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Download and Current Changelog

Discussion in 'Wildmana Modmod' started by Sephi, Dec 11, 2009.

  1. Sephi

    Sephi Chieftain

    Joined:
    Jan 25, 2009
    Messages:
    2,908
    Wildmana is now a standalone mod, called "Master of Mana"
    http://forums.civfanatics.com/showthread.php?t=404285

    I leave the documentation below for those who still play wildmana



    "known Issues":
    Out of Sync in Multiplayer games
    This Hotfix should remove most OOS issues. Copy it into mods\FFH Wildmana\Assets\ and replace the DLL there.

    If you get a Crash to Desktop while starting a multiplayer game, look in this thread how to fix it.

    Memory Allocation Failures
    If you are experienceing issues with Memory Allocation Failures (MAFs), please attempt to follow the directions in this thread to optimize your computer to run Civ4. windows7 here

    Patch 8.34 (doesn't break saves)
    • fix possible CTD related to wrong Mazatl Artdefine

    Patch 8.33 (doesn't break saves)
    • fix OOS in AI city Production function

    Patch 8.32 (doesn't break saves)
    • fix rare CTD related to multiple Production of a City
    • fix rare WoC introduced by new Hero AI
    • fix WoC at Armageddon Counter 90

    Patch 8.30 "Deep Oceans" (breaks saves)
    • tweaks by Graywarden
    • Updates to the Scions made by Tarquelne
    • Updates to the Sidar made by Tesb
    • Updates to the Sheaim made by Tesb
    • AI will skip bombarding cities if it greatly outnumbers enemies
    • fix: AI rarely gave no orders to patrols
    • Jotnar Giants become stronger while they age
    • Jotnar: Orc conscripts have no AC prereq anymore
    • Orthus spawns later on classical starts
    • Deep Oceans terrain added (made by Seven05)
      • Sea Monsters lurk in Deep Oceans
      • Storms damage ships moving through Deep Oceans
      • Water mana reduces damage taken from Storms in deep oceans
    • Only Animals in Rage give a Warning "has been spottet near X"
    • Only offensive ManaGuardian Minions give a "has been spottet near X" warning
    • AI: better use of Treants with limited Duration
    • Speedtweak: faster updating of Plotgroups
    • AI: better Stack of Doom logic
    • Noble Houses have Techprereqs again
    • Support Modifiers for House Cannith, Kundarak and Tharashk finetunde
    • Support of House Tharashk increases/decreases with cities captured/lost
    • Fix: Issue with Faeries and Commando Promotion
    • if player who is at peace with a barb faction joins a team (for example permanent alliance), the peace to the barbfaction will be kept.

    Patch 8.20 (will break saves)
    • minor bugfixes made by Graywarden
    • Update to the Scions made by Tarquelne
      • balance tweaks to population gained via conquest/raze
      • unique Spells for Scion Arcane line
      • Horned Dreads
    • Improved AI Surrender and Vassal tribute logic made by Till
    • Lanun: Boarding Promotion also allows to attack on land or across river without penalties
    • Fix: Jotnar will always get atleast 1 xp from combat
    • Fix: Zarcaz will drop his bow
    • Alert for Hurry Production will not show up if city has only 1 productionturn left
    • removed alive prereq for founding Adventurers guilds (mostly for Scions)
    • If destroyed by HN units or Barbarians, the Pieces of Barnaxus will spawn in the capital again.
    • some minor bug and art fixes
    • lifeward will not effect undead units
    • Mana bonuses cannot be traded

    Patch 8.11 (break saves)
    • very rare WoC fixed
    • some scions fixes (thanks Tarquelne)
    • some minor bug and art fixes
    • Armageddon Counter effect of Necropolis lowered


    Patch 8.10 (breaks saves)

    Patch 8.04 (doesn't breaks saves)
    • fix: Problem with Heroes introduced by recent bugfix
    • includes bugfixes from Patch 8.01-8.03

    Patch 8.0 "Revolutions in Erebus"
    • TXT key fixes by Graywarden
    • Infernal AI tweaks by Skyre Noktis
    • Fishing loses exploration prereq
    • Civic Decentralization gives -10% food
    • Civic Agrarianism gives +10% food, no hammer penalty
    • Faeries: Erlkings Hunt ends after 20 turns
    • Revolutions
      • Revolution mechanic works for all Noble Houses
      • Capital Cities will never revolt
      • time between two revolts increased
      • Revolting Cities may join one of three different Factions (Protectors of Erebus, Traders of Erebus, Risen)
      • added two Warnings when Support gets Low and Revolution might happen
    • fix: Balseraphs Hall of Mirrors won't duplicate Equipment
    • added Forest Preserve Improvement: req. Hidden Paths and Ancient Forests, gives +1 commerce and happiness
    • More Unique Barbarians
      • Scorpion Clan:
        • clan will consist of normal Scorpion Goblins with some weaker Goblins and Scorpion Archers mixed in
      • Skeletons
        • New Improvement Necropolis, spawns Spectres
        • Necropolis do not spawn, Graveyards turn to Necropolis over time
        • Skeletons will do their best to defend Graveyards/Necropolis
        • Skeletons can turn specific improvements to Graveyards
        • Skeletons are harder to deal with when they are defending Graveyards
    • added Hippus Equipment made by tesb
    • Malakim PathToAsceticism fix
    • Malakim Ancient Forest fix
    • restored different main menus
    • Leader Kro Mear removed
    • new Calabim Leader added: Elena (good,Emergent, Greedy, Redeeming)
    • fix: issue with Civilopedia when accessed in an active game
    • New Civ added: Austrin (original from Fall Further)
    • added Austrin leader made by 25Hour
    • Austrin Ability "swap cities" added. Allows Austrin to quickly move population and buildings between two cities
    • fix: faerie forests won't spread underwater
    • fix: demagogs won't abandon in crusade. flagbearers can be build in crusade
    • Mazatl: Priest of Kalshekk is a tier4 unit (national limit 4 and theology prereq). Can cast "Wrath of Kashekk", medium area damage spell.
    • Mazatl: Worldspell also creates one Priest of Kalshekk
    • Spell Sanctifiy removes Haunted Lands
    • Spell Sanctify removes Necropolis (reduces AC by 3)
    • If a Graveyard upgrades to a Necropolis the AC increases by 3
    • the sanctify spell that adds promotion to whole stack renamed to Life Ward
    • living units might be haunted by nightmares in haunted lands and loose a little bit of experience
    • fix: Law Mastery Trait gives free Law2 instead of Law3 to rangers/champions
    • New Civ added: Jotnar (original from Fall Further, made by ArcticCircle). Giants who live in small villages scattered around the countryside.
    • Costs of Noble Houses and free Commerce from Headquarters rebalanced
    • Fix: display of FeatureHappiness
    • AI: uses SevenPines only to make peace if it fights a war against a more powerful team
    • Hawks cannot be rebased to non team cities
    • Hawks visibility range of recon Missions reduced to 3 (from 5)
    • AI: automation of terraforming improved. Faster, prefers to terraform tiles being worked by cities first
    • fix: Wall defender Promotion is reapplied every turn to archers in the city
    • fix: genesis issue
    • fix: AI adopting CIVIC_NONE at first turn
    • fix: AI will Group Heroes more
    • fix: Barbarians can't trigger seven Pines
    • added version 2.64 of Erebuscontinents mapscript (made by Seven05)
     

    Attached Files:

  2. Afterthought_bt

    Afterthought_bt Chieftain

    Joined:
    Jun 27, 2009
    Messages:
    144
    Psst - either you got that wrong, or we're getting a sneak peak! ;)
     
  3. Goodgimp

    Goodgimp Chieftain

    Joined:
    Jan 20, 2006
    Messages:
    261
    Location:
    Salt Lake City, UT
    Oooo, just in time for the weekend. Can't wait to download this when I get home from work!

    EDIT: Oh no, just noticed "Last version". Really? /wails.
     
  4. Afterthought_bt

    Afterthought_bt Chieftain

    Joined:
    Jun 27, 2009
    Messages:
    144
    First thing of note:

    House Kundarak is the only house to have a paedia entry.
     
  5. Slobbarian

    Slobbarian Chieftain

    Joined:
    Nov 3, 2009
    Messages:
    24
    Sephi you are the man. So when I dl this I just click "run" and it will overwrite the last version? I can jump right into my saved game no problems? I'm on turn 422 of my first FFH 2 game and I'm having a blast.
     
  6. Afterthought_bt

    Afterthought_bt Chieftain

    Joined:
    Jun 27, 2009
    Messages:
    144
    I imagine it will break saves, Slobbarian - it adds a lot. You might want to finish your game before installing this. :)
     
  7. Slobbarian

    Slobbarian Chieftain

    Joined:
    Nov 3, 2009
    Messages:
    24
    I wouldve thought so but is says "won't break saves". Last one for a while? Hope all's well Seph and thx for the hard work.
     
  8. scutarii

    scutarii Chieftain

    Joined:
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    Messages:
    743
    first bug:
     

    Attached Files:

  9. Avahz Darkwood

    Avahz Darkwood Chieftain

    Joined:
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    1,220
    Location:
    Behind You!!!!
    Now that this is were the cool kids hang out, I will repost this from the 6.0thread:

    I remember back in the old days of FFH2 were there were problems with too many new resources bumping some out (ie regents) so that they would not show up in game. With all the new ones - had/s this issue been fixed?
     
  10. saathei

    saathei Chieftain

    Joined:
    Feb 18, 2004
    Messages:
    111
    Location:
    Provo, UT
    That's just the FFH base graphics module, not the patch. ;)

    Sephi, do you want help writing Pedia entries and translating into other languages? I'm hardly a native speaker, but I'd be able to do a decent job with the French and Spanish.
     
  11. scutarii

    scutarii Chieftain

    Joined:
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    743
    more...
     

    Attached Files:

  12. Goodgimp

    Goodgimp Chieftain

    Joined:
    Jan 20, 2006
    Messages:
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    Location:
    Salt Lake City, UT
    EDIT: At first I thought I wasn't finding them, however 2+ starts as the Amurites and I've been able to start fairly close to them. They do seem pretty rare.
     
  13. idiot2

    idiot2 Chieftain

    Joined:
    Jul 30, 2009
    Messages:
    8
    :/ Hoping you might reconsider this...

    Anyways, thanks a lot for all the hard work, me and my friends have been enjoying WM a lot!
     
  14. Zharkov

    Zharkov Chieftain

    Joined:
    Apr 8, 2009
    Messages:
    83
    But, but, there will be patches, right? :cry:
     
  15. DioAurion

    DioAurion Chieftain

    Joined:
    Feb 1, 2007
    Messages:
    211
    Location:
    So-Cal
    A Kuriotate minor leader has the 'agricultural trait.' This trait states that new cities will start with size 2. This is not functioning. The additional food aspect of the trait is working fine though.
     
  16. scutarii

    scutarii Chieftain

    Joined:
    Jun 10, 2008
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    743
    It does not give engineering trait.

    pillar of chains does not remove civic anger penalty. My citizens still yearned for republic, produced 1:mad:
     
  17. arstal

    arstal Say No 2 Net Validations

    Joined:
    Dec 22, 2005
    Messages:
    771
    Played some of this last night, though didn't get to finish the game.

    Looks massively improved- seriously. Probably some bugs to be ironed out, and the pedia needs work. A lot of the gameplay issues seem to be gone, or covered by options.
     
  18. loocas

    loocas Chieftain

    Joined:
    Jun 26, 2007
    Messages:
    439
    Location:
    Seattle
    Gotta say that I love the direction this mod has taken post-merge. It took me a lot of new games to get the hang of the barbs, but the fact that the world is so damn dangerous now is something I won't be able to do without. Way to go Sephi. The world is just awesome :)
     
  19. Smakemupagus

    Smakemupagus Chieftain

    Joined:
    Dec 14, 2006
    Messages:
    113
    Enjoying the mod!-- Experience some pretty big bugs with the Engineering academy though.

    Playing with the Khazad, I finished the engineering academy and the game pretty much went nuts. The next turn i lost about -$2Million gold pieces. I also had plus a huge amount (like +100,000%) production to national wonders. One city insta-built the bazaar of mammon in one turn; in another that huge modifier seems to have wrapped around to negative number and totally stalled production of the summer palace. Just to see what happened I press End Turn. My treasury did indeed bottom out at zero. However on the next turn I was about to earn something like +$15Million gold. I have screens and save games but not sure how to post em. Let me know if you want them.

    I am pretty sure the Engr Academy caused some bugs in my previous game with the Kurios too, although i didn't document. The city I built it in got renamed to "TXT_CITYNAME_KURIOTATES1" or something like that. And i don't think i gained any trait.

    Smaller bugs .. the civilopedia seems to have gotten messed up a little in version 7 -- i can't follow links to entries in the Units tab, or some of the others. I am pretty sure it was working better in v6.5.

    p.s. Suggestion - it would be nice if the icons for Bison, Spices, Silver looked different from Cow, Reagents, Mithril. Even if they were just re-colorized a bit differently or something?
     
  20. Avahz Darkwood

    Avahz Darkwood Chieftain

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    Location:
    Behind You!!!!
    Bugs?!

    1. Spells that cost money (ie Hiring Mercs) does not subtract the total from you budget. Another free units.

    2. Hyborem dies upon summoning (if done by another civ)
     

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