Wild Mana for FFH 2

Thanks, the problem was a Bannor Paramander in the Capital who couldn't decide what to do (thus the nearly endless loop).

The one Bannor City building the Shadow has CoE :), you have to go into the Cityscreen to see the Religion (since it is CoE).

I load up a fix later this day.
 
wow, if the paramander was the one causing it, why did changing the UNITAI of the stonewarden and adept fix the issue? that's weird :lol:

btw, check this out! http://forums.civfanatics.com/showthread.php?p=8263149#post8263149 since prevents the damn old situation of lategame stagnation because everyone is the same religion and nobody ever goes AV, I'm all for merging it in, it should make the game a hell of a lot more fun without changing the gameplay noticeably!
 
[to_xp]Gekko;8257661 said:
I still strongly disagree about having these mana types be unbuildable, the best way to handle this would definitely be with a new gameoption "new mana types" that adds force, creation, dimensional AND makes ice buildable. after all, there might be people that dislike the new mana types but love the wild mana option. also, make sure that "can build creation/force/ice node" under the description for Alteration tech is removed when playing with gameoptions that make those mana types unavailable and/or ice nodes unbuildable, cuz it's misleading :D

Such a gameoption doesn't sound bad. Until it is in, you can add
Code:
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
to the new mana improvements in Civ4improvementinfos.xml (look at the other mana improvements in case you are unsure how to add it)
 
[to_xp]Gekko;8257993 said:
actually, the best thing would be to add the Forester improvement from Orbis, since lumbermills in ancient forests obviously make no sense at all. the treants would get really angry :D ( which is why lumbermills were not buildable in ancient forests in the first place )

while I'm at it, let me ask: how does the clan of embers worldspell work now?

I thought about the Forester thing and it infact makes more sense but the advantage of the current implementation is that anyone who disagrees with this change can easily remove it by changing a few lines of XML in Civ4improvementinfos.xml

The worldspell of the Clan places the new units in the capital rather than where the barbarian unit was. Anyway, I now know what the problem is (placing a unit on a tile that has a hostile unit) so it is most probably the next thing I take a look at.
 
[to_xp]Gekko;8258564 said:
a request: the civ4lert portion that lets you know when other leaders have techs for trade is invaluable. is it possible to add one that works exactly the same, but with resources instead? that would be totally awesome!
In this case you better ask the man who wrote the civ4lerts mod :D I guess it is possible but probably quite irritating.
 
[to_xp]Gekko;8259381 said:
1) very minor issue: if you have trade+defensive pact+open borders with a leader, apparently there's not enough space in the "score bar" to show the attitude smilie, and it shows a dot instead. btw, the unhealthy smilie used for cautious seems out of place. FF has varying levels of smile<--->frown that look better imho, maybe you can take the icons from there ;)

2) one gripe I have with the current autocast system ( as much of a godsend as it is ) is that it looks kind of unelegant to have 2 icons with the same picture in the list of "stuff you can do" , plus, and more importantly, it's not easy to understand if a unit has autocast activated or not. I suggest that "activate autocast for spell y" gets an icon which is the same as it is now, but with a green V that makes it easy to understand it activates autocast. similarly, to deactivate autocast for spell y, the icon has a red X on it. this should be easy enough and make it a lot easier to understand at a glance what each button does. :)

3) another "display issue": I'm playing without "more mana" , but my palace description says it gives 5 kinds of mana. the additional 2 should not show up in the description if not using that gameoption, it's misleading. :D

4) the more I think of it, the more I think that a gameoption that makes ice+creation+force+possibly dimensional buildable instead of wild mana only would be a good idea. I, for one, would always enable that :D

5) not sure if it's possible to change the way "citizen automation" works, but it would be nice if cities would prefer to use a specialist instead of working an unimproved tile. a specialist is definitely better than an unimproved tile, but right now citizen automation doesn't realize that, so you have to micromanage cities to make sure that they're doing their best. also, artist specialists should probably be considered inferior to other specialists ( culture is not as useful as hammers, gold or science imho ) , but still better than unimproved tiles, due to the fact that they generate juicy great people points :D

1. Atm I lack the software to edit the gamefonts file. Will hopefully be able to do that soon, the BUG MOD has all the smilies you mention (dunno about FF, maybe they use the same, maybe they have some Erebus style ones)
2. I agree but that is a lot of work, so not high on the priority list
3. thanks, fixed
4. probably something for version 3.0 :)
5. Did you use the maximize great persons button? I don't know how well that works, but i didn't have those problems.
 
[to_xp]Gekko;8262147 said:
I upgrade one of my priests of leaves to Eidolon, so now he can, obviously, cast bloom. unfortunately, he can no longer use "automatic terraforming" . similarly, my archmages with Vitalize can't use "autoterraform" , which would really come in handy. btw, units that are using "automatic terraforming" should be thaught that they can't both terraform the same tile. they seem to all target the same tile en masse, which makes this automatic terraforming thing kinda useless right now. they should spread out.
This Problem exists only for Priests of Leaves because their terraforming spell takes two turns and thus has no immideate result. If they hang around in a gang, simply give them individual move orders to areas that can use a lot of new forests. In my last game I had to give only two of those move orders and the Priests were terraforming my whole empire quite fast. It's definelty not useless right now ;)
 
5. Did you use the maximize great persons button? I don't know how well that works, but i didn't have those problems.

I could do that, but then the city would not behave the way I want it to, i.e. normally AND efficiently. I use emphasize specialists in my great people farm, which is not what this one city is for, OR everywhere if I'm using a specialist-based economy with lots of farms, which is not what my empire is doing as I cottaged pretty much all flatlands :D

thanx for version 2.2! one question, you say that AoE spells now trigger wars "less often" , but what does that "less often" mean exactly? :lol:
 
[to_xp]Gekko;8263801 said:
wow, if the paramander was the one causing it, why did changing the UNITAI of the stonewarden and adept fix the issue? that's weird :lol:
cause he was kind of interacting with them

[to_xp]Gekko;8263801 said:
btw, check this out! http://forums.civfanatics.com/showthread.php?p=8263149#post8263149 since prevents the damn old situation of lategame stagnation because everyone is the same religion and nobody ever goes AV, I'm all for merging it in, it should make the game a hell of a lot more fun without changing the gameplay noticeably!

The religion Problem is already solved in this mod. Some parts did I wrote and some I copied from Turins awesome economy mod. AV for example will always be founded by the Sheaim, unless some other evil civ also decides to go for it and beats the Sheaim to it.
 
[to_xp]Gekko;8264624 said:
I could do that, but then the city would not behave the way I want it to, i.e. normally AND efficiently. I use emphasize specialists in my great people farm, which is not what this one city is for, OR everywhere if I'm using a specialist-based economy with lots of farms, which is not what my empire is doing as I cottaged pretty much all flatlands :D
what happens if you specialize them for commerce?

[to_xp]Gekko;8264624 said:
thanx for version 2.2! one question, you say that AoE spells now trigger wars "less often" , but what does that "less often" mean exactly? :lol:
Area of Effect Spells will trigger war if a neutral unit is hit, that doesn't belong to a vassal and that is withim it's own team borders.
 
what happens if you specialize them for commerce?

just tried it and the city runs many scientists. that's not the point though. the point is that if I'm not using any emphasize button, the city should try to stay balanced and use all of its resources to its best. it seems to me that by working those 1F2C tiles it's trying to grow bigger, without realizing that bigger is not necessarily better, while using population points wisely is best. in this scenario, best would be using 4 scientists instead of 4 coastal tiles, since my scientists are boosted by a civic and 2 wonders ( i.e. superior to all other specialists ) , and all of the land tiles are being worked already ( so it has no choice but to run specialists )

Area of Effect Spells will trigger war if a neutral unit is hit, that doesn't belong to a vassal and that is withim it's own team borders.

awesome! so now you no longer cause war if your blasting an opponent apart and a single unit from an ally who you are helping gets in the way :lol:
 
one weird thing I noticed in my few games with this modmod so far:

sometimes I like to set my well-developed cities to "automate production" once I'm done building all the most useful buildings. this causes the city to build any other useful building it can, and once it has nothing else to build but units, it switches to build commerce/science depending on how you set the gold slider. for example, if you set a young city to automate production, it will start by building a granary ( unless it already has one of course ) . well, aside from the fact that imho the buildings that should be built first are monument, elder council, market and courthouse, this works kinda well by allowing you to set cities to automate production and forget about them while you think of more important matters.

however, this is not what happens in your modmod... every single time I tried to set a city to automate production, they start to build adepts like there's no tomorrow. which really makes this button useless, since no one needs an infinite amount of adepts. now, if they were building champions or something like that, that might come in handy as expendable troops. but adepts are not even useful in combat. and a huge number of freshly built adepts is very useless in the endgame, when you are most likely to use automate production, since they have no good chances of turning into useful archmages or mages anytime soon. lastly, and possibly most importantly, having cities endlessly build adepts will definitely crash your economy, since soon the maintenance costs are gonna get wild.

no idea why this happens, but hopefully you can take a look at it. imho cities with automated production should never build units, but useful buildings and then science/commerce like it used to build ( another nice thing I had noticed was that if you automated production in a newly built city and you had access to build culture, the city would do so until it popped the second ring of tiles - otherwise it would build a monument) . even if your heroic epic city when automated started spitting out units, it should spit out the most powerful unit available, or possibly a nice assortment of the best ones, but definitely not lowly adepts :lol:
 
Silly question time
download instructions. Do I
DL setup 041b.zip, and then apply
patch 1.2 and then apply
then patch 2.1 and then apply
patch 2.2
or does 2.2 contain all prior patches and only need to patch that one.

also patch 2.0 is talked about but no link in first post, so is that actually patch 2.1 or it is all in 2.2?
 
patch 2.0 lacked art files, so it was promptly replaced by 2.1 . install 041b then 1.2 then 2.1 then 2.2 and you will be just fine, just to stay on the safe side :D
 
Hmm - downloaded 041b, and patch 2.2, tried to run the mod and it crashed immediately I selected the mod from BTS. Windows error reporting returned this.

(deleted)

Have since installed the other 2 patches, and then 2.2 again... and guess what? It still doesn't work.

What the 'eck am I doing wrong?

(EDIT)Hmm - actually, I don't think it's a problem with your modmod - some other mods which were working yesterday have stopped working now. I'm going to do a complete reinstall of civ, and see what happens.

(EDIT2)Well, the reinstall worked. Sorry for taking up space in the thread with a useless post! :blush:

No idea what happened, wonder if it had anything to do with uninstalling LoR. ::shrugs:: it's irrelevant anyway.

Anyway, in an effort to provide something useful in this post:

I started a new game, found myself in a horrible position, and regenerated the map. I was then met by three messages saying Brigit, Loki, and Lucian were created followed by another three messages saying that Loki, Lucian, and Brigit had been killed (in those orders, if it matters).

I'm guessing this means that there is a problem with the regeneration of the map?
 
[to_xp]Gekko;8266557 said:
patch 2.0 lacked art files, so it was promptly replaced by 2.1 . install 041b then 1.2 then 2.1 then 2.2 and you will be just fine, just to stay on the safe side :D

Thank you Gekko, going to try this mod now, looks very promising.
 
Bug report

Magic not working

FFH2 .41d, Wild mana 2.2

Mages and priest do not have icons for casting spells other than the "cast it every day icons".
 
This save game CTD after clicking End Turn.

The game is running v2.1.

Edit: v2.2 seems to fix this problem. Thanks [to_xp]Gekko :)
 

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