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Wild Mana for FFH 2

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

  1. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

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    Seyda Neen, Vvardenfell
    thanx very much! :D
     
  2. BlackArchon

    BlackArchon Warlord

    Joined:
    Oct 6, 2007
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    Germany
    Until now, I have played only FFH2 without modmods. But I'm getting annoyed of these WoC errors (tiger bug) or crashes. Are these bugs also present in this Wild Mana Mod? In my last FFH2 games, I switched off the FoL religion to be relatively safe to the tiger bug... :(
     
  3. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

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    no tiger bug in WM. nowadays vanilla FFH2 is basically wild mana lite... with gamebreaking bugs :lol:
     
  4. BlackArchon

    BlackArchon Warlord

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    Ok, then I will try it. ;)
     
  5. orthus

    orthus Chieftain

    Joined:
    Feb 22, 2010
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    32
    maybe a great improvement:

    is there a way to sort the buildings by :science: , :health: , :gold: , :hammers: and levelups for units on the beginning of a turn, maybe on a little screen with the most important infos ( just the :science: , :health: , :gold: , :hammers: ), by using a different screen: maybe greater or simlilar the researchscreen or using separators with the current towninfo.
    would be nice if you have 50 cities+ for optimizing gameplay AND time
    well, i would code this for myself, but i'm not able to :cry:

    ps: i hope this is reading somebody :king:
     
  6. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
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    Location:
    Crestview FL
    Not quite what you meant, but check this out:

    Spoiler :


    It's from this modcomp by Grey Fox, a member of the RifE team, and is in RifE currently.
     
  7. orthus

    orthus Chieftain

    Joined:
    Feb 22, 2010
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    32
    hye val,
    yes i've seen this already..but the list is very unstructured, my thoughts go about a tree - like the research tree splitt up in paths for :hammers::commerce::science::health::yuck::culture::food: and unit XP
     
  8. dusckr87

    dusckr87 Prince

    Joined:
    Feb 7, 2010
    Messages:
    595
    I'm not sure if this has been mentioned before*, but I have a slight peeve about this particular menu. Often, it doesn't list what I want to build in the city and I have to "Examine City" to build what I want to build. No big deal, but I thought I'd mention it since it was brought up here.

    *because I know this is not the RiFE forum
     
  9. orthus

    orthus Chieftain

    Joined:
    Feb 22, 2010
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    32
    hye all there reading this:
    is it usefull such a kind of dopesheet for the buildings in a town ??
    i also think of miniautomatism features like building all things for :gold: and so on, and custom checkboxes for the list of things to be built.
     
  10. Sephi

    Sephi Deity

    Joined:
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    Patch 7.56 (break saves)
    • Major Speedtweak (simplified Traderoute updating)
    • AI tweaks by Skyre Noktis
    • fix: possible CTD when withdrawing defender dies because he has no free plot he can withdraw to.
     
  11. Sephi

    Sephi Deity

    Joined:
    Jan 25, 2009
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    Patch 8.0 "Revolutions in Erebus"
    • TXT key fixes by Graywarden
    • Infernal AI tweaks by Skyre Noktis
    • Fishing loses exploration prereq
    • Civic Decentralization gives -10% food
    • Civic Agrarianism gives +10% food, no hammer penalty
    • Faeries: Erlkings Hunt ends after 20 turns
    • Revolutions
      • Revolution mechanic works for all Noble Houses
      • Capital Cities will never revolt
      • time between two revolts increased
      • Revolting Cities may join one of three different Factions (Protectors of Erebus, Traders of Erebus, Risen)
      • added two Warnings when Support gets Low and Revolution might happen
    • fix: Balseraphs Hall of Mirrors won't duplicate Equipment
    • added Forest Preserve Improvement: req. Hidden Paths and Ancient Forests, gives +1 commerce and happiness
    • More Unique Barbarians
      • Scorpion Clan:
        • clan will consist of normal Scorpion Goblins with some weaker Goblins and Scorpion Archers mixed in
      • Skeletons
        • New Improvement Necropolis, spawns Spectres
        • Necropolis do not spawn, Graveyards turn to Necropolis over time
        • Skeletons will do their best to defend Graveyards/Necropolis
        • Skeletons can turn specific improvements to Graveyards
        • Skeletons are harder to deal with when they are defending Graveyards
    • added Hippus Equipment made by tesb
    • Malakim PathToAsceticism fix
    • Malakim Ancient Forest fix
    • restored different main menus
    • Leader Kro Mear removed
    • new Calabim Leader added: Elena (good,Emergent, Greedy, Redeeming)
    • fix: issue with Civilopedia when accessed in an active game
    • New Civ added: Austrin (original from Fall Further)
    • added Austrin leader made by 25Hour
    • Austrin Ability "swap cities" added. Allows Austrin to quickly move population and buildings between two cities
    • fix: faerie forests won't spread underwater
    • fix: demagogs won't abandon in crusade. flagbearers can be build in crusade
    • Mazatl: Priest of Kalshekk is a tier4 unit (national limit 4 and theology prereq). Can cast "Wrath of Kashekk", medium area damage spell.
    • Mazatl: Worldspell also creates one Priest of Kalshekk
    • Spell Sanctifiy removes Haunted Lands
    • Spell Sanctify removes Necropolis (reduces AC by 3)
    • If a Graveyard upgrades to a Necropolis the AC increases by 3
    • the sanctify spell that adds promotion to whole stack renamed to Life Ward
    • living units might be haunted by nightmares in haunted lands and loose a little bit of experience
    • fix: Law Mastery Trait gives free Law2 instead of Law3 to rangers/champions
    • New Civ added: Jotnar (original from Fall Further, made by ArcticCircle). Giants who live in small villages scattered around the countryside.
    • Costs of Noble Houses and free Commerce from Headquarters rebalanced
    • Fix: display of FeatureHappiness
    • AI: uses SevenPines only to make peace if it fights a war against a more powerful team
    • Hawks cannot be rebased to non team cities
    • Hawks visibility range of recon Missions reduced to 3 (from 5)
    • AI: automation of terraforming improved. Faster, prefers to terraform tiles being worked by cities first
    • fix: Wall defender Promotion is reapplied every turn to archers in the city
    • fix: genesis issue
    • fix: AI adopting CIVIC_NONE at first turn
    • fix: AI will Group Heroes more
    • fix: Barbarians can't trigger seven Pines
    • added version 2.64 of Erebuscontinents mapscript (made by Seven05)
     
  12. Tholal

    Tholal Emperor

    Joined:
    May 19, 2009
    Messages:
    1,676
    Nice patch.

    Where can I find these changes? I looked through the latest Sourceforge files and didn't see anything that seemed to affect the Infernals.
     
  13. Sephi

    Sephi Deity

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    Infernal going into conquestmode (eventmanager.py)
    Infernal city production selection (gameutils.py)

    maybe other tweaks I am not aware of.
     
  14. Sephi

    Sephi Deity

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    uploaded Patch 8.03, fixes a WoC issue and some broken art links. link is as always in first post.
     
  15. Sephi

    Sephi Deity

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    most of the minor bugs caused by the recent changes should be fixed now. Thanks everyone for reporting bugs.

    Patch 8.10 (breaks saves)
     
  16. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

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    thank YOU for squashing them bugs like ... well ... bugs

    :lol:
     
  17. Sephi

    Sephi Deity

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    Patch 8.30 "Deep Oceans" (breaks saves)
    • tweaks by Graywarden
    • Updates to the Scions made by Tarquelne
    • Updates to the Sidar made by Tesb
    • Updates to the Sheaim made by Tesb
    • AI will skip bombarding cities if it greatly outnumbers enemies
    • fix: AI rarely gave no orders to patrols
    • Jotnar Giants become stronger while they age
    • Jotnar: Orc conscripts have no AC prereq anymore
    • Orthus spawns later on classical starts
    • Deep Oceans terrain added (made by Seven05)
      • Sea Monsters lurk in Deep Oceans
      • Storms damage ships moving through Deep Oceans
      • Water mana reduces damage taken from Storms in deep oceans
    • Only Animals in Rage give a Warning "has been spottet near X"
    • Only offensive ManaGuardian Minions give a "has been spottet near X" warning
    • AI: better use of Treants with limited Duration
    • Speedtweak: faster updating of Plotgroups
    • AI: better Stack of Doom logic
    • Noble Houses have Techprereqs again
    • Support Modifiers for House Cannith, Kundarak and Tharashk finetunde
    • Support of House Tharashk increases/decreases with cities captured/lost
    • Fix: Issue with Faeries and Commando Promotion
    • if player who is at peace with a barb faction joins a team (for example permanent alliance), the peace to the barbfaction will be kept.
     
  18. feng92

    feng92 Chieftain

    Joined:
    Jul 6, 2010
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    13
    The game crashes when i start multi-player hot seat. Does this game support hot seat?
     
  19. Sephi

    Sephi Deity

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    I just tested it, hotseat works. Make sure you have the latest patch and start a PLAY NOW game before you set up the hotseat game.
     
  20. feng92

    feng92 Chieftain

    Joined:
    Jul 6, 2010
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    13
    I got this crash report even after starting single player play now game and go to main menu and click hot seat and launch with civ bts v3.19 and latest mod 8.3.


    Problem signature:
    Problem Event Name: APPCRASH
    Application Name: Civ4BeyondSword.exe
    Application Version: 3.1.9.0
    Application Timestamp: 4a0c27e6
    Fault Module Name: CvGameCoreDLL.dll
    Fault Module Version: 0.0.0.0
    Fault Module Timestamp: 4bffa342
    Exception Code: c0000005
    Exception Offset: 0017d5c0
    OS Version: 6.1.7600.2.0.0.256.1
    Locale ID: 18441
    Additional Information 1: 8485
    Additional Information 2: 84853502223d8164a31468861a7c3d71
    Additional Information 3: a4ea
    Additional Information 4: a4eacf9d27e5ee8cb3a70ac0035eb8ab
     

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