View Full Version : Welcome to Wildmana


Sephi
Oct 18, 2009, 11:57 AM
Wildmana is now a standalone mod, called "Master of Mana"
http://forums.civfanatics.com/showthread.php?t=404285

I leave the documentation below for those who still play wildmana

The Legacy and the Future of Wildmana (http://forums.civfanatics.com/showthread.php?t=339263)

New Civilizations and Civilizations with Major Gameplaychanges (http://forums.civfanatics.com/showpost.php?p=8559665&postcount=5)

List of Features and Changes (http://forums.civfanatics.com/showpost.php?p=8559657&postcount=2)

List of Modules (http://forums.civfanatics.com/showpost.php?p=8559660&postcount=3)

Mods merged in (http://forums.civfanatics.com/showpost.php?p=8559662&postcount=4)

Wildmana Credits (http://forums.civfanatics.com/showpost.php?p=8197557&postcount=1)

Sephi
Oct 18, 2009, 11:57 AM
List of Features

AI Improvements
Basically the whole AI has been rewritten. The AI has a good understanding to use Magic, a basic strategy even for complex victory conditions like the tower mastery and a better understanding of Stacks of Doom. Lots of AI improvements have been merged into base FFH.
Speeding up FFH:
On a large Map with about 1000 units turns in the endgame waiting time between turn is about 15-20 secs for me (2.66 GHZ processor)

Speed tweaks to make the pathfinding faster.
CAR MOD (Civ AcceleratoR) included. Some values will be calculated once a turn and when they change rather than many many many times a turn. Should help in the endgame turns and with many civs.
AI will group units a lot more often. Not only makes them smarter, but also faster!
The early turns are still slower than BTS (there is just too much FFH adds) but the endgame should be faster than in BTS.


Goodbye to Micromanaging

Units with scorch/spring/sancitfy or Priests of Leaves can be automated can be automated. They will walk around like workers and improve the countryside with their available spells.
Units can be set to autocast on of their spells. They will attempt to cast the spell at the beginning of their next turn. If something blocks their ability to cast the spell (like the Amurite Worldspell) they won't cast the spell.


Interface Improvements

merged BUG mod v. 3.6
merged FFHBUG mod by Denev 0.7


http://forums.civfanatics.com/attachment.php?attachmentid=232902&d=1256985730


New Gameplay Mechanics and Gameoptions
Note: The ingame Documentation (Civilopedia->Wildmana Concepts) offer more information

Advanced terraforming
This Option makes some Spells that change terrain more powerful.
AI Mana Boost
This Option gives the AI some free mana to make warfare more interesting.
Animals in Wildmana
Animals are a integrated part of a living world. They spawn throughout the game and while initially only weak Animals may roam the wilderness, later even Werewolfs and minor Dragons appear.
The Animals are at War with the Barbarians, so will love to eat any tasty Orcs. Sometimes Animals enter a Rage in which they can even enter civilized lands. Once they found something to eat, their rage ends.
Some Animals live in lairs. When Culture spreads to the tile with the lair, the animals will attempt to move their lair into uncivilized lands.
Arcanemastery
Arcane Mastery aims to improve the roleplaying value of arcane units by enhancing their promotion paths. You will no longer feel your archmages have reached the pinnacle of their arcane power after getting a few useful Tier III spells. They will now be able to specialize in certain arcane paths to unlock some of the most devastating spells and abilities ever seen on Erebus.
Awakeing of the Dragons
This Option lets Dragons spawn in the late game, even in civilized lands. A good Defense is every city is suggested.
Barbarians
Barbarians are a major Threat in Wildmana, ready to pillage everything in sight. The whole spawning function and AI of barbarians has been rewritten to fix some major issues. Barbs are now a lot more evenly distributed over the map and won't target one player exclusively. Barbarians can also spawn in visible tiles, but nearby culture greatly reduces the spawnchance. Later in the game tougher Barbarians will spawn.
Orthus the Barbarian Hero has a unique AI that makes him far more dangerous.
Blizzards
Blizzards are randomly spawned in any ice plot under Frozen or Illian control. Blizzards can move around, spreading ice terrain and terraforming all plots directly around them. Blizzards also create ice features on water plots. They will also randomly be destroyed as they move around the map.
Cult of Esus
The Cult of Esus is a Semi-Religion and more of a Secret Society than a formal Religion. It's impossible to have Esus as State Religion (since this is visible to other players), but while following the Cult of Esus you can have any State Religion but Empyrean.So it is very difficult to figure out if someone follows the Cult of Esus or not.
Joining the Cult has some advantages and disadvantages. Some Esus Miracles are also added and the Esus Enforcer is able to perform sabotage missions.
Emergent Leaders
A Leader with the Emergent Trait can gain additional Traits during the game.
Equipment
This Option allows to buy Equipment for units. What Equipment can be bought is listed in the Civilopedia under the Gear Categorie. Most Equipment requires an Adventurers Guild, which can be found by a Level of 6 in a city with an Inn. The Grigori Civilization has easier access to the Adventurers Guild.
Fantasy Mapscripts

There are several fantasy mapscripts included in Wildmana.
Erebus
Mapscript made by Cephalo for Fall from Heaven.
Fantasy worlds often have distinct regions or valleys that have their own special climate or atmosphere. Some examples would be Mordor from LOTR, or most of the regions in World of Warcraft. Well this map script is designed to have various 'valleys' connected to one another through mountain passes, such that each region is kindof a fortress on it's own.

Because this map script was created for FFH2, starting locations and other features are placed based on what is known about each civs fictional terrain preferences. These preferences are tunable toward the beginning of the script
ErebusContinents
Mapscript made by Seven05 for Fall from Heaven.
ErebusContinent is a map script for Fall From Heaven 2 that simulates a single continent or region. The world is generated using a detailed heightmap which is modified by plate tectonics. A climate simulation is run using this heightmap to create realistic climate zones based on the shape of the landmasses and the altitude of the heightmap. Mountain ranges follow the natural plate boundries creating detailed and beliveable mountain ranges and passes and the climate model reflects this with effects such as 'rain shadows' near mountain ranges and lush jungles or forests in areas of heavy rainfall.

Player starting locations are chosen based on the 'flavor' of each civilization. The Malakim will be in the desert, the Illians in the snow, the Lanun on the coast and so on. Every effort is made to ensure the starting locations are also playable and not just flavorful. This means jungles and forests will be cleared around civs that can't take advantage of them and the peaks and hills can be reduced or flattened to ensure you have enough room to grow (and the dwarves have some flat land for food). Some civilizations are also given preferences starting near other civs or off by themselves. In multiplayer games (and only in multiplayer games) civs are less likely to be isolated from the other civs in the game as all civs are encourage to pick the best spot available for them starting furthest from the map edges.

WildErebus
Mapscript made by Zerzes for Civilization4

[ICON_BULLET]It's a regional map with no oceans, but several lakes.
[ICON_BULLET]Lots of easily defended passes and border lines, thanks to an abundance of mountain ridges and snaky lakes. However, it's a dynamic script so wide plains are also possible.
[ICON_BULLET]Fewer luxury and food resources to increase the strategic importance of the existing ones.
[ICON_BULLET]Base food resources. Game in forest, Banana in jungle, Fish in lakes, Wheat in plains.
[ICON_BULLET]Rare resources. Many resources have fewer occurences than the number of players, but with the possibility of one major location with up to 6 adjacent plots with the resource. The owner of such locations will have a good trading position.
[ICON_BULLET]Climate regions. Areas of different climate (desert, tundra, etc) are fractally placed and not tied to latitude.
[ICON_BULLET]Clustered strategic resources. Because who doesn't want to have a city with lots of iron hills?
[ICON_BULLET]All plots on the map can be reached by land. (I believe this script actually works now. It wasn't fool proof in Boreal.)

The goal is that the script should generate a sane map with the possibility to find insane city locations!

MountainCoast
Mapscript made by Lonkero173 for Fall From Heaven
Heavily inspired by J.R.R.Tolien's Middle Earth as well as the "Erebus" map script by Rich Marinaccio

The main point of this script is to create credible mountain ranges that are large enough to be strategically important without overly
disturbing movement. There should rarely be any absolutely critical chokepoints (lone entrances to valleys), but maintaining control of choke points should be important nevertheless

Flavor Start
All civilizations start in regions matching their flavour, if such a region is available on the map. This means elves will usually start in heavy forested areas, dwarves in hills, and so on.
Houses of Erebus
Currently 6 different Houses all with unique Buildings, Units and special abilities. They can be powerful allies if you accept their support but they may revolt if you do not continue to follow their agenda.
Influence Driven War
Military units affect surroundings via combat influence: After each combat between two units: some amount of culture accumulated in each square of combat area is transferred from loser player/AI to winner player/AI.
Militia Promotions
Everytime a unit is built as long as the unit is alive, is not a hero, and is not a settler or worker the terrain around the building city is checked. There is a small chance that the unit will receive a bonus, terrain-oriented promotion based on the current terrain around the city.
Passive Training
This Gameoption allows Construction of training buildings like barracks or the fighters guild. Units stationed near the city with the training building will slowly gain experience if they are under the training cap.
Pirates
This Gameoption greatly increases the activity of Pirates. Some Pirates only sail the sea while others love to plunder coastal cities. Arrgh
Random Events
Major Rework of the Event Probabilites. Many FFH events that trigger only at very specific condition like the Amurite Trial have a much higher probability so they trigger more often than every 50 games. Also many new events made by blackimperator and ostar included.
Ranged Warfare
This Gameoption attempts to strengthen the archery tech line by giving all archer units the ability to perform ranged attacks.
[Note: Currently Ranged Warfare Gameoption can cause OOS in multiplayer games]
Spells Plus
New Spells were added to make some mana spheres more useful. More powerful spells obsolete old spells to make the Interface for high level Arcane Units less clumsy.

[Note: many of the new Gameplay elements were designed in other mods and have been merged. For specific credits see either "Mods merged into Wildmana" or ingame documentation]

Sephi
Oct 18, 2009, 11:58 AM
List of Modules for Wildmana


Lumbermills Module (http://www.filefront.com/14529837/FFH-Wild-Mana-Module-Lumbermills.exe/)
Lumbermills can be build in Ancient Forests
Module made by Avahz Darkwood
Flavor Expanded Civs (http://forums.civfanatics.com/showthread.php?t=345792)

Sephi
Oct 18, 2009, 11:58 AM
Mods (partially)Merged into Wildmana

BUG (BTS unaltered Gameplay) v 3.6 + parts from BULL
Civ4 mod that attempts to improve the Interface. Can be customized a lot
CAR (Civilization Accelerator Mod) by stmartin v 0.3
makes the game faster
FFHBUG by Denev v 0.7
improves the Interface and Civilopedia
Notques Minor Leader as Major Leaders Mod
Leader with the Emergent Trait can gain Traits dynamically
Militiapromotions by Tholal
Units build in a city may start with a promotion that reflects the surrounding terrain
More Events Mod by BlackImperator
More Events
Alertness by Pep
removes some annoying interface issues from Civ4
Blizzards Age of Ice Style by TC01
Blizzards spawn in Illian lands
Frozen Civ by TC01 v 0.8
A third summoble Civ
Wild Mana (by Orlanth)
Gameoption that turns most raw mana to random mana at game start
Influence driven war by Moctezuma
Outcome of Combat can influence Culture
Freyas Citystyle Mod
Cities and Improvements of Civilizations look very unique
WoC Lite (only interesting for modmodders)
Allows easy modmodding of modules
Multiple Production Modcomp by Denev
Mulitple Items can be build by a city if they are quequed.
Unofficial Patch for BTS 1.3
Minor Bugfixes for Civ4
Better BTS AI by jdog5000
Small AI tweaks here and there, but only few parts interesting for FFH
FlavourStart Gameoption (from Jean Elcards FlavourMod)
All civilizations start in regions matching their flavour, if such a region is available on the map. This means elves will usually start in heavy forested areas, dwarves in hills, and so on.
modcomp Show hidden AI Attitude Values (by DaveMcW)
Goodgimp's Spells Plus Module
Adds a few new Spells like for example Fireshield
Avahz Darkwood's Flavour module (some parts)
ModMod Events with Images for FFH (by Ostar)
A Picture is displayed for most Events
ModComp Occasional Promotions by killmeplease
A Unit may gain a Promotion when winning against all odds
Modcomp Refined Defensive Strikes by Denev
Fixes a few balance Issues of Defensive Strikes mechanic like unlimited defensive strikes from units with blitz promotion
Modcomp Spell Interrupt Unit Cycling by Denev
Nice Interface Improvement
Honors Arcane Mastery Mod
Arcane Mastery aims to improve the roleplaying value of arcane units by enhancing their promotion paths.

Sephi
Oct 18, 2009, 11:59 AM
New Civilizations in Wildmana:


Frozen (made by TC01)

The lore behind the Frozen is simple enough. Taranis, former archangel of Mulcarn, is imprisoned. Even if you beat him in the Age of Ice scenario, I assume he is retrapped (instead of "killed"). The Illians cast a ritual powerful enough to free him called Liberation, expecting him to pledge allegiance to Auric Ulvin. But... he doesn't, and instead gathers all the former demons of ice together. His goal: to bring back the Age of Ice, and to ascend to the God of Winter's position. Taranis is capable of ascending to produce a "Taranis Ascended" unit.

Scions (made by Tarquelne)

The greatest difference between the Scions and the other civs is how the Scions use population, and how they gain it.
As a Fallow civilization the Scions don't need to allocate any of a city's population to gathering food. This means that, given the same population as another civ, Scion cities are far more productive. However, as a Fallow civilization the Scions cannot gain population via food and normal growth. Instead they must lure Awakened from the Bottomless Tomb, create Reborn, or capture cities.

Mazatl (made by Vehem /FF team)

The Mazatl are an enlightened civilization, burdened with the foresight of the impending Armageddon. Their priests have divined what will happen if none stand to prevent the Infernals and the Sheaim from completing their plans, so they now make preparations to make that stand.

Faeries (made by Billyank)

Basically, the Faeries are split into a Summer and Winter Court (represented as civics), each with its own units, and terrain. Whenever you switch between Winter and Summer Courts, your units all change too.

Austrin (made by Fall Further team)

The Austrin are born explorers and their units and abilities reflect their wandering ways. Whilst the short term benefits of exploration are obvious, units like the Tracker also allow you to keep your lands safe from barbarians more easily whilst your melee forces are more mobile than those of other civilizations. Eventually they are able to field units such as the Windsword and Pegasus riders.

Jotnar (made by Arctic Circle)

Jotnar are the giant kin, an assortment of races that is held together by a common ancestry and traditions. They live centred around small family groups called 'Steadding' or 'Homestaeds', not seldom attracting some odd kin to their dwelllings. Hill giants, Troll, Fiery giants, Tritons of the sea... even the mightiest of them - the Titans - might fall in under their banners once they unraveled the mystery of immortality.



Civilizations with major gameplay changes:

Amurites - Masters of Magic

Kylorins Legacy
All Arcane Units start with the Kylorins Legacy Promotion which makes their spells harder to resist and makes it easier for Adepts to learn the magical abilities needed to become mages or even archmages.
Swordmages
The early military unit for the Amurites are the Swordmages. Unlike other melee Units they can't use metals but become stronger once you acquire specific mana.
Aptitude
A unit with Aptitude to a mana type becomes stronger once you have atleast one source of mana of that type. The Swordmage for example becomes more powerful once you have atleast one enchantment mana.
Spell Schools
Every Amurite Leader specializes in one Spell School and some of his units gain free spells from this school of magic.
Magical Training
The Buildings Cave of Ancestors and Wizards Hall may give any newly trained Amurite Unit the ability to cast a specific spell. Govannon can teach all Level 1 Spells which he knows to other Units.

Bannor - Crusaders of Erebus

Bannor - Crusaders of Erebus
Whenever the Bannor conquer a City a Crusader joins the Bannor army.
Clerics
Clerics lead the Bannor army and can heal wounded soldiers. Initially two Clerics can be build, 1 more with Philosophy and Religios Law Techs.

Doviello - Wild Warriors

Doviello - Wild Warriors
The Doviello have a semi-Hero Lucian, who can be upgraded Lucian Cold Iron once the Tech Bronze Working is researched.
A People of Hunters
Thanks to their affinity to hunting the Doviello can construct a Doviello Camp, which acts as a normal camp, but has no tech requirement. Some Doviello Hunters start with a free Animal Handling Promotion that allows them to tame wild animals. The Trophy Hall gives the Doviello additional Happiness if they have access to animal resources. Doviello Units can gain unique promotions after Defeating Wild Animals.
Scavenge Weapons
Doviello Units can scavenge the weapons (bronze, iron, mithril) from units they defeat in battle.

Elohim - Defenders of Faith

Elohim - Defenders of Faith
The Elohims most important unique Unit is the Monk. He becomes stronger and gains additional abilities when the Elohim have a high Purity Counter
Purity Counter
The Purity Counter of the Elohim starts at zero. Buildings like the Abbey or Minster increase the Counter. If you protect unique Featueres by having them under your culture influence, have access to good mana or follow the Pacifism Civic, it will also increase the purity counter. As the game goes on, it becomes harder to achieve a high purity counter.
Hospitalier
The Hospitalier is a powerful lategame Unit with the ability to Heal

Grigori - Godless Heroes

Grigori - Godless Heroes
Many of the Great Persons born amoung the Grigori are Adventurers
Diverse People
Grigori Units start with a random race.
Great Person Points(GPP)
The Grigori Palace provides 2 Adventurer GPP to get you started. The Adventurers Guild, Museum and the greater Museum all add a few points as well.
Heroes
Heroic deeds can also produce new Adventurers. Defeating a Worldunit or rising to high level can earn a Grigori Hero the legendary Status and a new Adventurer may rise amoung the Grigori. A greater Museum can be opened by a Hero with unique Equipment (Orthus Axe, Rod of Winds, etc.) or a Hero of legendary Status. When a Greater Museum is built or a Luonnotar enlightens a city an Adventurer might spawn.
The Luonnotar
The Luonnotar is a powerful endgame unit with magic immunity and a bonus against disciple units. With his Enlighten City ability he can remove Religions from Cities.
Treasure Hunter
The Treasure Hunter gets better explore gains from Dungeons and has a reveal Dungeons ability. Grigori Heroes can research new Adventure opportunities in a Library which might create a Dungeon near the city and a new Opportunity for the treasure Hunter.

Malakim - Desert Dwellers

Malakim - Desert Dwellers
All terrain under the cultural influence of the Malakim will transform into Desert over time. An Oasis might spawn in the Desert and riverside Terrain might become Floodplains.
Desert Routes
Malakim treat Desert as Roads for connecting bonuses. This makes it for Raider Civs more difficult to invade the Malakim desert.
Ascetism
Disciple Units may spend time in the desert to gain experience once Philosophy is discovered. Most powerful when used with Lightbringers who can upgrade to Mages later. Malakim empyrean Priests can lead others to the path of Ascetism.
Desert Trade
While the Malakim can gain only limited yields from the Desert they gain food and production from trade. The Bazaar greatly increases foreign trade.

Sephi
Oct 18, 2009, 11:59 AM
madness? THIS IS WILDMANA

MartialDoctor
Oct 24, 2009, 07:15 AM
Best, thread, ever :D

blade117
Oct 25, 2009, 04:16 PM
I agree Sephi.

Sephi
Oct 26, 2009, 02:23 PM
still haven't had the time to add the information, but I will do so once 6.0 is ready.

blade117
Oct 29, 2009, 05:05 PM
When will that be Sephi?

Humakty
Nov 12, 2009, 07:49 AM
Apart from balseraph and amurite plus (the later is certainly usefull, but did the balseraph needed any more ? They're already great in base game.) , are there any changes to existing civs ?

Sephi
Nov 12, 2009, 11:16 AM
yes, only these two. I agree, Balseraph is one of the more finished civilizations, that why the modula mostly only adds leaders that allow to play Balseraph in different ways.

Alzara
Nov 29, 2009, 11:36 AM
OK trying this out... looks EPIC!

Now all u guys need to do is expand the tech tree and it would be perfect ;P

Al

Sephi
Mar 09, 2010, 03:19 PM
I have updated the Credits and also added a link to the first post. If you think your name belongs on that list and isn't on it yet just let me know.

Jallu
Mar 25, 2010, 06:57 AM
Is there AI Autoplay feature?

Sephi
Mar 25, 2010, 07:05 AM
yes, Kael included an older version of AI Autoplay in FFH long time ago. I use it quite a lot

Jallu
Mar 25, 2010, 08:37 AM
yes, Kael included an older version of AI Autoplay in FFH long time ago. I use it quite a lot

Ok, but I Can't get it work in Wild Mana. I used to play Flavour mod and there it works fine. Shift+Ctrl+Z combination won't work in wild mana... What I do wrong?

Sephi
Mar 25, 2010, 09:41 AM
flavour mod uses a newer version of autoplay then like FF. What you can do is use game.AIPLay X(X = numer of turns) in the game console. To open the console via ~, you probably need to have chipotle activated

Jallu
Mar 25, 2010, 09:56 AM
Ok, thanx! Is it possible to include new version of Autoplay to wild mana? Old way to use Autoplay is much complicated... :P

Valkrionn
Mar 25, 2010, 10:13 AM
The Autoplay in FF has even been updated to function with multiplayer; Good thing to add. :p

CitizenSnips
Mar 31, 2010, 01:38 PM
Probably a dumb question, but I looked for the answer and couldn't find it. Is it not possible to play on a level below Noble?

CitizenSnips
Mar 31, 2010, 02:57 PM
Probably a dumb question, but I looked for the answer and couldn't find it. Is it not possible to play on a level below Noble?

Oops, never mind this. Saw I needed to download the latest patch.

Soda7777777
Apr 04, 2010, 07:14 PM
Whenever I try to start a new game using custom game, the game will crash to my desktop after I click start game. Is their anything I can do to fix this?

graywarden
Apr 04, 2010, 07:29 PM
Whenever I try to start a new game using custom game, the game will crash to my desktop after I click start game. Is their anything I can do to fix this?

Soda,

Make sure you have the full version 7.20 downloaded and installed first, then the latest patch 7.55.

I would recommend deleting your current files first if you have an older full version.

If this isnt the problem, then repost, and hopefully someonelse can help you beyond that. Provide as much detail as you can if you repost.

Sephi
Apr 05, 2010, 02:31 AM
Whenever I try to start a new game using custom game, the game will crash to my desktop after I click start game. Is their anything I can do to fix this?
with the latest patch this issue shouldn't exist anymore. Anyway, what you can do is to just start a "PLAY NOW" game as this will reset some settings. then custom game should work fine.

BlackArchon
Apr 06, 2010, 11:39 AM
I'm playing my first Wildmana game. When I build units in certain cities there is a message which says that an assassin has poisoned my unit, this unit gets the weak promotion and it is damaged. Why is this and what can I do about this?

tesb
Apr 06, 2010, 11:46 AM
afaik this happens when there is cult of esus in your cities and you did not convert.
(did you install the latest patch, because cult of esus got a huge revamp?)

BlackArchon
Apr 06, 2010, 11:56 AM
Yes, I'm using patch 7.55. So I have to remove the Esus religion from my unit-producing cities?

tesb
Apr 06, 2010, 12:05 PM
yes, or you join the cult :)

BlackArchon
Apr 06, 2010, 12:16 PM
Thanks for the info. :)

Brokenbone
Apr 22, 2010, 09:56 AM
Is it possible that the kickoff posts could provide a little more detail about mana guardians, and what % chances might be for something odd to happen to units who get near a node? I have the impression that only a node that still has its guardian can cause weird things to happen, like mutations, getting Wild Valor or Wild Regeneration or Flying (Law node, Body node or Air node respectively), but maybe I'm wrong.

A list to inform new or remind existing players of what all goes into this mechanic would be good, or maybe a link if it's buried somewhere else... thanks.

[to_xp]Gekko
Apr 22, 2010, 10:12 AM
yep, it's the guardian that casts spells, not the node itself

aimlessgun
Apr 25, 2010, 09:19 PM
Started my first WM game a couple days ago, just wanted to stop by and say it's very cool so far :)

Though I'm getting pretty screwed up beelining things that I get to and find out have been rebalanced from FFH! RIP Pillar of Chains :((

Rolzup
May 07, 2010, 10:45 AM
Started playing my first game last night, chose a random civ and happily it was one that I already knew -- the Grigori. There are still some bits confusing me, though, and the Civipedia wasn't entirely helpful. An Adventurer, for example, can spend five turns to (I think) "Create new Adventure Opportunity", or something like that. The Civipedia had nothing to say on what the actual effects of this would be, though....

In short, is there any kind of wiki, or guidebook like the one made for Fall From Heaven, that might help me out with such questions?

Creamy
Jun 28, 2010, 03:13 PM
Just installed the mod and played it last weekend. Wow, I had a lot of fun! Kudos especially on the AI improvements--really makes the game much more enjoyable. I will never go back to original Fall From Heaven II. This mod is a major improvement on an already wonderful game.

The re-organized and expanded Civilopedia is wonderful, though incomplete, but only viewable while the game is running. Is there a manual available? If not, is it in the works?

Thanks again for the great mod!

Caradoc
Jun 29, 2010, 12:40 PM
I've been away for a while because of hardware problems that made the game crash. But now I have my spiffy new PC and the first thing I did was to come back to the Forum to pick up the latest mods. I came for Orbis, an old favorite, but Wildmana caught my eye and so I grabbed that too.

Let me say I am absolutely blown away! The mod is so polished and pretty, and there are so many options! I've only played twice -- the first was enough to show me I am definitely not ready for that ultra-wild option and the second is a nice run with my familiar Svarts that has gotten a little too easy now that I founded FoL from a guy I found in a dungeon. So now I'm going to see what you've done with the Amurites. Eventually, I may have some complaints or requests, but for now it's like a brand new game and I'll just sit back and enjoy.

I can't imagine how anyone finds the inspiration and energy to create something this massive, this splendid. If thanks and praise are part of that motivation, be assured I am both grateful and astonished. Cheers!

Sephi
Jun 29, 2010, 02:44 PM
thanks for the kind words.

The driving force behind all larger Civ4 mods is the large modding community. I would guess that indirectly about 100-200 people worked either on the base mod FFH or modcomponents included in this mod. There is a large list in the credits that is hopefully more or less complete.

There is no manual for Wildmana, there is one for an old version of FFH by Xienwolf. I plan to take a look at how PDFs works and maybe create a mini manual. For now I think the best is to make the Civilopedia as useful as possible.

If someone has any recommendations on what should be added to he Civilopedia, feel free to post them in Graywardens thread
http://forums.civfanatics.com/showthread.php?t=362464

nizanthor
Jul 19, 2010, 08:39 PM
Luv the mod, tx 4 all yur hard work. i have numerous resources, acquired currency but not able to trade resources and can't seem to find civpedia answer.
tx NZ

graywarden
Jul 19, 2010, 08:42 PM
Luv the mod, tx 4 all yur hard work. i have numerous resources, acquired currency but not able to trade resources and can't seem to find civpedia answer.
tx NZ

nizanthor,

you have to have trade routes established with roads, or harbors and the potential trading partners require the tech trade as well as yourself.

PhoenixMuse
Aug 03, 2010, 06:38 PM
Can I play with my husband via internet? Or lan or something? If we both install FFH and Wildmania, will we be able to play together?

graywarden
Aug 03, 2010, 06:44 PM
Can I play with my husband via internet? Or lan or something? If we both install FFH and Wildmania, will we be able to play together?

Yes,

make sure both of you have EXACTLY the same core version and patch installed.

use the multi-player menu to set the game up

see this thread

http://forums.civfanatics.com/showthread.php?t=368914

(and probably some others)

Some of the newly added civs can cause OOS issues

Folket
Aug 04, 2010, 12:27 AM
I play with my wife hotseat.

But yes, you can play with your husband over lan/internet. But you will probably need to get a hotfix for OOS issues. I think it is around here somewhere.

graywarden
Aug 04, 2010, 06:41 PM
I play with my wife hotseat.

But yes, you can play with your husband over lan/internet. But you will probably need to get a hotfix for OOS issues. I think it is around here somewhere.

the hotfix is on the FIRST post on the main download thread if I recall correctly

PhoenixMuse
Aug 04, 2010, 07:37 PM
Thanks. We had a ball playing into the late hours of the night last night.

Unfortunately today I encountered a signifigant issue while playing single player.. Which I posted here; http://forums.civfanatics.com/showthread.php?p=9448649#post9448649

nizanthor
Aug 06, 2010, 04:07 PM
after capturing a foreign city if i build their palace will i loose control of that city?
i suggest lowering the requirements of foreign trade to OPTICS; if a ship can travel intercontinentally, it was trading. not to mention i am having a really hard time with the economics of this mod.
i love the adjusting difficulty option, so many games i've played that become way too easy or way too hard on the same setting (i generally play noble or prince). however i've noticed that once i get to 3rd place the game increases in difficulty 'til i'm playing deity just to stay in 3rd.
Again tx 4 all the hard and wonderful work.

graywarden
Aug 06, 2010, 05:08 PM
after capturing a foreign city if i build their palace will i loose control of that city?
i suggest lowering the requirements of foreign trade to OPTICS; if a ship can travel intercontinentally, it was trading. not to mention i am having a really hard time with the economics of this mod.
i love the adjusting difficulty option, so many games i've played that become way too easy or way too hard on the same setting (i generally play noble or prince). however i've noticed that once i get to 3rd place the game increases in difficulty 'til i'm playing deity just to stay in 3rd.
Again tx 4 all the hard and wonderful work.

1) no you will not loose control of that city for that reason (and im not sure you would actually be building that civs palace?)

2) one could make the argument that optics is about discovery, trade follows discovery

3) the economics are not as hard as they first may appear, your strategy needs to follow a broader path probably, balancing civics/monetary buildings/city development
I test on Noble difficulty, and if I delay making markets too long, I usually suffer a penalty. In the short term go for RoK which is a monetary based religion, this will help you until you flesh out your broader strategy.

4) check the custom game options. there is one option that increases difficulty with score placement. it may be on unintentionally.

5) maybe stick with one civilization until you get it down before moving onto another civilization, Wild Mana civs are intended to be much different as much as possible.

6) enjoy the process it gets better with time.... :)

nizanthor
Aug 06, 2010, 09:39 PM
tx 4 response. i took a few Bannor cities n have the option of building Bannor palace in them, however i don't remember having the option of building the palaces of other civ's palaces that i took, but this is the 2nd or 3rd game i've played n my memory sux. perhaps its just Bannor? a glitch? that would be ok by me if so, however i imagine it would make them a target.

the foreign trading is just a suggestion, i do actually spread rok just to carry my econ in the beginning, it just seems that the economics are very difficult for quite a long while without an early slave option to mass produce workers quickly enuf to replace them as fast as they are lost, the monetary bldgs are quite a while in, etc...

yes, i was praising your varied difficulty option. tx again. NZ

graywarden
Aug 06, 2010, 10:29 PM
tx 4 response. i took a few Bannor cities n have the option of building Bannor palace in them, however i don't remember having the option of building the palaces of other civ's palaces that i took, but this is the 2nd or 3rd game i've played n my memory sux. perhaps its just Bannor? a glitch? that would be ok by me if so, however i imagine it would make them a target.

the foreign trading is just a suggestion, i do actually spread rok just to carry my econ in the beginning, it just seems that the economics are very difficult for quite a long while without an early slave option to mass produce workers quickly enuf to replace them as fast as they are lost, the monetary bldgs are quite a while in, etc...

yes, i was praising your varied difficulty option. tx again. NZ

I use scouts (2) or warriors (2) as worker guards until my inner borders are clear, so that I dont have to build oodles of them. Its a hard balance between building enough units to deter aggressive neighbors, and developing monetary buildings and civs to keep the economy from chocking down.

Another area that usually makes it difficult for me is over aggressive expansion. I have always been one to grab choke points and strategic places or resources. If you read a lot of the power players hints, they develop smaller tracts of land with few cities, make them power houses and then take build an unstoppable army, then steam roll.

I prefer the "atmosphere" of a game, and play more like an RPG then a true strategy player, thats a hard balance to achieve, but for me thats what its all about, the feel of the game, more then winning for winnings sake.

i also test exclusively on the Erebus Continent mapscript that comes with Wild Mana, as far as Im concerned it is the perfect map for this mod. The nice thing about it is that it generates lots of choke points, so that you can block off tracts of wilderness for future development "IF" one prefers to be a builder rather then a warmonger in their play style. If you havent tried that map, do so, it makes a big difference in the game to me.

tesb
Aug 07, 2010, 02:38 AM
i took a few Bannor cities n have the option of building Bannor palace in them, however i don't remember having the option of building the palaces of other civ's palaces that i took, but this is the 2nd or 3rd game i've played n my memory sux. perhaps its just Bannor? a glitch? that would be ok by me if so, however i imagine it would make them a target.
if you are playing a leader with the tolerant or usurper trait you can build anything that the conquered city could before the capture. beware the new palace will still replace your old one.

[to_xp]Gekko
Aug 07, 2010, 10:12 AM
shouldn't that be blocked? it's very exploity if you build one of the palaces that give uber bonuses like sidar, lanun, infernal etc.

tesb
Aug 07, 2010, 10:23 AM
i agree, lets hope sephi implements this restriction in 9.0 :)

nizanthor
Aug 07, 2010, 12:50 PM
if you are playing a leader with the tolerant or usurper trait you can build anything that the conquered city could before the capture. beware the new palace will still replace your old one.
very exploity if you build one of the palaces that give uber bonuses like sidar, lanun, infernal.
That's a very good thing to know and definitely creates a new strategy, yes i've been playing as Mahon the butcher of the Calabim. Taking one of sidar, lanun, infernal cities, building their palace, then the Summer/Winter palace in my old capital to restore my center shall be my next games' strategy.
I don't play to win anymore either, i don't think i've finished a game since Civ3. I am a builder also, i tend to wagon wheel 8, 21-square cities around my capital (as terrain and neighbors allow), build another palace then repeat to a figure 8. the Erebus map makes that very difficult but i shall follow your suggestion to try and improve my early game, i usually play huge, wet, continents with low sea level which generally provides more space between civs allowing my outward spiral expansion but does require i sacrifice those natural choke points you value.

Caradoc
Aug 10, 2010, 03:17 PM
I just wanted to drop by to say what a great time I've been having with this mod. I've been working my way through the civs, just wishing I could keep all the neat stuff from the last one as I go on to the next.

Of course, there are a few things I'd like to see improved, such as dungeon exploration. Should requests go to the 'mods' thread or elsewhere?

tesb
Aug 10, 2010, 03:27 PM
Of course, there are a few things I'd like to see improved, such as dungeon exploration. Should requests go to the 'mods' thread or elsewhere?

if you have well thought out ideas feel free to make your own post. if you want help on modding wildmana post in the modmoding section. if you just have some minor ideas i would post in the download and changelog thread.

graywarden
Aug 10, 2010, 05:21 PM
I just wanted to drop by to say what a great time I've been having with this mod. I've been working my way through the civs, just wishing I could keep all the neat stuff from the last one as I go on to the next.

Of course, there are a few things I'd like to see improved, such as dungeon exploration. Should requests go to the 'mods' thread or elsewhere?

the Sundry Items thread is a good place for minor non-civ specific ideas, suggestions or bug related items as well.... ;)

morchuflex
Aug 28, 2010, 09:44 AM
Hello.

This mod is awesome! :)

But there's something weird about food. When my worked tiles produce, say, 8 food, the number that shows next to the growth bar (in the city display screen) only says 7. When I produce 17, it says 15... :confused:

Is it WAD? Is it a bug? Or is it simply that I can't count properly?

[to_xp]Gekko
Aug 28, 2010, 09:46 AM
it's an effect of one of the starting civics, -10 % food

Gaminic
Aug 28, 2010, 11:13 AM
Gekko;9535273']it's an effect of one of the starting civics, -10 % food

...which is stupid!

[to_xp]Gekko
Aug 28, 2010, 11:35 AM
it's just that the rounding down is way too harsh atm :D

Sephi
Aug 28, 2010, 11:52 AM
thanks to the new Improvementsystem +1 food per farm is balanced (can only get 4 farms max per city), so I changed things back to how they are in base FFH. It seems that -10% at decentralization is very confusing for new players.

morchuflex
Aug 28, 2010, 12:13 PM
Gekko;9535273']it's an effect of one of the starting civics, -10 % food
Thanks for the (lightning) quick answer. :)
I only realized that when I got a chance to switch to another civic. A default civic actually having an effect is a bit misleading...

morchuflex
Sep 08, 2010, 01:58 PM
Hello.

I am making progress but many things still puzzle me.

E.g.: The Hallowing of Elohim is supposed to reduce the AC by 5, but in my current game it only reduces it by 2... I tried on three different occasions, and each time I only got -2 instead of the expected -5. Any explanation?

tesb
Sep 08, 2010, 02:07 PM
afaik i reduces the some ac factor and not the ac itself by 5. if you mouse over the ac button you see what i mean.

Mckertis
Sep 08, 2010, 04:18 PM
Welcome to Wildmana
Welcome ? How come i dont feel welcome ? First there was FFH, and someone even wrote a basic guide for it. Now there are three huge modmods, and they arent documented whatsoever ! I have no idea how Wildmana is different from Orbus. How does "food export" mechanic supposed to work ? What does "emergent" trait means exactly ?

DOCUMENT YOUR STUFF BEFORE ADDING MORE CRAP ON TOP OF WHAT IS ALREADY THERE !

[to_xp]Gekko
Sep 08, 2010, 04:28 PM
seems like for some people reading is too hard :lol:

Valkrionn
Sep 08, 2010, 04:29 PM
Let me get this straight: Rather than thank someone for the work they've done (for free, in their spare time), you're going to complain that they haven't done MORE work?

Many modmods change things quickly enough that maintaining documentation is exhausting. People allow it to drop to the side as a result. Not the best way to do it, no, but we would all far rather spend our time working on things that interest us, rather than documentation.

I can't speak for Sephi, but my own point of view? You want things documented, do it yourself or wait. These are free projects, done because we enjoy them. Not because you have a right to them.

Edit: Also, RifE is documented. Not perfectly, chunks are missing, but it is documented. Check the wiki.

Sephi
Sep 08, 2010, 05:36 PM
Welcome ? How come i dont feel welcome ? First there was FFH, and someone even wrote a basic guide for it. Now there are three huge modmods, and they arent documented whatsoever ! I have no idea how Wildmana is different from Orbus. How does "food export" mechanic supposed to work ? What does "emergent" trait means exactly ?

DOCUMENT YOUR STUFF BEFORE ADDING MORE CRAP ON TOP OF WHAT IS ALREADY THERE !

Wildmana is fully documented.

too bad I cannot give you an honest answer cause that would get me banned or some troll would quote it out of context

HAVE FUN ADDING MORE CRAP TO THIS FORUM ON TOP OF WHAT YOU HAVE ALREADY DONE !

morchuflex
Sep 09, 2010, 01:13 AM
I am making progress but many things still puzzle me.

E.g.: The Hallowing of Elohim is supposed to reduce the AC by 5, but in my current game it only reduces it by 2... I tried on three different occasions, and each time I only got -2 instead of the expected -5. Any explanation?

Forget I asked: I just found the answer in the Wiki.
So, it would seem that WYSINWYG... Any reason to that, other than baffling even more the poor beginner's mind? ;)

Anyway, it means that the Elohim ritual isn't nearly as powerful as I hoped. But, if I, Ethne the White, do not do it, who's going to save the world?

tesb
Sep 09, 2010, 03:03 AM
Welcome ? How come i dont feel welcome ? First there was FFH, and someone even wrote a basic guide for it. Now there are three huge modmods, and they arent documented whatsoever ! I have no idea how Wildmana is different from Orbus. How does "food export" mechanic supposed to work ? What does "emergent" trait means exactly ?

DOCUMENT YOUR STUFF BEFORE ADDING MORE CRAP ON TOP OF WHAT IS ALREADY THERE !

there are guides in the wiki (under the guides section), if you have questions regarding the game feel free to ask them. if you look in the forum there are often threads from newer players and we try to answer all questions that they have. :)

also please note that politeness will get you very far, outrage will get you banned

licker
Sep 09, 2010, 09:53 AM
There's a wiki?

morchuflex
Sep 09, 2010, 10:01 AM
Another question, if anyone feels like helping a noob...

Playing as Elohim, I'm at war with the Sheaim and Hyborem. When I raze one of their cities, I get a message like "some of your units go on to <can't remember verb> with the infernals". What does it mean? That some of my troops defect to the bad guys, or are lost in some way? :confused:

tesb
Sep 09, 2010, 10:07 AM
There's a wiki?
i meant the ingame pedia :)

@morchuflex:
some units are reborn as manes for the infernals, which basically gives them population. i am not so sure but it is either dependent on your alignment or on the religion of those units. it is the same effect as in vanilla ffh

Niveras
Sep 09, 2010, 10:08 AM
So, it would seem that WYSINWYG... Any reason to that, other than baffling even more the poor beginner's mind? ;)

Anyway, it means that the Elohim ritual isn't nearly as powerful as I hoped. But, if I, Ethne the White, do not do it, who's going to save the world?

The counter you see in the game is a percentile representation of the actual calculation. "The world is X% nearer the apocalypse." That's simplifying it significantly, but the math behind it is that actions that affect the counter need to scale to game size (and possibly game speed). A game on a small world needs fewer actions to raise the armageddon counter 1% than what it would take for a huge world. So the total amount of actions (or perhaps points, e.g. what you get out of the Elohim and Sheim rituals or certain events) increases by game size, but it is then scaled to 100 so that the display remains the same and armageddon events occur predictably.

I think on a normal speed game at standard size, what you see affecting the counter is what you get, but I am not 100% confident of that (the counter might be balanced for a different game speed or world size).

Playing as Elohim, I'm at war with the Sheaim and Hyborem. When I raze one of their cities, I get a message like "some of your units go on to <can't remember verb> with the infernals". What does it mean? That some of my troops defect to the bad guys, or are lost in some way?

Normally the dead go to "heaven" or "hell" when they die (I am simplifying this significantly). However, once the Infernals (who begin merging hell with Erebus) and Mercurians appear, heaven and hell become a part of Erebus itself. So the people who die (i.e. living units and razed cities) end up returning to Erebus - based on their alignment - as either demons or angels. Functionally this means Mercurians gain angel units when a good unit is killed or good city is razed, and Infernal gain a mane unit (basically a generic unit that can upgrade into any other unit type) whenever an evil unit is killed or an evil city is razed. Unit alignment is based on the owning civ's alignment, city alignment is based on religions present. Units can also have their own religion but it is rare for that to differ from the owning civ's.

Neutral units, I believe, have a 50/50 chance to be good or evil or when they die (e.g. to go to the Mercurians or Infernals, assuming that civ exists). Non-living units, such as demons and undead, are destroyed entirely - they do not get reborn in the Mercurian/Infernal capitals.

Sen. Blutarski
Sep 09, 2010, 10:31 AM
I have lurked on these forums without joining for at least 10 years, but never took the time to register and post...but this morning cruising through looking for news about the release of WM 9.0 I was so disgusted with some of the negative comments I was inspired to sign up and post...Sephi, gekko, tesb, Valk, Kael, and ANYONE ELSE WHO HAS DEDICATED HUNDREDS OR THOUSANDS OF HOURS OF THEIR TIME TO PROVIDE US WITH AWESOME, FREE MODS, THANK YOU, THANK YOU, THANK YOU...please don't be discouraged or even noticed the _____ and ________ who cry, whine, or in any way complain or say anything negative about your efforts...for every one of them there are probably 10,000 like me who don't post, but download your incredible work and enjoy them...your efforts are truly appreciated, and personally I agree with what other posters have said that FFH2 and the incredible modmods to it are probably the coolest thing that the internet and opensourcing have ever brought to the gaming public...thanks again, really can't say it enough....

Now, since I'm finally a member and posting, any hint when 9.0 will be released? [...groveling obseqiously...] I'm especially excited about a reduction of the # of units, creating SODs of 100s of cheap units totally goes against what FFH2 was supposed to be to me so I really don't want to start a new game now that I know a fix for my biggest FFH2/WM complaint is in the works.....

licker
Sep 09, 2010, 12:20 PM
i meant the ingame pedia :)

@morchuflex:
some units are reborn as manes for the infernals, which basically gives them population. i am not so sure but it is either dependent on your alignment or on the religion of those units. it is the same effect as in vanilla ffh

heh, darn, I was hoping for something I could peruse more easily at work :cry:

morchuflex
Sep 09, 2010, 03:30 PM
Niveras, thanks a lot. Your explanations make perfect sense.

Tschuggi
Sep 10, 2010, 06:30 AM
Niveras, thanks a lot. Your explanations make perfect sense.

Victrix causa diis placuit sed victa Catoni.

Or you like "Asterix and Obelix" or you are a big fan of Cato... Stoizism?

morchuflex
Sep 10, 2010, 01:25 PM
Victrix causa diis placuit sed victa Catoni.
Or you like "Asterix and Obelix" or you are a big fan of Cato... Stoizism?
He he... :)
I do like Asterix - I am French, so I guess that makes me a kind of Gaul... But I found the quote in Lucan's epic Pharsalia (I teach Greek and Latin literature).

morchuflex
Sep 24, 2010, 03:55 AM
Hello.

I have more, easy questions, if someone can bother to answer.

1. How can I tell which version I have? It seems to show nowhere in game and the ini says nothing either. Since I D/L'ed it last August, I guess it's 8.00...

2. It seems there's a beta 9.xx version around, but where?

3. With the arrival of Civ5, are FFH2 mod and modmods going to enjoy further develpement, or is it the end?

tesb
Sep 24, 2010, 04:37 AM
1.) there is a base 8.0 version in the download thread and the latest patch, if you have downloaded and installed both you have the most resent release version. there is really no way to tell ingame what version you have afaik.

2.) make a post in this thread: http://www.epicdestiny.site90.com/phpBB3/viewtopic.php?f=8&t=7
and ask for access. sephi periodically updates the thread and grants access. if you have access the beta version is in a subforum and should be easy to find. the beta version installs into its own directory so you can have both the 8.x version and 9 beta.
edit: the beta has many drastic changes, it probably adds more then all previous versions combined, for a very basic overview you can look at this thread: http://forums.civfanatics.com/showthread.php?t=376877

3) sephi intends support wildmana for civilization 4 for at least a year. if we make a mod for civilization 5 it will hopefully be its own mod and not a modmod, but we are discussing this internally right now. it really depends on civilization 5. personally i would really like switch to civ 5.

morchuflex
Sep 24, 2010, 11:46 AM
Thanks a lot.

I too hope FFH will be ported to Civ5, but not right now, because my computer can hardly handle Civ4... Plus, I really enjoy the mod as is. :)

baixiwei
Nov 03, 2010, 07:34 PM
Hi, this seems like a dumb question even to me, but I couldn't find an answer anywhere, so here goes: does this work with FFH2? On the download page, it's billed as a modmod for FFH, not FFH2.

[to_xp]Gekko
Nov 03, 2010, 07:35 PM
it doesn't need ffh at all, it's a standalone mod.

baixiwei
Nov 03, 2010, 07:50 PM
Thanks! So, will it cause any problems if I ALSO have FFH2 installed on the same machine?

[to_xp]Gekko
Nov 03, 2010, 08:24 PM
not at all, they will install in 2 separate categories. same for Rife, Orbis and WM beta 9.0 actually.

graywarden
Nov 03, 2010, 08:27 PM
Hi, this seems like a dumb question even to me, but I couldn't find an answer anywhere, so here goes: does this work with FFH2? On the download page, it's billed as a modmod for FFH, not FFH2.

Wild Mana is not a "scenario" that you play through FFH2 engine.
It is a completely separate game engine that was originally based on the FFH world.

Wild Mana is currently in a new BETA phase and once its released will be a completely new stand alone project.

Nikis-Knight
Nov 06, 2010, 12:19 AM
I've been playing this lately... late in sampling the mod^2's, but I like. There's a lot of good stuff in here.

Sephi
Nov 09, 2010, 06:07 PM
I've been playing this lately... late in sampling the mod^2's, but I like. There's a lot of good stuff in here.

good to know you like it. it would not been possible without all the work done by the FFH team (and to a smaller degree the FFH/civ4 modding community in general).

morchuflex
Nov 11, 2010, 01:32 PM
Hello.

Great ModMod!
But today, I found something really weird about naval units: units that can't enter ocean can enter deep ocean. :crazyeye:
I don't suppose this is WAD... :lol:

djones
Dec 23, 2010, 12:28 PM
good to know you like it. it would not been possible without all the work done by the FFH team (and to a smaller degree the FFH/civ4 modding community in general).

I've been playing FFH for a while now and would love to try this. However, the download link (WildMana.exe at wildmana.hengames.de) doesn't appear to be working. Does anyone know who to approach about this, or where else I could try to get the download from?

tesb
Dec 23, 2010, 01:00 PM
you are attemting to download wilmana 8.0 which is obsolete. for MoM you have to download from here:http://www.masterofmana.com/

djones
Dec 23, 2010, 01:58 PM
you are attemting to download wilmana 8.0 which is obsolete. for MoM you have to download from here:http://www.masterofmana.com/

I thought MoM was a essentially a new game, not a FFH mod like WildMana 8? I'm definitely planning to give MoM a try too (in fact I'm downloading it as I type). However, is it still possible to play WildMana 8? It'd be great to try FFH against some intelligent AI...

God-Emperor
Dec 23, 2010, 03:16 PM
MoM is Wild Mana 9.0. It is still recognizably descended from FFH2.

It is mostly the same as WM8.x in content but with some significant changes to some game mechanics, especially the magic system. I won't go into the magic system changes here.

It also changes the improvement system some. The basic effects of the various improvements are the same, but often a bit stronger. You can build some of the ones that used to require a resource to be built on a plot on plots without them, and in that case it can spontaneously discover a new resource much like mines can (example: build a pasture on a plot with no resource and it might eventually create a sheep or horse resource on the plot, giving you the extra benefits of that). On the other hand, you don't want to build as many (and there is a limit that is somewhat enforced, but can be gotten around) because if you build too many they cost money to maintain. They can also have some other bad side effects, like cottages and the things they grow into cause unhealthiness in the nearby city.

It also adds some new "stockpileable" resources - they are produced in some amount per turn and accumulate until used much like the money does. These include mana, used for arcane magic, and piety (I think it is called) for the disciple units to use for their spells and such. There is also stone (mostly for producing buildings faster), wood (archers and some other thigns like palisades), leather (don't remember for sure - possibly speeds recon unit production), herbs (or whatever it is really called - the little leaf symbol - which speeds production of spellcsters), and metal (mele units). These speed the production of various things and are needed for various other things (example: to get the bronze weapon effect added to a unit you have to have some metal, not just access to copper).

The AI has also been updated to use all this stuff, and made smarter in general.

All of this is mentioned in various other places in the forums, and more (and probably more correctly).

But my point is that while there are all these things that are new, the bulk of the mod is pretty much the same as the last version of Wild Mana. It has mostly the same civilizations, leaders, units, religions, buildings, terrain, resources, world spells, etc.

djones
Dec 24, 2010, 05:41 AM
That's exactly my point - some of the underlying game mechanics have been changed massively from version 8. While these may all be for the better, and I appreciate the amazing effort that has gone into them, I would still like to play the more familiar setting first.

Is it still possible to download the 'obsolete' version anywhere?

Sephi
Dec 24, 2010, 08:07 AM
here (http://wildmana.hengames.de/FFH Wild Mana SETUP 8.34.exe)

The biggest reason for the name change is that MoM has a nearly completly rewritten AI (only some minor things like Promotion AI or Power Calculation or Bonusvalue are the same). AI was always the heart of Wildmana mod and if you completly change that, might as well make a new mod.

djones
Dec 24, 2010, 10:12 AM
Thanks! Unfortunately the install (which is ~12Mb: is that right?) doesn't seem to work for me. I get a "GFC error: failed to initialize the primary control theme" at starttime. I installed it in the default directory (and BTS and FFH2 0.41o are in the default directories too). Any idea what might be wrong? The only reference to this error online suggested reinstalling BTS, which I'll try at some point if there are no other suggestions.

I also installed MoM and it looks VERY pretty!!

Thanks again to everyone for all of their efforts!

graywarden
Dec 24, 2010, 10:16 AM
Thanks! Unfortunately the install (which is ~12Mb: is that right?) doesn't seem to work for me. I get a "GFC error: failed to initialize the primary control theme" at starttime. I installed it in the default directory (and BTS and FFH2 0.41o are in the default directories too). Any idea what might be wrong? The only reference to this error online suggested reinstalling BTS, which I'll try at some point if there are no other suggestions.

I also installed MoM and it looks VERY pretty!!

Thanks again to everyone for all of their efforts!

It sounds like you are missing the core download which is Version 8.0 IIRC and over 400mb in size, the 12mb was probably the last patch 8.34 which installs over the core download. I would look for the old WildMana Download thread, hopefully the links are still good there, but I am not sure about that.

djones
Dec 24, 2010, 11:19 AM
It sounds like you are missing the core download which is Version 8.0 IIRC and over 400mb in size, the 12mb was probably the last patch 8.34 which installs over the core download. I would look for the old WildMana Download thread, hopefully the links are still good there, but I am not sure about that.

Ah - that makes sense! Unfortunately the original link (wildmana.hengames.de/WildMana.exe) no longer works.