND Master of Mana Beta folders?
 
about our leader's traits:

Braeden the Laconic is an additional Illian leader ( originally a minor leader from the FFH scenarios... there's a TON of new leaders in MoM, with many new interesting traits)

his traits are:

emergent: allows to gain a trait based on your actions throughout the game. pillage stuff for raiders, conquer cities for aggressive, etc. also gives each unit built a chance to get a promotion that gives more XP from combat. and a minor economic drawback to balance it out, less culture IIRC.

foolish: allows your units to use Taunt, originally a Harlequin ( Balseraph Ranger UU ) only spell which makes adjacent enemy units attack. so you can sit on a forested hill across a river and have enemies attack you ;)

greedy: all units start with bounty hunter, which gives +2 gold per each fight, plus some economic malus to balance it out ( -1 happy IIRC )

as you can see, this can result in a rather peculiar playstyle :D
 
[to_xp]Gekko;11234140 said:
1.41 is not a beta, you need to install it on top of 1.3 in the Master of Mana folder

I guess there's something wrong on your end since otherwise NeOmega would also be unable to load the savegame.. :(

Aline is trying to install the beta.
Aline needs to install 1.3, then 1.4, (Not beta). 1.4 is in the announcements section. Then patch 1.41, and this all needs to be installed into the master of mana folder. The beta for 1.4 is over.


bounty hunter gives 5 gold per battle, but not against animals.

emergent has no malus, except that you get no trait until you get a new trait.

foolish has a -25% research malus, which is very painful, but taunt is very powerful.
 
Yeah i just realised i was still using the beta v.4 and i dident notice the new patch.
Anyways save loads now. :)


About the Traits:
emergent: allows to gain a trait based on your actions throughout the game. pillage stuff for raiders, conquer cities for aggressive, etc. also gives each unit built a chance to get a promotion that gives more XP from combat.

foolish: allows your units to use Taunt, originally a Harlequin ( Balseraph Ranger UU ) only spell which makes adjacent enemy units attack. so you can sit on a forested hill across a river and have enemies attack you

greedy: all units start with bounty hunter, which gives +2 gold per each fight, plus some economic malus to balance it out ( -1 happy IIRC )

1. We are not emergent.
2.Taunt is nice but the -25% science is a nasty price to pay.
3. Do not forget about the -25%GP

We realy need to get going fast, greedy gives us +2 gold per city, back in the day of wildmana you could just spam citys like crazy, i dont know how well it will work with the new city mechanic though.
We should be abe to do fairly well in any early war thanks to taunting and the extra gold but if we fall behind we could end up in real trubble.
 
more on the new tile improvements system:

the economy is completely different in MoM compared to FFH, and the AI handles it a lot better.

there's 3 major districts, which are buildings that allow to specialize the city into either gold, science or culture ( further specialization is possible after that, like faith, global yields, military, spellresearch etc. ) .

each of them gives powerful abilities and allows many buildings ( while blocking others ) . some buildings require a certain resource in the BFC, some consume one, some cost maintenance, some are upgrades to previous ones. also some of them allow to build other buildings in another city with a different district. the result is that it feels more like controlling an interdependent empire and less like a bunch of individual city states.

this ties in with the new improvement and global yields system, for example you can use the ston produced by the whole empire to rush production in a single otherwise hammer-poor city.

some improvements generate global yields instead of simply boosting the tile they are on ( mines give metal instead of hammers for example ) , hammers are harder to come by but citizen specialists are now useful in that they give 2 hammers instead of 1.

some improvements synergize with others, boosting adjacent appropriate improvements ( mine+workshop, quarry+cottage etc. )

the result is excellent as cities are very different from each other depending on what you specialize them in and what buildings you build in them, and improvement building is way more interesting as you've got many more choices at your disposal.

there's also a passive city specialization mechanic, with cities becoming better at what they do. for example building many military units in a city eventually means units built in that city start with more XP, while using merchant specialists and/or "building" wealth eventually results in that city generating more gold.

more on this in the next post, about the new great people system, culture system and other stuff.
 
We realy need to get going fast, greedy gives us +2 gold per city, back in the day of wildmana you could just spam citys like crazy, i dont know how well it will work with the new city mechanic though.
We should be abe to do fairly well in any early war thanks to taunting and the extra gold but if we fall behind we could end up in real trubble.

greedy will give us 5 gold every time we kill and orc or goblin or skeleton.

Taunting will make it easy to take forts, because we can make orcs or goblins and animals attack us (only works on living creatures), and they do not have very good resistance. The forts give big bonuses when you explore them, (including huge research bonuses sometimes) so that will probably be the way we will stay competitive. This is raging wilderness, so there will be plenty of forts, as you can see.

Cities are expensive, but with the greedy trait, we probably can build many fast... ...as long as we can clear out all the barbarians and animals. They get thick.
 
nice to see you guys figured it out and also corrected me on Braeden's trait. I'll be posting some more info about MoM mechanics now. :goodjob:

Aline you go next ;)

btw, 1.41 includes 1.4 so you only need 1.3 and 1.41
 
ok then, new great people system :D

which GP is generated is no longer random, each type has its own counter like in civ5. no more getting the one that had 1% chance, ruining your strategy :mad:

( before I forget, this also reminds of another very welcome change: fights at odds close to 100% are now rounded to 100% . no more spearman beats tank! :D )

GP also have many new abilities, like discovering new resources, allowing new equipment etc.

GP points are modified by two additional values: city population ( big cities mean more GP points ) and city culture.

culture is way more useful, as it now gives tangible benefits instead of simply growing borders ( borders grow slower now though ) : some buildings and civics give bonuses based on the culture level on the city, and culture can be used to generate more GP and build more improvements.

each population point also gives +1 gold, but city maintenance is much higher to discourage city spamming.

the "military unit cost" is gone now, so for example you don't pay a crapload of gold as soon as your units step outside your borders. feel free to explore the wilderness, but be vary afraid :eek:

units still cost regular maintenance costs though, and there's a new mechanic "City garrison" : each city can have 4 units garrisoned in it. garrisoned units don't count for the "max number of units" cap and pay half maintenance costs. garrisoned units become immobile though ( you CAN remobilize them but it costs some 200 gold ) , so only use it to give each city a reasonable defense without eating your military supply :)


next, I'll have to explain something about spellresearch, the new promotion system and the new wilderness mechanic... :D
 
I hope Alina takes the scout and parks it in the city until we can upgrade it to a hunter, and then we need to baby that hunter. We probably will not be seeing a powerful artifact like a ring of regeneration for another 150 turns or more.

Once we have hunters, especially with taunting, we can focus on building and expansion.

The real danger is Os-Gabella, who prefers to use undead units, which can not be taunted.
 
spellresearch: you may have noticed the "rune looking" icon in NeOmega's screens, alongside with the other sliders. that's spellresearch, which works just like another technology tree but unlocks new spells instead of technologies. you can see the spellresearch progress bar right of the tech one, we're currently researching Blizzards.

below that is a bar showing how many turns it will take to "channel" your current spell, if you click that it leads to the magic menu where you can select which spell to cast ( combat spells are still cast by arcane units though )

how does channeling work? basically, there's a cap on how much mana you can hoard and once you reach that additional mana gets autoconverted to gold. this makes sure you can't just ignore magic all game and then cast some WTFPWN all of a sudden. there's spellresearch that raises the cap.

when you cast a spell that requires more than you have hoarded, you'll need some turns to channel your excess income to allow casting your spell. for example, with 100 mana hoarded ( default cap ) and 10 mana income, you'd need 10 turns to cast a 200 manacost spell ( 100 + 10*10 = 200 hope I explained it well enough )


another important point: tech is the only slider that can be raised over 30% . this prevents being able to get a crapload of gold very fast simply by raising gold to 100% and similar "exploits" . there's no easy way out, if you want tons of gold you need to invest into it. with all the options you'll have at your disposal it won't be hard, IF you choose to do that ;)
 
Local Legends: on turn 21, each civ gets a tier 2 unit with some XP for free. after 20 turns, you can choose to have it retire OR keep it for a mana cost ( decreased mana income ) . your choice as usual. Aline is going to get our LL as soon as she starts :D

also, that Ring of Regeneration thingie. winning fights can result in the winning unit getting some promotions, or equipment like happened here ( the concept is called Glorious Victory and it's going to be expanded in the next versions )

this ties in with the new promotion system which I'll explain later :D
 
Allright here i go.

Spoiler :

Our Scout is promoted to ambush.

Spoiler :

And we get our local legend to join in, he is going to be an attacker, i am not sure if that was the best idea though.

Spoiler :



The scout has explored most of the eastern area and also found the Sheaims capital.

Spoiler :

I belive we can use any science we can get, we are fools after all.

Spoiler :

The scout gets eaten by some skeleton, but he has far exceeded the life expectancy of most scouts anyways.

Spoiler :

That warrior got eaten by some wolf, i kinda forgot about him standing there all alone. x.x

Spoiler :

Well now turn 40, i did build some warriors and a settler is on the way, so there can be some fun city founding for the one to play next.
Also i noticed that i could not taunt the goblins in the fort, i am not sure if this is a bug or indended.


View attachment Team MoM AD-0040.CivBeyondSwordSave
 
I want more!!! Let the story continue!!! Btw, with illians, you should focus on religious techs! And don't forget to use your faith for rituals, so tech to mysticism asap for temple of the white hand. A lost temple improvement would be useful, too. Samhain is relativly cheap and kicks in early game the opponent's ass pretty hard.

Keep it comin',

Tschuggi
 
The scout gets eaten by some skeleton, but he has far exceeded the life expectancy of most scouts anyways.

Not the scout with the ring of regeneration, I hope. :( Upgraded to a hunter, he could have quickly become a hero. :(

And we get our local legend to join in, he is going to be an attacker, i am not sure if that was the best idea though.

ambush and defender will be the best disciplines, because of the taunting presence.

I want more!!! Let the story continue!!! Btw, with illians, you should focus on religious techs! And don't forget to use your faith for rituals, so tech to mysticism asap for temple of the white hand. A lost temple improvement would be useful, too. Samhain is relativly cheap and kicks in early game the opponent's ass pretty hard.

Keep it comin',

Tschuggi

Play. We need a religious advisor. (I don't know illians well.) But once we have hunters, we should be able to focus more on religion, because taunting hunters will pretty much be able to go where they please. But we also need magic, I think, since we start with slow, and soon will have blizzard as well.
 
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