Wild Mana for FFH 2

alright, Malakim will spring desert now (gonna make a Malakim+ Module some day...) I doubt any city governour will work a desert tile, so only worked tiles might be too restricting. Good to know Modular loading has to be turned off for the new system (not that I planned to turn it on).
 
Patch 3.1 "The Wizard and the Tower" (will break saves)
  • Small Fixes to Interface
  • AI has a limit for Explorer per Area now
  • AI: Patrol groups improved(settler escorting, city guarding)
  • units instructed to move will not attack an enemy that wasn't visible when the order was given (merged tweak made by Pep)
  • AI: Much improved use of Summons to Suicide
  • Tweak: Some equipment like golden hammers can be dropped correctly now.
  • AI: won't research religion techs which it doesn't plan to use anyway
  • AI: uses Avoid Growth buttons now
  • Tweak: automated workers won't build forts
  • AI: will prefere to promote arcane heroes with spell promotions
  • Fixed an issue with Handicap Mana Gameoption and the AI being a Vassal
  • True Modular System included
  • [MODULE]Gameoptionsettings included. Easy way to customize gameoptions. User settings here won't be overwritten by later patches.
    File is in ASSETS\MODULES\NORMALMODULES\Gameoptionsettings.
  • [MODULE]Autocast included. Spells can be allowed to be autocasted. User settings here won't be overwritten by later patches.
    File is in ASSETS\MODULES\NORMALMODULES\Autocast.
 
very minor issue: the tooltip for Veil of Night ( see screenshot ) . is it normal that goblin lairs can start without a defender?
 
[to_xp]Gekko;8381252 said:
is it normal that goblin lairs can start without a defender?

yeah, (because of regenerate map) Improved it a lot now, so you will notice it only if it is very close to your starting position.
 
growth control is working a lot better now, but still fails in some situations. it failed twice so far:

1) city had just enough food in stock to to gain pop ( 30/30 ) , if left alone it would work fine ( growth control on). however, if I set it to enhance production it would go to stagnant, which means that growth control gets turned off. but when that happens, the city grows into unhappiness due to having enough food to do so.

2) when I switched to Conquest, for some reason 2 cities grew into unhappiness. I'm pretty sure it was the 2 cities that were building units.
 
Ya know i would really like my tweeks added to this:

My Khazad tweeks and my Hippus tweeks. (see my thread link below)

A coupla of other tweeks that I have been working on is for the Sheaim to have an early Hero Unit Os Gabbla. and bring in some functen for the now defunct Dragons Demi religion. A few other things that are a bit in the back of my brAINN.

(nOTE: i AM CURRENTLY doped up on ambien so excuse the add spelling and other typing thingies- Getting bed time now, but i come up with sme of my best idea like this so I take advantage of it. )
 
I tested your module and it works fine. Just need to copy it to the NormalModules folder. I don't know if you plan to use python but for spells you can make even that modular. I can make an installer for your module if you want.
 
Nice new version Sephi :)

I compared our SDK changes and they seem to be exactly the same... But I still can't load mine. I guess I'd have to go through all CvInfos.cpp to see if I didn't forgot to add some tags added by Orbis or to remove some tag added by FF not used in Orbis...
 
[to_xp]Gekko;8381852 said:
growth control is working a lot better now, but still fails in some situations. it failed twice so far:

1) city had just enough food in stock to to gain pop ( 30/30 ) , if left alone it would work fine ( growth control on). however, if I set it to enhance production it would go to stagnant, which means that growth control gets turned off. but when that happens, the city grows into unhappiness due to having enough food to do so.

2) when I switched to Conquest, for some reason 2 cities grew into unhappiness. I'm pretty sure it was the 2 cities that were building units.

I don't know what is going on there or if my mod has anything to do with this. But it is much much better than the BTS avoid growth. You see an AI city with unhappiness only very rarely and most of the time it is because of temporariy happiness now gone or WW.
 
am I the only one whose automated terraforming is not working very well in 3.1? my priest of leaves stay stuck on a tile instead of moving around blooming everything.
 
Nice new version Sephi :)

I compared our SDK changes and they seem to be exactly the same... But I still can't load mine. I guess I'd have to go through all CvInfos.cpp to see if I didn't forgot to add some tags added by Orbis or to remove some tag added by FF not used in Orbis...

Does that mean it might be possible "soon" to play Orbis with Wild Mana?
 
I tested your module and it works fine. Just need to copy it to the NormalModules folder. I don't know if you plan to use python but for spells you can make even that modular. I can make an installer for your module if you want.

Thanks! Good I was wondering how it would work now that you are using the modules folder. So just to be sure what you are saying. I need to put this under the "NormalModules" folder now in wildmana?

For the python, I haven't been able to make that modular. Is that a function of the wild mana mod now? Or has that always been a function and I just could not figure it out.


(would the installer be editable when I add additional updates? pretty much all I will be doing is a true tweak system 100% modular, so that it can(?) be used with other modmods.)
 
Thanks! Good I was wondering how it would work now that you are using the modules folder. So just to be sure what you are saying. I need to put this under the "NormalModules" folder now in wildmana?
You are correct. And you have to turn Modular Loading off (new system doesn't need that)

For the python, I haven't been able to make that modular. Is that a function of the wild mana mod now? Or has that always been a function and I just could not figure it out.
For spells it was always possible. But most information is scattered around in the forums and thus hard to find.

(would the installer be editable when I add additional updates? )
I guess that would be possible in some way.
 
Nice new version Sephi :)

I compared our SDK changes and they seem to be exactly the same... But I still can't load mine. I guess I'd have to go through all CvInfos.cpp to see if I didn't forgot to add some tags added by Orbis or to remove some tag added by FF not used in Orbis...
Maybe you accidently deleted something while merging in CvInfos? I used WinMerge and had to be very careful. Maybe compare your changes against the original Orbis files?
 
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