Download and Current Changelog

Only your National Hero and only if you're standing on a graveyard. At least, I think that's how it works. I've never lost a national hero when I had a Life III archmage about. I've lost plenty of religious heroes, but you can't rez them. Be nice if the spell could be made able to do that.
 
you don't have to be standing on a graveyard to resurrect your civ hero. resurrection on a graveyard spawns a champion iirc. not very useful :D
 
Might I suggest updated the Frost Maidens Image to the new one Esvath made for me. He is calling her Ice maiden in the files. (At the moment it would be easy to mistake her for an Illian Mage.)


(cant find the link so here is the original)
View attachment Frostmaiden.rar
 
Found a major bug in the multiple production addon while using Alt-Build.

In this save game, Garduk, the Illian Capital has 1:food: + 250:hammers: while trying to build Work Boats (20:hammers:).

Click next turn and I get a CTD.

If I change to Hawks (13:hammers:) I also get a CTD. But switching to Hunters (40:hammers:) allows the turn to continue. I then get 15! Hunters instead of about 6 that I should get.

So I tested it. I queued up 20 Work Boats -> No CTD all 20 built.
40 Work Boats-> No CTD all 40! built.

There is obviously some major bug with overflow handling with the multiple production addon.

Seems to me that while Alt-Building, the overflow keeps adding on and the game gets stuck in an infinite loop trying to give me a million units. Some problem with small cost and large overflow, resulting in infinite builds.

Yet with something like Arquebuses it gives the correct 1-3 units that you would expect while on Alt-Build.

I am running Version 7.20 with Hot patch. Also I am running the Conquest civic which may be upsetting the overflow calculation in the multiple production code.


Edit: I have a lot of bonus :hammers: buildings including:
Command Post
Pillar of Chains
Heroic Epic
Shipyard
Forge
Heron Throne

It seems to me that the overflow gets modified each time by all those buildings and that it is possible that the overflow amount times by the bonus will always be greater that say (20:hammers:) for Work Boats. So it gets into the infinite loop.

I would change the mutiple production code to simply get the current :hammers: that the town produces, divide by the current cost of the Alt-Build unit and produce that many copies. If the code already does this then good luck trying to debug :)


Regards,
Maglock
 

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How come Work Boats are getting the military unit production bonuses from the Heroic Epic and Command Post?

I thought Work Boats were supposed to be non military units like Settlers and Workers?

Edit: Work Boats also get the -10% malus production from the Apprentice Civic (and other such civics I assume).

Also, are Hawks considered a military unit? If so, they currently don't get the above bonuses.
 
Patch 7.30 "Into the Desert"
  • includes the hotfix
  • AI: Improved Calculation of Military Power (by Skyre)
  • AI: Improved War Declaration Logic (by Skyre)
  • AI: some minor tweaks by Skyre
  • barb AI improved
  • Lots of Translations and txt key fixes by Saathei
  • merged latest FFH Patches (well, only few things, since a lot was here originally)
  • few random little fixes
  • fix: Creation and force Mana guardians have spellbooks
  • fishing villages connect the resources they discover
  • ranged combat stats aren't shown if gameoption ranged warfare isn't used
  • Attempt to fix OOS issues with ranged warfare gameoption
  • Units set to Autocast a Spell will immideatly cast the spell if allowed (haven't cast already the turn, etc.)
  • Amurite Worldspell doesn't block reading and dropping Spellbooks
  • Gameoption Passive Training: CityBar MouseOver Help shows limits of passive Training in the City (global and local effects added together)
  • chance for Creation Mana Guardian to create Oasis feature reduced.
  • improved danger calculation for workers
  • Additions to House Ghallanda
  • Leader Anagantios (Illians) is expansive instead of emergent
  • spawning of invisible baby spiders reduced
  • Goblin Hero Zarcaz added (from Rife) + Zarcaz bow (requires gameoption Ranged Warfare)
  • Module Buildings+: Philosophical trait allows to build academy. requires Arcane law+4libraries, cost 250 :hammers:
  • Module Buildings+: Aquae Sucellus gives 1 Life Mana
  • Module Buildings+: Asylum removes Enraged Promotion
  • Module Buildings+: Freak Show gives a free Specialist from Chaos mana node
  • Module Buildings+: Code of Junil gives GPP for Commander and free promotion Command IV
  • Some Techs give a free unit for the first civ to research it. (Corruption of Spirit AV priest, knowledge of the ether adept, etc.)
  • Module Buildings+: Waterwell Building added (modcomp made by OrionVeteran). requires Engineering, gives city a freshwater source, +2 :food:, costs 60 hammers.
  • Module Passive Training updated for Mazatl
  • Slavery Module added
  • Units of lvl 6 and higher can retire and found an Adventurers Guild
  • Module Buildings+:Courthouse when constructed has a small chance to allow agnostic leader Alignment switch.
  • Module Grigori+ added
  • Module Malakim+ added
  • Playeropion Speedboost added
 
Sephi,

If I may, I would like to suggest you create a patch and version labeling system for the downloads similar to what FFH uses.

Version 7.30 patch is labeled "patch", and I have another labeled "hotfix" from the last update. At some point these files will become a jumble.

Full Version Downloads could contain the label

Wild Mana v 7.30

and a Patch to that version could be labeled

WM7.30 Patch A

or something similar along those lines.

Just a thought.

Looking forward to testing the latest and greatest either way.
 
the advantage of using the name Patch.exe is that I don't have to change download links. They will automatically link to the most recent patch.

a new patch is linked in first post
Patch 7.31 (breaks saves)
  • fix Elohim can build Chancel of Guardians Building
  • added unique button image for automatic terraforming
  • added missing art for Malakim+ module (somehow got lost)
  • added missing txt keys
  • added Esus Mechanic (Promotions onUnitBuild) from TweakMod (by Rystic)
 
Ahh so there is a method to the Maddness in the Mana afterall..... :crazyeye:

the advantage of using the name Patch.exe is that I don't have to change download links. They will automatically link to the most recent patch.

a new patch is linked in first post
Patch 7.31 (breaks saves)
  • fix Elohim can build Chancel of Guardians Building
  • added unique button image for automatic terraforming
  • added missing art for Malakim+ module (somehow got lost)
  • added missing txt keys
  • added Esus Mechanic (Promotions onUnitBuild) from TweakMod (by Rystic)
 
First off, I'm having a ball with 7.31.

I think you do a great job with the changelogs, but a couple of points I've got uncertainty about. You've listed that the "Grigori+" module is included, same with the "Malakim+" module. I've definitely seen brainstorming threads for those, sometimes with an initial post and ongoing edits managed by Sephi, sometimes not.

Would it be possible that some of those "shorthand" changelog posts actually become links to threads where a definitive statement of what's in it, are made?
 
Thx Gekko, I did see those Brainstorming threads (and even participated in one), but I wasn't clear if the first posts 100% captured all changes.

Example, the "library research" type Adventurer 5 turn spell isn't described, and the Luonnatar business suggests seeking descriptions from the Magister Mod, which itself lacks a changelog, just having 8 pages of discoveries, explanations, thanks, discussions, etc. Maybe they're just Enlighten-casters and not much else new, I never tinkered with normal Grigori much so I may not be able to tell the difference.
 
sweet, no more IW to get AM!! :)

I'm curious to know why you chose alteration and divination specifically as replacements though :D

while I'm at it, a couple small things I really wanna see fixed for 7.40... pretty please! :lol:

1) The harpy event
2) missing flavourstart criteria for the scions
3) boar riders needing pig instead of bison
4) guild of the nine being a wonder instead of a "true" guild when playing without the guild gameoption ( plus that thingie from avahz's mod that lets Hippus get mounted mercs even without GotN, otherwise they're horribly boring if they can't build it :lol: )
 
1) AI doesn't understand the 5 turn stuff
2) If you upload a modified settings file I gladly add it (can't remember where to look for such a change)
3) You can easily change that with a module. probably 5 lines of code. I find dwarves riding pigs not scary at all:p
4) on my list but not very high. The true Guild of the Nine has priority.
 
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