Request for Wildmana 8

Ah. That might be it. I didn't know improvments now have an upkeep cost. Just slightly different to what I'm used to.
I'm still not entirely keen on the magic system... though I'll grant it's not so bad for global enchantments. Instead of garrisoning an adept per city to maintain Wall of Stone, one global enchantment does make it easier.
I'm starting to get a feel for it as I figure these things out at least, and it doesn't seem to be so bad. At least right now.
 
you should probalby read the faq i wrote (the stickied post in this forum) it would have answered you those issues.
imho magic is very fun to use right now, i mostly use my mana for damage spells (which are good even without the arcane unleashed option). some summons in the early game and then mostly terraforming. prior to 1.1 i used it mostly for global enchantments as well, but with the tweaked spells i barely use it for GEs.

the points i am not so happy with right now are mostly the mage auras (way too much micro management) and summons (need an other non combat experience mechanic imho). those issues will be adressed in 1.2 according to sephi. (although he have much far reaching plans)
 
Ah. That might be it. I didn't know improvments now have an upkeep cost. Just slightly different to what I'm used to.
I'm still not entirely keen on the magic system... though I'll grant it's not so bad for global enchantments. Instead of garrisoning an adept per city to maintain Wall of Stone, one global enchantment does make it easier.
I'm starting to get a feel for it as I figure these things out at least, and it doesn't seem to be so bad. At least right now.

Info on:
http://www.masterofmana.com/phpBB3/viewtopic.php?f=10&t=629

http://www.masterofmana.com/phpBB3/viewtopic.php?f=10&t=625

Although not everything is still up to date, but it still gives you the basic info you need to know.
 
i mostly agree with Derf. Wildmana was great. MOM seems like it could be, but the magic system is not much fun. I didn't like the new worker improvement system in MOM at first, but I got used to it and started liking it. But magic is still annoying in MOM.

Rise from Erebus has a ton of great stuff in it, but the AI is very stupid. Not fun to play after a while.

I wish there were an MOM with mana-node based spells reinstated that don't cost energy every time you use them. Why did you do that? Did you think spells being cast every turn were too strong?

It is fun to have a hasted, regenerating stack zooming around.
 
To be fair, I'm revising a lot of my views on MoM as I start to get to grips with it, and as some people might have noticed, I've started to 'borrow' a few interesting ideas for RifE in modules.
There's still plenty I don't like, but it's near impossible to please everyone, and as I'm getting to grips with it, some of it, at least, isn't quite as bad.
Until the RifE team teaches the AI after the 1.4 release, whenever that happens, I'm content to switch between this and that depending on the kind of game I want to play.

As many people have said before, it's not a matter of mods, it's a matter of what the player wants.
 
I wish there were an MOM with mana-node based spells reinstated that don't cost energy every time you use them. Why did you do that? Did you think spells being cast every turn were too strong?

I think they did it, because magic is now much more stronger. You can summon units, use terraforming and cast global enchantments via the magic screen.
Then there is the unit-based magic:
- aura: no mana-cost, great automatic auras via the promotions of adepts/priests/summons. The stronger the promotions, the stronger the aura effects and the more units benefit from it.
- spells: you can kill now with them. Specialise each adept in another sphere and mastery and you get real powerful magic users.

Mana income / Mana spending has been a problem in older beta versions, but now it works better.
If you want to focus on magic using, enable the "arcana unleashed" in custom game and try it again. I didn't like the new magic system at the beginning either, but now I already miss it a lot when playing (very rarly) another modmod. Imho magic is much better now. And if you liked haste, use spell-research to cast "accelerate" via global enchantments.

@Derf: what is it exactly, that you don't like. I guess Sephi and Team are always interested in getting constructive criticism (beyond personal preferences and complaining) to maybe improve some things.
 
MoM is a standalone game, if I'm quoting that right. Wildmana is a FfH2 modmod.
They are not the same game.
People still play Civ I and FfH1... let them play.
 
Tschuggi, now I can see a few whys and good points about it, it's not so much a case of what I don't like now as it is remembering it's not the same.
My main gripes remain with the Fey and Frozen civilizations (really need a way to disable the latter) and the economy - though the economy I'm still trying to figure out, because there seems to be annoyingly little information on how it works now.
 
Tschuggi, now I can see a few whys and good points about it, it's not so much a case of what I don't like now as it is remembering it's not the same.
My main gripes remain with the Fey and Frozen civilizations (really need a way to disable the latter) and the economy - though the economy I'm still trying to figure out, because there seems to be annoyingly little information on how it works now.

Economy in MoM imho is better than in ffh, but it is different and needs some explaining. Important is that you understand the new improvement system. To sum it up: check the hammer symbol displayed over the city bar (when there you can still build improvements) or go into the city screen and check with mouseover the gold icon in upper left, how many improvements are still buildable without upkeep cost increase. Number of buildable improvements is linked to your city's population number and culture.
 
I know about that, I figured out that was why my economy kept crashing as the Illians. The economy itself though and how it's meant to work is still a bit of a mystery to me.
(That said, I hated and failed math twice, and I have a poor head for numbers. Might just be that.)
 
I was hoping someone still had the installation files, yes. If not, perhaps zipping the mod folder would suffice?
 
Fantastic. Many thanks.

One question though: why is there a separate DLL included in the archive? It seems to be slightly different from the DLL provided by the installer(s).
 
Great, thanks a lot ArkhanTheBlack. Now there is a reason to put Spring down. :)
 
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