new game option: Crystallized Mana

Wow I was reliving MoM last night with this setup! I love the fact that mana now gives you a bonus once you build a node. This makes mana much more desirable to have in the fat cross (still not the best resource but no longer completely useless). :goodjob:
 
Um... Does it also work with Vehem's Fall Further?
 
Um... Does it also work with Vehem's Fall Further?

The Improvements file won't, but BonusInfos will. That'll give you everything but the adjusted yields from working mana squares.
 
whoa cool, thanx for mentioning that Tarquelne. I didn't like the adjusted yields much, but this new mana method sounds cool. I'll give it a try :)
 
[to_xp]Gekko;7210445 said:
whoa cool, thanx for mentioning that Tarquelne. I didn't like the adjusted yields much, but this new mana method sounds cool. I'll give it a try :)

If you're playing with the Scions you need to copy over the last bit (marked "SOP INFO") from the FF file.

Or.. err... just download the attached file.
 

Attachments

thanx man, you're awesome. :goodjob: I'm really looking forward to the scions being included in FF :) even though in my last game I had a city built in a very very bad site due to me being lazy and settling in the blue spot, and the AI indicating that hill as a blue spot due to patrian artifacts there ( which I obviously could not see due to playing with random civ and getting Luchuirp: I realized that when I opened worldbuilder to get rid of some flames on ice ) :P note to self: never ever follow the AI suggestions again, eheh :D
 
I played with this setting last night and it was amazing! Both the crystalized mana and the improvement bonus really spice my game. I hope the team will include this option in the next patch.

Congratulations!
 
Thanks a lot for the comments! As Sezereth suggested I will move further discussion on this to this thread in the modmod folder, so as not to tie up the main forum.

In that same thread, you might also be interested to look at my initial attempt at implementing Conquerable Nodes (again a la Master of Magic..) that start out "wild" when the world is created, and will sporadically generate barbarian units specific to their magic type until they are occupied and pillaged by a civilization. (Long story short, they seem to be working, but you currently still have to place them manually in WorldBuilder..)
 
Okay, this might sound strange... And note that it's a Fall-Further-only problem.
I copied the edited file to my Terrain folder and started playing. Everything was in order, the mana nodes were already aligned, but then... "What the heck?" Why do all units have this "Explore Dungeon" icon on the interface even though there is no dungeon on the tile, even in cities? Is this a bug? Or is it a problem that occurs only while playing Fall Further with this modification?
I'm not very good with XML and Python so please explain it to me like to a non-player...
 
Yes, the version posted here was just for unmodified FfH2; I've since posted a version in this thread that should work with Fall Further when unzipped to the appropriate folder. You can also find a version for the Scions of Patria addon in Tarquelne's post above.
 
Thanks Orlanth!
 
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