The Legacy and the Future of Wildmana

funny, I never get bored of the novelty value of seeing stuff that shouldn't be flying, but it's flying. flying elephants, I like that :D
 
[fanboi]I just have to say wild mana took already the best game on earth, FFH, and made it that much better. I can't believe how fun and interesting and new all my games have been.

Some games if there are enchant or shadow or body guardians, I set my units out to worship them, and sometimes keep them alive for as long as possible, just to give my units enchanted blades or regeneration etc.... Other times entropy or death guardians make swaths of land dangerous, and I always keep in mind the urgency to destroy them. Then there is the decision to make force, ice and creation only available via wild mana or palaces, adding that extra random factor, never knowing if in your game maybe you'll get to play with force or creation mana. Oh and watching the scroll fly to my capital is a new cheap thrill. :D

It seems like so many of the smallest things like taking a goblin fort can be extensive challenges, esp when you have units spawning within the line of sight.

The dragons are so neat. In my northern frontier there are about 4 powerful white dragons. I have gotten lucky and captured 3. I know from other games one powerful dragon can completely own and dominate large swaths of wildlands.

The houses: they are so neat now they have been balanced out. I love the special units, and the special abilities.... and the multiple headquarters. They are so much better than the corporations of vanilla civ. It's also nice to see the AI using them... and cool to see the revoloting cities in others empires sometimes... :D

Then there are all the surprise events, tesb's items, (which I hope one day the AI can understand), surprise civilizations (one game I saw two distinct barbarian civs, one barb faction had a blue flag).

It's about turn 350 on a standard map, 10 civs, (raging barbs, wildlands, all the turn up the wildland features) and there are still large swaths of undiscovered land. I know this because every now and then, I find another goody hut.

I haven't got much time to play this, but when I do, it's sooo damn good!

Thanks for all your hard work, Sephi!!!!
[/fanboi]
 
I was wondering if anyone considered adding the claimable fort system to WM? I really enjoyed that in some of the other modmods.
 
Perhaps it should require the sacrifice of a level four unit to make a fort commander, and maybe the sacrificed unit could add a bonus, like if its a level four arcane, the fort gets a free level II spell (level 4 adept is afterall a mage), on autocast on that tile, if its melee a 10% def bonus, If Archer it gets a +1 range damage, recon gets a +1 sight range, etc...
The fort commanders just feel too OP in the early game, to me, but I think if maybe you had to sacrifice a level 4 unit, it might make it more balanced. Level 4 afterall isn't that big of a deal.
 
Perhaps it should require the sacrifice of a level four unit to make a fort commander, and maybe the sacrificed unit could add a bonus, like if its a level four arcane, the fort gets a free level II spell (level 4 adept is afterall a mage), on autocast on that tile, if its melee a 10% def bonus, If Archer it gets a +1 range damage, recon gets a +1 sight range, etc...
The fort commanders just feel too OP in the early game, to me, but I think if maybe you had to sacrifice a level 4 unit, it might make it more balanced. Level 4 afterall isn't that big of a deal.

Level 4 may not seem high, but it's sure high enough that the AI wouldn't understand it. It's too big a boost to have it be player only, as well.

That said, feel free to import it. If any Fort Commanders from RifE are used, I'd expect credit to be given, though. ;)
 
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