Patch 7.5x Bugs

Thanks, for the fast reply!

2. In the civilopedia for palisade it is said that units built in the city get this promotion. The entry for the wall defender promotion states that ranged attack must be enabled (in my game it is enabled)

1. Purity counter is a special value for the Elohim which has been introduced by merging the module Elohim+ in Wild Mana. It significantly increases the power of monks and can be raised with certain buildings. But for me the purity counter did not show up.

Master,

Thanks for the additional details, I was unaware of both items, they are new and I had not seen them in my tests yet.
Its possible your missing a file or that they are not working as intended at this time. I will let Sephi or others respond since it wasnt what I percieved the problem to be from your first post.
 
It appears that only living units are able to cast Found Adventurers Guild. I'm playing as the Scions, and while I have many units level 6 or higher, only Korinna the Red is able to cast the spell. :\

Also, I upgraded Alcinus level 2 to Alcinus level 3, and I guess it thought that Alcinus had died, because level 2 resurrected in my capital. Now I have two insane mages running around. :crazyeye:
 
@Master afaik the purity counter works fine, you just need to have it above zero to show up. that usually occurs when priesthood is researched and you build some oracles/abbeys
 
i can't build ice nodes for some reason.
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On Purity Counter, I really-really think it should show up all the time, even when zero. Just to avoid confusion (which end into bug-report :D)

In my current game (patch 7.52 I believe), I have an Abbey plus other buildings supposed to increase it. But there just is not a counter anywhere and my monks are just regular ones without any extra boosts as far as I can tell. This is my first try with Elohim in Wildmana though so I may be missing something..

Also, I have not been offered any of the Houses. If I understood correctly, only the unfinished were disabled, not all. The Hunters, the Culture Club, nor the Bankers bothered to show up. I had at least nature mana and a gold mine at the time of researching the needed techs.

Probably intended, the Dragons show up much earlier now. At turn 150 in a normal speed game. They wont step into cultural borders, and leave animals alone. I think this is a great improvement. Just settling cities is a challenge!
 
7.52 is buggy, try with 7.54 ;)

not being able to build ice nodes is intended, not on raw mana at least. you can only build it on an ice node, i.e. if you play with the wild mana gameoption and find one.
 
I think the way the computer opponents evaluate how wars are going for them needs a look. It seems impossible to get them to surrender, even when they are clearly beaten.
I didn't notice this problem in vanilla FFH.
 
In my current game (patch 7.52 I believe), I have an Abbey plus other buildings supposed to increase it. But there just is not a counter anywhere and my monks are just regular ones without any extra boosts as far as I can tell. This is my first try with Elohim in Wildmana though so I may be missing something..

Also, I have not been offered any of the Houses. If I understood correctly, only the unfinished were disabled, not all. The Hunters, the Culture Club, nor the Bankers bothered to show up. I had at least nature mana and a gold mine at the time of researching the needed techs.

Probably intended, the Dragons show up much earlier now. At turn 150 in a normal speed game. They wont step into cultural borders, and leave animals alone. I think this is a great improvement. Just settling cities is a challenge!

I had the purity counter come up with Priesthood + Pacifism - and monks get nice promotions - but I am not clear as to how the promotions work (random? or at each purity interval? at 50% I had each monk with three promos, all of them same for each monk)
 
I think the way the computer opponents evaluate how wars are going for them needs a look. It seems impossible to get them to surrender, even when they are clearly beaten.
I didn't notice this problem in vanilla FFH.

I'd have to agree.

I found that the AI tough to get to settle for peace, and some of the military strenght are showing strange figures. Does Navy somehow calculate into it?

I mean, sure you're cities got longbowmen but that's it; but I got an army at your gates of 5 cats and 10 axemen - you won't stop me -- gimme tech for peace!!! I'm strugglin' to keep up. - or maybe the AI is *really smart* and rather die than give you stuff... cause it *knows* that you'll declare war in 10 turns again??

Also, I hardly see AI go to total war. Usually, I can chip away at their army and even kill it but I see it rarely bring out more units eventhough over the coarse of the war the AI probably could have surived for much longer and maybe even force me into a poor peace settlement if my economy is in shambles. I usually go all out and get everything to build everything cause I know I'll loose units.
 
As Bannor. unable to build my melee cheapies, and they do not spawn in towns.
 
Also, not really a bug but a balance issue:

Taunt *should* not attempt to put enrage on a whole stack - unfair in MP games. You only need a harlequin to disrupt a whole stack...
 
Sephi,

I just made a modification to one of the choices in the TXT_KEY_EVENT_ELDER_DEATH_2
event.

Option Two gave +1 Happiness for ONE TURN (25 gold cost)

Option One -1 Happiness Temporarily

Option Three (Death Mana Req)

Option Four +1 Science to Elder Council

I changed the +1 Happiness to TEN TURNS.

I didnt see the point in a one turn bonus.

If you want a different value, let me know.
 
[to_xp]Gekko;9050862 said:
7.52 is buggy, try with 7.54 ;)

not being able to build ice nodes is intended, not on raw mana at least. you can only build it on an ice node, i.e. if you play with the wild mana gameoption and find one.
strange, okay
 
I think the way the computer opponents evaluate how wars are going for them needs a look. It seems impossible to get them to surrender, even when they are clearly beaten.

Also, I hardly see AI go to total war. Usually, I can chip away at their army and even kill it but I see it rarely bring out more units eventhough over the coarse of the war the AI probably could have surived for much longer and maybe even force me into a poor peace settlement if my economy is in shambles. I usually go all out and get everything to build everything cause I know I'll loose units.

Both of these are issues with the power levels which are kind of whacky lately. If you build up a stupidly large military so your power rating is about 20x your opponents power they'll give you everything they have for peace :)

I do this when I have a lot of mages and I'm playing one of the summoner leaders, just spam spectres or something similar to inflate your power and watch them roll over and give in.
 
I didn't think the AI valued temporary units so high in the power rating. I guess the Ljolsafar, Clan and Doviello worldspells would also work well for that :lol:
 
7.54, I see you've already added flavourstarts info for the Austrin. however, them not being in the game currently causes python exceptions at map generation sometimes. not sure why it's not always, and I didn't notice any issue caused by it, but I haven't seen that exception after I removed the Austrin info from the FM file.

also, it seems like goblin forts added by flavourmod don't start with a defender so they can be easily neutered before archers start spawning. I'm pretty sure this is the ones added by flavourmod, because the "faulty" ones I've noticed were on chokepoints, which is where FM likes to place them :lol:
 
Not sure if this is a bug, but this version of wildmana seems to be more resource intensive then previous versions.

Also is a no Zarcaz option avaliable?
 
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