[WIP] Madoka Magica: Wish for the World

I'll look at it sometime next week. Right now I'm focusing on getting Blanc published, and this weekend I'll be out of town.

It's crazy how many problems continue to pop up even in this mod's half-finished state...
 
I'll look at it sometime next week. Right now I'm focusing on getting Blanc published, and this weekend I'll be out of town.

It's crazy how many problems continue to pop up even in this mod's half-finished state...

"Blanc"?
 
Update:

May be compatible with previous saves, but I would recommend starting a new game.

  • Fix for some CTDs with Homura's Time Stop. As far as I'm aware, all CTD errors are now fixed, as I have watched multiple AI-only playthroughs without a single crash with this version.
  • Fixed issue with unit panel which would cause the recommended build action to always display as "Repair Tile" when in small UI mode, or to not display at all in standard UI mode.
  • Fixed an issue which would cause several critical problems when playing with Really Advanced Setup.
  • Implemented v3 of DarkScythe's TSL Serializer utility, which should fix some uncommon issues with save data.
  • Fixed an issue which caused the Pleaides Freezer window to not show any of your captured Magical Girls.
  • New earnable promotions for Magical Girls added:
    • Charisma, Charisma II: Increases effectiveness of Socialization.
    • Patriotism: Causes Socialization to increase Loyalty.
    • Combat Trainer, Combat Trainer II: When Sparring, grants the other Magical Girl bonus XP, and reduces the cooldown between Sparring sessions.
    • Battle Instructor: Causes Socialization to grant XP.
 
Slight, potentially fatal problem for MGs. After taking the Pocket Dimension promotion, Cargo Capacity replaces the Soul Gem line in the Unit's info area.

EDIT: Seems to only affect my Leader MGs; also removed her Mood button and personal picture. This was while playing as Nepgear.
 
Sounds like a fine feature. Once Magical Girls have the ability to carry cargo, who cares about the status of their Soul Gem? They can just, like, carry more!
 
Slight, potentially fatal problem for MGs. After taking the Pocket Dimension promotion, Cargo Capacity replaces the Soul Gem line in the Unit's info area.

EDIT: Seems to only affect my Leader MGs; also removed her Mood button and personal picture. This was while playing as Nepgear.


This sounds like the table containing MG info is breaking. Could possibly be something in the Nepgear mod, I'll look into it.
 
This sounds like the table containing MG info is breaking. Could possibly be something in the Nepgear mod, I'll look into it.

Not sure if this'll help narrow your search, but I just tested this with Nanoha. Used IGE to brute-force Nanoha to level 33, gave her all the promotions, let the game process a turn, saved, and reloaded. She's working fine. Did the same thing with Nepgear, and for some reason she was working this time around, too. No mod changes between the one that broke and this attempt.
 
Not sure if this'll help narrow your search, but I just tested this with Nanoha. Used IGE to brute-force Nanoha to level 33, gave her all the promotions, let the game process a turn, saved, and reloaded. She's working fine. Did the same thing with Nepgear, and for some reason she was working this time around, too. No mod changes between the one that broke and this attempt.


Did you at any point in your broken save use Purple Sister's ability to summon a Nepgeardam?
 
I did not, no.


Best thing would be for me to take a look at your save. Ideally, if you had an autosave from before when it occurred as well, that could help me pinpoint the cause.
 
Best thing would be for me to take a look at your save. Ideally, if you had an autosave from before when it occurred as well, that could help me pinpoint the cause.

Eh... I kinda already deleted it . D: Sorry. Going to start a new game with the exact same setup, if it happens again I'll preserve it to toss your way.
 
Wanted to revive this thread to state that work will soon resume on this mod after a long hiatus. I will be stopping development on new Civilizations (at least for now) so I can get this mod finished already. Before I do so, I will be making compilation packs of some of my Civs (one for Metal Gear, one for Fate/) and doing a round of updates on some of the older ones to add more mod compatibility.

In the meantime, don't forget to vote on the poll for which big feature you want implemented first!
 
If there is not a "_PMMM_FEMALEREPLACE" version of a Great Person name in the Locale database, it simply uses the regular one, and the Magical Girl in question will just be a gender-inverted version of the Boy Named Sue.

There are actually more than a few default GP names which I didn't adapt, mostly those stemming from languages in which I have no knowledge of gender differences between names (particularly Chinese).
 
Bump for the three people who still follow this mod.

An update is coming soon. It will be a semi-major update and will serve to cement this mod as "not dead." Primary things coming up are:

  • Shirome and Pleiades Civs finally finished and fully playable by both human and AI players
  • New trait for Homura (Time Stop is a CTD minefield)
  • Some bugfixes
  • AI optimizations
  • Better CBP compatibility
  • Early support for Superpower Modpack
  • Experimental, untested support for Communitas and Community Call to Power

Stay tuned!
 
While I'm not really surprised at this, considering how much of the tech tree the mod changes, there's an incompatibility with Riso's Steampunk BNW mod; namely, the two files involved in removing the base game technologies and units, and adding in the ones from the mod. With the Steampunk mod active, Magical Girls stop spawning on first city founding and Prodigy usage. If the two files shown in that Imgur album are removed, Magical Girls start spawning again, but seeing as those two files are what make the Steampunk mod work, removing them defeats the purpose of having it in the first place.
 
So, I ended up updating the mod last week and forgetting to post it here:

Not compatible with previous saves.

  • Shirome and Pleiades now have leaderscreens, and are now normally selectable by AIs. Shirome's leaderscreen is fanart, and was done by 黒茶色のねこ on nicoseiga.
  • Shirome's trait changed: "Start with the locations of all Civilizations revealed (but they still must be physically met). Your Leader Magical Girl finds Intrigue from Cities within 2 tiles of her. Receive an extra Leader Magical Girl with a bonus Promotion."
  • Pleiades is now led by Kazumi rather than Kaoru and Umika.
  • Homura's trait changed: "Magical Girls' Combat Strength is based on the most advanced Era amongst all met Civilizations. Your Leader Magical Girl receives 3% less Soul Gem Corruption per turn and recovers from being defeated 75% faster." The Time Stop ability was practically a guaranteed source of CTDs, and several other issues existed with it. I no longer consider it workable, sadly.
  • Magical Girls may now be commanded to Auto-Socialize. This command is in the "More Actions" section of the unit action bar (the arrow icon).
  • Hostile Terrain Mood modifier no longer sustained in Cities.
  • Homura should now use unique dialog again.
  • Better compatibility with Community Balance Patch (July 1, 2015 version).
    • Entertainers receive yield bonuses with Technologies like other specialists.
    • Madoka Kaname receives Trapping at the beginning of the game instead of Military Training.
    • Text information for buildings updated.
  • New mod compatibility: Superpower Modpack by lincoln_lyf.
    • Magical Girls are not counted for "war casualties" in this mod.
    • Entertainers' Union (lv1 and lv2) added to put Entertainers in line with the other Specialists which have yield-boosting Natural Wonders.
  • Experimental mod compatibility added for Communitas and Community Call to Power.

While I'm not really surprised at this, considering how much of the tech tree the mod changes, there's an incompatibility with Riso's Steampunk BNW mod; namely, the two files involved in removing the base game technologies and units, and adding in the ones from the mod. With the Steampunk mod active, Magical Girls stop spawning on first city founding and Prodigy usage. If the two files shown in that Imgur album are removed, Magical Girls start spawning again, but seeing as those two files are what make the Steampunk mod work, removing them defeats the purpose of having it in the first place.


This may be as simple as adding a reference to the mod. Open that mod's .modinfo file with a text editor then find the second line that looks like this:

Code:
<Mod id="6938dbeb-84c4-4a08-8bc0-51fca6135175" version="18">

Now open WFTW's .modinfo file in another window and find the <References> tag. Copy one of the entries below it and paste it right underneath the old one, but change the mod id of the copied line to the Mod id found at the top of the other mod's modinfo file.

This will cause that mod to load first. Almost everything in WFTW will adapt to changes made to the tech tree or unit database, but only if it loads after mods which make these changes.
 
This may be as simple as adding a reference to the mod. Open that mod's .modinfo file with a text editor then find the second line that looks like this:

Code:
<Mod id="6938dbeb-84c4-4a08-8bc0-51fca6135175" version="18">

Now open WFTW's .modinfo file in another window and find the <References> tag. Copy one of the entries below it and paste it right underneath the old one, but change the mod id of the copied line to the Mod id found at the top of the other mod's modinfo file.

This will cause that mod to load first. Almost everything in WFTW will adapt to changes made to the tech tree or unit database, but only if it loads after mods which make these changes.

Tried this, and sadly it didn't work. Still no MG spawn. All well, frankly between WFTW and Steampunk I'm gonna pick WFTW.
 
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