Mod Preview: Master of Myrror

I checked on the flavor techs in the age of discovery scenario.
- techs like blood cult and ballgames are mesoamerican flavor techs.
- if you are not part of that flavor (let's say you are protestant duthc), your research time on those techs is automatically 80 turns.
- in the flavors-tab there is the relation-towards-flavor. I changed the relations between protestants and mesoamericans from 0 to 100 %. There was no change in the research times :( Crap!

- Why on earth there is that relation thing, if it doesn't work? Is it only for the use of diplomatic relations?
 
I thought it was for diplomacy myself. Am I wrong? :confused:
This mod looks great, but where did you get that terrain, Drift? It looks amazing!
 
Originally posted by tjedge1
I thought it was for diplomacy myself. Am I wrong? :confused:
This mod looks great, but where did you get that terrain, Drift? It looks amazing!
You're not only wrong, you also don't read very carefully. :p Drift made the terrain.

The flavors guides the AI in choosing what techs to persue. I think it works so that a AI that have 20% of a certain flavor is 20% likely to research that tech.

@embryodead: :lol:
 
ARRRGHHH ;) Flavors have NOTHING to do with diplomacy (unfortunately). The only person right is mrtn ;) Relationship between flavors is what it is - relationship between flavors, not between civs. If a faction is Flavor A, which has 100% relationship with itself and 50% relationship with flavor B, it has 100% chance of pursuing A techs and 50% for pursuing B techs (or buildings). Actually, it's all in the help :p

Flavors don't affect the tech costs either. Why all mesoamerican techs cost 80 turns to research for euro civs? EDIT: well, it's even simplier... the techs that cost 500 points (80 turns for europeans) are the techs that mesoamerican civs already have... and the techs that cost mesoamericans normally, are the techs that europeans already have, or can't have because they're after the 500-point techs :)
 
Unfortunately, my sister wants to do leaderheads for the competition ;) Tell me if you're interested ie. this is Rjak:
 

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Of course I am! :) I won't promise I'll use it, but I'm definitely interested.

Some suggestions:
- less darkness (look who's talking - number one critique for my witch-king leaderhead was that it was way too dark :lol: )
- is it hair on top of his head? Looks a bit strange anyway. :crazyeye:

Edit: and the crown too if it's possible. :)
 
And oh yes. Thanks for clearing that flavor thingy. :)

BTW, you don't happen to need any of the units I'm requesting for WH-mod? :mischief:
 
Well, I said the same about darkness... comment on the crown was passed on...

As for the units, I really need to finish the ones I need for wh 2.0 first. if anything, the unicorn should be easy.
 
Originally posted by embryodead
As for the units, I really need to finish the ones I need for wh 2.0 first. if anything, the unicorn should be easy.

I understand perfectly. :)
 
Originally posted by mrtn
You're not only wrong, you also don't read very carefully. :p Drift made the terrain.

The flavors guides the AI in choosing what techs to persue. I think it works so that a AI that have 20% of a certain flavor is 20% likely to research that tech.

Thanks for clearing that up for me, I will have to reconsider my flavors for my mod. In fact they may just be removed. The whole flavor tech thing is stupid, if you ask me. Which you didn't. I was planning on using non-era techs to control what civs could learn. I geuss I will have to follow another War Hammer trick and use the governments to persuade diplomatic relations. :rolleyes:

And you are also right, I didn't read carefully, because I was on my way to catch a movie, since my trip to Louisiana was cancelled and I was a little upset and hurried through the thread. :mad:

BTW: embryodead, your sister is really good with that stuff, that would be a cool leaderhead. Even if Drift doesn't use it, I might be able to.
 
I use era-none techs for everything, flavors are quite useless. I doubt I will find any serious use for them. Sure my sister is good, she made a couple of leaderheads already, though non-human ones. Well, to be partly back on topic ;) , here is the updated Rjak.
 

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:goodjob: Much better!

Darkness is now just about right, I like the crown and the hood is good.

Still some suggestions though:
- Slant the eyes more.
- Eye color is IMO too much towards pinkish red.
- I still don't get the wiggly parts on top of his head. I can live with them, but honestly, I'd prefer it without them.

But don't let all this nagging fool you. I like it. I like it a lot. :)
 
In other news, Thunderfall OK'd hosting of the mod. :) So distribution of the beta will be done via CFC. In case you haven't noticed my edit on the first post, I've decided to wait for the mod to be a bit more finalized before putting a beta out. It won't be long, but it won't be in the next few days either. I'd like to put in a few games myself so I can catch the most glaring problems before giving the beta to you people.

I've been too sick these last two days to work much on the mod, but I've done some bugfixing and re-evaluation of unit stats. I also added the nuclear weapon equivalent of the mod. I should probably start adding the Spell of Mastery i.e. the Space Race, but I'm a little hesitant. I believe I can handle modding the graphics for the space ship screen, but it's a lot of work. Maybe I do just placeholder graphics for start.
 
Originally posted by Drift
... I should probably start adding the Spell of Mastery i.e. the Space Race, but I'm a little hesitant. I believe I can handle modding the graphics for the space ship screen, but it's a lot of work. Maybe I do just placeholder graphics for start.
For the beta you can use the ordinary gfx.
About the sickness, I'll give you some Swedish (you've probably been forced to learn some in school, right?) advice: Krya på dig, för i helvete! :)
 
Originally posted by mrtn
For the beta you can use the ordinary gfx.
About the sickness, I'll give you some Swedish (you've probably been forced to learn some in school, right?) advice: Krya på dig, för i helvete! :)

My Swedish was a 6 (4-10 scale). I did manage to get a Cum Laude (7) out of it, but it doesn't represent my current skills at all. :lol: I've been regretting the way I didn't work at all with it, I'd like to understand Swedish better (and I need to study it more at the university) I have an inkling of what that might mean, but I'm not sure. Is 'Krya på dig' the Swedish equivalent of 'Get well soon'? I have no idea however what it has to do with hell? :lol:

I made some graphics for the Spell of Mastery screen last night. Not exactly pretty, but they'll do their job. Gotta test them today.
 
Free translation: "Get well, for ****'s sake". The helvete is just there for emphasis.

Edit: Ah, ran afoul of the electronic nanny. Should have expected. Well, I think you can guess which English four-letter word beginning with an 'f' was supposed to go there.

There is no Swedish sentence that cannot be improved by a few helvete, fan and jävla. Most can also use a couple satan.
 
@TLC

Thanks. :) I guess all Swedish sentences can be improved by swearing because Swedish itself sounds like it was made for wussies. :lol: :p I'm just kidding, but I do find Swedish to lack some 'edge'.


I tested the graphics for the Spell of Mastery screen and they worked. The 'spaceship parts' are 10 runes of power you need to collect for the Spell of Mastery. Now I just need to place them to tech tree (and give 2nd era techs their research costs which I had completely forgotten about.)
 
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