Darkness' Wildmana n00b questions thread

Darkness

Shadow creature
Joined
Jul 18, 2002
Messages
6,755
Location
Rotterdam, the Netherlands
OK, just started my first WM game. Playing as the good elves, and having loads of fun.
Standard size map, noble level.

Since I'll probably run into a lot of questions I figured I'd just keep all of these together in one thread.

Question 1: Haunted lands: Can I get rid of them? And if so, how? There's a nice spot close to a mana node that I would like to claim, but the terrain is infested with haunted lands and they're growing quite a bit....

Question 2: Has the Guardian of Nature civic been modified in this mod (compared to FFH2)? I never struggle with happyness issues playing as the elves using the Fellowship of leaves religion, but I'm actually having unhappy citizens in my capital now (which has about 15-16 ancient forests in the BFC)...

Question 3: Passive training? I've built the Arrow Tower in my second city and this apparently increases the training cap in all cities: Archery units until 3 experience. Is that level 3 or 3 experience points?

Thanks in advance for any responses! :)
 
you can remove haunted lands with Life I spell Sanctify, although I keep them around due to them giving +2 commerce on the tile :D try not to have living units end a turn on them though, as they can get some negative promotions that way, although they usually last just for a short while.

guardian of nature has been nerfed to not be so OP for the elves :D

not sure about the arrow tower, 3 xp sounds a bit low..
 
if you mouseover a city, you can see in the cityhelp how much passive xp the units stationed in/around the city can get. It is 3 experience, not level 3.
 
wait, those that mean that if you are creating units with say 4 xp the wonder will be useless? or will they get another 3 with it?
 
[to_xp]Gekko;9561336 said:
you can remove haunted lands with Life I spell Sanctify,

Does "Dispel" also work? According to the "Scions" python file it should, I believe. But it might be over-ridden by something in the main file.

How about chopped? (Sanctify, Dispel, and working-chopping worked in FF. It never occurred to me to check in-game with WM.)
 
Chopping no longer works (It was like "ok guys let's cut these living trees which frighten our champions and put all the gosts in a box and send it to our grandma"). I didn't try dispel yet.
 
[to_xp]Gekko;9561383 said:
wait, those that mean that if you are creating units with say 4 xp the wonder will be useless? or will they get another 3 with it?

Good question actually, since I'm already creating archers with 8 xp (running the apprenticeship civic, with the Form of the Titan wonder, and a command post and the Arrow Tower wonder in the city). So that basically means this wonder gave me an archery range in all my cities, and 2 extra xp for every archer buit in this city but everything else about it is completely useless. That also would indicate that the wonder will only ever give you one extra xp for archers in this city, since they already get two to start with.... :confused:
 
Question 4: Adventurers guilds: When can I build them? I've researched currency, but they don't show up in the nuild options of my cities... Are there more prerequisites to building Adventurers guilds? Or is there some option in the start screen that I forgot to turn on?
 
[to_xp]Gekko;9563746 said:
unless you're grigori, you have to sacrifice a level 6 unit in a city with a inn to get one.

Right, thanks.

That immediately leads to the next question.

Question 5: Are adventurer guilds worth it? The only level 6 units I have are Gilden Silveric and my only priest of leaves. So I am very hesitant to sacrifice one of these....


Also,

Question 6: Nobe houses: I've now got house Vadalis in my capital. How do I spread its' influence to my other cities? And is doing this worth it?

Question 7: And how about having two noble houses present in your empire? Will this have negative/positive effects? Does it matter if you accept the support of the second house. One of my other cities (my main melee unit producer) has another Noble house present. Can I get rid of noble houses in cities (like removing religions with "inquisition"), because I didn't accept their support.

Question 8: Spellbooks. I've captured a necromany spellbook from a shadow node. What can I do with it? Couldn't find anything in the 'pedia...
 
Question 5: Are adventurer guilds worth it? The only level 6 units I have are Gilden Silveric and my only priest of leaves. So I am very hesitant to sacrifice one of these....
depends if you have the equipment game option enables. if yes i would sacrifice the priest.

Question 6: Nobe houses: I've now got house Vadalis in my capital. How do I spread its' influence to my other cities? And is doing this worth it?
there is a popup asking you if you want to incorporate the house. choose yes and you can build units that spread the house to other cities.


Question 7: And how about having two noble houses present in your empire? Will this have negative/positive effects? Does it matter if you accept the support of the second house. One of my other cities (my main melee unit producer) has another Noble house present. Can I get rid of noble houses in cities (like removing religions with "inquisition"), because I didn't accept their support.
if you incorporate too many houses (via popup) you support will get low rapidly. if support gets low your cities may revolt and join one of three new factions depending on the house that revolted.

Question 8: Spellbooks. I've captured a necromany spellbook from a shadow node. What can I do with it? Couldn't find anything in the 'pedia...
casters can read them to gain a promotion of that spellbooks sphere and some experience. the tier of the spell you may get depends on the arcane research you have done. edit: arcane lore is the tech that grants the highest chance for a tier III spell so i would wait until you researched that tech.
 
Thanks. :)

if you incorporate too many houses (via popup) you support will get low rapidly. if support gets low your cities may revolt and join one of three new factions depending on the house that revolted.

But noble houses can't be removed from cities? Like religions through "inquisition" ?

Tried out the spellbook on an adept. Nice boost, though having a bad ass necromancer feels kinda strange considering I'm the good elves....
 
But noble houses can't be removed from cities? Like religions through "inquisition" ?
not that i know of. but it does not matter since just having a house in you city does not mean you have incorporated it. only incorporated houses will revolt and have an support modifier. you also only use those houses units/buildings. there will be a popup asking you if you want to incorporate the house. just having the house in you city does not mean you support it. it is a bit obscure at the moment an afaik is changed in 9.0.
 
[to_xp]Gekko;9561336 said:
you can remove haunted lands with Life I spell Sanctify, although I keep them around due to them giving +2 commerce on the tile :D try not to have living units end a turn on them though, as they can get some negative promotions that way, although they usually last just for a short while.

Are you certain about this? I have one tile of haunted lands left in my empire but I can't cast sanctify when my mage is standing on it... :confused:
Casting sanctify did remove another tile of haunted lands earlier, but it can't seem to remove the last one?
 
What if you stand next to it? Maybe the "clear surrounding tiles" is taken pretty literally.
 
What if you stand next to it? Maybe the "clear surrounding tiles" is taken pretty literally.

Doesn't work either. I just can't cast "sanctify" on or next to that tile of haunted lands... :confused:
 
So there are quite a six new civs in WM.
- Frozen
- Scions
- Mazatl
- Faeries
- Austrin
- Jotnar

But when I start a new "custom game" I can't set them all as AI while I play with a different civ. The only ones available are the Austrin and the Mazatl. Any reason for this?
 
Most of them have so unique mechanics that the ai can't handle them, so they are not allowed for the ai. sephi did write a basic scion ai in 9.0
 
Knowing I will eventually want to sacrifice a level 6 unit for an Adventurer's Guild, I try to groom a unit from the start -- often my starting Warrior. Another good possibility is capturing an animal -- I ran across a level 7 Spider the other day.
 
Top Bottom