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Wild Mana for FFH 2

Discussion in 'FfH2 Modmods, Scenarios, and Maps' started by Sephi, Jun 22, 2009.

  1. Neomega

    Neomega Deity

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    Feb 9, 2002
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    11,261
    Welcome to CFC Orthus.... cant believe that screen name wasn't taken.






    If the Command IV only gives 20% domination, then it sounds alright.
     
  2. orthus

    orthus Chieftain

    Joined:
    Feb 22, 2010
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    another feature???

    playing doviello with lucien....promoted to werewolf on level 5.... and then following happened:
    later he got the guru promo and every 10 - 20 turns the guru worked --> a new unit got 200 - 300 exp :goodjob::goodjob::goodjob:

    btw: the werewolf never died :lol: he changed from migthy to strong ( or so)
    now my werewolf has about 600 exp :rolleyes:

    is a bug or a feature :D

    -----------------------
    where is my axe :rolleyes:
     
  3. Sephi

    Sephi Deity

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    guru promotion is usually only triggered if a unit dies. strange
     
  4. orthus

    orthus Chieftain

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    it happened when he changes from mighty to higher werewolf :king: or the other way :p

    but it was very cool, having newbees with 300 exp :D
    ---------------------
    still looking for my axe
     
  5. Sephi

    Sephi Deity

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    new patch linked in first post

    Patch 7.32
    added missing Art for Waterwell (fixes CTD)
     
  6. orthus

    orthus Chieftain

    Joined:
    Feb 22, 2010
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    Patch 7.32

    hmmm the worldbuilder ( ingame) won't start anymore and there is "always raze city" tag on starting a new game
     
  7. Sephi

    Sephi Deity

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    start a "PLAY NOW" game to reset Gameoptions (some invisible gameoptions were used in your case). Worldbuilder gets blocked by LOCKED MODIFIED ASSETS gameoption or so
     
  8. orthus

    orthus Chieftain

    Joined:
    Feb 22, 2010
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    you think it is hard work to use the patchnumber in your filenames ( patch.exe is not very ...hmmm) :thumbsdown:

    and no: starting a new game didn't work either
    i've found some options to be visible in the global config
     
  9. Zerli

    Zerli Chieftain

    Joined:
    May 26, 2008
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    17
    I've played the most recent version of Wild Mana, with Houses of Erebus option enabled. Played as the Elohim/Thessalonica. I invented Trade first, so I got House Ghallanda. I did my best to keep their approval up, but there just didn't seem to be a sustainable way of doing so - you have to keep expanding the house to new cities but each new city added only grants you maybe 5 turns because the support of the House is dropping 2% each turn. Building inns gives you about 5%, adding new cities gives you about 10%, and keeping their trade unit around (max of 5) can add another 5% per unit.

    All of this is of course totally irrelevant because support keeps dropping, so you are at best buying 20-30 turns of time. And when support drops to 20%, the House takes your biggest and most productive city with House in it.

    Why would anyone want this in their civilization? The benefit is not even close to the cost. If you conquer them, they just do it again as soon as support drops to 20%, and that happens a few turns later. It seems you are being penalized for being the first to the technology that enables a House... this would be the "masochist" option?

    Zerli
     
  10. Sephi

    Sephi Deity

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    thanks for the feedback Zerli.

    I guess I should write a Guide about the Noble Houses once they are finished and list all items that increase the Support Modifier. If you have a Support Modifier of 100 for example it means that everytime you build a harbor, twice of the base value is added to the Support and every turn you loose only have the base amount of Support.

    When I have the Support of House Ghallanda I usually adopt Foreign Trade and Consumption which both give quite a bit of Support Modifier. Currency and Astronomy both also give Support Modifier, open border agreements and a few other things. With a decent support Modifier I had no trouble to keep Support high.
     
  11. Sephi

    Sephi Deity

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    new Patch linked in First Post

    Patch 7.40 "The Cult of Esus"
    • Lots of Updates to the Noble Houses of Erebus
      • Civilopedia shows a lot more information about the Noble Houses
      • Advisor Screen added for the Noble Houses
      • Entertainers and Shadow Acrobats of House Phiarlan can now be recruited
      • Hunters, Masterhunters of House Vadalis and tamed Animals by House Vadalis can now be recruited
      • Scholars of House Cannith can now be recruited
      • Investors of House Kundarak can now be recruited
      • Swordmasters of House Tharashk can now be recruited
    • textkey corrections by Graywarden
    • More Translations by Saathei
    • ModComp Occasional Promotions merged (made by killmeplease)
    • ModMod Events with Images for FFH merged (made by ostar/emperorfool)
    • Merged Parts of Denevs Unofficial FFH Bugfix modcomp
    • tesbs additional items merged (made by tesb)
    • new Art for Illian FrostMaiden (made by Esvath)
    • ErebusContinents Mapscript updated (made by Seven05/Gekko)
    • Esus+ Module (more tweaks after playtesting)
    • New Civ: Faeries (based on Faeries for FF by Billyank)
    • Inspired by/merged from Red Turtle modmod:
      • waterworks (early industry building unlocked by machinery)
      • town hall (requires Liberty Civic, increases foreign trade)
      • Doviello hunting lodge UB added
      • Ogham Landmark Wonder added
    • fix: Malakim can get Camels
    • fix: Malakim Workers blocked from building roads in Desert
    • fix: Jungle will transform in Malakim land
    • Malakim Palace will provide Horses if Civ has access to Camels to allow builing rathas etc.
    • Sidar: Wane Ability requires level6 and 26 experience
    • trails will slowly convert to roads in non mazatl land
    • fixed a few minor issues with Gear
    • Scions Flavourstart setting added
    • Alcinus (scions Hero) should not permanently die
    • lowered chance for a creation mana guardian to spawn an oasis, oasis won't spawn on Bonuses, Hills, Peaks anymore
    • fix: Unique improvements shouldn't spawn on bonuses anymore
    • lower barb activity during the first 100 turns
    • Code of Junil gives free Command1 instead of Command4 Promotion
    • Trader trait effect reduced from 35% to 28%
    • Animal Mastery Tech requires Alteration+Divination+Feral Bond, tech cost increased to 3800
    • Axeman, Swordsman, Moroi, Sons of Arsena can't use Mithril weapons anymore
    • Camps require now Exploration to be build (hunting is still required to connect resources)
    • Advanced Warfare Tech added to the Melee Tech Branch
    • Tweaks to Pyre Zombie (made by Vehem/FF)
    • AI threat and Barbarian Threat should scale a bit better with difficulty level
    • Scorpion Clan Archers combat stats reduced from 4/4 to 2/3 , 10% of them start with the strong promotion
    • A lot more buildings modify the crime in a city (with the new Esus Crime is important again)
    • Doviello Recon Unit has a % to start with subdue Animal Promotion
    • FreePriest moved from Way of the Earthmother to Arete (similar for other early religions)
    • Difficulty settings Settler/Chieftain/Warlord readded
    • Disciple of Acheron (barbarian) Unit Added and unique AI given (loves to go out and burn forests)
     
  12. MiKa523

    MiKa523 Nerdish by Nature

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    Germany
    Great as usual!
     
  13. Sephi

    Sephi Deity

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    Patch 7.41
    • fix a bug in the new doviello subdue animal code
    • gold cost of house Vadalis/Phiarlan adjusted
    • missing TXT_KEYS added
    • Gibbon Goetia won't abandon Civs
     
  14. Sephi

    Sephi Deity

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    Patch 7.43 (break saves)
    • AI improvements by Skyre Noktis
    • AI: automated workers should wake up always when in danger (wolf riders...)
    • fix: Pyre Zombie Explosions will trigger
    • fix: Sneakattack for Cult of Esus Followers
    • fix: Vampires will get Xp when razing cities (thanks Seven05)
    • fix: Only Join the Cult of Esus Project allows to join the Cult
    • Barb Tech Progression slowed down
    • Faeries race promotion gives -1 strength, other changes to make Faeries more balanced
    • Added some Promotion Art for the Faeries
    • Esus Miracle Back to the Shadows. Allows Shadows to regain their invisibility in exchange for some gold.
    • Esus Sabotage Training Promotion added
    • Highpriests of Kilmorph, Octopus and Leaves have a second Spell
    • Clan of Embers gets more hammers from removing jungle/forest
    • Clan of Embers can remove jungle from game start
    • Grigori adventurers can upgrade to Medics and Luonnotars
    • Grigori UU Treasure Hunter added
    • Lucian Cold Iron cannot get healed by the Pool of Tears
    • Spellbooks will teleport to the Capital when captured
     
  15. orthus

    orthus Chieftain

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    cool work, but PLEASE use the patchversion in filename :mischief:
     
  16. bardliam

    bardliam Chieftain

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    Is this RiFE compatible? Or a separate modmod?
     
  17. Valkrionn

    Valkrionn The Hamster King

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    It is not compatible with RifE, it's a separate mod.
     
  18. Rainbowsand

    Rainbowsand Warlord

    Joined:
    Jan 27, 2010
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    122
    Cannot but express my heartfelt thanks for barbarians at last. In an ongoing game my only capital is being shooted at by 7 goblin archers and various melee goblins, orks, skeletons and beastmen are keep coming in waves from three to five. That is what i was looking for through my entire civplaying.
    By recent approximations of XP gain i am somewhat regretful to have chosen Ljosalfar not Sidar. I think the world hostility level is now close to that of SMAX with deliberatedly maximized eco-damage.

    A note on animals spawning: almost after it starts, mobs of elephants with rare hyenas are dominating the map (instead of infamous FF051 bears: but those at least were aggressive), as usual making the Grand Menagerie construction close to impossible (that last statement is based on assumption that not all of menagerie animals have their corresponding lairs, which may be wrong). Rebalancing is required.

    I also advise to loot FF051 for 'xp' (fractions, xp from shooting) and 'unit age' systems which are more precise and convenient.

    Patch 7.44 Gilden Silveric cannot advance beyond 100 xp by killing barbs, attempt to load the worldbuilder crashes the game
     
  19. Sephi

    Sephi Deity

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    100 is the cap for getting xp from barbs, even for Silveric.

    animal spawn is random so it can happen that you see some animals more on a map. Most animals will only spawn in a specific terrain. I have added some logging for animal spawns now to finetune the numbers.
     
  20. Sephi

    Sephi Deity

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    Patch 7.5 (breaks saves)
    • Major War AI improvements by Skyre Noktis
    • Translations by Saathei
    • TXT key fixes by Graywarden
    • merged Expanded FFH events mod (made by Ostar/Blackimperator)
    • major rework of Event probabilities! Many of the "once every 50 games" events are a lot more likely to happen (Amurite Trial, Calabim refugess, Margaland, Mary Morbus, etc.), affluent dukes, star signs, mushrooms and some other events are less likely to happen.
    • fixed an issue with remove jungle
    • fix: Display of Text for Flexible/Increasing Difficulty
    • fix: issue with unit power calculation
    • fix: workers won't degroup when in danger
    • fix: spawning of wildmana minions
    • fix: Infernal can build Death Knights
    • lots of minor fixes here and there (thanks for bug reporting)
    • Clan of Embers workers can remove jungle faster
    • Distribution of Alignments amoung leaders more equal (there were a bit too many good leaders amoung the neutral civs)
    • new versions of erebuscontinents mapscript included (made by Seven05)
    • balseraphs festival of the freaks gives happiness from ale instead of marble
    • Bannor Conquest Civic moved from cultural values to civ specivic Civics.
    • Ljosalfar Worldspell: Treants will start with ActivityType Sleep.
    • Faeries: more natural Forestspread (forest can only spawn if forest is nearby and spreadchance depends on total forests nearby), forest will only spread with Summer Court Civic.
    • Archeron: Cost increased from 25 to 100 :hammers:
    • Captured Stags can create stag camps
    • Captured Scorpions can be sacrificied to give posioned Weapons to a unit stack
    • Animal Husbandry has no Prereq tech anymore
    • Victory Option Omnipotence added
    • fishing villages give less commerce
    • Naval Techs increase yields of fishing villages and pirate ports (mostly commerce)
    • Spelldelay will scale with Gamespeed
    • more Items "made by tesb" merged
    • Joining the Cult of Esus is now only triggered by the ritual (so no one joins "accidently" by researching deception)
    • Malakim: Floodplains won't spawn on tiles with a bonus
    • Malakim: All units start with Nomad Promotion
    • Esus Heal miracle only affects caster
    • Gameoption no barbarians spawn in visibility will also block lair creation
    • Malakim: desert economy yields slightly reduced
    • Spell Slow is less easy to resist
    • Guardian of Nature, Lost Lands give 0.25 happiness per feature (instead of 1), display in Civilopedia is currently broken (will show 0)
    • Scholars of House Cannith have access to unique Spells like Wall of Fire
    • House Lyrandar, Thurunni and Guild of the Nine temporarily removed until they are fully designed
    • Offer Support mechanic of Noble Houses changed. It fully depends now on the actions of a player rather than just tech discoveries.
     

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