[to_xp]Gekko
QCT junkie
yep, I tried loading your save game with 2.1 and it crashes.
Just started playing v2.0 of the wild mana mod. The save gave I have attached always CTD before even finishing the loading screen.
Basically started a Bannor game. Met the Illians, then a minor leader for the Calabim. Then next turn CTD.
I removed the abilty to cause war on vassals by exploiting area damage spells.[to_xp]Gekko;8253959 said:you also mentioned some issues with spells and that you had to change the Clan of Embers due to a bug. may I ask you what these 2 issues are exactly?
I just set them to default cause I usually want to use the game options this way but to do it I suggest pangea-like maps because I have done all my testing on them. No idea what happens on other maps. BTS Better AI has quite a bit fixes for naval warfare that I haven't included.[to_xp]Gekko;8253959 said:oh, and are my guesses for the reason why you set No tech brokering and No Acheron as default, and you suggested to use pangea-like maps correct ? I'm curious to know why
weird. I checked my modifications of loading/saving a game and they seem fine. Can you load previos saves?
Yeah, I didn't notice that bit until just now. (Didn't know about the update, at that.)
Minor leaders in the main mod was never a good idea, and it really sucks that they're bundled in with all the good changes. Mechanically, they were designed to fit into a structured storyline, and are really out of place in a sandbox game. In theory a system wherein you can choose to have only the original cast assigned randomly would be acceptable, but that would probably be ball breaking to code.
I designed the FF mana types to be different to what how they are in FF (no reason to simply copy stuff) and that you are able to play under the same rules FFH has. I wasn't that sure about Force Mana, but I guess it's better to move it to the wild mana only section too.[to_xp]Gekko;8256390 said:4) this one is a pretty serious issue: the new mana nodes ( force and creation ) cannot be built, as in, the techs activate them, but arcane units can't build them. moreover: if Wild Mana gameoption is not activated, Creation mana should be buildable, otherwise it's out of the game for good. actually, I disagree with the fact that creation nodes can't be built, and I think that Ice and Creation should be buildable just like in FF, it's bad to have them be the odd ones imho. and while you're at it, you should also add in Dimensional mana, so that we don't have all mana in the lore present aside from poor dimensional being left out ( why should the poor sheaim lack their signature mana? )
only a display error but will be fixed.[to_xp]Gekko;8256390 said:5) another pretty serious issue: my priest of leaves can autocast bless and shield of faith ( even though they can't cast it manually )
That's a feature from BUG 3.6 I think.[to_xp]Gekko;8256390 said:7) weird... when you discover a new technology and the box with the info about it shows up, the "improvements" box also contains unlocked new civics... whas it always like that?
The BUG mod lets you customize it. Maybe someone finds a better default for FHH.[to_xp]Gekko;8256390 said:9) another small issue: the naming system doesn't work very well with FFH. units are frequently upgraded, so you often end up with, for example, archmages named adept I,II,II , etc. ...