Wild Mana for FF

Valkrionn

The Hamster King
Joined
May 23, 2008
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This is an updated version of Orlanth's Crystalized Mana:Conquerable Nodes mod.

FF Plus Compatible - Attached to this post.

This mod is NOT FF compatible, it requires my FFPlus mod, and will be rolled in with one of the next patches, after which this thread will be for development and balance purposes only.


Rather than being found as generic mana crystals that can be developed into whatever type of node you want, you will come across deposits of specific Mana types (ie Air Mana, Life Mana, Spirit Mana etc) and will have to develop your strategies around that. You will still need to research the appropriate tech and have an Adept create a node as usual. If you manage to reach Metamagic II, you can still Dispel any node back into raw mana which can be shaped however you like, making Metamagic a much more important part of the game.

  • All changes, aside from the minor yields granted to the mana, are now handled via the "Wild Mana" game option. :goodjob:
  • There is more mana overall than the default game; you will have access to a good variety of magics but will be unable to fully bend them to your whim until you reach Sorcery and secure access to a Metamagic node. The abundance of each type scales with the number of civs, and there is also a random component; there will generally be at least one of each mana type somewhere on every map.
  • A fair amount of the original raw "colorless" mana crystals can still be found, which can be freely shaped by the first to bind them to a node. They are distributed evenly over wide areas so you will have a good chance at securing at least one, allowing you some flexibility early on (choose carefully..)
  • The AI has been made more willing to trade most mana resources, for the right price.
  • Mana types will have a minor effect on the yield of the tile they're found in (+1 for Life, +1 for Earth, etc)
  • Mana types will have a 1 in 3 chance to spawn powerful defenders on game start. The defenders are held, but are still pretty nasty. If you want to remove the defenders, open CvEventManager.py in a text editor and search for "Mana Defender", and delete the line it's on.





Current defenders are as follows:


  1. Wild Air - Air Elemental - Demon Civ
  2. Wild Body - Flesh Golem - Demon Civ
  3. Wild Chaos - Chaos Marauder - Demon Civ
  4. Wild Death - Lich - Demon Civ
  5. Wild Earth - Earth Elemental - Demon Civ
  6. Wild Enchantment - Wood Golem - Orc Civ
  7. Wild Entropy - Tar Demon - Demon Civ
  8. Wild Fire - Fire Elemental - Demon Civ
  9. Wild Law - Einherjar - Orc Civ
  10. Wild Life - Angel - Orc Civ
  11. Wild Metamagic - Thade - Demon Civ
  12. Wild Mind - Psion - Demon Civ
  13. Wild Nature - Guardian Vine - Animal Civ
  14. Wild Shadow - Spectre - Demon Civ
  15. Wild Spirit - Monk - Orc Civ
  16. Wild Sun - Aurealis - Orc Civ
  17. Wild Water - Water Elemental - Demon Civ
  18. Wild Creation - Elk - Animal Civ
  19. Wild Force - Dragon Slayer - Orc Civ
  20. Wild Dimensional - 6:str: Gnosling - Demon Civ
  21. Wild Ice - Ice Elemental - Orc Civ
 
Sweet! Thanks Valkrionn! Hell yeaH! wooo!
 
Put Gnoslings as a Metamagic spawn or a Djinn maybe.
 
You could do the whole spawning thing fairly easy by just making all Mana Nodes permanent, with a Mana Node created for Raw Mana types (So that casters can still build nodes, maybe have the Raw Mana node type not be permanent, but pillage to itself. Should allow you to build over it that way, but not allow you to remove it simply). Then just set them as bSpawnForOwner and absolutely any unowned mana node will spawn beasties. Encourages you to have a node in your BFC just so you can culture it up quicker and turn off the spawns, since there would be ABSOLUTELY no other method of stopping them :)
 
To be honest I'm not a fan of the spawning at all.

The part of this I liked, was just having premade mana nodes in the world, in thematically appropriate areas. Having them spawn monsters isn't something that really appeals to me
 
Sounds like there will be two options, Wild Nodes (those that spawn based off of their type) and Preset Nodes (same as above but no spawning).
 
Love the idea, great work, Thanks Valkirionn!
 
Awesome! :D Thanks for updating it Valk, will definitely grab it.

I'll come up with some spawn suggestions after I get out of class tomorrow.

Thanks again.
 
Great!

Is the "specific environment" really working/implement? Haven't tried it yet, I just want to know. At first, I would think that some mana types aren't that easy to restrict to a specific environment. For example, do you find dimensional mana in any place? Now that I think about it, it would be pretty logical to, since it's tied to teleportation and all :lol:

So, I'll port this to Orbis if you don't mind.
 
Yep, I just checked. I don't know if I will implement the wild things, though... Maybe. The spawned units may roam in the countryside or are they held, like mana guardians? I don't know which idea I like more...
 
So i wanted to try this out, because i really like the idea, but starting my first game i got this: mana.JPG

Seems a tad excessive...
This is playing ff patch n, with the flavour start enabled, if that makes any difference.
 
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