List of New Gameoptions in Wildmana

Sephi

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Jan 25, 2009
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New Gameoptions :
  • Challenge Awakening of the Dragons:
    1. Later in the Game Dragons spawn randomly on the map.They are weaker than Acheron but can easily become a threat once they gain a few promotions.
  • Wild mana
    1. Many Raw mana nodes are converted randomly to Mana nodes a few turns after the game startet
    2. two new powerful mana Types (Creation and Force) which normally aren't available are placed on the map
  • Challenge- Deadly Wild Mana:
    1. Same effects as Wild Mana Gameoption, also
    2. Wild Mana Nodes have a Guardian with special abilities
    3. The Guardian will sometimes spawn Minions to help him defend Mana node or to attack those that come close
    4. The Guardian and his Minions have a special UNITAI to give them a unique behavior.
    5. The Guardian can channel the magic energy of the node. For example a chaos node guardian sometimes mutates units close to his node while a Ice node guardian will slowly convert the terrain that surrounds the node to Ice/Snow/tundra.
    6. The Guardian casts spells of his mana sphere
    7. Faction system. For example Minions of a Ice Node won't attack Illians, Creatures from a Nature Node won't attack Elves, etc.
    8. Upon Death Guardians will drop a Spellbook, the type of Spellbook depends on the mana node. The Spellbook gives the Unit that reads it a few spells/experience for free. Chance to learn spells depends on techs known.[/URL]
  • Gameoption more mana:
    1. palace gives two more free mana (some palaces give Creation/Force mana)
    2. more mana nodes are placed on the map, amount depends on map size
  • Gameoption: Challenge AI mana boost:
    1. AI is given free mana based on difficulty.
    2. Prince: Sun,
    3. Monarch: Water
    4. Emporer: Sun,Water,Body
    5. Immortal:Water, Sun, Body, Mind
    6. Deity: Water, Sun, Body, Mind, Enchantment
  • Gameoption: Advanced Terraforming:
    1. tundra can be scorched to plains
    2. grassland can be scorched to plains
    3. Spring turns riverside deserts to floodplains
    4. marsh can be scorched to grassland
  • Gameoption: Improvements without Techs:
    1. Workers can build improvements without the needed tech, but at a slower pace.
  • Gameoption: Challenge- Pirates
    1. Pirates try to invade Coastal Cities
  • Gameoption: Tamed Wilderness
    1. Less Barbarians and Animals spawn
  • Gameoption: Flavour Start
    1. Civs startregion is altered to meet the flavor of the civ (forest for elves, hills for dwarves, etc.). Gameoption is from FlavourMod for FFH by Jean Elcard
  • Gameoption: Passive Training
    1. Barracks and a few other Buildings can be constructed. They enable Units to automatically train and gain some experience before their first combat
  • Gameoption: No Animals and Barbarians spawn in visibly Land
    1. Animal and Barbs can only spawn in land not visible to any Civ (similar to base FFH/BTS)
  • Gameoption: Noble Houses of Erebus
    1. Noble Houses may support a Civilization. They are similar to Corporations in BTS
  • Gameoption: WINAMP GUI
    1. If Winamp is started before the game, allows to play orders to Winamp via game interface (no need for alt tab, etc.)
  • Influence Driven War (merged in the Mod made by Moctezuma with some tweaks to fit FFH)
 
I have installed the mod but it stops after selecting the options and starting the game.

What Sephi said. When you switch between mods that have different game options the civ engine doesn't change them so you new game in a different mod is looking for options that are not there. When you do a play now game it resets all options. Best thing to do is start a play now game the exit to the main menu if you want to choose your own option in custom games...
 
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