Discussion in 'FfH2 Modmods, Scenarios, and Maps' started by Sephi, Jun 22, 2009.
you really think so?
since deleting posts isn't possible, I had to edit in something
Made Wildmana a standalone install to prevent issues during the install process. It is linked in the first post with the following changes.
Wildmana 7.20 "The Rise and Fall of House Ghalladan"
It's a full install, make sure you delete the old FFH Wildmana folder before. (you can find it in wherever you have installed Civ4\Beyond the sword\mods folder
Gameoption "Noble Houses of Erebus": many of the planned mechanics of this Gameoption have been implemented for House Ghalladan
Unique Abilities for House Ghalladan added (more might follow)
Your actions decide how much House Ghalladan will support you
to gain support of House Ghalladan you need to research trade fairly early and accept their offer
If you accepted their support, but displeased them, some cities may revolt
If one of your cities revolts and joins House Ghalladan, you get the option to switch sides and rule as the Patriarch of House Ghalladan
removed a few old files from the installer
fix:symbols of the Noble Houses
fix display of spell costs (for gamespeeds different from normal)
fix an error of modular loading:bonus nightmare will give free promotion again
fix pirate ships should consider Lanun friendly now
fix Blizzard will never damage Illians/frozen
fix Leaders at peace with Barbs are only blocked from exploring lairs that spawn barbarian units
fix: Pearls don't count for starting plot normalization
fix: critical art bug (was listed under "known issues")
fix: Terraforming Gameoption (was listed under "known issues")
fix: Pirate Spawning reduced
added some fixes made by Denev
added some flavor additions from Avahz Darkwood's module
Scions Lite Module: Melate gains ability to build govern a City
Leader Kane gains Spiritual Trait
Leader Averax gains Magic Resistant Trait
Leader Gosea gains Arcane Trait
Leader Malchavic gains Scientific Trait
Leader Os Warqa gains Arcane Trait
removed culture penalty from emergent Leaders
Units created by an emergent Leader have a small chance to become inspired. Inspired units gain experience in battle faster.
AI will value Lumbermills less
invisible Pearls won't block construction of fishing villages anymore
Speed improved a little bit by blocking some unused python callbacks
frozen worldspell doesn't affect mechanized units
some more little fixes
Module Mazatl added (A Jungle Civ from Fall Further)
Flavor graphics for City and advisor screens (can be disabled in BUG Menu->Cityscreen tab)
Yakut is agnostic instead of emergent
added many Pedia entries for the new Leaders (thanks to all who wrote them)
included new Shadow Art by Neomega
merged tweaks to Defensive Strikes from Denevs Mod
merged tweaks to Unit Cycling after casting a spell from Denevs Mod
Goodgimp's Spells Plus Module v. 020 included
Spellcasting AI tweaks to adjust to the new spells
Base FFH Background graphics restored (the BUG graphics were never intented, just part of the merge)
FFH scenarios are playable in Wildmana (though they probably need some balance changes here and there)
Amurites: Wizards can upgrade to Immortal
Potency Promotion is removed if savant upgrades to mage (and leader has no arcane trait)
Gameoption Ranged Warfare added
Gameoption No New Civs added (non base FFH civs won't show up as random civs)
Hm. As of now i really start to dislike Wild Mana a lot.
Being swarmed by Strength 5 Axemen in turn 75 is no fun. The same goes for Strength 6 Stags, which will raze your cities. Normal players are often still stuck with Str3 Warriors at that time. Its all just a bit too much.
The same goes for ridiculously overpowered Goblins, which btw show the wrong unit type symbol - at least in my game the all had a "melee"-Unit symbol, while obviously being a revon unit.
The only good thing about Wild Mana is that in many cases the AI's will be wiped out by equally overpowered barbarians.
Oh - and why do my forest constantly spawn invisible spiderbabies which eat my workers?
You got a savegame for that? I'd love to see this turn 75 axeman swarm. Are you playing quick speed immortal or something?
Your forests? Spiders do not spawn in occupied territory, and they do not stay in cultural borders. They obtain the cautious promotion until they have left, and do not attack, they simply try to flee.
SO what really happened, was you sent a worker outside of your borders to work, and it got eaten by a baby spider, wihtotu checking with a scout to see if it was safe first. Also, unlike vanilla FFH, spiders don;t just stay in the same place, they move about, and they specifically like to gravitate towards weak targets.. It's wild mana.... and there are many spiders, and baby spiders are great to catch and raise into giant spiders by animal handling promoted scouts.
It happened on a peninsula which belonged 100% to me. Suddenly a worker gets eaten by a baby spider. I build a Hunter, go there, kill a baby spider. A few turns later the same thing happens. A spider eats a worker right in the very heart of my empire.
So, no, something else has happened. And i think its pretty annoying.
actually this thing with spiders eating workers deep in my territory happened to me as well, not sure if it's working as intended or not though. imho it only makes sense that they eat workers if given the chance.
Happens to me as well from time to time and is annoying as hell.
Yep, spiders ate at least 5 workers in my current Amurite game. At the moment I have them paired with archers. I don't remember them doing this before (not inside borders, though they ARE barbarian-flag not animal-flag (faction?)).
Guess it will just force us to get hunter/fawn/ranger/whatever and run around with them occasionally ?
Also, capturing dragons(10%+ chance with priests) and using their aoe near those massive attacking AI stacks is perhaps a little bit too good? Also lost a spellbook to a white dragon AOE attack (since its damage limit is 0%, like bronze dragon). Good thing they're not captureable by subdue beast, that would be way easy. (this is with the dragon thing challenge on)
Giant spiders have barbarian flag cuz they are HN, baby spiders are animals though.
It is very simple to go in, and add a line of code telling the game that any HN unit with the bAnimal tag should use the Animal flag. Well, technically it's more like 2 'if' checks and 2 lines for the new flag, but that's only because you need to add it in two different places.
Patch 7.30 "Into the Desert"
includes the hotfix
AI: Improved Calculation of Military Power (by Skyre)
AI: Improved War Declaration Logic (by Skyre)
AI: some minor tweaks by Skyre
barb AI improved
Lots of Translations and txt key fixes by Saathei
merged latest FFH Patches (well, only few things, since a lot was here originally)
few random little fixes
fix: Creation and force Mana guardians have spellbooks
fishing villages connect the resources they discover
ranged combat stats aren't shown if gameoption ranged warfare isn't used
Attempt to fix OOS issues with ranged warfare gameoption
Units set to Autocast a Spell will immideatly cast the spell if allowed (haven't cast already the turn, etc.)
Amurite Worldspell doesn't block reading and dropping Spellbooks
Gameoption Passive Training: CityBar MouseOver Help shows limits of passive Training in the City (global and local effects added together)
chance for Creation Mana Guardian to create Oasis feature reduced.
improved danger calculation for workers
Additions to House Ghallanda
Leader Anagantios (Illians) is expansive instead of emergent
spawning of invisible baby spiders reduced
Goblin Hero Zarcaz added (from Rife) + Zarcaz bow (requires gameoption Ranged Warfare)
Module Buildings+: Philosophical trait allows to build academy. requires Arcane law+4libraries, cost 250
Module Buildings+: Aquae Sucellus gives 1 Life Mana
Module Buildings+: Asylum removes Enraged Promotion
Module Buildings+: Freak Show gives a free Specialist from Chaos mana node
Module Buildings+: Code of Junil gives GPP for Commander and free promotion Command IV
Some Techs give a free unit for the first civ to research it. (Corruption of Spirit AV priest, knowledge of the ether adept, etc.)
Module Buildings+: Waterwell Building added (modcomp made by OrionVeteran). requires Engineering, gives city a freshwater source, +2 , costs 60 hammers.
Module Passive Training updated for Mazatl
Slavery Module added
Units of lvl 6 and higher can retire and found an Adventurers Guild
Module Buildings+:Courthouse when constructed has a small chance to allow agnostic leader Alignment switch.
Module Grigori+ added
Module Malakim+ added
Playeropion Speedboost added
!!??? free promotion command IV? That's a bit extreme, isn't it?
You think it is too much? I borrowed the idea from MagisterMod as It sounded pretty cool.
Patch 7.31 (breaks saves)
fix Elohim can build Chancel of Guardians Building
added unique button image for automatic terraforming
added missing art for Malakim+ module (somehow got lost)
added missing txt keys
added Esus Mechanic (Promotions onUnitBuild) from TweakMod (by Rystic)
Yeah, way too much, maybe command I, and let them spend promos for the rest, but giving them even 50% domination off the bat is just crazy powerful. Especially with dragons all over the place.
Promotion is given only to disciple units
also gives only 20% domination effect.
Haven't checked if Monks are allowed to gain the Promotion but I think they do
how does it give only 20% ? isn't it cumulative with the other three for a total of 80% ? does it mean you get C4 for free and can then buy C1-3 with XP?
yes, you only get the C4 Promotion. I would prefer C1, but most priests already start with C1 for free IIRC.
they don't start with C1, the good thing about giving them C4 is allowing all priests to get it instead of just Order priests... having priests start with C1 could be a nice new trait for minor leaders though
hye all there reading this....
a little question: a "mouseover" on a army of at least 10 men, the top unit is allways out of screen (over the top) : is there a way to fix this ???
where is my axe
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