Wild Mana for FF

Does this work with other modmodmods?
 
I am SO looking forward to downloading and playing this weekend.

I play MP with 3 other people, I am ALWAYS the host PC. Some of them may or may not want to play with this mod.


questions:
Will this break saved games? (I assume so)
Since I am hosting, will we get OOS errors if they don't have the same files I do? (I assume so)
If I mod the wild node % will they have to have their % set to the same number to avoid OOS errors? (not sure at all here)

Trying to minimize my confusion as I try and play with so many different people. Keeping the patches straight is a full time job. I have to maintain folders at every patch level until we finish games up.
 
I'll be looking forward to play the eventual version of this, don't have time to test for bugs and stuff yet so I'll probably wait a little to get it. Great work though!
 
So i wanted to try this out, because i really like the idea, but starting my first game i got this:View attachment 213324

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

That? That looks like a PERFECTLY FLAVORFUL start for the Balseraphs. :mischief:

Actually though, if I got a start like that with the Malakim the game would be allready over... especially for Malakim+. :lol:
 
As a side note, I think mana nodes should give +2 :commerce: as tourist attractions or somesuch.

Just to give some benefit to having them in your BFC, and not having them feel like a "wasted" tile.
 
That would certainly add a further strategic element to picking which mana you're going after. Maybe the mana can have individual tile bonuses that can only be brought out by building their respective nodes? If not, perhaps the nodes can boost a small standalone bonus. Though I guess getting access to the spells (and passive effects in some cases) is a decent bonus anyway...

Anyone ever think all mana types should have their own passive bonuses?
 
That would certainly add a further strategic element to picking which mana you're going after. Maybe the mana can have individual tile bonuses that can only be brought out by building their respective nodes? If not, perhaps the nodes can boost a small standalone bonus. Though I guess getting access to the spells (and passive effects in some cases) is a decent bonus anyway...

Anyone ever think all mana types should have their own passive bonuses?

Eh? Do you mean something like why Water Nodes should count as a freshwater source.
 
!!!!!

This
Farms should be buildable beside water nodes.



Also, I think nature nodes should convert all tiles within 1 radius to grassland.


Mana nodes should be useful but not some sort of mega plot. Having them produce extra commerce, food or hammers (usually 1 I think) makes them more palatable being in the BFC. Before they were basically wasted plots.

Personally I'd love to see Entropy mana either randomly increase the AC ( i think this can happen in game already?), Chaos mana randomly change the surrounding terrain (and maybe units?), Death mana should empower adjacent undead and weaken life based ones (and vice versa for life).
 
To be honest I'm not a fan of the spawning at all.

Neither am I. I really don't see why a mana node would spawn creatures.

Regarding passive bonuses, I would argue that having the mana itself is a bonus. I always thought it was a an interesting decision to make ... Do I plant a city with the mana in it's fat cross, giving restricting it's potential? Or do I put my city further away, which would mean it will take longer for the mana to actually be in my cultural borders and it is much easier for other civs to culture bomb me and take it away.

I like the idea of nodes being set from the start. This makes metamagic considerably more powerful. I think it also gives the Amurites a boost they needed. Having metamagic without having to conquer a node yourself is really quite an advantage. Nice change. Look forward to seeing this in action in FF+.
 
Actually, I'm kind of rethinking my stance on the creature spawning. I'd say, not all mana nodes should spawn creatures. Only those where a creature seems to logically fit, like lightning elementals around air nodes.

I kind of envision the natural power of them, attracting elemental beings.

However, I don't for instance, think that death mana should spawn creatures. But instead, I'd like to see a demonic skeleton spawned whenever a living unit dies near it. And I don't think things like law mana should spawn anything.


In general, I'm all for mana nodes being more involved in the world. Things you'd like to be near, rather than just mere resources. Or in the case of some mana types, things you'd really not want to be near. I'd like to see Entropy mana spread hell terrain, and cause -1 food in all nearby plots.

Actually, spreading hell terrain would be a bad idea, don't do that.
But the -1 food, and also, turning forests and jungles into Burnt Forest. Just for the awesome visual effect. Perhaps death mana should do similarly. It would add a nice bit of immersion to have such "dead places" in the world, where crops cannot grow, and trees wither.
 
Atm, I'm going to set it so only about a third of the IMPROVED manas will spawn defenders. These will be powerful, but held.... Nature may get a few Guardian Vines, Death could get a Lich or Spectre, the elemental manas would get several Elemental guardians, etc. Makes it so that you have to work for some of the manas.

Making death mana into a Cauldron type improvement could be interesting too.... Basically, I want interesting effects. And the more powerful manas may actually be MORE painful to be around than beneficial. Death, Entropy, maybe Fire.
 
Making death mana into a Cauldron type improvement could be interesting too.... Basically, I want interesting effects. And the more powerful manas may actually be MORE painful to be around than beneficial. Death, Entropy, maybe Fire.

Make fire ignite forests, and have a small chance each turn to randomly burn down improvements around it, replacing them with Flames

also, I'd love to see Air Mana provide +1 :commerce: from windmills within 2 tiles.

Earth mana should be on a hill, always. As in, it creates a hill if it's on flat land. And maybe a bit of bonus production too.

Life mana could increase the healing rate of nearby units, entropy decrease it.

Chaos should randomly mutate nearby living units, and possibly change terrain types of surrounding tiles randomly

Mind mana could cause nearby units to become randomly enraged, if they don't have Loyalty.
 
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