1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Download and Current Changelog

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

  1. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
    I would consider it more flattering that someone, in their eagerness to try the new features, is willing to put off playing a game they enjoy. :p
     
  2. Aline

    Aline Cat

    Joined:
    Dec 10, 2007
    Messages:
    465
    I just dont feel like abandoning a game.
     
  3. graywarden

    graywarden Chieftain

    Joined:
    Dec 6, 2007
    Messages:
    819
    no need to, play on.

    As a rule update versions come out on friday or saturdays anyway, and it usually takes a day or two to fix any bugs that crept in. We dont pretest updates, we release and use the bug reports and tests to prepare for the next update.

    As a long play tester, I sometimes get a couple of versions behind, simply because I need to test to an end of the game.

    So no sweat, Play on and Enjoy!!!:D
     
  4. Aline

    Aline Cat

    Joined:
    Dec 10, 2007
    Messages:
    465
    Ok thx 4 the info
     
  5. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

    Joined:
    Dec 16, 2005
    Messages:
    7,942
    Location:
    Seyda Neen, Vvardenfell
    will we get improvements from Tholal's mod as well? Mercurian and Infernal AI is in need of a boost, and the improved naval behaviour looks like the perfect bundle with the deep oceans ;)
     
  6. Sephi

    Sephi Chieftain

    Joined:
    Jan 25, 2009
    Messages:
    2,908
    Patch 8.30 "Deep Oceans" (breaks saves) linked in first post
     
  7. dommain

    dommain Chieftain

    Joined:
    Feb 5, 2010
    Messages:
    187
    I have trouble remembering what traits I have as emergent and adaptive in games. Can we have the traits displayed if hovered over the top left flag like in RiFE.


    Edit:It doesn't have to be same way. Just some where I can find it.
     
  8. Silaor

    Silaor Chieftain

    Joined:
    Jan 6, 2006
    Messages:
    55
    Location:
    Dole
    If you hover over your flag, you will see your traits and the non-permanent ones (due to perpentach's craziness or other leaders adaptive trait) are different colors.

    The problem doesn't matter as emrgent since I believe they become permanent.

    edit : I didn't understantd your question at first, sorry - the flag is just left of the map.
     
  9. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

    Joined:
    Dec 16, 2005
    Messages:
    7,942
    Location:
    Seyda Neen, Vvardenfell
    Rise of the Local Legends... what's that? sounds interesting :D
     
  10. tesb

    tesb Chieftain

    Joined:
    Jan 16, 2010
    Messages:
    1,593
    Now that optics is more important can we please get no spawning pirates when optics is researched and the pirate option is turned off. I really dislike them.
     
  11. esvath

    esvath Apprentice of Erebus

    Joined:
    Mar 27, 2008
    Messages:
    1,403
    seconded :D
     
  12. Sephi

    Sephi Chieftain

    Joined:
    Jan 25, 2009
    Messages:
    2,908
    The Local Legends should spice up the early game quite a bit.
     
  13. Neomega

    Neomega Chieftain

    Joined:
    Feb 9, 2002
    Messages:
    11,261
    Yay, some Scion AI!
     
  14. zeggy

    zeggy Chieftain

    Joined:
    Jul 12, 2007
    Messages:
    117
    Location:
    ???
    waiting for 9.0 :(

    Love the mod please 9.0 wildmana ='[
     
  15. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

    Joined:
    Dec 16, 2005
    Messages:
    7,942
    Location:
    Seyda Neen, Vvardenfell
    I suggest you tone down greatly the AIsettlermove value in 9.0 so that we no longer get civs settling on each other's toes, it's really annoying :lol:
     
  16. Sephi

    Sephi Chieftain

    Joined:
    Jan 25, 2009
    Messages:
    2,908
    linked in first post

    Patch 8.31 (doesn't break saves)
    • fix WoC at Armageddon Counter 90

    More likely that I increase it now that the AI picks really good spots to place cities.
     
  17. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

    Joined:
    Dec 16, 2005
    Messages:
    7,942
    Location:
    Seyda Neen, Vvardenfell
    is it changed compared to the one available in current version by modifying globaldefinesalt? cuz I'm using that tweak and although they indeed settle good spots, the issue is still present... and I don't feel like blaming ErebusContinent for that since the script itself provided faraway enough spots :lol:

    perhaps we could make em value the land lower as it gets closer to an opponents, just for the starting settler? that should make sure they still pick good spots, but try to avoid moving too close to an opponent. when 2 starting settlers move towards each other, they can get very very close even if they started pretty distant.
     
  18. Sephi

    Sephi Chieftain

    Joined:
    Jan 25, 2009
    Messages:
    2,908
    It's a good deal better than the one you are using, features for example weren't calculated correctly. Still need to make a few tweaks for some Civs like Scions, Malakim, Mazatl, etc.
     
  19. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

    Joined:
    Dec 16, 2005
    Messages:
    7,942
    Location:
    Seyda Neen, Vvardenfell
    good to hear that, 9.0 is already looking amazing :goodjob:
     
  20. skreeblios

    skreeblios Chieftain

    Joined:
    Apr 22, 2009
    Messages:
    19

Share This Page