Fall Further Plus

I could play one game or two, assuming I'm not modding. Plus, if it's really what I think it is, I would really be happy too. I tried "it" one time and had a start with nothing to use it, so it was a bit pointless.
 
What...? Are you hijacking my head or something...? That's not nice, you know? :mischief:

Anyway, I will have to reinstall FF+ altogether. I think I missed something, the Wild Manas option not working (all mana untapped, no nodes).
 
In which order should all the components be installed? I think I first installed FF+, then Wild Manas, then the Patch.
 
Installation: After installing and patching Fall Further, run the main FFPlus installer, then the Patch, and then the Wild Mana installer located on the fifth page.
You mean the fifth post, don't you?
 
Hmmm... I reinstalled and started a new game as the Austrin. Not any mana which isn't raw. I looked in the WB and found two non-raw mana very close to each other, near a capital. Maybe it's the MapScript? I used PerfectWorld2...
 
Did you get the same effect on game start as you would get from the Rites of Oghma? If you didn't hear the sound and have the locations pointed to, then it's not working correctly.

Edit: Wait, you say you found improved mana elsewhere in the map? In that case, everything is working fine. It doesn't improve all mana, only about 50%, and completely randomly. Some games are bound to end up without much improved mana nearby, others you'll be desperate for Metamagic.
 
Actually, something I've been thinking about is adding two extra options. Basically, they'd be:

  1. Wild Mana - As it is now. Creates extra mana, converts 50% of the worlds mana to various mana types.
  2. Feral Mana(Need a name) - Converts ALL mana. Metamagic becomes very powerful here, so the Amurites and Khadi would love it.
  3. Mana Guardians - Allows you to toggle off the Guardian spawning.
 
So it's working. I did see the spawning thing. The sound was pretty awful by the way. "You've discovered a new resource" times 10 = :eek:

I would love those options. However, and I may delve into python myself just for that, my preferred setting would be to have nearly all mana non-raw and a few raw mana. More flavor, more "harsh" (because you're unable to choose your mana), more interesting and more reward for exploration (finding the raw mana!).
 
Yeah, I'm working on that :lol:. Need to find a simple way to randomize where the mana is placed, without the popup.... the one time I tried it without the popup my comp froze, but I also forgot to delete a comma. Just haven't got around to trying it again yet. :p

Think with the second option I'll leave a small (10%? 5%?) chance for each mana to not convert.
 
If you still want testers, i wanted to start a new game FF+ anyway and i have the time to play one this weekend....
 
Why not just include Raw Mana as an available type? Then you have 22 mana types for ~4% chance of non-improved mana being present.

Basically what I was thinking. If I wanted a larger chance, I just add it to the list twice. :lol:

If you still want testers, i wanted to start a new game FF+ anyway and i have the time to play one this weekend....

That's pretty much when I'll need them. :goodjob:
 
Okay, I'm confused. Should I post feedback to Doviello+ in this thread or in the Doviello+ thread? I'll just post there I guess.
 
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