Wild Mana for Orbis

Valkrionn

The Hamster King
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This is a conversion of my Wild Mana mod for Orbis. Simply extract into Orbis/Assets, and enable 'Modular Loading' in the ini. Edited DLL files are on the second post for those who'd like to incorporate this into their own mod. One word of warning: This mod may not be kept up very well. I mostly converted it so others could absorb it, as I think it would be fun in Orbis. If noone else picks it up, it'll likely not be updated past this first release. Sorry.

Download here: View attachment 216348

Currently, it's operated via three game options, located under the 'Living World' game option. All options have help text describing what they do.

  1. Wild Mana - This option must be set in order to use the others. By default, it will add mana based on map size, and convert roughly half of the worlds mana to the various typed manas.
    • Duel - 8
    • Tiny - 10
    • Small - 12
    • Normal - 15
    • Large - 18
    • Huge - 21
  2. Feral Mana - This option changes the amount of mana converted. When selected, all but around 5% of the worlds mana will be affected. Requires the 'Wild Mana' option.
  3. Mana Guardians - This option will spawn a guardian on all typed manas. These guardians are held, but are generally strong. 3 of the guardians are imported from FF. A full list of guardians is located at the bottom of the post.
    • Gnoslings
    • Thades
    • Psions

---Original Post---

Rather than being found as generic mana crystals that can be developed into whatever type of node you want, you will come across deposits of specific Mana types (ie Air Mana, Life Mana, Spirit Mana etc) and will have to develop your strategies around that. You will still need to research the appropriate tech and have an Adept create a node as usual. If you manage to reach Metamagic II, you can still Dispel any node back into raw mana which can be shaped however you like, making Metamagic a much more important part of the game.

  • All changes are now handled via the "Wild Mana" game option. :goodjob:
  • There is more mana overall than the default game; you will have access to a good variety of magics but will be unable to fully bend them to your whim until you reach Sorcery and secure access to a Metamagic node. The abundance of each type scales with the number of civs, and there is also a random component; there will generally be at least one of each mana type somewhere on every map.
  • A fair amount of the original raw "colorless" mana crystals can still be found, which can be freely shaped by the first to bind them to a node. They are distributed evenly over wide areas so you will have a good chance at securing at least one, allowing you some flexibility early on (choose carefully..)
  • Mana types will have a 1 in 3 chance to spawn powerful defenders on game start. The defenders are held, but are still pretty nasty. If you want to remove the defenders, open CvEventManager.py in a text editor and search for "Mana Defender", and delete the line it's on.





Current defenders are as follows:


  1. Wild Air - Air Elemental - Demon Civ
  2. Wild Body - Flesh Golem - Demon Civ
  3. Wild Chaos - Chaos Marauder - Demon Civ
  4. Wild Death - Lich - Demon Civ
  5. Wild Earth - Earth Elemental - Demon Civ
  6. Wild Enchantment - Wood Golem - Orc Civ
  7. Wild Entropy - Tar Demon - Demon Civ
  8. Wild Fire - Fire Elemental - Demon Civ
  9. Wild Law - Einherjar - Orc Civ
  10. Wild Life - Angel - Orc Civ
  11. Wild Metamagic - Thade - Demon Civ
  12. Wild Mind - Psion - Demon Civ
  13. Wild Nature - Guardian Vine - Animal Civ
  14. Wild Shadow - Spectre - Demon Civ
  15. Wild Spirit - Monk - Orc Civ
  16. Wild Sun - Aurealis - Orc Civ
  17. Wild Water - Water Elemental - Demon Civ
  18. Wild Dimensional - 6:str: Gnosling - Demon Civ
  19. Wild Ice - Ice Elemental - Orc Civ
 
Yay! :goodjob:

I will incorporate it in LeadersEnhanced. I think I will also take care of it. Unless someone else is willing to do it! And unless Ahwaric merges it in Orbis.

Many thanks for doing this, Valkrionn! You saved me some work :p
 
Not to make playing the Mechanos any harder, but it would seem that even if you beat the defender, turning a already establish mana node into a refined mana node would irritate the 'natural order' and perhaps cause another defender to appear. Or perhaps refined mana nodes could have a % chance each turn of causing a defender to appear or other events (mostly bad) sort of like having a nuclear reactor.

On that subject, how come when mana node has a 'explosion' only the fire mana seems to have any effect? Is it only because the fire mana node is the only one that really has a affect that can be gamed? I mean I always felt if a life mana overloaded, a city in range would have a + population boost and maybe villages would all promote one level.
 
I love this feature in FF+, but sadly I can't seem to get it working for Orbis :(

I'm running 0.23a, and the best i've managed is to get the options to show up, but they don't do anything.

Anyone got any ideas about what might be going on?
 
Hey Valk! Just merged this in my modmod but I saw one weird thing... Why do my workers gain XP and are able to buy some weird promotions like Cargo? :lol: I'll check but might be worth it to post here too...
 
Hum, weird. Maybe it's from Orbis and it happened just when I tried your mod... I was running Apprenticeship, +2XP thus, and the Workers indeed got +2Xp. Wonder if this is due to modular thingie.

By the way, there's no ICE_NODE in Orbis... so no way to use Ice mana. I went to WB and added a ice building to one of my cities but...
 
I think I'll add the improvement. If the XP issue isn't from Orbis but from the modular loading, I think I'll pack all this into not-modular files.
 
OK, I tested to start a game without modular loading and I didn't get the worker XP. It was with the Grigori, not the Amurites, this time, so I'll test again with them. Anyway, as I plan on adding it to my modmod, it doesn't really matter if it's modular or not.
 
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