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Author Topic: Let's Play Master of Mana (Civ4/FFH2)  (Read 13314 times)

Solifuge

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Let's Play Master of Mana (Civ4/FFH2)
« on: February 02, 2012, 04:11:15 pm »

[♫] Let's Play Master of Mana:
A total conversion mod based on Sid Meier's Civilization IV, and Derek Paxton's Fall From Heaven 2



Genre: Turn-Based Strategy/Empire-Builder
Platform: PC
Released: 2007
Developer: Firaxis Games
Mod Information: http://www.masterofmana.com/
Mod Version: Patch 1.41 (2012)
CONTINUED FROM THIS THREAD

Updates:
Part 0: Election Day (2/2/2012)


Master of Mana is set in the high fantasy world of Erebus, a failed prototype of creation torn apart by the wars of mortals and gods. Abandoned by an ashamed overgod and cut off from Heaven, prophecy foretells that Erebus will fall into oblivion, unless its people can find a way to save it. Some tribes of Erebus hope to unify the world through diplomacy or military conquest, while others delve into ancient magics or turn to the gods and demons of Erebus for their salvation. Only time will tell if any can succeed.

Gameplay Concepts:
Spoiler: Cities and Growth (click to show/hide)
Spoiler: Units and Experience (click to show/hide)

Known Civilizations:
The Grigori
Spoiler: We Godless Heroes (click to show/hide)

Must discover other civilizations!
« Last Edit: February 02, 2012, 09:39:23 pm by Solifuge »
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Solifuge

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Re: Let's Play Master of Mana (Civ4/FFH2)
« Reply #1 on: February 02, 2012, 04:11:48 pm »

Part 0 - Election Day:
Yes, tribes can have Prime Ministers too.



In the tribal village of Midgar, somewhere in Erebus, Cassiel the fallen angel and leader of the Grigori Tribe, addresses his people...

It is good to see thee, friends, allies, and councilors. As it is our privilege and duty, as free peoples of Erebus, to lead ourselves independently of those who once called themselves our gods, so too has the hour come when I must bequeath leadership of this, our fledgling Grigori nation, unto thee.

Mulcarn, god of Winter, is dead; slain at the hands of Archmage Kylorin and the reforged Godslayer. The Age of Ice has lost its hold on Erebus, and as our tribe works to rebuild that which was lost in this Age of Rebirth, I find myself called elsewhere. Those other tribes who survived the long winter still strain under the yoke of false gods whom, despite The Compact which forbids them from interfering in Erebus directly, would drive their disciples to continue the Godswar in their stead. If we are to truly free ourselves from this divine tyranny, I fear I needs must seek out distant peoples wronged by the gods, and spread our message among them.

It is to this end that I have summoned thee here today. Each of thee have proven theirselves worthy and capable of leadership, and today one of thee will step into my place as leader of the Grigori. Rather than simply appointing the leader of our tribe myself, I thought it only fitting that the choice be thine.


Prime Minister Candidates:
Esirce

Goodreau

Menec

Outhe

Zodalore
« Last Edit: February 05, 2012, 05:18:23 pm by Solifuge »
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Bluerobin

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Re: Let's Play Master of Mana (Civ4/FFH2)
« Reply #2 on: February 02, 2012, 04:21:34 pm »

Haven't read it yet, but holy cow that first picture is taken right out of Magic the Gathering.

Edit: hmm I just realized a lot of the pictures are probably taken from various fantasy things. :P
« Last Edit: February 02, 2012, 04:27:13 pm by Bluerobin »
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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Darvi

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Re: Let's Play Master of Mana (Civ4/FFH2)
« Reply #3 on: February 02, 2012, 04:23:01 pm »

Absent-minded sounds like somebody I can try to empathise with.
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Bluerobin

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Re: Let's Play Master of Mana (Civ4/FFH2)
« Reply #4 on: February 02, 2012, 04:25:30 pm »

Haha agreed. Esirce or Menec for my vote.
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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Solifuge

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Re: Let's Play Master of Mana (Civ4/FFH2)
« Reply #5 on: February 02, 2012, 04:29:24 pm »

I'mma cast my vote for Outhe, the badass pipe-smoking librarian.

Haven't read it yet, but holy cow that first picture is taken right out of Magic the Gathering.

Edit: hmm I just realized a lot of the pictures are probably taken from various fantasy things. :P

Yeah, welcome to fan-made games without professional art teams behind them. Most of the leader portraits for base FFH2 are lifted from Icewind Dale... though the characters and writing are all original works by Mr. Paxton. Apparently it's based on the lore from his homebrew D&D campaign world.
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Bluerobin

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Re: Let's Play Master of Mana (Civ4/FFH2)
« Reply #6 on: February 02, 2012, 04:41:31 pm »

Ah, I thought some of them looked familiar, but I never got far enough into Icewind Dale for any of them to still be memorable I guess.

I was going to ask about the "random race" thing, but it was mostly just to ask about what was possible and the bonuses that each get and I'm sure we'll find out if/once we get some of them. Arg... now I want to play this, but I have so many other games calling. :(
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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Delta Foxtrot

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Re: Let's Play Master of Mana (Civ4/FFH2)
« Reply #7 on: February 02, 2012, 04:51:14 pm »

Esirce. I'm drawn by his tolerance of others. What are we all, if not a brotherhood of Men?
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Darvi

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Re: Let's Play Master of Mana (Civ4/FFH2)
« Reply #8 on: February 02, 2012, 04:55:28 pm »

Several miserable piles of secrets?
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Delta Foxtrot

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Re: Let's Play Master of Mana (Civ4/FFH2)
« Reply #9 on: February 02, 2012, 05:08:22 pm »

Rotten flesh ready to be devoured by the carrion birds of oblivion.

Nay, I say. With Esirce we can rise above our sad bestial nature. With him we can rise from the shallow graves we've dug for ourselves. With him... we can be free.
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UltraValican

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Re: Let's Play Master of Mana (Civ4/FFH2)
« Reply #10 on: February 02, 2012, 05:48:25 pm »

Goodreu.
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Frumple

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Re: Let's Play Master of Mana (Civ4/FFH2)
« Reply #11 on: February 02, 2012, 05:59:34 pm »

My vote goes for not!Esirce. Diverse sounds amusing to me.
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majikero

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Re: Let's Play Master of Mana (Civ4/FFH2)
« Reply #12 on: February 02, 2012, 06:11:31 pm »

My vote is for Esirce. Unite all against the Gods as equals!
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sonerohi

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Re: Let's Play Master of Mana (Civ4/FFH2)
« Reply #13 on: February 02, 2012, 08:13:03 pm »

No one else wants Outhe? She is totally the best!
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Solifuge

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Re: Let's Play Master of Mana (Civ4/FFH2)
« Reply #14 on: February 02, 2012, 10:42:48 pm »

I was going to ask about the "random race" thing, but it was mostly just to ask about what was possible and the bonuses that each get and I'm sure we'll find out if/once we get some of them.

If you guys have questions about mechanics ever, don't hesitate to ask. I'm considering writing a manual of sorts for the game, since it lacks one so far. The more questions I can answer now, the less will be left to write later!

Anyway, I'm not entirely sure what you're asking here, but I'm going to attempt to answer anyway! Units start with a racial promotion that is usually set by the race of their Civilization. Since the Grigori are made up of refugees and rebels, leaders with the Diverse trait build units that start with various racial promotions. These usually grant unique terrain bonuses, elemental resistances and weaknesses, affect worker work speed, and allow certain promotions to be taken at lower level. Elves, for instance, move more quickly in wooded areas, can learn to tame animals and fight in wooded areas, and can build improvements in wooded plots without removing trees. Dwarves can repair vehicles and constructs with magic, build improvements faster, equip heavy armor, and are resistant to poison. Orcs strongly resist fire damage, Lizardmen are magic resistant, and Goblins have a chance to withdraw from combat. Etc.
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