Discussion in 'Wildmana Modmod' started by Sephi, May 2, 2010.
In the info screen (F9 > Demographics):
1. My seven-city Fey civilization has a population of 18.712.000
2. My army. 64.400.000 strong! (I'm not wrong. Count the zeroes) And that is translated into 15 archer units, 3 druids, 3 priests, and some lesser number of other units. (Yvain, 1 warrior, 1 axeman, 1 of this and that)
But I can't match my strongest rival with a population of 12.604.000 and an army strenght of 304.879.000.
perhaps some kind of moderation of those very large numbers would be appropriate here?
barbarian archers and the barbarian archer hero have wrong button art.
I started with a fresh install of 8.0 and patched it to 8.20. In my first new game with the Calabim I am occasionally getting a python exception as shown in the screenshot.
Got the below error during the game. The file exists, not sure why it would not load.
[531873.563] ERR: FSharedSoundData::Load: Could not load file mods\ffh wild mana\assets\sounds\soundtrack\leaf\leaf5.mp3.
that is strange, it does exist on my folder.
i put the file in the attachment.
turns out there were quite a few buttons from archers wrong. all fixed now
Like I said previously, I have the file also. I think it's because I am running out of disk space. Thanks for your help anyways.
that happens when you stop reading after half the post
if you merge the changes made to the sheaim, you may want to increase the
fVisibilityPriority of the summoning rites from 1 to something higher (like 500 for example).
(found in the sheaimff_civ4buildinginfos i uploaded)
Some missing art: Parrot Promotion, Summon Elemental Horde (both cast and autocast buttons), Corroding Storm (only cast button, there is no autocast option).
@Vavdichal / Graywarden / Sephi
the autocast is easy to fix: go to SPELLSPlus_CIV4SpellInfos.xml
and add the line <bAllowAuto>1</bAllowAuto> under corroding storm.
There was an other associated bug with Corroding Storm, graywarden already fixed this in the upcoming patch.
Sephi already fixed the button art for both in the upcoming patch, too.
fixed the art. Spells that can trigger war are never autocastable
not a bug.
I used a vampire to summon spectres on about turn 220, and they are stronger than they should be (as if they were barbarian units, maybe?). I have one death node, so I'd expect strength 3+1 death; instead I have strength 5, +1 unholy, +1 death. With empower 5, enchanted blade, and shield of faith, these guys are mowing down everything!
Specters have a base strength of 4. they also have aptitude for death, chaos and entropy mana. So their maximum possible strength is 7.
I don't see your bug.
Wow. I'm not sure why spectres needed a buff; I thought they were generally considered the best level two summon at strength 3. Once I build the tower of necromancy, I'll have an infinite supply of strength 8 units (better strength than the vampires that are summoning them).
that's a nerf, not a boost. you can no longer get them to infinite strength with infinite amounts of death mana, +3 str is the max.
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