Welcome to Wildmana

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
Spoiler Screenshot :




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
    Spoiler :

    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]
 
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.
 
New Civilizations in Wildmana:

  • Frozen (made by TC01)
    Spoiler TC01 wrote :

    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)
    Spoiler Tarquelne wrote :

    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)
    Spoiler Vehem wrote :

    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)
    Spoiler Billyank wrote :

    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)
    Spoiler Vehem wrote :

    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)
    Spoiler Arctic Circle wrote :

    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
    Spoiler :

    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
    Spoiler :

    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
    Spoiler :

    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
    Spoiler :

    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
    Spoiler :

    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
    Spoiler :

    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.
 
I agree Sephi.
 
still haven't had the time to add the information, but I will do so once 6.0 is ready.
 
When will that be Sephi?
 
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 ?
 
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.
 
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
 
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.
 
yes, Kael included an older version of AI Autoplay in FFH long time ago. I use it quite a lot
 
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?
 
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
 
Ok, thanx! Is it possible to include new version of Autoplay to wild mana? Old way to use Autoplay is much complicated... :p
 
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