View Full Version : Wildmana Modmod


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  1. Congrats!
  2. Welcome to Wildmana
  3. [Development]Exploring animal lairs
  4. The Legacy and the Future of Wildmana
  5. Wildmana 6.0 beta
  6. Revolution Bug?
  7. [Development]AI: better Promotion Selection
  8. Wildmana Development
  9. [Module]Tweaked Buildings
  10. [Module]Tweaked Civics
  11. List of New Gameoptions in Wildmana
  12. [Module]Amurite+
  13. [Module]Balseraph+
  14. Wildmana 6.0 Download and Bugreport
  15. Wildmana Source Files
  16. Idea and/or question! Normal Gameplay with Marathon Research!
  17. Amurite Balance
  18. [Module]Bannor+
  19. Exporting food ?
  20. Doviello+
  21. [Module]Elohim+
  22. How do *you* survive the Barbarians?
  23. OOS compared to Base FFH?
  24. Useful Info for Wildmana Players
  25. Just DL'd FFH2, how much of WM is included?
  26. XML questions
  27. Tweaking Spells
  28. Why am I not generating GP points?
  29. Deactivating Modules
  30. Which Civ needs a + next?
  31. Ack! I can't see!
  32. Download and Current Changelog
  33. (Module) Modular Flavor Expanded Civs
  34. Wildmana 6.51 Download?
  35. Do any civs reliably underperform in Wildmana? (under AI control)
  36. How does the emergent trait work?
  37. How scary are the pirate invasions?
  38. Reduced Barbarian spawning?
  39. Wildmana 7.x - Bugreport & Missing Entries
  40. How Powerful is the Emergent Trait?
  41. Defender trait
  42. Wildmana 7.x - Out of sync thread
  43. Wildmana 7.x - Offer your help! Coding, translating etc.
  44. Loki is annoying
  45. Holy god, this mod is complex!
  46. Map Scripts for Wildmana
  47. Goodgimp's Spell Changes
  48. Seven very noobie questions
  49. [Project]Flavoured City Screens
  50. Does the raider trait give +1 XP from combat?
  51. Should Units have a limit on how often they can retreat during a turn?
  52. Idea: Barb Boats
  53. Autocast Interface
  54. Houses of Erebus
  55. How do you copy civs from one mod to another?
  56. Civs with one trait...?
  57. Some comments on the AI
  58. I'm not sure how I feel about the Pirates
  59. If you see Lucian Cold Iron, you know the end is near
  60. Hillarious Balance of Kuriotates
  61. Pedia Entries
  62. Gameoption: Ranged Warfare
  63. Ozzy's Map of Erebus (Wild Mana compatible Version)
  64. Development: House Ghallanda
  65. Animal spawn
  66. The Frozen are cockroaches...
  67. AI trading values
  68. Wildmana Screenshot gallery
  69. Playtesting "The Rise and Fall of House Ghalladan"
  70. temporary download of 7.2
  71. Mana
  72. Feedback from New Player
  73. The Illians
  74. Scions of Patria?
  75. Wildmana on quick speed?
  76. [Module] Slavery
  77. Can I get rid of marsh?
  78. Check my current traits
  79. Brainstorming Grigori Module
  80. Units not unselected after movement
  81. Malakim+ Brainstorming
  82. Does Esus need a rework?
  83. Short Term Fix for Conquest AI's lack of defense
  84. Wildmana Development, Take 2
  85. A little help?
  86. great job with the mod!
  87. Suggestion: Slayers
  88. I hate the way base base tech tree handles food development
  89. Strength 26 Courtesan
  90. new Wildmana version
  91. Grigori+ Special Equipment Suggestions
  92. Honors Arcane Mastery Mod in Wildmana - A Closer Examination
  93. Moar Barb Events
  94. Cannon fodder
  95. Esus+ Brainstorming
  96. Balancing issues
  97. Purity?
  98. Empyrean+ Brainstorming
  99. The AI Craziness Thread
  100. Improving some FFH wonders
  101. About the new Houses...
  102. Blizzards are annoying
  103. schooled by a goblin
  104. Instant Unlimited Sidar Shades
  105. so, 7.3?
  106. OP Start much?
  107. Changing Leader Traits?
  108. Modules?
  109. Patch 7.3x Bugs
  110. Patch 7.3x : General Suggestions Thread
  111. new Malakim + Illians
  112. World of werewolves
  113. Flavourful Tebryn
  114. Sidar+ Brainstorming
  115. Unit Tiers & Tech Branches Rebalancing
  116. Esus+ Module
  117. tesbs additional items
  118. Ideas to spice up the Overcouncil
  119. Ideas to spice up lame Wonders & Rituals
  120. Ljosalfar world spell
  121. Hippus+ Brainstorming
  122. Pyre Zombies!
  123. Sheaim+ Brainstorming thread
  124. Civ religion preferences
  125. Two questions (not sure if they're bugs or not...)
  126. Trying to change the strength of a unit... any help greatly appreciated!
  127. Assassins and weak units
  128. Too hard?
  129. Free priest when founding religion
  130. 0.40 Noble House balancing
  131. Installation
  132. Patch 7.4x Bugs
  133. 7.4x Balance Thread
  134. New Civ Idea - Morphers
  135. The Faeries
  136. Enjoying CoE! Return of CoD with similar mechanism?
  137. XP option
  138. Wildmana 7.5 Development Thread
  139. great modmod, a few questions tho! (svarts WotL+CoE)
  140. Nell
  141. Fixed Oceangrids.dds
  142. A mini modmodmod for Wild Mana 7.44 - lobbying for the Calabim
  143. Playing as the Frozen, civics seems to be, uh, frozen
  144. Patch 7.5x Bugs
  145. ModModding Guide to Wildmana
  146. Why does the AI like Pirate Coves so much?
  147. How to make an Omnipotent Archmage
  148. getting house support
  149. Wildmana 7.6 Development Thread
  150. Memory Allocation Failures
  151. Question regarding game options
  152. Yet another good vampire?
  153. Wildmana: Economic warfare via Animal Husbandry and Hunting
  154. runtime error (Microsoft C++) - exit to desktop
  155. The Mazatl
  156. Opening Theme & Comments
  157. Noble Houses
  158. Haunted Land
  159. New Player Feedback + one request
  160. Idea for Hawks.
  161. houses of Erebus - cant get them?
  162. Noble Houses and Revolutions Feedback thread
  163. The Austrin in Wildmana
  164. The Jotnar in Wildmana
  165. 8.0x Bugs Thread
  166. how to use new maps? (sorry for the noob question)
  167. tesbs tweaked spells
  168. GCN error: failed ot initiate primary control theme
  169. Animals
  170. Optional Modules Request Thread
  171. 8.1x Bugs Thread
  172. Corrupted?
  173. can hawks see assassins?
  174. Event: the enemy is at our gate!
  175. Is this mod single player only?!
  176. confused about magic realms
  177. Events & Sundry Items Balance or Bugs Thread
  178. pirates pillage without fighting? and another bug?
  179. The real future of strategic games
  180. Barbarian Hill Giants breeding like rabbits in my game...
  181. tesbs further flavored civilizations [development thread]
  182. Why the drill nerf?
  183. Question about the modifier -10% to food production?
  184. Possible to somehow transfer in BTS maps?
  185. Thoughts on the Modmod from my first game.
  186. Lanun suggestions(they need a buff)!
  187. [Development]Epic Adventures in Wildmana (civ specific victory condition)
  188. Unbalance: Doviello & Baron Duin Halfmorn
  189. reworked terrain textures
  190. How to gain specific House support?
  191. 8.2x Bugs Thread
  192. What's up with this GNP graph..
  193. Whats this?
  194. What have you done to this Mod?
  195. Something weird?
  196. Some improvement, but discovery and mapping of whole world is still too early
  197. i can't see the main menu buttons
  198. question
  199. "Good" Barbarians?
  200. Governor's Manor: overnerfed?
  201. Developed Maps?
  202. Limiting the random civs?
  203. 8.3x Bugs Thread
  204. Really!!??
  205. 8.3+ balance thread
  206. So many races.... but where are the drow?
  207. Luchuirp the Hated Civ?
  208. AI Advantages per level and tips for Emperor
  209. Kuriotates in Wild Mana
  210. BUG Bug? Right-click makes dotmapping layer go away
  211. Unit Promotion Planning Screen
  212. Angels/Manes mechanic
  213. xUPT, right for WM?
  214. scion's palace mana mechanic
  215. Limiting Magic
  216. Reducing the extremely high number of units in mid- to late-game
  217. Religions+ Brainstorming
  218. Duplication by Lichdom bug
  219. Making a new Magic System Part I: Summons
  220. Aristrakh -An Overview
  221. Making a new Magic System Part II: Spells
  222. [Modular Modmodmod] Keepers of the Holy Places
  223. Crippling Poison
  224. Trouble modding
  225. Scions modding question
  226. Spellbooks Questions
  227. Declaring War on the Barbarians
  228. [Modular] Unique Features Plus
  229. spells you do NOT use
  230. OOS issues in internet multiplayer
  231. Where is the code that effects barbarian spawns?
  232. Less Food in City's
  233. Making a new Magic System Part III: Terraforming
  234. The New Magic System
  235. How to win on Immortal and above???
  236. Some more early tech reshuffling needed
  237. Worker Experience
  238. Wildmana Strategy Thread
  239. How can the Malakim connect to other nations ?
  240. Question about unit age
  241. Suggestions
  242. Malakim Woes - The Flood Plains
  243. Elohim and the Purity counter
  244. Content!
  245. Problem installing.
  246. Thoughts about the Frozen
  247. Dural and Chislev?
  248. Orthus v2.0
  249. Updating BUG in Wild Mana to latest version?
  250. The Deepening