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Download and Current Changelog

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

  1. Sephi

    Sephi Deity

    Joined:
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    Patch 7.10 (break saves)
    • Added modcomp Show hidden AI Attitude Values (via Gameoption) http://forums.civfanatics.com/showthread.php?t=335966
    • Building help will display actual effects, for example courthouse shows how much gold is saved from the lower maintenance (merged from recent BUG mod)
    • Fix Summoned Hyborem (for real now, tested)
    • Fix Rounding Error for feature Growth (ancient Forest mostly)
    • Fix WorldWonder University now requires Scholarship civic
    • noble House of Cannith is Unitcombat Adept and starts with channeling 1
    • Fix Pasture can be build on bonus Bison
    • temporary Fix: AI will never convert away from their favorite Religion (I had changed that recently but it seems it causes more issues than it helps)
    • AI_DIPLO_THANKS entries for a few leaders fixed (let me know if you find other problems with the diplo texts of the new leaders)
    • Fix Pirates won't spawn in Lanun Pirate Ports if Lanun are at war with Pirates
    • Rounding of City Production is now more logical. 1 hammer +20% is 1 (same as before) and 1 Hammer -20% is also 1 (was 0 before).
    • fix moved display of Flexible Difficulty Text (shouldn't interfere with scoreboard now)
    • fix a weird (and very rare) WoC
    • fix languages other than english will work (but missing translation)
    • fix Noble Houses of Erebus are tied correctly to their buildings
    • fix Shipyard building
    • more mana gameoption: Kuriotates start with creation mana instead of a second sun mana
     
  2. Doug Piranha

    Doug Piranha Warlord

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    Thanks for the update. I'd suggest changing the first line of the first post from "7.01" to "7.10" to avoid confusion.
     
  3. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

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    sweeeeeeet!

    and now, a minor suggestion for the next version: give Saverous the waterwalking promo. after all, he IS just a buffed up drown, and it makes him oh so much more fun to use along with a stack of them, instead of needing a ship to carry just him around while your cultists and stygians/drowns can happily waterwalk.
     
  4. Avahz Darkwood

    Avahz Darkwood Emperor

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    I cast summon MagisterCaltuum!!! :D
     
  5. MagisterCultuum

    MagisterCultuum Great Sage

    Joined:
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    MagisterCaltuum?


    Saverous is not a drown, he is a Thrall. He is a living man possessed by a demon in the employ of the Burnt Priest. He is covered in demonic runes that give him superhuman strength, although they cause him great pain and drain him of all energy after each activation. (The drain and pain don't matter much when a demon is in control.) I don't think the runes let him walk on water though, or make him not need to breath air like drowns. The main use of this giant of a man was intimidating, disciplining, and executing the Burnt Priest's less loyal slaves.


    In the lore, Saverous is eventually freed from the Burnt Priest and becomes a friend (perhaps an unofficial squire) of Valin Phanuel.



    I don't see much justification for giving Saverous Water Walking.


    Personally, I think that Cultists should loose Water Walking, and that Speakers should have a spell that can give a temporary Water Walking promotion to their whole stack.

    I prefer to allow any living, non-immortal, probably non-world/national unit limited melee units to become a Drown, with strength based on that of the unit before the transformation. These would however not upgrade to anything.

    Obviously, with these changes OO is no longer an early powerhouse but is much more impressive in the late game.
     
  6. arstal

    arstal Say No 2 Net Validations

    Joined:
    Dec 22, 2005
    Messages:
    771
    Game is crashing on me every time I try to start it.

    Are of the options being problematic right now?

    Found out the cause: if your game somehow resets below normal difficulty, it crashes since you don't have settings below normal.

    (it switched without me knowing, caused the crash)
     
  7. Avahz Darkwood

    Avahz Darkwood Emperor

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    Behind You!!!!

    :D:lol: you know I do that just to get under your skin!! :p
     
  8. Medicine_Man_55

    Medicine_Man_55 Warlord

    Joined:
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    Excellent update.

    The most desired thing I'd want to see for Wildmana now is a code cleanup. I have noticed that while Wildmana is smart and varied, it also has the memory allocation issues of pre-code cleanup base FFH2.
     
  9. JeffSteel

    JeffSteel Warlord

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    Version 7.10, Auric Ascended has only +1 affinity for Ice mana, whilst Tyranis Ascended has +10 affinity.
     
  10. JoMac

    JoMac Chieftain

    Joined:
    May 19, 2009
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    47
    Bug? 7.10. I still have the flex level blocking the info in the lower right portion of the screen. You still must select flex difficulty in order to get the unrestricted leaders to work.
     
  11. Avahz Darkwood

    Avahz Darkwood Emperor

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    Sephi, Is it possible to download the updated civ "The Frozen" into the normal modules folder (and over riding the existing file for them) without doing any damage to the rest of the game?
     
  12. Sephi

    Sephi Deity

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    I'll try to remember the issue with the unrestricted leaders.

    Copying the Frozen module will damage a lot (python isn't modular).
     
  13. Medicine_Man_55

    Medicine_Man_55 Warlord

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    I have noticed that the AI doesn't really use religious special units, aside from priests. Not a real big issue, I suppose, although I miss having to deal with piles of Diseased Corpses when fighting an Ashen Veil civilization.
     
  14. Neomega

    Neomega Deity

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    Looks like Ancient forest still are hardly spawning at all
     
  15. Goodgimp

    Goodgimp Warlord

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    Is anyone else still not seeing Shipyards in the latest?
     
  16. Sephi

    Sephi Deity

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    for me shipyards are working fine

    Patch 7.11 (doesn't break saves)
    • fixes a possible CTD introduced by a fix in Patch 7.10
    • fixes a few minor issues with Scions
     
  17. Sephi

    Sephi Deity

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    reuploaded 7.11 with a little fix for feature upgrade chance (Ancient Forest)
     
  18. Goodgimp

    Goodgimp Warlord

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    Hey Sephi,

    Thinking I may have messed something up while working on my spells module, I installed a fresh copy of WildMana (7.11) onto my laptop which hasn't seen any development work or tweaks to the base game. I also couldn't see the Shipyard building in that game (although it's available in the World Builder). Everything looks good in the WildMana XML, so I took a look in the other Modules.

    Looks like FFHPlus has the <iCost> of the Shipyard set to -1 in FFHPLUS_CIV4BuildingInfos.xml. If I change this to a positive value it shows up as it should. It looks like this is the issue preventing it from appearing?
     
  19. Sephi

    Sephi Deity

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    :( I forgot the remove that file from the installer. You can delete it, I had to rename a few XML files to fix loading errors on a few OS. The file is replaced by BUILDING_CIV4BuildingInfos.xml which should also be in the folder.
     
  20. Goodgimp

    Goodgimp Warlord

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    Okay, will do!

    Also in that same folder I see these files:


    • FFHPLUS_CIV4BuildingClassInfos
      FFHPLUS_CIV4BuildingInfos
      FFHPLUS_CIV4BuildingsSchema
      FFHPLUS_CIV4SpellInfos
      FFHPLUS_CIV4UnitSpellSchema

    It looks as though all these have corresponding BUILDING_* files. Should all those mentioned FFHPLUS xml files be removed?

    I'm off work today and have plenty of time on my hands, would it be of any assistance if I were to remove what files were needed and repackage the WildMana installation? I'd just need the install config file for it and I should be able to repackage and upload somewhere.

    If not I completely understand, just wanted to make the offer because i know your hands are full!
     

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