Wild Mana for FFH 2

I'm pretty sure that is how it is supposed to work (at least in FfH), despite the documentation.

Best wishes,

Breunor

In the 'pedia I'm looking at (base FFH, latest patch) that's how it's documented too: +1 hammer per Unhappy population (I suppose that could be read as net Unhappy population, but it doesn't specify that).
 
I can't merge in the hard coding in the UnitAI file (it would cause crashes for any mod modder that didnt include those spells/promotions). I wanted to get your opinion on a better way to do it. What do you think about:

1. Is it possible to update CvUnit::chooseSpell() to do this? Which should already take all of these things into account.

2. Would it be better if we added a few booleans to the spell schema so we could define if they are war spells, unit buffs, city buffs, etc? Then add a parameter to choosespell so we can isolate to just those spells.

3. If we added the schema attributes as above we could keep your functions. I wasnt sure if you checked out choosespell and what you thought of it or what you thought could be done to improve it.

4. We could farm all this out to python, but I hate to do so because of the performance cost, which is why I assume you hard coded it in the sdk.

Let me know what you think.

yeah, I had it in python in the beginning and moved it to the SDK when I merged it from my FF modmod. Some of the Promotionselection callbacks should also be moved to DLL/XML someday.
For the movement spells I would just use a GC.getDefineInt. For the other Spells a iAIWarValue or iAICityValue etc. should do. Just treat 0 as no war spell. That should do, atleast it was my plan to get rid of the use of GetInfoTypeForString.
 
Hmmm, I cannot bind units to number keys for some reason (Ctrl + 1 etc.) I really like the mod otherwise, I don't suppose anyone knows how to fix this problem?
 
I haven't looked at Sephi's code at all yet (so I am kinda sticking my nose where it doesn't belong by responding, sorry. I'm annoying sometimes :p)
just one advice. Read code before you comment to tweak it. Your post is a good example why :p
 
yeah, I had it in python in the beginning and moved it to the SDK when I merged it from my FF modmod. Some of the Promotionselection callbacks should also be moved to DLL/XML someday.
For the movement spells I would just use a GC.getDefineInt. For the other Spells a iAIWarValue or iAICityValue etc. should do. Just treat 0 as no war spell. That should do, atleast it was my plan to get rid of the use of GetInfoTypeForString.

That makes good sense, I'll add it.
 
In my current game Hyborem spawned a great engineer and used it to build the Prophecy of Ragnarok. Now the AI is starting to scare me >_>
 
I try running the BUG mod alone.It work correctly, the Tech Screen is wide screen.
But with the wild mana the Tech Screen isnt wide.And when i click Regenerate Map the game stop responding.
Em, I am using Windows 7.

Need some help here.
No idea abou the Regenerate Map thing, it's a basic BTS function and my small modification shouldn't break anything. Tech screen is one of the few files I didn't merge from BUG I think.
 
Very minor cosmetic item. I've notice a couple of times now that when I'm rewarded a hidden treasure from a lair the camera attempts to pan to the treasure site but only goes half way. Obviously, no big deal, just something I noticed.
Thanks
 
It seems the AutoCast feature makes multiplayer games go Out of Sync.
It's pretty annoying for me and my friend, we basically can't play Wild Mana, since it goes OoS as soon as an AI player autocasts anything (or if one of us clicks autocast and leaves it on for a turn).

Edit: Thanks for the feedback Sephi, found leftover files from combat odds merged with betterAI (in customassets) on my friends computer. I guess clean install FTW when in doubt.
 
No idea abou the Regenerate Map thing, it's a basic BTS function and my small modification shouldn't break anything. Tech screen is one of the few files I didn't merge from BUG I think.
Thanks for the respondence.
Actually i hate it when every time i have to scroll the Tech Screen to see the tech i need.Because if the Tech Screen is wide then i dont need to do so.I even start a post asking about a mod like BUG mod.So when i hear about WM i just download it without second.
Overall the mod make it harder to win.And i have to play Monarch to make myself get used to it.I like it.
 
It seems the AutoCast feature makes multiplayer games go Out of Sync.
It's pretty annoying for me and my friend, we basically can't play Wild Mana, since it goes OoS as soon as an AI player autocasts anything (or if one of us clicks autocast and leaves it on for a turn).
I only play Wildmana in multiplayer, I can assure you that with a clean install autocasting doesn't cause OOS nor are there any other OOS problems for me (well BUG PLE can cause OOS with a bad connection, but disabling PLE easily fixes it). Also the AI doesn't use the autocast system, it only exists to reduce micromanagement for the human player, AI doesn't care about micromanagement.

@scutarii
nice catch
 
with the bugs gone, time for some finetuning of the mana guardians.
So far I have given them unique appearance and created them their own civilization (at war with everyone, even barbs)
Spoiler New guardians :

attachment.php


any ideas/feedback for the mana guardians is great.
 

Attachments

  • Civ4ScreenShot0018.JPG
    Civ4ScreenShot0018.JPG
    328.1 KB · Views: 321
just a question...
for the "new" amurites :
do they still have arcane somewhere ? or do the new "spell-sphere trait" replaced it ?
question 2:
the last leader with water mastery trait is supposed to give :
adepts : "water I + watermastery" promo
mages : "water II + watermastery" promo.

either it is a bug ... as the other leaders only give earthI/II or mind I/II....etc
either it is not a bug.. and what is "water mastery" promotion ? not referenced in the civilopedia. (and I don't have any adept yet to see the effects)
 
When I try to install Wild mana, it dosen't seem to be working correctly. The game crashes when I try to start a game, I have 2 copies of the Noble difficulty level on the play now screen, and it's generally being strange. Please help.
 
I was playing as the Infernals last night and had constant messages about how my cities were going to shrink due to starvation. Is it possible to have the program skip these messages when the player's civ is Fallow?

Also, there appears to be some issues with barbarian spawns, particularly animals. I play with Barbarian World and Wildlands options on. In my last couple of Wild Mana games, the barbarians seemed to be a lot less frequent than in vanilla FfH, and I never even saw a single animal!
 
Back
Top Bottom