View Full Version : Wild Mana for Orbis


Valkrionn
Jun 02, 2009, 12:55 AM
This is a conversion of my Wild Mana mod for Orbis. Simply extract into Orbis/Assets, and enable 'Modular Loading' in the ini. Edited DLL files are on the second post for those who'd like to incorporate this into their own mod. One word of warning: This mod may not be kept up very well. I mostly converted it so others could absorb it, as I think it would be fun in Orbis. If noone else picks it up, it'll likely not be updated past this first release. Sorry.

Download here: 216348

Currently, it's operated via three game options, located under the 'Living World' game option. All options have help text describing what they do.


Wild Mana - This option must be set in order to use the others. By default, it will add mana based on map size, and convert roughly half of the worlds mana to the various typed manas.

Duel - 8
Tiny - 10
Small - 12
Normal - 15
Large - 18
Huge - 21

Feral Mana - This option changes the amount of mana converted. When selected, all but around 5% of the worlds mana will be affected. Requires the 'Wild Mana' option.
Mana Guardians - This option will spawn a guardian on all typed manas. These guardians are held, but are generally strong. 3 of the guardians are imported from FF. A full list of guardians is located at the bottom of the post.

Gnoslings
Thades
Psions



---Original Post---

Rather than being found as generic mana crystals that can be developed into whatever type of node you want, you will come across deposits of specific Mana types (ie Air Mana, Life Mana, Spirit Mana etc) and will have to develop your strategies around that. You will still need to research the appropriate tech and have an Adept create a node as usual. If you manage to reach Metamagic II, you can still Dispel any node back into raw mana which can be shaped however you like, making Metamagic a much more important part of the game.


All changes are now handled via the "Wild Mana" game option. :goodjob:
There is more mana overall than the default game; you will have access to a good variety of magics but will be unable to fully bend them to your whim until you reach Sorcery and secure access to a Metamagic node. The abundance of each type scales with the number of civs, and there is also a random component; there will generally be at least one of each mana type somewhere on every map.
A fair amount of the original raw "colorless" mana crystals can still be found, which can be freely shaped by the first to bind them to a node. They are distributed evenly over wide areas so you will have a good chance at securing at least one, allowing you some flexibility early on (choose carefully..)
Mana types will have a 1 in 3 chance to spawn powerful defenders on game start. The defenders are held, but are still pretty nasty. If you want to remove the defenders, open CvEventManager.py in a text editor and search for "Mana Defender", and delete the line it's on.






Current defenders are as follows:



Wild Air - Air Elemental - Demon Civ
Wild Body - Flesh Golem - Demon Civ
Wild Chaos - Chaos Marauder - Demon Civ
Wild Death - Lich - Demon Civ
Wild Earth - Earth Elemental - Demon Civ
Wild Enchantment - Wood Golem - Orc Civ
Wild Entropy - Tar Demon - Demon Civ
Wild Fire - Fire Elemental - Demon Civ
Wild Law - Einherjar - Orc Civ
Wild Life - Angel - Orc Civ
Wild Metamagic - Thade - Demon Civ
Wild Mind - Psion - Demon Civ
Wild Nature - Guardian Vine - Animal Civ
Wild Shadow - Spectre - Demon Civ
Wild Spirit - Monk - Orc Civ
Wild Sun - Aurealis - Orc Civ
Wild Water - Water Elemental - Demon Civ
Wild Dimensional - 6:str: Gnosling - Demon Civ
Wild Ice - Ice Elemental - Orc Civ

Valkrionn
Jun 02, 2009, 12:56 AM
For modders (Ahwaric and Opera, mainly... :lol:), here's a copy of the changed DLL files. All I've done is add the 3 options, and all changes are very clearly marked. :goodjob:

216292

Bugs: None known.

Opera
Jun 02, 2009, 01:45 AM
Yay! :goodjob:

I will incorporate it in LeadersEnhanced. I think I will also take care of it. Unless someone else is willing to do it! And unless Ahwaric merges it in Orbis.

Many thanks for doing this, Valkrionn! You saved me some work :p

Valkrionn
Jun 02, 2009, 01:49 AM
That's actually the main reason I did. :goodjob: Remembered you mentioning it, and saw that Ahwaric brought in the multiple factions, so I went ahead and merged it.

arkham4269
Jun 02, 2009, 12:20 PM
Not to make playing the Mechanos any harder, but it would seem that even if you beat the defender, turning a already establish mana node into a refined mana node would irritate the 'natural order' and perhaps cause another defender to appear. Or perhaps refined mana nodes could have a % chance each turn of causing a defender to appear or other events (mostly bad) sort of like having a nuclear reactor.

On that subject, how come when mana node has a 'explosion' only the fire mana seems to have any effect? Is it only because the fire mana node is the only one that really has a affect that can be gamed? I mean I always felt if a life mana overloaded, a city in range would have a + population boost and maybe villages would all promote one level.

sputnik323
Jun 02, 2009, 01:55 PM
YES! many thanks... had asked for this merge too :)

Hankc
Jun 02, 2009, 02:20 PM
I love this feature in FF+, but sadly I can't seem to get it working for Orbis :(

I'm running 0.23a, and the best i've managed is to get the options to show up, but they don't do anything.

Anyone got any ideas about what might be going on?

Valkrionn
Jun 02, 2009, 02:43 PM
Sigh. What's going on is I'm a complete moron. :lol: I included the dll and the xml, but not the python. :wallbash: Updated the download.

Hankc
Jun 02, 2009, 05:35 PM
Yay! It works now!

Valkrionn
Jun 02, 2009, 05:37 PM
Yeah, the python was what actually ran the event. :lol: Without that, the option would show but not do anything... I had the file, just forgot to include it in the download. :lol:

Opera
Jun 11, 2009, 03:48 PM
Hey Valk! Just merged this in my modmod but I saw one weird thing... Why do my workers gain XP and are able to buy some weird promotions like Cargo? :lol: I'll check but might be worth it to post here too...

Valkrionn
Jun 11, 2009, 03:54 PM
I do not know... Only thing I added to the dll was three lines, so that shouldn't be it. And xml was just the text, a few units, and the option info. :confused:

Opera
Jun 11, 2009, 04:02 PM
Hum, weird. Maybe it's from Orbis and it happened just when I tried your mod... I was running Apprenticeship, +2XP thus, and the Workers indeed got +2Xp. Wonder if this is due to modular thingie.

By the way, there's no ICE_NODE in Orbis... so no way to use Ice mana. I went to WB and added a ice building to one of my cities but...

Valkrionn
Jun 11, 2009, 04:18 PM
Ouch, had not known that... Should probably remove it then. :p

Opera
Jun 11, 2009, 04:21 PM
I think I'll add the improvement. If the XP issue isn't from Orbis but from the modular loading, I think I'll pack all this into not-modular files.

Opera
Jun 12, 2009, 07:11 AM
OK, I tested to start a game without modular loading and I didn't get the worker XP. It was with the Grigori, not the Amurites, this time, so I'll test again with them. Anyway, as I plan on adding it to my modmod, it doesn't really matter if it's modular or not.